I for one am excited beyond belief with the paladin changes and think that this team will continue to be just as good. Though there are obviously some exceptions. With battlegrounds being more the focus of PVP and not arena i think this team will excel more than any other at this point in time.
Pros
- DK can now spell reflect
- DK now has a mortal strike like ability to help with killing more efficiently
- DK now can use an off-gcd spell that puts both diseases on a target for switches for no runes (important for bursting down healers)
- With blood being changed to a tanking spec (which frost was for the most part before) it provides the DK more survivability if we stick with that type of build (hybrid)
- Paladins get pets on a 3 minuet cooldown and they last 30 seconds.... so we get 4 pets to help with burst! Similar to totem pets i'd assume but with less strength. Similar to the staff created pet from ICC which if people have been hit by it know it's not a pleasant experience.
- Paladins get an AOE heal similar to healing stream... more passive healing. 6 second duration 15 second cooldown. This can obviously be staggered or used all at once depending on the situation.
- Ret is now able to use holy shock, which will allow for more damage or healing and help fill those few seconds where we aren't pressing anything
- Crusader strike being changed by talents and such or a new spell is being added in it's place in the ret tree (this would give us even more damage possibilities if it is a damaging move)
- Blinding shield. Paladins NOW have a cc. Yes i know it has a cast time but we already spec into prot as it is for divine sacrifice so we can hope that the instant cast isn't too far from that. If we can't then we can simply round robin a macro for it to switch to shield and cast.
- Sacred shield changed to a 30 minuet buff and not a 15 second buff. This is a HUGE change for us as it increases the amount we heal with FoL on ourselves by close to 50% (the increased chance to crit)
Basically now as a TEAM they have given us more survivability, more burst potential, and given us pets...given the DK the ability to help with keeping targets healing under control and with the new system for talents they get damage reduction for early blood talents which means more survivability for them as well.
Cons
- Paladins lose their ability to dispel magic unless they are holy
- This is a problem because dispeling anything that is not a disease or poison such as curses or fear is no longer possible. Since the bubble duration is being reduced i would not be surprised to see the cooldown reduced as well
- They want to give us less survivability but more damage.... yet want to keep burst down... dunno how they are going to do this
- The diversification of talents we use now will be changed for DKs and might change how we need to use their abilities.
To be honest i'd trade the ability to be feared once more or for a bit longer for all the tools they have given us. There are few character types that can use magic to dot us up and with the amount of healing we have it doesn't much matter anyway. Locks that would be dotting up our party would have UA anyway so we would just be killing ourselves if we cleansed it anyway.
Yes this is just a preview... but from what was shown i'm really digging the changes and it has inspired me to finish my team ASAP.
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