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View Full Version : Paladins- Get your Holy Power on! Updated



Fat Tire
07-16-2010, 09:43 PM
Q: What is the goal when re-designing the paladin class? How do you plan to change rotations, talents, etc?
A. All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:



An instant mana-free heal: Word of Glory
A buff to increase holy damage done: Inquisition
A massive physical melee attack for Retribution paladins: Templar’s Verdict
Holy Shield’s duration is now extended by Holy Power
Divine Storm’s damage is now increased by Holy Power



We also introduced several new heals for Holy Paladins including Healing Hands (an AoE heal-over-time that is applied to all players standing near the paladin), Light of Dawn (a cone heal with a 30-yard range), as well as a new heal called Divine Light, which is similar to a priest's Greater Heal, and the new instant heal mentioned above, Word of Glory.

Q: Can you give us a sneak peek at one or two of the new Retribution abilities or talents?
A. Templar’s Verdict: An instant weapon attack that causes a percentage of weapon damage. Consumes all applications of Holy Power to increase damage dealt:



1 Holy Power: 55% Weapon Damage
2 Holy Power: 125% Weapon Damage
3 Holy Power: 225% Weapon Damage



Word of Glory: Consumes all Holy Power to heal a friendly target for a specific amount per application of Holy Power (0 mana cost, 0 cooldown, instant cast).

Q: If Judgement of Wisdom is being removed from the game, are paladins getting a new Judgement so we don't all have to use Judgement of Light?
A. There will only be one Judgement spell. This spell places a single debuff on the target with the effects currently associated with Judgement of Light and Judgement of Justice. The Judgement of Wisdom effect has been retired completely

.Q: Are the improved aura talents going away? They were still present in beta.
A. If you mean talents like Improved Devotion Aura, then those are gone. We still have talents that, say, increase healing on targets of your auras. Improved Concentration Aura still exists. In genera, though, you shouldn’t have to worry about having raid buffs of different power competing with each other.


Retribution

Divine Storm (http://db.mmo-champion.com/s/53385/) - An instant weapon attack that causes 20% of weapon damage to up to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused. Consumes all applications of Holy Power to increase damage dealt:
1 Holy Power: 22% Weapon Damage
2 Holy Power: 50% Weapon Damage
3 Holy Power: 90% Weapon Damage / 20% of base mana, Instant cast
Crusader Strike (http://db.mmo-champion.com/s/35395/) now grants a charge of Holy Power.
Inquisition (http://db.mmo-champion.com/s/84963/) *New* - Consumes Holy Power to increase your Holy Damage by 30%. Lasts 10 sec per charge of Holy Power consumed. / 20% of base mana, Instant cast
Conviction (http://db.mmo-champion.com/s/20057/) is now a Tier 2 talent. Down from Tier 6.
Sanctity of Battle (http://db.mmo-champion.com/s/35396/) is now a Tier 3 talent. Down from Tier 6. Now reduces cooldown of Exorcism by 3/6 secs. (Up from 2/4 secs)
Swift Retribution (http://db.mmo-champion.com/s/53379/) is now a single rank talent increasing melee and ranged attack speed by 20%.
Fanaticism (http://db.mmo-champion.com/s/31881/) (Tier 4) is now Improved Judgement (http://db.mmo-champion.com/s/31881/) (Tier 2) - Increases the damage of your Judgement spell by 15% and decreases its cooldown by 3 sec.
Judgements of the Wise (http://db.mmo-champion.com/s/31878/) now grants you 40% of your base mana over 10 sec. (Old - immediately grants you 25% of your base mana)
The Art of War (http://db.mmo-champion.com/s/53488/) is now a Tier 4 talent, down from Tier 3. It now has a 15/30% chance to proc from any melee attack (Old - 100% proc from Critical) and no longer reduce the casting time of Holy Light.
Seals of Retribution (http://db.mmo-champion.com/s/85126/) is now a Tier 4 talent. Up from Tier 3.
Eye for an Eye (http://db.mmo-champion.com/s/25988/) is now a Tier 1 talent. Up from Tier 2. It now gives you a 5/10% chance to cause 30% of the damage taken back to the attacker.
Righteous Vengeance (http://db.mmo-champion.com/s/53382/) is now a Tier 6 talent. up from Tier 2.
Improved Judgements (http://db.mmo-champion.com/s/25957/) is now Improved Crusader Strike (http://db.mmo-champion.com/s/25957/) - Increases the damage of your Crusader Strike by 15/30% and decreases its cooldown by 1.5/3 sec.
Heart of the Crusader (http://db.mmo-champion.com/s/20337/) is now a Tier 3 (Up from Tier 1) single-rank (Down from 3 ranks) talent.

DLoweinc
07-16-2010, 10:17 PM
Well crap maybe I shouldn't lvl my ret paladins any further....

Elektroz
07-16-2010, 11:51 PM
Can you please elaborate, DLoweinc?

This seems manageable to multibox, but maybe I'm overlooking something obvious, lol. I'll admit. I don't multibox paladins.

Shodokan
07-17-2010, 12:05 AM
Can you please elaborate, DLoweinc?

This seems manageable to multibox, but maybe I'm overlooking something obvious, lol. I'll admit. I don't multibox paladins.

It is... keep track of the procs with using a magnifineglass type addon that exists or something.

lans83
07-17-2010, 12:40 AM
It is... keep track of the procs with using a magnifineglass type addon that exists or something.


'Move Anything' lets you increase the size of anything on the window. I use this for my slave's minimaps so I can use them for tracking. Very useful with my Hunters. Also, this sounds like Death Knights, Rogues, Druids, and Paladin classes are gonna be very similar in combat now with the Holy Power stacks on enemies. Just like combat points or that one spell for DKs, sorry can't remember, been a while since I played'em, where there more you got, the more powerful the spell is to use them. Can't wait to try them out tho. Man I hope there's gonna be a way to track these on main toons like Procs with Jamba. I finally geared my main Pally in tanking gear to take on ICC, I hope the Ret gear won't be a waste right now to try and get for my slaves. I haven't been reading up on the changes, kinda wanna wait and see the final version. Any tips on which route would be best? Was thinkin about goin after PvP sets with Emblem of Triumphs, but would a Holy or Ret set be better to grab for my team?

DLoweinc
07-17-2010, 12:58 AM
Can you please elaborate, DLoweinc?

This seems manageable to multibox, but maybe I'm overlooking something obvious, lol. I'll admit. I don't multibox paladins.

I am just thinking that ret palis may not have the versatility that they do now. If one judgement provides what three judgements do now, perhaps I shouldn't shoot for an all pali group. There are some huge game changing things coming, that is for sure. I'm just thinking about the best reward for my time investment (and I know that the best investment is what is fun for me, but everyone likes feeling OP). I don't want to have any regrets ... Only time will tell

outdrsyguy1
07-17-2010, 02:42 AM
sounds to me like ret pallies will be able to heal less and when they do, it's at the cost of less damage till they restack the holy power.

Course on the other hand, the 225% 3 stack of holypower X 4 palidins could be nasty burst.

Khatovar
07-17-2010, 02:43 AM
Things like MSBT also can be set up to report only full-stack de/buffs. It was a godsend for my Enh. Shaman's Maelstrom Weapon procs. You can also enlarge your own de/buffs vs the rest of the party's in Pitlbull, as well as showing only certain de/buffs. With the way Pitbull4 allows you to make any kind of frame you like, you could simply make a nice big frame in the middle of your slave screen that shows just that proc to help with same-class teams.

Personally, I've never been a fan of multiples of the same DPS. I like versatility, which I think I'll still get plenty of with my current setup. If not, it'll just give me an excuse to get a kitty in there. ;) But Judgements are only one fairly small factor with paladins. You'll still have things like Repentance, multiple Blessings/auras, tons of mana regen, etc. Either way, there's a lot of changes incomming to paladins, as well as some other classes, so I wouldn't hold my breath on anything yet. It's something I've come to expect with expansions and even major patches.


Edit - It looks like Holy Power will be measured by an additional bar, not stacking buffs. This should make tracking it slightly easier since you can do the Pitbull thing with a large Bar instead of just a buff icon with a number you'd have to read. Or better yet, you'll possibly be able to see it from your main on your party frames like mana bars. :

http://forums.worldofwarcraft.com/thread.html?topicId=26137154483&pageNo=1&sid=1#12

jinkobi
07-17-2010, 08:59 AM
Well there's one positive thing I'd like to add! They mentioned on the podcast last night. The new talents and things will be in before Cataclysm releases. So we might be looking at 1-2 months before Cataclysm to reorganize our teams around the new talents.

moosejaw
07-17-2010, 09:30 AM
They have always pushed the X.0 patch 6-8 weeks prior to an expansion launch. So we will have plenty of time to hash things out.

Fat Tire
07-17-2010, 10:26 AM
I think these changes are really cool and interesting.

I would probably bring my pally team back if they give them some sort of gap-closer or interrupt(range) for pvp.

DLoweinc
07-17-2010, 01:08 PM
I'm going to stick with leveling my ret paladins (they just hit 50) until the changes and see how that plays out :) Things are so up in the air right now that no one has a clear idea of how it'll be. Plus I'm having fun so that is all that matters.

Multibocks
07-17-2010, 02:06 PM
I am just thinking that ret palis may not have the versatility that they do now. If one judgement provides what three judgements do now, perhaps I shouldn't shoot for an all pali group. There are some huge game changing things coming, that is for sure. I'm just thinking about the best reward for my time investment (and I know that the best investment is what is fun for me, but everyone likes feeling OP). I don't want to have any regrets ... Only time will tell

The point of an all pally group was not the judgments....

DLoweinc
07-17-2010, 05:56 PM
The point of an all pally group was not the judgments....

I'm not saying that it was, of course at lvl 52 I don't think I really know that I've been able to experience it yet. I love the utility offered so far. I guess my reply was somewhat selfish regarding the news that came from the Twitter chat yesterday.

But honestly, the news did make me second guess spending another few weeks leveling up another team because let's be honest, no one wants to devote a few months of time into something that is then no good.

Khatovar
07-17-2010, 11:23 PM
But honestly, the news did make me second guess spending another few weeks leveling up another team because let's be honest, no one wants to devote a few months of time into something that is then no good.

Like I said, that''s something everyone should come to expect from expansions and even large patches. Even small patches, depends on Blizz's mood. :p Especially as a multiboxer. People end up changing compositions all the time because Blizzard changes {or UNchanges} something or to try something that might work better or because something didn't work out as well as expected. That's what RAF, boosting and heirlooms are for.

I can't even count how many full and partial teams I've leveled up before settling on my current one. Heck, I've even leveled up toons I have absolutely no intention of playing just because maybe someday I might. I've stuck with the healer and tank on this one, but the rest used to be all warlocks that I replaced one at a time. And before that, I probably went through about 5 other "main" teams. And I'm not even a FotM kind of player, that's all just figuring out what I really, really liked to play as a team instead of as individual characters! :D

Can't get attached to anything with an evolving game, just play what you enjoy until it's not fun anymore, then feel free to move on to something else. At the end of the day, you'll still have them in reserve in case you want to dust them off.

Tdog
07-19-2010, 11:47 AM
Like I said, that''s something everyone should come to expect from expansions and even large patches. Even small patches, depends on Blizz's mood. :p Especially as a multiboxer. People end up changing compositions all the time because Blizzard changes {or UNchanges} something or to try something that might work better or because something didn't work out as well as expected. That's what RAF, boosting and heirlooms are for.

I can't even count how many full and partial teams I've leveled up before settling on my current one. Heck, I've even leveled up toons I have absolutely no intention of playing just because maybe someday I might. I've stuck with the healer and tank on this one, but the rest used to be all warlocks that I replaced one at a time. And before that, I probably went through about 5 other "main" teams. And I'm not even a FotM kind of player, that's all just figuring out what I really, really liked to play as a team instead of as individual characters! :D

Can't get attached to anything with an evolving game, just play what you enjoy until it's not fun anymore, then feel free to move on to something else. At the end of the day, you'll still have them in reserve in case you want to dust them off.Just gradually level up a team of everything and you'll never have to completely reroll again. ;)

Multibocks
07-19-2010, 12:57 PM
A team of everything feels like a job :(

I have 3 teams I run daily dungeons and VoA on as well as try to get as many as I can thru an ICC run. Basically no free time after that. I think I will change to one team for the beginning of Cataclysm and just roll with the punches instead of switching to FoTM.

Ughmahedhurtz
07-19-2010, 05:38 PM
Can you please elaborate, DLoweinc?

This seems manageable to multibox, but maybe I'm overlooking something obvious, lol. I'll admit. I don't multibox paladins.

It's not about being able to multibox it. It's about auras and judgements (certain ones at any rate) going away. One of the big benefits of a 4-5 paladin group was that you could stack auras and judgements so you got almost all pally benefits at the same time. It looks like that's going away, but we'll have to see how they do it exactly.

Also, $5 says Healing Hands (the AoE HoT they mentioned) will not stack x5. ;) If it does, it may not matter what happens to JoLight.

Shodokan
07-20-2010, 04:12 PM
It's not about being able to multibox it. It's about auras and judgements (certain ones at any rate) going away. One of the big benefits of a 4-5 paladin group was that you could stack auras and judgements so you got almost all pally benefits at the same time. It looks like that's going away, but we'll have to see how they do it exactly.

Also, $5 says Healing Hands (the AoE HoT they mentioned) will not stack x5. ;) If it does, it may not matter what happens to JoLight.

JoLight is still there. It also has the effects to slow the target like Justice. They just combined them and got rid of wise. Like the combined might + wisdom.

Catamer
07-20-2010, 04:50 PM
moving once again to a f-ing proc system because some class is too easy to mbox.
nobody does boomchickens for this reason, oh you can box them but you really can't get the most out of them.

Owltoid
07-20-2010, 05:02 PM
I seriously doubt their motivation for the pally changes are multiboxing based. I think it's more because ret was reportedly one of the most boring specs to play.

Firstcow
07-20-2010, 05:19 PM
Can someone enlighten me how this Holy Power works? As a ret, do I have to do 3 Crusader Striker before Holy Power has 3 stacks? So that's 12 seconds until I can hit a really big hit? And in the meantime I do Judge and Crusader Strike and that's it? (since Divine Storm is nerfed to hell)

Shodokan
07-20-2010, 06:42 PM
Can someone enlighten me how this Holy Power works? As a ret, do I have to do 3 Crusader Striker before Holy Power has 3 stacks? So that's 12 seconds until I can hit a really big hit? And in the meantime I do Judge and Crusader Strike and that's it? (since Divine Storm is nerfed to hell)

Correct. Divine storm actually uses up stacks of holy power. They said they are giving ret another attack though because of this.

ghonosyph
07-20-2010, 08:29 PM
nothings final yet, and pallys STILL HAVE A TOTAL REVAMP COMING. Dont get your panties in a bunch yet! <3 beta tester moocrewB :)

Fat Tire
07-20-2010, 08:55 PM
nothings final yet, and pallys STILL HAVE A TOTAL REVAMP COMING. Dont get your panties in a bunch yet! <3 beta tester moocrewB :)

I dont play pallies, but change is sometimes good..........sometimes. Perception is unique to every individual and is simply one's interpretation of reality.



I blame Kromtor :D

Fat Tire
07-21-2010, 09:02 AM
Rebuke- A interrupt that lasts 4 seconds on a 10 sec cooldown.

Multibocks
07-21-2010, 10:42 AM
Bleh total PvP garbage. I want something to help my pve team.

Seldum
07-21-2010, 10:55 AM
It's a shame they are moving towards a proc based system for paladins... Playing all druids ill be the first to admit it suckes.

And with more heavy movement fights I find it hard to be able to manage procs aswell. It becomes to much to handle.

I can only hope that the procs for paladins won't effect the dps/healing to much and that you are able to approximate it a bit and maybe get around 70-80% utilization of the procs...

We will just have to wait and see what the effect will be. I will keep leveling my pally team :)

outdrsyguy1
07-21-2010, 03:37 PM
latest pally Changes below.

Holy


Abilities


[Specialization] Holy Shock - Now also grants a charge of Holy Power when used.
Holy Wrath (20% base mana; 15 sec cooldown) - Sends bolts of holy power in all directions, causing [0.3*SPH+399] Holy damage divided among all targets within 10 yds and stunning all Demons and Undead for 3 sec.
Inquisition (83) - Consumes Holy Power to increase your Holy Damage by 30%. Lasts 10 sec per charge of Holy Power consumed.
Seal of Light - Removed.
Seal of Mana - Removed.
Seal of the Pure - Fills the Paladin with divine power for 30 min, giving each single-target melee attack a chance to heal the Paladin for [0.15*AP+0.15*SPH] and restore 0 to 1% of the paladin's maximum mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will deal [1+0.25*SPH+0.16*AP] Holy damage to an enemy.
Word of Glory (5) - Consumes all Holy Power to heal a friendly target for 92 to 101 per application of Holy Power. (@24)


Talents


Beacon of Light (Tier 4) - Moved from tier 3.
Blessed Life (Tier 6) - Moved from tier 4.
Clarity of Purpose (Tier 2) - Reduces the casting time of your Holy Light and Divine Light spells by 0.1/0.2/0.3 sec.
Denounce (Tier 5) - You have a 50/100% chance when any of your Holy spells get a critical effect to make your next Exorcism spell instant and cost no mana.
Divine Favor (Tier 3; 1 min cooldown) - Increases your chance to critically hit with your next Word of Glory, Holy Shock, Flash of Light, Holy Light or Divine Light by 100%.
Divine Illumination - Removed.
Enlightened Judgements (Tier 3) - Moved from tier 4.
Healing Light (Tier 2) - Increases the amount healed by your Word of Glory, Holy Light, Flash of Light, Divine Light and the effectiveness of Holy Shock spells by 4/8/12%.
Infusion of Light (Tier 3) - Your Holy Shock critical hits reduce the cast time of your next Holy Light by 0.75/1.5 sec.
Judgements of the Pure (Tier 1) - Moved from tier 2.
Light of Dawn (Tier 7; 21% base mana; 30 sec cooldown) - Send a wave of healing energy before you, healing all friendly targets up to 30 yards away for 130 to 155. (@24)
Sacred Cleansing (Tier 4) - Moved from tier 5.
Sanctified Light (Tier 1) - Increases the critical effect chance of your Judgement, Holy Shock and Word of Glory by 6/12%.
Speed of Light (Tier 4) - Casting Holy Shock grants 5/10/30% spell haste for your next Flash of Light, Holy Light or Divine Light, and casting Healing Hands grants you 10/20/60% movement speed for 10 sec. Also lowers the cooldown on Healing Hands by 10/20/30 sec at all times.
Tower of Radiance [NYI] (Tier 6; 3 ranks) - Directly healing the target of your Beacon of Light has a % chance to generate Holy Power.
Unyielding Faith - Removed.


Protection


Abilities


[Specialization] Avenger's Shield - Now also silences the target it's cast on.


Talents


Ardent Defender (Tier 4; 2 min cooldown) - Redesigned: Activate to reduce damage taken by 20%. While active, attacks which would otherwise kill you cause you to be healed for 15% of your maximum health. Only useable when your health is below 35%.
Divine Guardian (Tier 3) - Party or raid members within 30 take 20% reduced damage for 6 sec.
Divine Sacrifice - Removed.
Grand Crusader (Tier 4) - When your Shield of Righteousness and Hammer of Righteousness deal damage, they have a 10/20% chance of refreshing the cooldown on your next Crusader Strike and causing it to hit for 50/100% additional damage.
Guarded by the Light (Tier 6) - Reduces the cooldown by 30/60 secs and mana cost by 50/100% of your Divine Plea. In addition, you have a 50/100% chance to refresh the duration of your Divine Plea when you hit an enemy.
Hallowed Ground (Tier 3) - Increases the duration of your Consecration spell by 15/30 secs and the damage it causes by 10/20%.
Holy Shield (Tier 6; 10% base mana; 1 min cooldown) - Redesigned: Increases your chance to block by 30% for 10 sec, and deals 79 Holy damage for every attack blocked. Consumes Holy Power to extend duration by 10 sec per stack of Holy Power.
Protector of the Innocent (Tier 2) - Your Auras reduce your damage taken by 1/2/3% and the amount healed on any target by 2/4/6%.
Reckoning (Tier 4) - You have a 10/20/30% chance after blocking an attack for your next 4 weapon swings within 8 sec to generate an additional attack.
Sacred Duty (Tier 5) - Moved from tier 6, no longer grants Stamina.
Sanctuary (Tier 3) - Reduces the chance you'll be critically hit by melee attacks by 2/4/6%. In addition when you block or dodge a melee attack you gain 1/2/3% of maximum mana.
Seals of the Pure (Tier 1) - A new icon. Yay!
Shield of the Templar (Tier 6) - Increases the critical strike chance of your Shield of Righteousness by 5/10%. In addition, your Shield of Righteousness critical strikes have a 50/100% chance of making your next Judgement a critical strike.
Vindication (Tier 6) - Moved from tier 5.
Wrath of the Faithful (Tier 3) - Increases the damage by 10/20% and critical strike chance by 10/20% of your Holy Wrath spell.


Retribution


Abilities


Crusader Strike - Now also grants a charge of Holy Power when used.
[Specialization] Divine Purpose - Chance to generate extra applications of Holy Power on your melee autoattacks. (Placeholder until Mastery is fully implemented).
Divine Storm (20% base mana, no cooldown) - Redesigned: An instant weapon attack that causes 20% of weapon damage to up to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused. Consumes all applications of Holy Power to increase damage dealt:

1 Holy Power: 22% Weapon Damage
2 Holy Power: 50% Weapon Damage
3 Holy Power: 90% Weapon Damage


[Specialization] Templar's Verdict (20% base mana, no cooldown) - An instant weapon attack that causes a percentage of weapon damage. Consumes all applications of Holy Power to increase damage dealt:

1 Holy Power: 55% Weapon Damage
2 Holy Power: 125% Weapon Damage
3 Holy Power: 225% Weapon Damage




Talents


Conviction (Tier 2) - Gives you a 1/2/3% bonus to damage and healing for 30 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.
Crusade (Tier 1) - Increases the damage and healing of your Crusader Strike, Hammer of the Righteous, Templar's Verdict, and Holy Shock by 10/20/30%.
Eye for an Eye (Tier 1) - All damaging attacks against you have a 5/10% chance to cause 30% of the damage taken back to the attacker as well.
Heart of the Crusader (Tier 3) - In addition to the normal effect, your Judgement increase the critical strike chance of all attacks made against that target by an additional 3%.
Improved Crusader Strike (Tier 4) - Increases the damage of your Crusader Strike by 15/30% and decreases its cooldown by 0.5/1 sec.
Improved Judgement (Tier 2) - Increases the damage of your Judgement spell by 5/10/15% and decreases its cooldown by 1/2/3 sec.
Judgements of the Wise (Tier 3) - Your damaging Judgement spells have a 33/66/100% chance to grant the Replenishment effect to up to 10 party or raid members mana regeneration equal to 1% of their maximum mana per 5 sec for 15 sec, and to grant you 40% of your base mana over 10 sec.
Rebuke (Tier 4; 10 mana; 10 sec cooldown) - Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
Righteous Vengeance (Tier 6) - When your Judgement, Crusader Strike, Hammer of the Righteous, and Divine Storm spells deal a critical strike, your target will take 10/20/30% additional damage over 8 sec.
Rule of Law (Tier 1) - Increases the critical strike effect chance of your Crusader Strike and Holy Light by 5/10/15%.
Sanctity of Battle (Tier 3) - Increases the damage caused by Exorcism by 10/20% and reduces the cooldown by 3/6 secs.
Seals of Retribution (Tier 4) - Your damaging Seals now also deal 15% weapon damage each time you swing, and your Seal of Righteousness now hits up to 2 additional targets.
Swift Retribution (Tier 6) - Your auras also increase your party and raid's melee and ranged attack speed by 20%.
The Art of War (Tier 4) - Your melee attacks have a 15/30% chance to reduce the cast time of your next Exorcism spell by 100%.
Wrath of the Lightbringer (Tier 6) - Increases the critical strike chance of your Holy Wrath ability by 25/50% and reduces the cooldown of your Avenging Wrath ability by 30/60 sec.
Zealotry (Tier 7) - Your Crusader Strike generates 3 stacks of Holy Power per strike for the next 30 sec. Requires 3 stacks of Holy Power to use.

outdrsyguy1
07-21-2010, 03:42 PM
It's hard to tell, but I'd swear they are making ret pallies even more bursty. Not sure how long it will take to get 3 stacks of holy power to start using Zealotry, but damn, if they survive long enough to pop that in pvp it sounds pretty nasty to me. I love that seal of Righteousness now hits 2 targets, that's gonna be pretty sick in pvp since we won't have to pick between seal of command and rightousness.

Fat Tire
07-21-2010, 03:55 PM
Man I love the Holy stuff. Just amazing.

outdrsyguy1
07-21-2010, 03:58 PM
you mean holy power, or the holy tree?

thefunk
07-21-2010, 04:00 PM
I absolutely love the pally class. Mainly coz it was my 2nd roll (first was warrior and i kept dying with no heals so gave up). Even if they underpower the class, i'll still blindly play hehe

Fat Tire
07-21-2010, 08:15 PM
you mean holy power, or the holy tree?

Holy tree ;p

Khatovar
07-22-2010, 01:02 AM
Linky (http://forums.worldofwarcraft.com/thread.html?topicId=26227742991&pageNo=1&sid=1#7)

Seal of Insight is the new healer-oriented Seal. It combines the effects of Light and Wisdom.

Judgement of Wisdom's effect (casters using wands on a target to regen mana) is what we cut. The communication error is probably mine. The new spell, just called Judgement, combines the Justice (limits movement speed) and Light (chance of a melee heal) effects.


Linky (http://forums.worldofwarcraft.com/thread.html?topicId=26227742991&sid=1&pageNo=1#15)

Seal of Insight: Fills the Paladin with divine power, giving each single-target melee attack a chance to heal the Paladin and restore 4% of the paladin's maximum mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will deal Holy damage to an enemy.

Judgement: Unleashes the energy of a Seal to judge an enemy for Holy damage. Judged targets move slower and cannot flee. Attacking a judged target has a chance of healing the attacker.

"Move slower" is a cap on run speed, as it is today.

Judgement is considered a melee attack for purposes of restoring mana via Seal of Insight.

We're iterating on all of this quickly though, so things might have changed by the next beta build. :)


Looks like we'll still have a go-to seal for those fights where we just can't keep up mana. Though who knows if we need it with the passive, self-only Judgements of the Wise mechanic for Ret and Prot.

Seldum
07-22-2010, 04:18 AM
Divine Storm - An instant weapon attack that causes 20% of weapon damage to up to all enemies within 8 yards

Sounds great to me!

Multibocks
07-22-2010, 02:36 PM
It's even more weapon damage with more power stacks.