Showing posts with label Talents. Show all posts
Showing posts with label Talents. Show all posts

Friday, October 29, 2010

The State..... two weeks later

Two weeks have passed since the 4.0.1 patch hit us. Changes are made to most classes, and paladins are not an exception.
So... are we at a better state now than two weeks ago? Well, some of my initial concerns have been addressed atleast.


Retribution:

The rotation is still very random, and it seems like Blizzard intends to keep it this way.
Ret damage was low, so they buffed several of our abilities. But numbers never really concern me, since they are easy to change.

Retribution is in the same place as two weeks ago.


Holy:

I was concerned about mana regen for holy paladins (at 85, at 80 nobody seems to have any mana issues). Blizzard added even more mana regen to Seal of Insight, in the form of 15% of the paladins base mana being regained when unleashing its judgement.

I complained about Holy Radiance only having a 10 yard range. It was buffed to 20 yards (which in turns seem to make it slightly TOO good). Edit: And yes, it has been nerfed.

Light of Dawn is still a situational heal, which requires the raid to group up. Most raiders are used to spreading out as much as possible during fights, so the need to group up to get healed will take some getting used to.

Word of Glory was buffed for Holy paladins, since it was too weak. Actually, ALL holy paladin healing spells were buffed. Again, numbers tweaking is easy to do.

Holy is in a better place than two weeks ago.


Protection:

The buff to Crusader Strike made it better for single target than our AoE move Hammer of the Righteous. For a while, tankadins used more or less the same rotation on single target as they did on multiple target. The buff changed that at least.

I was concerned about our ramp-up time. We need to build up three Holy Power before being able to hit the monsters hard enough for them to notice. Blizzard will address this by making Divine Plea generate three Holy Power when used. This means that tankadins can start a fight with three Holy Power every two minutes. This is a good change.

The prot rotation is still "939". It's not harder than the old "969", which, even though it was "easy", was an elegant and smooth rotation. "939" leaves a little bit of wiggle-room, since not 100% of our global cooldowns are used (but pretty darn close).

I was concerned about Grand Crusader. Our Avenger's Shield ends up low on our priority list, which means that we mostly ignore this proc, and just use our frisbee when it fits into our rotation. In AoE fights, the proc is more useful, since (unglyphed) the frisbee hits three targets in the face. Blizzard has stated that they will in some way buff the proc, since it is their intention to make it our signature proc.

Word of Glory is still a concern. I read about tankadins getting huge heals off when they have massive Vengeance stacks. This is broken, and will be fixed. Word of Glory is not supposed to scale with the attack power provided by Vengeance.
Blizzard is buffing Word of Glory for Holy, but keeping it as a modest heal for ret and prot.

I see the use of Word of Glory, but I still find it underwhelming. Compared to the self-healing on my death knight (Death Strike, Rune Tap, Bloodworms, etc), Word of Glory is really lackluster. And it still requires me to build up three Holy Power before it is strong enough to be noticed.

Of course, there wouldn't be patches and hotfixes without paladin nerfs!

Our blocking will be nerfed. As soon as I had installed the patch, I went to reforge my tanking gear. With very little effort, Arnax was block-capped (102.4% combined miss-avoidance-block). I know that ratings will suffer when we get to 85, but that was just ridiculous. Raid buffed, it turned out I had TOO much Mastery. When the block cap is reached, Mastery turns into complete crap for protection paladins (is there any other class that has a problem like this?).
Blizzard's solution to this was to nerf both Holy Shield (from 15% to 10%) and Mastery (from 3% per point to 2.25% per point).
Edit: I read the Holy Shield change wrong. Holy Shield no longer increases block chance, but increases the amount of damage blocked. So tankadins lost 15% block chance, but gained 10% block "value."

Blizzard also nerfed our Shield of the Righeous. It now scales a lot less with attack power (from 120% to 60%, ouch), but gets a bigger base damage. The issue they are solving is the massive damage that can be reached with full stacks of Vengeance up. I know some tanks got a hard-on when seeing 100k+ crits on Festergut, but that was obviously broken.

Our main damage reduction cooldown Guardian of Ancient Kings will also get nerfed (from 60% damage reduction to 50%). With a nerf both to our block mechanic and our main damage reduction cooldown, tankadin survivability just took a hit.

Protection is still on a rollercoaster ride, but is probably at about the same state as two weeks ago.


TL;DR Blizzard is still tuning paladins, and the tuning won't stop until we hit 85 and they see real numbers from a larger population than on beta. Holy paladins got buffed. Retribution paladins got slightly buffed. Protection paladins got mostly nerfed.

Wednesday, October 13, 2010

State of the Paladin

Last night, I was enjoying the calm before the storm, flying on my Icebound Frostbrood Vanquisher across the land, and contemplating what was about to come.

Like everone else, I look forward to Cataclysm, albeit not as much as I looked forward to The Burning Crusade and Wrath of the Lich King. For some reason, those previous expansions seemed more exciting to me. Maybe I'm just getting tired of the game?

In both previous expansions, paladins were changed a bit, but that was absolutely nothing compared to what will happen in 4.0.

Very late in the development cycle of Cataclysm, Blizzard introduced a new resource for paladins: Holy Power. It is very obvious they introduced this to make retribution rotations more "involving" and "interesting", so that good paladins would distinguish themselves from bad ones.

The way things look right now, the day before the changes go live, it seems Blizzard has failed. I'm convinced that paladins will get major overhauls in future content patches to make this new design work well. Because now, it looks like Blizzard is trying to push a square peg into a round hole.

Now, you need to take my QQ with a grain of salt. I have not been playing on the beta or the PTR (which almost wouldn't matter, since there has been changes to paladins in every build that affects rotations and spell choices).

I won't go into details describing changes and new spells and so on. That has already been explained by better people than myself all over the blogosphere. I'm just going to make some general comments.


Retribution:

Paladins got a new resource system so that retribution would be "harder" to play well. In their tweeking and nob-turning during the last month, Blizzard has managed to screw that up.
Initially, the idea was that Holy Power would work somewhat like combo points do for rogues and kitties: One uses a spammable ability to build up combo points and then spend them on a finishing move, but with two big differences: The combo points [Holy Power] are bound to the paladin and not its target, and the spammable ability that stacks the combo points has a cooldown (and is thus not truly spammable). Just like a rogue, the paladin is now supposed to
(1) stack combo points [Holy Power],
(2) keep Slice and Dice [Inquisition] up, and
(3) slam-dunk a finishing move like Eviscerate [Templar's Verdict] with as many combo points [Holy Power] as possible.

Blizzard also introduced some more procs to make the rotation more "interesting".

So far, so good.

But in their tweeking they have made the generating of Holy Power almost completely random. There are procs that give more Holy Power, and procs that make the paladin use finishing moves without needing Holy Power. Blizzard has managed to make the retribution rotation a priority list that depends on several procs that are completely random.

In my world "random" means that skill has very little to do with things. If you are lucky, and press the right buttons, good for you. If you are unlucky, too bad. No pew-pew for you.
And therein lies Blizzard's failure with the new retribution rotation.


Holy:

Mana regen has been nerfed for all healers, and for a historically spamming class like the paladin, that will hurt. Divine Plea has been nerfed so hard it's useless, and suddenly, paladins have the worst mana regen of all healers. Congrats!

Paladins get loads of new healing spells, including a crappy aoe HoT (with a 10 yard radius, yey!), and a situational frontal cone heal.

But Beacon of Light is still imba, right? Well... no. But it is still useful.
I am in no way an expert on holy paladins, but it seems there will be two ways of healing with a paladin in 4.0:
(1) heal the beaconed target directly and quickly get Holy Power that you can spend on a free heal, or
(2) don't heal the beaconed target directly and use Holy Shock as your Holy Power generator to get a free heal.
With low mana regen, free heals are teh sex.

Is Holy Power well implemented for Holy Paladins? Maybe. With mana being valuable, a second resource to use instead of mana for "free" heals will be nice. Is it enough? Well, in any case, paladins will not be mindlessly spamming one single heal all night long anymore, and that is probably a good thing.


Protection:

Then we come to the redheaded stepchild paladin spec: Protection. Too bad this is the spec I've preferred for several years, eh?

The idea of making tankadins use different abilities for single target and aoe tanking is good, and something that I have missed on my paladin. Being forced to cleave and consecrate all the time to build threat was not a good design.

But.... forcing tanks to tank with combo points is just lame. There. I said it. Holy Power (as it is implemented right now) sucks for tanks.
With this combo points system, I need to first build up three holy power before I can hit anything hard enough to make them notice. And the only way to build up Holy Power is with Crusader Strike (or Hammer if aoe), which, up until last week, was on a 4.5 second cooldown. I also need to cast a finishing move to get my Holy Shield up (should I waste Holy Power early to get my shield up, or can I wait until I can use all three Holy Power?).

This is a big change for tankadins. Before, we had the advantage of always starting with a full "rage bar" (a.k.a. the blue rage bar), and could run into a fight able to hurt stuff right away. Then Blizzard slowly started to nerf paladin burst damage due to PvP QQ. So we needed to wait for some time to build stacks on the target, and our judgement hit like a wet noodle.

With Holy Power, this gets worse. The tankadin runs in, starts building Holy Power, starts stacking debuffs on the target, and after three Holy Power finally can slam a shield in the mob's face. That used to be 3x4.5 = 13.5 seconds into the fight. Not good.

Blizzard has claimed that the tankadin rotation has been too easy. The "969" rotation is mindless and could be performed by a trained monkey (yes, because the bear rotation is soooooo complex, right?). So they decided to introduce Crusader Strike to tankadins, and then, slightly later, the amazing concept of Holy Power.

With the new abilities, the tankadins of the world started to create a new rotation. And the tankadins were not happy. There were holes in the rotation big enough to drive a tauren and his six buddies through. Theorycrafters calculated that there would be 6 empty global cooldowns per minute. Tankadins would not have any buttons free to press at any given time like they did in the golden days (yesterday, that is). It was an uproar on forums. Ghostcrawler was called all kinds of names. And Blizzard caved in, with the brilliant solution of lowering the cooldown on Crusader Strike (and Hammer) to 3 seconds (but only for protection paladins).

Five minutes later, tankadins realized that their rotation with the new change turned into an even easier and more mindless rotation than the old "969". We now have the "939" rotation, where we spam Crusader Strike every other global cooldown and fill in the gaps with Judgement, Avenger's Shield, and Holy Wrath.

This change also made our "signature" proc: Grand Crusader, utterly useless. Since all this proc does is reset the cooldown of Avenger's Shield, and since Avenger's Shield sits so low on our priority list, nobody will care if this procs or not. Bad design is bad design. I expect a change. Hopefully soon (TM).

My last complaint is our so-called "emergency heal". Blizzard expects us to use Word of Glory as a self-heal when needed. They have even introduced talents that boost the spell, and even the potential to create a damage reduction shield from it. The problem is, as always: it requires Holy Power to be used.
We need to sacrifice a truck load of threat to use it, but that is probably a necessary trade-off. For a while, Word of Glory healed for so little is was pathetic. Then Blizzard made the spell scale with attack power and spell power, and the heal was actually noticed on the tank's health bar.
But the big problem is: How can an "emergency heal" be based on the tank having three holy power stacks on him? The Holy Power requirement means that the tankadin needs to plan up to 10 seconds ahead before casting the self-heal. Anyone else than me see a problem with this? How often can you plan an emergency heal 10 seconds in advance?


Anyways.... I will download the patch, install it, and relearn my class. In a week or so, I will know if the concerns listed above still are true when I've had some hands-on experience with the new changes.


TL;DR
Some changes are good, but the mechanics of our rotation and self-heal is poorly designed. I hope that is something that can be fixed without too much fuss, and that we won't have to wait too long for it to be fixed.

Thursday, April 15, 2010

Paladin Class Preview

The paladin preview is upon us!

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

  • 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.
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.

  • Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.
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.

  • 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.
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.
But what happens to Blessing of Sanctuary, since it is not mentioned here?

  • Holy Shock will be a core healing spell available to all paladins.
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?
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

  • 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.
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!!"
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.

  • 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.
Blizzard thinks retribution is a faceroll spec and wants to make it more complicated.

  • 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.
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 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.
Like paladins NEED a bigger heal, right? Seems they will tone down Holy Light to a "normal" heal and add a new big heal.
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).

  • Holy paladins will use spirit as their mana regeneration stat.
We already knew that.

  • 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.
"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?
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.

  • 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.
Only time the charges wear off is when AoE tanking loads of trash, so this is just a convenience change.



Mastery Passive Talent Tree Bonuses

Holy
  • 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.
Wow! A critting heal will HEAL FOR MORE. Imba Mastery!
Boring mastery which just keeps holy paladins in the NUKE HEAL niche. I thought the intention was to get them out of there?

Protection
  • 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.
No surprises here.

Retribution
  • Melee Damage
  • Melee Critical Damage
  • Holy Damage

Holy Damage: Any attack that does Holy damage will have its damage increased.
Yawn! Boring.


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.

Class Previews Day 3

On the third day of previews, Blizzard gave to us: Hunters, Druids, and Mages.

I don't play either of these classes, and couldn't care less....

The short version is: Hunters won't use mana or ammo anymore. Resto druids won't be running around as giant broccolis anymore. Mages get heroism.

I know atleast one mage who creamed his pants when he realized he was getting heroism.

Changed your underwear yet, Fj?

Tuesday, April 13, 2010

Class Previews Day 2

Tomorrow is the big day: we will get the Paladin preview. Fingers crossed for some goodies.

This blue post worries me a little bit:

The fact is we're just not as far along on paladins as we are the other classes.

We haven't torn up the paladin talent trees in earnest yet, so the preview will likely be heavy on design intent and light on details.

The reason this worries me is that Blizzard should know better. They should know from experience that paladins are the hardest class to balance right, since most paladin abilities are shared between the specs, and there is no real punishment for using abilities from another role while playing (we don't have forms, or presences, or stances).

Saving the paladin to last seems to be a bad idea when you know it will be the hardest to design. That quote above states that they have barely started....

Anyway... the second preview day showed us the warriors, death knights, and rogues. Since I play a death knight, and since we got to see some tanking masteries, these were interesting previews.

Warriors
Warriors get Heroic Leap, an ability that paladins have been asking for for a long time. I'm not going to QQ just yet, because I don't know what paladins will get. But paladins really really need a closer, an ability to quickly cover the distance between here and there. Paladins are still extremely easy to kite in PvP, and we are the only tank that cannot get to a mob "instantly" (death knights have Death Grip, but that cannot be used on bosses, so they also suffer from this).

Shouting becomes "free", Whirlwind becomes a "true" AoE, fury will be able to dual-wield one-handers again.

Then we get to the tanking masteries:

Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

Paladins will most likely get a mastery like this as well (hopefully with some individual flavor). It sounds reasonable and will make block useful again.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

This one I'm not so sure about. Tanks deal more damage when they get hit? And the buff scales with the damage done to the tank?

Doesn't this mean that more avoidance and more mitigation lead to slower stacks of the buff being applied? So the better gear the tank has, the slower his AP buff will stack up? Why?

And how does it work for offtanks, who won't get hit as much as the main tank? What do they do to keep threat up? How do an offtank stay "second on aggro" if he doesn't get this buff?

Well, guess we have to wait and see.


Death Knights
After being all psyched out over all the goodies that my shammy was going to get, the death knight changes seemed a bit lacking.

Outbreak will be a nice opener, making it possible for the DK to apply both diseases with just one GCD. But it will have a long cooldown (1 minute), so it will take some practise to learn how to use it best.

Necrotic Strike is the DK version of Mortal Strike.

Dark Simulacrum is the DK version of Spell Reflect.

None of these excites me much. Mortal Strike and Spell Reflect are PvP abilities, and I don't PvP with my DK anyways.

Blizzard is changing the way runes will charge, so that Dks can spend them more efficiently. This will probably take some time to get used to, but is probably a good change.

As I mentioned in my earlier post, Blood will become the dedicated tanking tree. Instead of a block mastery, DKs will get

Healing Absorption: When you heal yourself, you'll receive an additional effect that absorbs incoming damage.
So the more a DK heals himself, the more mitigation he gets.

The DK dps masteries are quite boring.


Rogues
I haven't raided with my rogue since early Trial of the Crusader, but there were a couple of good changes I noticed in the preview.

The rogue can transfer combo points from one target to another. Passive abilities, such as Slice and Dice, no longer have target requirements to be activated (which means you can use the points from a recently killed target). Combat Readiness makes the rogue less squishy. Weapon specializations will be removed (no more respeccing everytime you get a weapon upgrade).

And Smoke Bomb sounds like a lot of fun.

Thursday, April 8, 2010

Class Previews Day 1

I know, I know. We paladins have to wait another week before we get to see what Blizzard has in store for us. But there are other classes to take a look at before then.

Since I play quite a bit with my shaman and death knight as well, I'm eager to see what kind of changes those classes will get.

Ghostcrawler dropped a DK bomb already the other day by declaring that Blood will be the designated tanking tree for death knights. This was a change that I've been expecting for some time. Blizzard probably realized that designing meaningful Masteries for all three DK trees, when having all three being able to both dps and tank, would have been a game design nightmare.

So they took the easy way out, and we will now see Blood as a tanking tree, Frost as a Dual-Wield dps tree, and Unholy as a Two-hander dps tree.

Anyway, we will see more of the DK changes tomorrow. Today the classes previewed were Shaman, Warlock, and Priest.

I don't play a warlock nor a priest, so I don't really understand the impact of the changes presented. I guess locks are happy to finally get rid of those shards.

This, however, is really cool:
Leap of Faith (level 85): Pull a party or raid member to your location. Leap of Faith (or "Life Grip") is intended to give priests a tool to help rescue fellow players who have pulled aggro, are being focused on in PvP, or just can't seem to get out of the fire in time. Instant. 30-yard range. 45-second cooldown.
The shammy changes presented made me happy. I rarely play as enhancement, and I kind of feel like enhance shammies got the least exciting changes of the three specs. The other two specs got the following candy:

Elemental:
  • Elemental shammies get a more useful AoE damage spell in Earthquake, which sounds fun.
  • Spirit on gear turns into hit for elemental shammies, which means restos and "ellies" will finally be able to share gear.
  • Totem of Wrath will no longer be a static buff, but a 4-10% (depending on spec) spell power buff.
  • Spiritwalker's Grace (see below) will make it possible to dps while moving.
  • Elemental Overload Mastery seems cool. Moar pew-pew!
Good stuff! A useful AoE, "hit for free", scaling spell power buff, and no more "lightning bolt turrets".

Restoration:
Before I start, check these two new talents out:
Healing Rain (level 83): An area-effect heal-over-time (HoT) spell that calls down rain in a selected area, healing all players within it. There is no limit to the number of players who can potentially be affected; however, there are diminishing returns when healing a large number of targets, much like the diminishing returns associated with AoE damage spells. This should give Restoration shaman another healing tool that improves their group-healing and heal-over-time capabilities. 2-second cast time. 30-yard range. 10-second duration. 10-second cooldown.

Spiritwalker's Grace (level 85): When this self-targeted buff is active, your spells are no longer interrupted by movement and possibly even by your own attacks. This will give shaman of all three specs another way to heal or do damage when it’s necessary to move in both PvE and PvP. Instant cast. 10-second duration. 2-minute cooldown.
OMGawesumsweetnessyummy!

Healing Rain sounds so sexy I want it right this instant! Imagine a healing spell I will cast outside of my little Grid world! I will actually have to move my eyes from Grid and target something in the actual game to heal. People can run in and take a healing shower and move out when topped off.

Spiritwalker's Grace is like getting pie after eating some cake with a plate of cookies as the side dish. The hardest fights to heal as a shammy is the fights will lots of movement. I mean, you only get so far with Riptide, and Nature's Swiftness do have a two-minute cooldown. This new talent will make it possible to heal on the move when it matters the most.

Other:
  • A new go-to heal in New Healing Wave.
  • Bye-bye Cleansing Totem (/cry).
  • Spirit Link is back. Well, maybe.
  • A very nice Mastery: Deep Healing.
Deep Healing: Your direct heals will do more healing when the target's health is lower. This will scale to damage (e.g. someone at 29% health would receive more healing than someone at 30%) rather than have arbitrary break points.
  • And a shammy version of the paladin judgement: Unleash Weapon.
Unleash Weapon (level 81): Unleashes the power of your weapon enchants for additional effects (see below). A dual-wielding Enhancement shaman will activate the effects of both of their weapon enchants. Instant cast. 30-yard range. 15-second cooldown. Undispellable.
I look forward to healing on my shammy in Cataclysm!

Now, bring on the death knight changes! Then we will have a full week to recover before the paladin preview is upon us!

Wednesday, October 28, 2009

Patch 3.3 nerf batch 1

The patch notes do not look good for paladins these days.

First, we had the changes to Divine Sacrifice and Divine Guardian:

  • Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases. Finally, damage which reduces the paladin’s health below 20% now cancels the effect early.
  • Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration.
The tooltips for these two talents will be massive...
These changes have been called buffs or nerfs depending on who you talk to. For a raiding paladin, they are downright nerfs. The old version of the talents had much better damage absorption, but did require the paladin to bubble to not kill himself. The new version makes Divine Sacrifice without Divine Guardian (which is the most likely case for retribution paladins) a lot less useful.

What's the deal here? We have a damage absorption talent that cannot be used by a main tanking paladin, but still exists all the way down in the third tier in the tanking tree, which is hard to reach for both holy and (especially) retri paladins.

Apparently, this "raid wall" talent was too powerful and they had to move the raid wide part of the talent down to the fourth tier Divine Guardian (which earlier "just" increased the amount of damage absorbed by the then raid wide Divine Sacrifice), where fewer people will be able to reach it.

While these changes annoys me, they do not come close to the feelings I have for the following changes:

  • Sacred Shield can now only occur every 30 sec. (Up from 6 sec)
  • Lay on Hands can no longer be cast on yourself.
  • Infusion of Light now also reduces the cooldown on the effect of Sacred Shield by 12/24 sec.
  • Aura Mastery now lasts 6 sec. (Down from 10 sec)
Yes, you guessed it: PvE paladins get nerfed because of PvP. Again.

I don't PvP much with my paladin these days, but by looking at the number of PvP nerfs that has hit the paladins in WotLK, paladins must have been completely dominating the PvP scene (and still I don't see paladins dominating in the top-rated arena teams...)

The nerf to Sacred Shield makes it totally worthless for anyone except the holy paladin. As a tankadin, I often cast this on myself (if I don't have a holy paladin casting it on me) to reduce the incoming damage, but that is pointless now.

Actually, I don't even see the point to keep Sacred Shield as a baseline ability for paladins anymore, since it is useless without Infusion of Light, which is deep in the holy tree. If Blizzard wants only holy paladins to use this ability, then just put it in the holy tree and remove it as a baseline ability. Now the untalented Sacred Shield is a joke.

The nerf to Aura Mastery is clearly also a PvP nerf. It's the exact same nerf that Hand of Freedom got a couple of patches ago.

And then we come to my favorite "change": Lay on Hands can no longer be cast on yourself.

What has Blizzard been sniffing this time? Gnomish Ultra Glue (c)?

Lay on Hands has saved by butt so many times, I cannot count them all. It has a looooooong cooldown, so I save it for those very special moments where my healer is dead and the boss is starting to chew my face off after I have been auto-ressed by Ardent Defender.

Removing the self-cast on Lay on Hands would remove one of the few tanking cooldowns paladins have. I have even suggested getting LoH off the global cooldown, so it would be a more reliable tanking cooldown....

What's the reason for this nerf?

PvP? I don't think so. You cannot use LoH in arena, and you will only be able to use it once in a battleground. That's hardly a reason for a nerf.

PvE? I can only assume that it is because of the extra survivability it gives paladins when they solo content. Is that really something you want to balance talents around? Or is it because raiding holy paladins sometimes use it to get mana back when they have the talent glyphed? We are still talking about an 11 minute (talented and glyphed) cooldown, guys!

I read a new post from Ghostcrawler where he says that they have removed the change to LoH in their internal build. That doesn't mean that we can rest assured that the change will not go live. It means that Blizzard considers this talent broken, and that they are not finished messing with it yet.

Personally, I don't like where these changes are going. I am also very tired of getting nerfed because of PvP.

Atleast Icecrown Citadel looks cool. Although I'm not exactly thrilled about that the first boss in there wipes raids by passing gas. Is Blizzard catering to the 6-year olds now?

Friday, September 11, 2009

Additional Changes in Patch 3.2.2

I already addressed the changes to tankadins in patch 3.2.2 in an earlier post, but Blizzard has added some more changes to the PTR since then.

  • Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement. [This is actually a bug fix. It was discovered that several paladins using SoV ended up using the same stack of debuffs on the mob. Apparently, it was the smallest stack of debuffs that was used to calculate the damage, which both hurt the dps of retris and the tps of prots.]
  • Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed. [With the changes to Touched by the Light, Blizzard had to add the strength multiplier to BoS to make it comparable to the almighty Kings. Just losing 10% agility, spirit, and intellect in exchange for 3% damage reduction and mana regen is finally starting to look like a nice deal.]
  • Hammer of the Righteous: The damage from this ability is now considered physical instead of Holy. The threat generated by the ability has been increased such that it will continue to do approximately the same threat it did when it was Holy damage. [This is a change I do not like. It is obviously another PvP nerf. I assume plate wearers were whining about getting hit hard by holy damage that ignored their armor. The main reason I do not like this change is not because I think it is a threat nerf (it is a dps nerf actually, but hopefully not a threat nerf), but because it is another step away from the signature spell damage tank paladins used to be. I liked the fact that we were doing holy damage to mobs, and that we got threat multipliers from casters. Now we are just as dependent on Sunder Armor or Faerie Fire as warrior or druid tanks (but we do not have an ability like that ourselves).]
  • Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. Does not stack with Blessing of Kings. [All leatherworkers can now bring Kings to the raid.]
  • The Black Heart: This item’s animation has been changed and no longer resembles Hand of Protection. [I think many of us got a heart attack when we first saw this animation on the tank. I really do not know what Blizzard was thinking when they picked this animation for the proc of the trinket.]
  • Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category. [No more libram swapping, which I think is good since it was a stupid exploit.]
Overall, tankadins are looking at many nerfs this patch. Each nerf on its own is not devastating, but when you add them all up, I fear we will feel them.
Also, when looking at the QQ on the forums, and the blue responses to these QQs, I am quite sure we will see a nerf to Ardent Defender sooner rather than later.

Monday, August 17, 2009

Patch 3.2.2 Changes

Yet again, I'm getting the news late. Taking the weekend off made me miss the announced changes in patch 3.2.2. Anyway, here they are:

  • Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%. [Straight-forward nerf to tankadin threat. Maybe we should have seen this coming, with the recent buffs and all. Even though I don't enjoy being forced to pump out less threat, I think this is a good change in the long run. Blizzard has had problems with scaling tankadin dps since our threat modifier was so big. I'd prefer to get threat from pure dps than from a modifier that won't help me actually kill stuff.]

  • Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds. [PvE nerf due to PvP. Ever heard that one before? Apparently, a stun on a 20 second cooldown was too good to be true in PvP, even though it was barely useful as an interrupt in PvE. For me, this is the final nail in the coffin for Hammer of Justice as a tankadin ability. I didn't put points into the Improved Hammer of Justice talent since I believed the cooldown was still too long, and now Blizzard has made it even worse. Just face it: They don't want us to be able to interrupt.]

  • Touched by the Light: This talent now provides 20/40/60% of the paladin’s strength as spell power instead of 10/20/30% of the paladin’s stamina. [Another PvP nerf. Protection specced healing paladins decked out in spell power plate in Arena was the latest Flavor of the Month, and Blizzard decided to crush that spec hard and fast. With the nerf to Judgement of the Just AND Touched by the Light, that spec is now dead. For the normal tankadin, it is a small threat nerf, since we still have more than twice as much stamina than strength. But the change still makes sense. Stamina shouldn't be a threat stat, and Strength now got even better as a threat stat. In the long run, I think this also is a good change.]

  • Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack. [Seal of Cleave! Yes, sounds good! Since Seal of Vengeance sucks rhino balls on trash, this will make up for it. However, Seal switching is quite expensive these days. Having to switch seals between trash, bosses, and AoE packs will drain one's mana. Just imagine the Onyxia fight, when switching between the Broodmother and her whelps. That would require a seal switch every time.]

Patch 3.2.2 is already up on the PTR, so adjustments to these changes will surely pop up during the coming weeks. Even though the changes so far are nerfs to tankadins, I don't cry myself to sleep at night.

Wednesday, August 5, 2009

New specs for 3.2

Patch 3.2 brings some minor changes to my specs (I'm dual-speccing prot/ret).

Let's start with my primary spec:

Protection

The most important change here is that I want two points in Vindication. To be able to get that, I need to steal two points from Conviction. There are no real alternatives here, since Crusade is more threat than Conviction, and I just cannot give up Pursuit of Justice.

The other change is a minor one. I decided to give up on Divine Sacrifice and Divine Guardian. Divine Sacrifice has been nerfed since I picked it (it's capping at 150% of the paladin's health), and with the changes to Sacred Shield (only one shield per player) I find the improved duration of Sacred Shield in the Divine Guardian talent to be less useful. I usually kept Sacred Shield up on myself, and then the improved duration (and absorption) was useful. Now, since I can only have one Sacred Shield up, I will let the holy paladin handle this.

The three points from Divine Sacrifice and Divine Guardian were tough to find a new home to.
The alternatives were Divinity, Improved Hammer of Justice, and Reckoning.
I don't see Divinity as useful, since 3% extra healing won't change a thing. It will only give more overhealing done on me.
Improved Hammer of Justice was tempting, but the cooldown would still be too long to be really useful.
So the three points went into Reckoning for some extra threat.


My secondary spec is dps:

Retribution

In my earlier retribution spec I had Divine Sacrifice and Divine Guardian for some raid utility. These two talents I have now scrapped, since I needed five points in Holy.

Seals of the Pure is now mandatory in the Holy tree.
The new Vindication talent is sexy enough to warrant two points.

I also picked up Seal of Command again. I've been running as ret without Seal of Command for a while, since I only ever used Seal of the Martyr. I believe we will have some use for Seal of Command in fights where there is no time to ramp up the stacks of Holy Vengeance on the mobs to make Seal of Vengeance do enough damage. It will also be a better alternative in PvP.

That left four points without a home. I dumped them in Divinity, with the justification that it could be useful to get some extra heals from an Art of War proc Flash of Light.

I'm leaving my glyphs as they were before the patch. I'm going to revisit them later, when I've got the time. For now, the old ones have to do :)

Tuesday, July 28, 2009

Our new Vindication

I'm very excited about the redesigned Vindication. The new Vindication will reduce the target's Attack Power by 574, which is the same as a warrior's talented Demoralizing Shout (or a druid's talented Demoralizing Roar). Considering that a warrior needs to spend five talent points to get the debuff up to par and 10 rage for every application of the debuff, Vindication wins hands down, since it costs a mere two talent points and is applied automatically and for free.

There are, of course, some caveats:
  • Warriors still rule supreme when it comes to AoE damage reduction, since both Thunderclap and Demoralizing Shout are applied to multiple mobs within range, whereas Judgement of the Just and Vindication are only applied to a single target (or up to three targets if one manages to apply them with Hammer of the Righteous).
  • Demoralizing Shout has a 30 second duration compared to Vindication's 10 seconds.
  • Vindication has a "chance to proc", which means that if one is unlucky or need to kite the mob, the debuff could fall off.
Still, Vindication is full of win. If you are running without a warrior (or druid for that matter) with five talent points spent on improving Demoralizing Shout (or Demoralizing Roar), you get the debuff for free. If you are running with warriors and druids who usually spend rage on keeping this debuff up, they can no save that rage for dps.

I feel the only competition left is the warlock's Curse of Weakness. If you have an Affliction warlock in the raid with two points in Improved Curse of Weakness, this curse is still a better option. The improved Curse of Weakness reduces Attack Power with the same amount as Vindication (574), but also reduces the targets armor by 5%. This curse not only frees up the warrior or druid from keeping up Demoralizing Shout/Roar, but also frees up the warrior from doing Sunder Armor, or the rogue from doing Expose Armor.

So if you have a friendly Affliction lock in the raid: Give him or her a hug!
Otherwise, tell the warriors and druids to stop shouting (or roaring) to reduce Attack Power since you will be able to do it without effort. Let them spend their precious red bars on killing stuff instead.

Monday, July 13, 2009

Tankadin changes in patch 3.2

These are the changes (so far) that the tankadin will face in patch 3.2:

  • Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength. [Blizzard is desperately trying to make block useful again. The first "fix" is to increase the block value of items, thus increasing the mitigation block gives warriors and paladins. In addition, it will increase the threat these two tanks can dish out.]

  • On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus. [The amount of block value would have been too high if these items would have had their block value doubled. Making the duration longer gives the desired mitigation buff without insane spikey threat. The duration buff makes it possible for several of these items and set bonuses to have a 100% uptime.]

  • Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings. [Blizzard wants Sanctuary to be THE tanking blessing. The problem is that Kings is still better. I prefer 10% more agility (avoidance, mitigation, and threat), 10% more strength (mitigation and threat), and 10% intellect (mana) over the 3% damage reduction and mana regen.]

  • Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization. [Thank you, Blizzard. Finally!]

  • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. [Threat buff? Thank you!]

  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level. [The reduction from 130% to 100% is understandable since the amount of block value has been doubled on items. I don't really understand how the diminishing return works, though.]

  • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin's defense rating. [Wonderful and interesting. The first implementation Blizzard put on the PTR was too overpowered. But even this nerfed version is still good. In a way you could call it a passive Guardian Spirit on a 2 min cooldown.]

  • Guarded by the Light: This talent will no longer cause Divine Plea's duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light. [I assume this nerf was introduced to stop protection-specced PvP healers to keep mana regen up indefinitely. It's still lame. I find it very useful to be able to judge to refresh the Divine Plea timer in fights that require a lot of moving or tanking of several roaming adds.]

  • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout. [Blizzard nerfed the heck out of Vindication recently, due to its effects in PvP. When they realized that the nerfed version was completely worthless, they decided to redesign it to a paladin version of Demoralizing Shout. I like it. It frees up rage/mana and a global cooldown for DPS warriors and warlocks. And it's yet another passive buff/debuff that the paladin can set up without interrupting his/her rotation.]

  • Agility and Dodge Nerf, Parry Buff: The avoidance gained from agility and dodge will be nerfed by 15%. The avoidance gained by parry will be buffed by 8%. [This is just me simplifying the changes made. I'll let the math champions battle this one out. I think Blizzard's intention is to make parry more attractive and also to slightly nerf avoidance overall. They don't want another Sunwell Radiance aura "fix".]

  • Exorcism: Now has a 1.5 second cast time, but can once again be used on players. [The only real nerf for tankadins. Blizzard is trying to make it up to us with the changes to Hand of Reckoning (see below). I will miss being able to pick up mobs with Exorcism. Single target pulls, I always use Exorcism. Multi-target pulls, I use Avenger's Shield and Exorcism. Picking up new adds at Thorim or Yogg-Saron, I always use Exorcism. When I want to push for threat over everything else, I use Exorcism instead of Holy Shield in my rotation. I will still be able to pull with Exorcism, but I won't be able to do it will running in or while fighting something else. I will surely miss Exorcism.]

  • Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied. [This is a nice change, since it makes it a much better taunting tool. The old version often failed if the person with aggro kept dpsing the mob, and I didn't have the cooldown or range to attack the mob directly after the taunt. It will be nice to be able to just cast this, and not have to follow up with a judgement or something. But while having the mob's attention, this does not bring the extra threat Exorcism did.]

Overall, these are some very nice buffs. Paladin tanks will be stronger than ever in patch 3.2.

Tuesday, June 9, 2009

Vindication and Hammer of Justice nerfs

More incoming PvP nerfs for paladins in today's hotfix:

  • When immune to the stun of following abilities, Maim, Bash, and Hammer of Justice will no longer cause player spells to be interrupted but they will still interrupt NPCs.
  • The Retribution Paladin talent Vindication no longer reduces the targets stamina or intellect but does correctly lower agility, spirit, and strength.

The first one means that sooner or later, the diminishing returns from the stun effect of Hammer of Justice will make the opponent immune to the silence effect as well as the stun effect.

The second one turns Vindication into a completely useless talent. Reducing the opponent's agility, spirit, and strength is not exactly useful.

So within a couple of weeks, several paladin PvP talents have been nerfed: Hand of Freedom, Eye for an Eye, Hammer of Justice, and Vindication. And of course the nerf to Exorcism so that it no longer could not be used on players and their pets. Even our retribution aura got nerfed!

If retribution paladins are so overpowered in PvP that they need these nerfs, why are we not seeing more of them in the higher brackets in Arena?

Tuesday, June 2, 2009

Patch 3.1.3

I took a week off from raiding and spent only little time online, mostly doing dailies with my alts. I have four level 80s and they all need that darn Sons of Hodir reputation.... (two exalted so far)

This week it seems like we are getting a new minor patch. For paladins, it's all about PvP nerfs (again...)
  • Eye For An Eye: This talent now deals 5/10% of the critical strike damage taken by the paladin back at the attacker.
  • Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.
And then we have yet another Ulduar nerf:

Mimiron
  • The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
  • The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
  • Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.
Now, I must admit I don't mind the rocket nerf (I've got killed more times by rockets than I want to admit), and phase 4 could be a bit messy if the Laser Barrage occured just after a Shock Blast and the tank is repositioning the boss. But, seriously, why the nerf to mines? Did people actually die from these?

Tuesday, May 19, 2009

Patch 3.1.2

Patch 3.1.2 should hit live servers this week. Not much of interest in this patch, except the Wintergrasp honor grind nerf (daily quests are changed to weekly quests) and the introduction of Equipment Manager.

It will be interesting to compare Equipment Manager with addons such as Outfitter, ItemRack, and ClosetGnome.

For paladins, there are only two minor changes:
  • Blessing of Wisdom and Greater Blessing of Wisdom: Now grant 92 mana per 5 seconds to prevent being overwritten by Mana Spring Totem.
  • Exorcism: Can no longer be used on player-controlled creatures.
The first one eliminates the very annoying situation where all the nicely buffed Blessings of Wisdom are removed as soon as one of the shammies drop their totem. Paladins rejoice! You will no longer have to waste reagents, mana, and time when buffing in a group with shammies who don't pay attention!

When Blizzard changed the mana totems to not stack with BoW, it was like going back a few patches to when Battle Shout removed Blessing of Might.

If I may ask: Why are things like these not caught during testing?

The second change is a down-right PvP nerf. Apparently, paladins were "one-shotting" hunter pets (I don't see that happening when I look at hunter pets' health pools and the damage I do with Exorcism with a loooooong cooldown, but whatever...).

Blizzard is constantly trying to nerf the burst damage of retribution paladins, a class that is designed around burst damage. It's an interesting dilemma.

Wednesday, April 29, 2009

Seal of Command

As my secondary spec, I use 0/17/54. I'm not very happy about all the points that are spent on less useful things, but the retribution tree today is so slim-downed that you always end up with lots of left-over points. An "interesting" point is that I haven't bothered picking up Seal of Command.

According to the statistics on Quick Armory, only 59% of the retribution paladins are speccing into Seal of Command. This used to be the staple talent in the retribution tree, and in vanilla WoW, it was THE damage seal. Today, you do more damage with Seal of Blood/Martyr, and Seal of Command is only used in PvP or in fights where the damage recoil of Seal of Blood/Martyr is a problem. As it is now, Blizzard could just remove Seal of Command altogether from the game, and only a few would mourn the loss. I would like to see a change to the seal, so that it atleast is a viable alternative to Seal of Blood/Martyr.

Looking at more statistics on Quick Armory, I see that 2% of the tankadins have specced into Seal of Command. Why on Earth would you do that? For threat and damage, the seals of Vengeance, Blood/Martyr, and even Righteousness are better. In addition, since Seal of Command is a "proc per minute" seal, the damage, and thus threat, is spikey and unreliable.
It also seems like 6% spec into Vindication, and 1% into Eye for an Eye, so maybe the people who spec into these three talents are PvP protection paladins.

I like playing as retribution, but I think Blizzard needs to redesign Seal of Command and/or Seal of Blood/Martyr (the recoil makes even less sense now when Spiritual Attunement has become a protection-only talent), and also add some more useful things into the retribution tree (or in the other trees, as long as it has synergies with the retribution talents).

Saturday, April 18, 2009

Spec and mana in 3.1

I went with a 0/53/18 spec in 3.1. To get full Crusade, I had to skip one point in Spiritual Attunement. This had been proven in theory to be enough by the mathematically gifted tankadins in the world.
After a couple of days of raiding in Ulduar, I can say that mana is not an issue at that difficulty level. The mobs in Ulduar hit hard, so that one point in Spiritual Attunement is well enough.

Whenever I see my mana getting lower than I like, I start Divine Plea. With the new changes to the prot talent Guarded by the Light, Divine Plea is up constantly as long as you hit something. This works wonders when offtanking, which earlier had been a problem for tankadins. I can now go full out as an offtank and still have mana to spare. Very nice.

I haven't tanked any 5-man heroics since the patch, so I can't say how well mana regen works in those environments. But I assume that if mana shows to be a problem, the easiest solution is to pull more mobs, or just sit down and take some extra hits. Those tricks most tankadins are used to since TBC anyway.

So far I am happy with my new spec. I finally got the points to put into Pursuit of Justice, and the extra damage and crit makes me a happy pally :)

However, I still haven't found that darn Glyph of Divine Plea...

Arnax