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  1. #21

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    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.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  2. #22

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    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)

  3. #23

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    Quote Originally Posted by Firstcow View Post
    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.
    The Internet: We Know Drama
    If you're gona screw with my sig at least leave the thing bolded :P

  4. #24

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    nothings final yet, and pallys STILL HAVE A TOTAL REVAMP COMING. Dont get your panties in a bunch yet! <3 beta tester moocrewB

  5. #25

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    Quote Originally Posted by ghonosyph View Post
    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
    Last edited by Fat Tire : 07-20-2010 at 08:59 PM

  6. #26

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    Rebuke- A interrupt that lasts 4 seconds on a 10 sec cooldown.




  7. #27

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    Bleh total PvP garbage. I want something to help my pve team.

  8. #28

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    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
    Grim Batol EU (Horde) PVP
    Guild: GIMP

    5x Druids = 5x FUN

  9. #29

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    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.

  10. #30

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    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.

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