Forum Settings
       
Reply To Thread

Pally Changes on the PTR.Follow

#1 Dec 11 2008 at 9:53 AM Rating: Decent
Ret got some buffs to overall DPS.


Skills
Protection

Divine Protection The penalty has been removed.
Divine Shield The penalty has been changed so that all damage done is reduced by 50% in place of an attack speed penalty.
Hand of Protection now Cannot be targeted on players who have used Avenging Wrath within the last 30 sec sec.
Avenging Wrath now Cannot be used within 30 sec sec. of being the target of Divine Shield, Divine Protection, or Hand of Protection.

Retribution

Judgement of Wisdom now give each attack a chance to restore 2% of the attacker's base mana. (Old - 1% of the attacker's maximum mana)
Judgement of Light now also procs from ranged attacks.
Seal of Blood now deals 27% of normal weapon damage. (up from 22%)
Seal of the Martyr now deals 27% of normal weapon damage. (up from 22%)

Talents
Retribution

Seal of Command now Gives the Paladin a chance to deal {0.45*Min Weap Damage+0.45*0.23*SpellPower} to {0.45*Max Weap Damage+0.45*0.23*SpellPower} additional Holy damage. (Old - Didn't scale with Spell Power)
Vengeance now stacks up to 5 times. (Up from 3)

Holy

Judgements of the Pure now Increases the damage done by your Seal and Judgement spells by 5/10/15/20/25%, and your Judgement spells increase your casting and melee haste by 3/6/9/12/15% for 1 min.

Protection

Sacred Duty no longer reduces the attack speed penalty on Divine Shield and Divine Protection. Rank 2 now increases total stamina by 8%. (Up from 6%)

Source


Edited, Dec 11th 2008 9:54am by RuenBahamut
#2 Dec 11 2008 at 10:08 AM Rating: Decent
**
370 posts
Hmm...can one of the pally number crunchers figure out from this change whether command is competitive with martyr again at the high end?
#3 Dec 11 2008 at 2:26 PM Rating: Good
And SoV stacking to 5, on long fights, that might be quite the DPS increase.

The JoW I think overall will be an increase in mana returned for Retribution paladins since Ret generally has base mana pretty close to max mana. We needz more mana!

I don't think that'll matter to holy paladins though, because they're not swinging at mobs right? Its an overall nerf though for everyone else that got mana from it.


Edited, Dec 11th 2008 2:28pm by digitalcraft
#4 Dec 12 2008 at 5:44 AM Rating: Decent
***
3,909 posts
digitalcraft wrote:
And SoV stacking to 5, on long fights, that might be quite the DPS increase.


SoV has always stacked to 5. He's referring to the talent Vengeance, which activates after a critical hit.

The buff to SoC is probably still outdone by the buff to SoB. SoB will likely remain the optimum raid DPS seal.

more stamina buffs for prot now pls.
#5 Dec 12 2008 at 5:59 AM Rating: Good
**
370 posts
Yeah, i came to that conclusion too, Zep. The hidden cooldown on SoC still kills it pretty much no matter what.
#6 Dec 12 2008 at 9:24 AM Rating: Good
zepoodle wrote:
digitalcraft wrote:
And SoV stacking to 5, on long fights, that might be quite the DPS increase.


SoV has always stacked to 5. He's referring to the talent Vengeance, which activates after a critical hit.

The buff to SoC is probably still outdone by the buff to SoB. SoB will likely remain the optimum raid DPS seal.

more stamina buffs for prot now pls.



Ahh, I see, my brain fart. Still a nice dps increase to everything and not very bursty.

I.M.O. SoB/SotM definitely should stay out in front slightly because it has a downside that the other seals do not, i.e. more work for healers.

In my head, for overall dps it should go SoB(since it harms you), SoV(since you have to stack it and can't just go all out at the start with it), and then lastly SoC, since it has less downsides. On short fights though, SoV would be behind, and on longer healing intensive fights, SoB would be behind, but I don't know if this leaves any niche for SoC at all.
#7 Dec 12 2008 at 10:16 AM Rating: Good
**
370 posts
Just PvP, I think, as it doesn't hurt you and offers high burst damage.
#8 Dec 12 2008 at 11:11 PM Rating: Good
***
2,183 posts
New post up on MMO-Champion with some additional changes regarding Paladins (for the PTR):

* Glyph of Flash of Light - Your Flash of Light has an additional 5% critical strike chance. (Old - Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.)
* Glyph of Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 20 yards of the initial target. (Up from 10 Yards)
* Glyph of Hammer of Wrath - Reduces the cost of Hammer of Wrath by 100%. (Old - Increases the range on Hammer of Wrath by 5 yards.)

* Libram of Reciprocation now gives Your Judgement of Command spell a chance to grant 173 critical strike rating for 10 sec. (Old - Haste Rating)
#9 Dec 13 2008 at 7:11 AM Rating: Decent
***
3,909 posts
The libram and HoW changes are very nice. The old libram was extremely meh.

Actually, all of those changes are nice.
#10 Dec 13 2008 at 11:52 AM Rating: Decent
Any changes to righteous defense? I really wish it worked like warriors taunt. A aoe taunt would be invaluable to. I had heard some rumor about righteous defense being changed. One can only hope.
#11 Dec 13 2008 at 1:16 PM Rating: Good
**
648 posts
bsgnitro wrote:
Any changes to righteous defense? I really wish it worked like warriors taunt. A aoe taunt would be invaluable to. I had heard some rumor about righteous defense being changed. One can only hope.


um, no, they're not changing righteous defense... but if you read ruen's post we're getting a SECOND taunt that is single target, 30 yards, and deals holy damage... 2 taunts.. one multi-target... one deals damage... can we say OP lol. and they're both gonna be baseline, so any pally can use them.

and to whoever asked for more stam, blizz is already giving prot palies 2% more stam in this patch it seems. that'l bring us up to a total of 14% bonus stam before kings. how much more can you really ask for? lol.

and the FoL and HL glyphs are awesome for healing pallies. the old HL one was nice enough as it was. the old FoL one definitely needed a change and this is an awesome one.

all in all, WotLK was good for pallies... this patch is just icing on the cake :-D

oh, and SoB/tM back up to 27%... i'm just about in heaven here lol.


edit: my apologies to bsgnitro.. apparently ruen didn't include the new taunt. its up on mmo-champion and I thought I saw it when I skimmed the OP here... either way, they are giving us a new taunt. Hand of something or other....

Edited, Dec 13th 2008 4:23pm by toolofjesus
#12 Dec 13 2008 at 2:47 PM Rating: Decent
Awesome! Whenever I'm tanking I always wish I had a warriors taunt. Righteous defense seems to hang or be a PIA vs warrior, bam, taunt. I sincerely hope the new taunt works much smoother.
#13 Dec 14 2008 at 1:16 AM Rating: Good
Quote:
* Glyph of Flash of Light - Your Flash of Light has an additional 5% critical strike chance. (Old - Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.)


That kind of blows. I liked the FoL hot. It takes a bit of getting used to but I liked it over all. Ahh well all things change. ._.
#14 Dec 15 2008 at 12:01 AM Rating: Decent
**
713 posts
Quote:
Libram of Reciprocation now gives Your Judgement of Command spell a chance to grant 173 critical strike rating for 10 sec. (Old - Haste Rating)


This should have been the case from the start. Or even better, they should have changed it to SoB/SotM (probably a better choice). The libram quest reward from Borean Tundra or the one from the Grizzly Hills PvP vendor still seem like better choices for Ret Paladins for raiding.
#15 Dec 16 2008 at 7:01 AM Rating: Good
*
80 posts
Master Shojindo wrote:
Quote:
* Glyph of Flash of Light - Your Flash of Light has an additional 5% critical strike chance. (Old - Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.)


That kind of blows. I liked the FoL hot. It takes a bit of getting used to but I liked it over all. Ahh well all things change. ._.


I guess the old glyph would have been okay for prot and ret, but it was terrible for holy. The new glyph is now super sexy for holy. I love the changes for holy this time.

That holy light glyph changes is awesome as is the change to judgement of light. With sacred shield and beacon we now have several tools to deal with AOE damage.

The judgement of wisdom change is a bit of a nerf for holy but tolerable since it is very helpful for prot and ret.

It is nice to get a little bit of a damage boost for questing and farming. I wonder how much damage that taunt will do. Sadly, with my miniscule block rating, I use shield of righteousness while questing. Every little bit helps.
#16 Dec 16 2008 at 9:07 AM Rating: Decent
Ghost in the Machine
Avatar
******
36,443 posts
Flash of Light on my 67 Paladin heals for about 1,000 on average.

50% less means it'll heal for 500.

140% of that effect is 700.

500 + 700 = 1,200.

That's a total of 1,200 over 13.5 seconds (cast + HoT) instead of 1,000 over 1.5 seconds. Unless I'm very wrong here.

What I'm trying to get to here is that the HoT is nigh useless for a Ret Paladin. We even have a talent that gives us a HoT whenever we crit with Flash of Light. 1,200 health over 13.5 seconds equals a HPS of 88.9 whereas 1,000 over 1.5 second equals a HPS of 666.7.

Flash of Light is more mana efficient with the glyph, but seriously, who'd want to add 12 seconds of time to a heal for 20% extra health?

Edited, Dec 16th 2008 6:13pm by Mazra
____________________________
Please "talk up" if your comprehension white-shifts. I will use simple-happy language-words to help you understand.
#17 Dec 16 2008 at 9:33 AM Rating: Decent
**
456 posts
High end Holy pallies (i.e. if you've cleared naxx twice) have been stacking int and using Holy Light as a main spell, instead of flash of light. The fact is that at around 25k mana, and 45% HL crit rate (fully buffed) a paladin can sustain a HL spam for over 6 minutes, which is about the limit on fights your raid is geared for. This makes flash of light only used to top people off, with holy shock used as a filler instead. Some pallies were actually picking up the old flash glyph to give them a HoT, and while the feedback I've read about that isn't overwhelming, some people did enjoy it.

Anyway, can't wait for the rest of the changes. Blizzard has said that ret is much lower on dps than intended, even with the hybrid tax, so this is their first step. Good thing they didn't knee-jerk buff us like they did to nerf us. /sarcasm
#18 Dec 16 2008 at 10:27 AM Rating: Decent
Ghost in the Machine
Avatar
******
36,443 posts
Zeynothix wrote:
Blizzard has said that ret is much lower on dps than intended, even with the hybrid tax, so this is their first step.


Go figure.

I'm anxiously awaiting the "surgical changes" coming.
____________________________
Please "talk up" if your comprehension white-shifts. I will use simple-happy language-words to help you understand.
#19 Dec 18 2008 at 8:37 AM Rating: Decent
toolofjesus wrote:
bsgnitro wrote:
Any changes to righteous defense? I really wish it worked like warriors taunt. A aoe taunt would be invaluable to. I had heard some rumor about righteous defense being changed. One can only hope.


um, no, they're not changing righteous defense... but if you read ruen's post we're getting a SECOND taunt that is single target, 30 yards, and deals holy damage... 2 taunts.. one multi-target... one deals damage... can we say OP lol. and they're both gonna be baseline, so any pally can use them.


I wouldn't say it's OP. Right now it's extremely difficult for a paladin at range to pull a single target out of a group of mobs (ie. swapping underlings on Razuvius fight). Prot warriors have a Taunt and Intervene...now we'll be on par with them.
#20 Dec 18 2008 at 10:51 AM Rating: Good
***
1,594 posts
AureliusSir wrote:
toolofjesus wrote:
bsgnitro wrote:
Any changes to righteous defense? I really wish it worked like warriors taunt. A aoe taunt would be invaluable to. I had heard some rumor about righteous defense being changed. One can only hope.


um, no, they're not changing righteous defense... but if you read ruen's post we're getting a SECOND taunt that is single target, 30 yards, and deals holy damage... 2 taunts.. one multi-target... one deals damage... can we say OP lol. and they're both gonna be baseline, so any pally can use them.


I wouldn't say it's OP. Right now it's extremely difficult for a paladin at range to pull a single target out of a group of mobs (ie. swapping underlings on Razuvius fight). Prot warriors have a Taunt and Intervene...now we'll be on par with them.


Most importantly, Warriors, Druids, and DKs already have two taunts each. Warriors get a third, gimmicky partial taunt from Mocking Blow. Pallies now also get two. Death Knights will be the only tank class without a multi-target taunt, but they have a targeted high threat AOE.

I'd say it's pretty even now.
#21 Dec 22 2008 at 8:13 PM Rating: Decent
*
135 posts
Well gives Paladins a Taunt that can be cast on a mob not one to only aid a friend. With a 30 range it will be a good pulling tool for Ret.

Another one that hopefully is fixed in the patch was the judgement bug that caused judgements of the wise to stop giving mana back. source

#22 Dec 22 2008 at 8:27 PM Rating: Decent
Ehcks wrote:
AureliusSir wrote:
toolofjesus wrote:
bsgnitro wrote:
Any changes to righteous defense? I really wish it worked like warriors taunt. A aoe taunt would be invaluable to. I had heard some rumor about righteous defense being changed. One can only hope.


um, no, they're not changing righteous defense... but if you read ruen's post we're getting a SECOND taunt that is single target, 30 yards, and deals holy damage... 2 taunts.. one multi-target... one deals damage... can we say OP lol. and they're both gonna be baseline, so any pally can use them.


I wouldn't say it's OP. Right now it's extremely difficult for a paladin at range to pull a single target out of a group of mobs (ie. swapping underlings on Razuvius fight). Prot warriors have a Taunt and Intervene...now we'll be on par with them.


Most importantly, Warriors, Druids, and DKs already have two taunts each. Warriors get a third, gimmicky partial taunt from Mocking Blow. Pallies now also get two. Death Knights will be the only tank class without a multi-target taunt, but they have a targeted high threat AOE.

I'd say it's pretty even now.


Funny story...Sartharion heroic last night. I was OT for fire elementals on our final (successful) attempt. Those little elementals are buggers to see and even worse to target, so when we got the bulk of them down I was looking around for more. Found one...on the other side of Sartharion's neck. Targeted elemental...checked elemental's target...dps...target is good...in the fraction of a second it took me to hit my taunt macro hotkey, the warrior MT on Sarth had tagged him with a Thunderclap.

OH HAI BIG ANGRY DRAGON U COME BACK HERE WITH ME NOW TO THE NICE WARRIOR K!?!?!

Bastid.
#23 Dec 23 2008 at 12:54 AM Rating: Good
***
2,183 posts
My guild tried 4 Horsemen for the first time this last weekend and the flaw of not having a single target taunt became very apparent. I was tanking Thane, our Warrior had Baron, and I bet you can guess what happened when we tried to switch targets ... The Warrior taunted first, so when I taunted I got both bosses. That made a huge mess out of everything. Could easily be avoided by having me taunt first, but what about with 2 Paladin tanks?

Sooooo happy we'll finally get a single target Taunt. Even more so after that debacle >.<
#24 Dec 23 2008 at 10:02 AM Rating: Good
***
1,594 posts
Maulgak wrote:
My guild tried 4 Horsemen for the first time this last weekend and the flaw of not having a single target taunt became very apparent. I was tanking Thane, our Warrior had Baron, and I bet you can guess what happened when we tried to switch targets ... The Warrior taunted first, so when I taunted I got both bosses. That made a huge mess out of everything. Could easily be avoided by having me taunt first, but what about with 2 Paladin tanks?

Sooooo happy we'll finally get a single target Taunt. Even more so after that debacle >.<


Hah, yeah. Two pally tanks works in Naxx just fine except for that fight. You'd need a third guy with a taunt and run the taunts in a triangle and pray for no resists.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 264 All times are in CST
Anonymous Guests (264)