Short version: "Holy paladins get a new big heal and Beacon of Light will be nerfed. Retribution and Protection will get more complicated rotations since they obviously are faceroll specs. Any exact details are not available at this moment. Please hold."
Paladins don't seem to be getting that interrupt or gap closer we've been asking for, and that sucks.
Holy paladins will get a half-assed AoE healing spell, but seem to be stuck in the single-target nuke heal niche.
New Paladin Spells
Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.For protection, this is our version of the warrior's Shockwave. This is a good thing, since tankadins currently lack snap AoE aggro. It also gives Holy an AoE damage spell. I wonder what kind of cooldown this spell has, since I assume it won't be spammable. Also, how long will the targets be blinded, and will damage break the blind?
Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration.It doesn't say anything about spec restrictions, so I assume all three specs will be able to use this spell. I also assume it only scales with spell power, so it will be ridicilously weak for non-holy paladins. I'm sure it will have a VERY short range, so it will only be healing the people standing on top of you. So this is Blizzard's AoE heal gift to paladins?
Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).Retribution gets their own Gargoyle. Holy gets a smart heal. Protection gets another damage reduction cooldown. I'm pretty sure the damage reduction won't last a full 30 seconds. For a tanking cooldown, 3 minutes is a bit long. Maybe a glyph will shorten the cooldown?
Changes to Abilities and Mechanics
Holy paladins get another damage ability. Protection paladins get another single-target damage ability. Retribution paladins hopefully get something sexier than the current lame strike.
- Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely.
The dispel changes affect all classes that can dispel. It's more or less a nerf to all non-healers, which means that retribution and protection paladins will get a weaker Cleanse.
- Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.
I like the intention Blizzard has here, but I'm not sure it's enough. Paladin buffing is annoying (not as annoying as it used to be but still annoying). Merging Might and Wisdom is a good choice, since buffing druids, shammies, and paladins sometimes could give you grey hairs.
- Blessing of Might will provide the benefit of Wisdom as well. If you have two paladins in your group, one will do Kings on everyone and the other will do Might on everyone. There should be much less need, and ideally no need, to provide specific buffs to specific classes.
But what happens to Blessing of Sanctuary, since it is not mentioned here?
In the first post, it seemed that Holy Shock would only keep the healing part across specs. But later comments from Ghostcrawler indicate that it will still do damage as well. This would give retribution and protection paladins a new instant ranged damage spell. Didn't Blizzard nerf instant Exorcism because it was considered OP in PvP? And now they give us an instant ranged damage spell back?
- Holy Shock will be a core healing spell available to all paladins.
Actually, Holy Shock might just replace Exorcism altogether. If it is an instant heal/damage spell, it would be identical to an Art of War proc for a ret paladin (either an instant Flash of Light or an instant Exorcism). I don't see ret paladins having BOTH Holy Shock and Art of War FoL/Exorcism.
For tankadins, it means another single target damage spell, and also another ranged spell to pickup runaway adds with. Plus an instant heal if needed.
New Talents and Talent Changes
Everytime paladins QQ about how bad their performance is in Arena, or how OP other classes are at the moment, the immediate answer is: "So what? U haf ur bubblez, nab!11!!1!!"
- We want to ease off the defensive capabilities of Retribution and Holy paladins slightly. We think the powerful paladin defenses have been one of the things holding Retribution paladins back, especially in Arenas. One change we’re considering is lowering Divine Shield’s duration by a couple of seconds. Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards. Furthermore, the healing environment of Cataclysm is going to be different such that a paladin may not be able to fully heal themselves during the duration of Divine Shield to begin with, so this may not be a problem.
Blizzard haven't wanted to touch the bubble, since they believe it's a signature spell in the paladin arsenal.
Now they are playing with the idea of reducing the duration of the bubble by a couple of seconds, so that a paladin won't be able to heal back to full health before it fades.
The only time I use my bubble as a tank is when I clear stacks of nasty debuffs, and I do it with a cancelaura macro. I only need a half-a-second long bubble :)
But I understand that this is purely a PvP balancing act.
Blizzard thinks retribution is a faceroll spec and wants to make it more complicated.
- We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either doing decent burst damage, or just being good at staying alive.
A 30 minute Sacred Shield sounds just like a new Blessing to me (with the caveat that it can only be used on one target). I'm not sure how this change would make a holy paladin a better group healer though...
- We want to increase the duration of Sacred Shield to 30 minutes and keep the limit to one target. The intention is that the paladin can use it on their main healing target. That said, we would like to improve the Holy paladin toolbox and niche so that they don’t feel quite like the obvious choice for tank healing while perceived as a weak group healer.
Like paladins NEED a bigger heal, right? Seems they will tone down Holy Light to a "normal" heal and add a new big heal.
- We want to add to the Holy tree a nice big heal to correspond with Greater Heal. Flash of Light remains the expensive, fast heal and Holy Light is the go-to heal that has average efficiency and throughput. Beacon of Light will be changed to work with Flash of Light. We like the ability, but want paladins to use it intelligently and not be constantly healing for twice as much.
But the big thing here is the part with Beacon of Light. Will it really only work with Flash of Light, the spell Blizzard states will be more expensive and rather weak?
Later clarifications on this indicate that Blizzard still haven't decided what to do with Beacon of Light yet. All they know is that it needs to be changed (i.e. nerfed).
We already knew that.
- Holy paladins will use spirit as their mana regeneration stat.
"Paladin tanks need more complicated rotations because they are a faceroll spec." So we will get a bunch of new abilities that we need to use? And two new cooldowns we need to choose between when tanking?
- Protection paladins need a different rotation between single-target and multi-target tanking. Likewise, we're looking to add the necessity to use an additional cooldown in each rotation.
I seriously will not have room for all of this on my action bar. I already use at least five abilities in my normal tank rotation, not counting taunts and defensive cooldowns. Now they will add more, and different rotations for single target and AoE?
From this preview, we've seen Blinding Shield being added for AoE (but most likely with a long cooldown), and Holy Shock and Crusader Strike being added for single target. We will abviously see more stuff added.
Only time the charges wear off is when AoE tanking loads of trash, so this is just a convenience change.
- Holy Shield will no longer have charges. It will be designed to improve block chance while active, and will continue to provide a small amount of damage and threat.
Mastery Passive Talent Tree Bonuses
HolyWow! A critting heal will HEAL FOR MORE. Imba Mastery!
- Healing
- Meditation
- Critical Healing Effect
Meditation: This is the spirit-to-mana conversion that the priest, druid, and shaman healers also share.
Critical Healing Effect: When the paladin gets a crit on a heal, it will heal for more.
Boring mastery which just keeps holy paladins in the NUKE HEAL niche. I thought the intention was to get them out of there?
ProtectionNo surprises here.
- Damage Reduction
- Vengeance
- Block Amount
Vengeance: This is the damage-received-to-attack-power conversion that all tanks share.
Block Amount: We want to keep the kit of the paladin as a tank who blocks a lot. So by contrast, the warrior tank will sometimes get critical blocks, but the paladin will absorb more damage with normal blocks.
RetributionYawn! Boring.
- Melee Damage
- Melee Critical Damage
- Holy Damage
Holy Damage: Any attack that does Holy damage will have its damage increased.
With all the previews now up, I vote for the Shaman preview to be the sexiest. The Shaman preview really made me look forward to healing on my shammy. The death knight preview was just "meh", and the paladin preview just raised a lot of questions.