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  1. #1

    Default Cataclysm Changes: Paladin

    In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities across the board. While this list only outlines some of our plans for the paladin class, we want to give you a look at the new high-level abilities and an overview of how the new Mastery system will work with each talent spec.

    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.

    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.

    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).

    Next you will find a list of some of the paladin spell and ability changes, followed by our intentions for improving each talent tree for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.


    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.
    Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.
    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.
    Holy Shock will be a core healing spell available to all paladins.


    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.
    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.
    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.
    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.
    Holy paladins will use spirit as their mana regeneration stat.
    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.
    Holy Shield will no longer have charges. It will be designed to improve block chance while active, and will continue to provide a small amount of damage and threat.


    Mastery Passive Talent Tree Bonuses

    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.

    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.

    Retribution
    Melee Damage
    Melee Critical Damage
    Holy Damage

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

    This concludes this Cataclysm preview for the paladin class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.

  2. #2

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    You know, its not as bad as I thought it was going to be, especially from a Prot perspective. I've only just recently starting messing around with Ret, but it seems it might not be good for us boxers, but hard to say for sure.

    I noticed how they kind of tap-danced around the whole AoE tanking issue, and earlier claims of how Crowd Control was definitely coming back in Cataclysm. Here they just mention a "change in rotation" for multiple targets.

    Very interesting.
    "Twilight is upon me. And soon, night must fall". My days in WoW are over, but I'm back to where it all started, EverQuest!

  3. #3

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    hmmm... whole lot of nothin. A pet at lvl 85? meh might be kinda cool for holy pallys in a pvp setting. I thought they were going kill off HoR dmg, maybe they still will, but so far doesnt look too bad. Still wonder what they are going to do with ret. I mean wtf rets cant even use this new blind effect! Maybe I am reading it wrong.
    Last edited by Fat Tire : 04-14-2010 at 10:54 AM

  4. #4

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    Seems like a lot of nothing.
    Sweet* teams - <unGankable> - Kil'Jaeden US Alliance - 10x Shamans, 9x DKs 1x Pally, 10x Drews

  5. #5

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    Ya, seemed o worse then a regular patch nerf.
    Yeah! 2 button spam tanking instead of 1!

  6. #6

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    One cool thing after re reading it again is Holy Shock is baseline so that healing would help ret and prot a bit.

  7. #7

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    Quote Originally Posted by Velassra View Post
    Ya, seemed o worse then a regular patch nerf.
    Yeah! 2 button spam tanking instead of 1!
    This almost sounds like the usual OMGNERFSWTFIMCANCELLINGMYSUBSTOMORROWBUTNOTREALLY. ..

    Actually I really like this change as there are times I single target tank instead of multiple, which means I already have 2 rotations, and this means I may hold more threat or not worry about unsheeping ....sheep. Or penguins. The only interesting thing is whether holy shock will also damage mobs in prot spec or just heal, which means at least 2 more spells to add to rotation. This also may mean a big backlash from other classes ....

  8. #8

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    Quote Originally Posted by thefunk View Post
    This almost sounds like the usual OMGNERFSWTFIMCANCELLINGMYSUBSTOMORROWBUTNOTREALLY. ..
    Sarcasm was lost on you.I was actually joking seeing as there's no major changes really.

    But thanks for jumping on it.

  9. #9

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    Somehow I thinks its a shame they try to make "all" classes equally good at everything.

    F.eks. Holy/pala - not a very good group healer. Well we will fix this. Druids have also been strengthening on the healing part. Shamans also got a new AoE healing (the rain thing) etc.

    It seems a bit like bliz doesn't wan't specialization between the different races and classes. But that probably only me seeing ghosts.
    Grim Batol EU (Horde) PVP
    Guild: GIMP

    5x Druids = 5x FUN

  10. #10

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    Quote Originally Posted by Velassra View Post
    Sarcasm was lost on you.I was actually joking seeing as there's no major changes really.

    But thanks for jumping on it.
    hehe that's why I put the caveat of "almost" just in case i'd read it wrong.

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