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#1 Feb 05 2009 at 11:17 PM Rating: Good
Source http://blue.mmo-champion.com/1/14910003268-upcoming-class-change-highlights-part-3.html

PALADIN


Blessing of Kings – this spell is now a base ability trainable by all paladins.

Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.

Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.

Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.

Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.

Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

#2 Feb 06 2009 at 1:15 AM Rating: Good
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I just gotta say ... Blessing of Kings ... ABOUT F'ING TIME!!! We've been suggesting/asking for this for years now, and they're finally doing it!

Now, I don't want to get TOO excited, because after all these are "subject to change", but I really, really, really hope this change goes through.

The other changes look nice too. Kinda bummed to have Exorcism changed though ... I like having a few "niche" spells instead of every spell usable on everything. Bah, oh well. Oh, Divine Plea nerf sucks too, but maybe it won't be a huge issue.

Since it wasn't in the OP, though I believe a different thread:

Quote:
Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
#3 Feb 06 2009 at 7:23 AM Rating: Good
27 posts
Quote:
Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.


OK, where is the catch? a 3 second silence on a 6 second cooldown is too good to be true. There has to be something they are not telling us...

Edit:

It even gets better:
Quote:
Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.


If you combine this with Improved hammer of Justice you'll get a 60 sec - 20 sec - 30 sec = 10 second cooldown on your hammer. Sweet.




Edited, Feb 6th 2009 4:43pm by Bubbelboy
#4 Feb 06 2009 at 7:45 AM Rating: Decent
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Quote:
OK, where is the catch? a 3 second silence on a 6 second cooldown is too good to be true. There has to be something they are not telling us...

Well, Rogue's Kick is a 5 sec interrupt on a 10 sec cooldown, right?
#5 Feb 06 2009 at 8:07 AM Rating: Decent
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3,909 posts
Bubbelboy wrote:
If you combine this with Improved hammer of Justice you'll get a 60 sec - 20 sec - 30 sec = 10 second cooldown on your hammer. Sweet.


I'm pretty sure they'd be removing or changing imp. HoJ if they're folding the effect into JoJ. Which would actually be bad, as it would put imp. HoJ out of reach of any ret builds.

Exorcism change is nice. Divine plea change isn't. BoK change = nice, SotT change = nice, Guarded by the Light change = gay.
#6 Feb 06 2009 at 8:07 AM Rating: Decent
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angryempath wrote:
Quote:
OK, where is the catch? a 3 second silence on a 6 second cooldown is too good to be true. There has to be something they are not telling us...

Well, Rogue's Kick is a 5 sec interrupt on a 10 sec cooldown, right?


15 seconds.
#7 Feb 06 2009 at 8:49 AM Rating: Good
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1,594 posts
Quote:
Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.


BEST CHANGE EVER!
#8 Feb 06 2009 at 10:35 AM Rating: Good
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1,004 posts
Im looking forward to seeing exactly what the trees will look like. Protection has been an increidibly bloated tree with big point heavy talents that are mandatory since TBC, with little change in Wrath. Sure it was buffed, but the bloating was still there. I'd like to see things streamlined a little.

With spell interrupts being the traditional Paladin weakness, I'm torn between being overjoyed that I can chain an AS>Shield>Hammer>Shield>Torrent spell lock to keep casters out and being saddened. I read the changes and see class distinction going further out the window.

If we HAD to blurr some of the lines between Warriors and Paladins, I would have much rather seen Holy Wrath be universally targetable. Warriors have a nice short AoE stun that will work on anything while ours is still limited to undead. Even if it were a Protection talent that allowed it, to keep the parity with Warriors up.
#9 Feb 06 2009 at 10:48 AM Rating: Good
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1,594 posts
Quote:
I'm torn between being overjoyed that I can chain an AS>Shield>Hammer>Shield>Torrent spell lock to keep casters out and being saddened.


Don't forget glyphed Exorcism. Did paladins just become the anti-caster tank? I mean, other than that most bosses that can be interrupted can't be silenced...
#10 Feb 06 2009 at 11:08 AM Rating: Decent
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889 posts
Quote:
15 seconds.

It was kind of a rhetorical "right?" it really does have a 10 sec cd

Anyone else wondering if the spec swap system is coming in 3.1?

Edited, Feb 6th 2009 2:18pm by angryempath
#11 Feb 06 2009 at 11:33 AM Rating: Good
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1,594 posts
Quote:
Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.


So, with Divine Plea being -50% healing done, and prot paladins having a 100% uptime on Divine Plea... Is this an attempt to a nerf to Lay on Hands? Will we be making a /cancelaura macro into our LoH button, or will LoH be changed to ignore Divine Plea?
#12 Feb 06 2009 at 1:00 PM Rating: Good
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161 posts
All I gotta say is, three cheers for Kings and the new Exorcism.

Yeah, we were given the taunt for ranged pulls, but now we'll actually have an anytime-ranged attack that does damage.

It's about time if you ask me.

Edited, Feb 6th 2009 3:01pm by Lockebeez
#13 Feb 07 2009 at 4:16 PM Rating: Default
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1,150 posts
The exorcism and kings changes look fantastic to me. Having another ranged ability will make it easier to gather multiple mobs. Combined with the silencing effect from the glyph I can silence casters at range and pull them close enough to be hit by AoE. Which makes me think... I need to get that glyph.
The number of times I have had people ask for kings and I didnt have it yet, it has also given me an extra 5 points to play with before I reach 80
#14 Feb 07 2009 at 6:27 PM Rating: Decent
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My big question:

Is this Blessing of Kings, or Blessing of Kings AND Improved Blessing of Kings?

Just regular kings sucks without the Improved talents. You'll save -1- talent point, with this change. And most paladins end up taking Kings anyways, as it is.

IMO, they should just get rid of Improved Blessing of Kings, and make the Blessing of Kings itself 10% and just be done with it, but that's just my opinion.. *shrug* they could give us a better talent in its place.
#15 Feb 08 2009 at 4:20 AM Rating: Good
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2,183 posts
It is my sincere hope that they don't baseline Kings as a 2% stat increase, but bring it back to the way it should (and used to) be. If they made it a base spell, at 2%, there would be a lot of angry players: and I don't just mean Paladins.

Even if they made Kings a base spell at 2%, and left Improved Kings talent, that would be a waste imo.

Enough ******** with our Kings already! Top tier Ret, then moved to Prot, then chopped up into 5 talent points ... Just give us Kings at 10% and leave it alone!
#16 Feb 08 2009 at 7:05 AM Rating: Decent
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1,503 posts
i said it a long long time ago. they need to make all seals, auras, and blessings baseline for all pallies. the improvement talent would go in the respective trees. Kings, being a generic buff for all would remain baseline at 10% with no improvement.
#17 Feb 08 2009 at 7:38 AM Rating: Decent
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1,503 posts
Quote:
Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.


so back in early BC(when i tanked SSC) i posted that pallies lack a "kick-like" ability. now tankadins are rediculous. caster trash will never get off a single spell. LoS is no longer an issue.

POTENTIALLY, u can break casting with AS, SotR, Exorcism, Holy Wrath, HoJ, Arc Torrent. granted, not many of these work on bosses...but still.
#18 Feb 09 2009 at 1:12 AM Rating: Good
tommyguns wrote:
Quote:
Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.


so back in early BC(when i tanked SSC) i posted that pallies lack a "kick-like" ability. now tankadins are rediculous. caster trash will never get off a single spell. LoS is no longer an issue.

POTENTIALLY, u can break casting with AS, SotR, Exorcism, Holy Wrath, HoJ, Arc Torrent. granted, not many of these work on bosses...but still.


I can't speak for other pallies, but unless Ulduar starts introducing trash fights where an uninterrupted spell represents the serious risk of a wipe, I don't see myself tabbing through packs of mobs trying to find the cast-in-progress to smash them with my shield. 3 second silence on Avenger's Shield is mainly a LoS solution that works for me. It's really hard to reign in your dps when you LoS a pull and the mobs are all slowed. The dps all seem to be nursing itchy trigger fingers and I've lost track of the number of times a clean pull went to hell because the dps didn't wait for the mobs to get to me before they opened up with the big nukes.

I do know this, however: as long as there's a warrior tank in the raid, my chances of tanking Kel'Thuzad are slim to none. Our guilds main RL is a savvy guy and he knows that he can't always count on the dps to do much of anything beyond mash a rotation, so he puts the warrior tank on KT because the warrior has a vested interest in interrupting those frost bolt casts as often as possible.

Having access to a silence on SoR and AS will also add an element of strategy to a tanking rotation that currently consists of triggering abilities as they come off cooldown. I can see a shift in paladin tanking that will result in a reduction in tps for fights that involve heavy caster damage because we'll be holding back on the SoR and AS so they're ready to be used as an interrupt when needed.
#19 Feb 09 2009 at 2:34 AM Rating: Good
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2,183 posts
Adding to this, looks like we got 3.0.9 coming out soon with a few additional changes: http://www.mmo-champion.com/index.php
Quote:
* The duration on all Seals has been increased to 30 minutes and can no longer dispelled.
* Divine Plea: The amount healed by your spells is reduced by 50% (up from 20%) but the effect can no longer be dispelled.
* Sanctified Seals: This talent no longer affects dispel resistance, but continues to affect crit chance.


Glyphs

* Glyph of Holy Light -- Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target. (Down from 20 yards, Tooltip text fix, was already hotfixed to 8 yards in game)
* Glyph of Seal of Righteousness -- Increases the damage done by Seal of Righteousness by 10%. (Old - Reduces the cost of your Judgement spells by 10% while Seal of Righteousness is active.)
#20 Feb 09 2009 at 7:13 AM Rating: Decent
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1,594 posts
Quote:
The duration on all Seals has been increased to 30 minutes and can no longer dispelled.


>.> What?

That's serious overkill. 10 minutes is just about any boss fight. Of course, I like not having to re-seal during a fight, but, no one needs 30 minutes. Lazy mode seals.

Back in my day seals lasted 30 seconds and were removed on casting Judgement. And we only had one Judgement.
#21 Feb 09 2009 at 8:03 AM Rating: Decent
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3,909 posts
Maulgak wrote:
* The duration on all Seals has been increased to 30 minutes and can no longer dispelled.


Wow that's nuts. I didn't see that coming.

Refreshing seals hasn't even been an issue for me since they bumped them to 2min. Making them a 30min self-buff is slightly ridiculous, but...I guess there's no reason not to do it.
#22 Feb 09 2009 at 9:19 AM Rating: Decent
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1,503 posts
anyone getting tired of learning your class every 3 weeks? Ret is getting some side-effect buffs from all the class-wide changes. im lookin at moving 5 pts from Kings, another holy attack in Exorcism, saving mana from re-sealing, and a few other things i cant think of.
#23 Feb 09 2009 at 12:54 PM Rating: Good
i think the change to seals is a pvp change, have you ever looked at how much of your mana bar you lose just to start a fight?

in a raid you're mana is buffed, and with everything thats going on, you get it back instantly. but running around solo . . its a good change to help pvp mana issues a bit.
#24 Feb 10 2009 at 12:04 PM Rating: Decent
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1,292 posts
Bubbelboy wrote:
Quote:
Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.


OK, where is the catch? a 3 second silence on a 6 second cooldown is too good to be true. There has to be something they are not telling us...

Yeah, while I'm all for a bit more spell interruption this seems to be a bit much. With all the DKs running around I usually just assign them to yank the casters to me, or I LOS. Casting mobs aren't really such an issue that there isn't a work-around.

Plus as mentioned there are probably unintended interactions with at least 3 or so Glyphs which might need toning down to avoid a huge cryfest from the pvp caster crowd.
#25 Feb 10 2009 at 1:42 PM Rating: Decent
nothing wrong with giveing prot some pvp viability. so they are interupt monkeys now. /shrug.

how many prot are you really going to see taking advantage of this.

to me this sounds good enough for arenas, toss the prot on their healer, CC a dps or two, and focus the other healer or whatever is left.
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