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[3.2 paladin changes]
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Post by
140590
This post was from a user who has deleted their account.
Post by
Arannia
I don't know about you guys, but I am happy to see that Seal of Blood is gone. The way it dealt damage was fine, but the annoying recoil was just silly, especially post 3.1. When they removed Spiritual Attunement (from rets), they should have removed the recoil along with it, because that was only thing about it that ever made the tiniest bit of sense.
I don't know if they intended it to work like a crappy "Life Tap" where you trade health for mana, but all it ever wound up being is a liability that you had to watch out for ("Oh crap I judged after Decimate").
And this is a little bit of a rant, but another reason I'm glad it's gone is because of particular fights like Loatheb and Thaddius. If your healers don't get you healed to full between Necrotic Auras, you have to closely watch your judgements so Loatheb's next Inevitable Doom doesn't blow you away, or it can look like you did a lot of raid damage if someone spams a Recount "Friendly Fire" top 5 after a Thaddius wipe.
Granted, I'm in (what I believe is) a good guild, and those kinds of things are rarely issues, but of course I have pugged, or ran with people that aren't completely familiar with ret paladins, so it has happened, and my point is it really shouldn't have.
AFAIK, it was just flavor. Like how the Diablo 2 Ability damaged you in exchange for damaging the target. They had no specific reason, it really didnt matter much back then to them. The synergy with Spiritual Attunement was accidental.
Post by
256123
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Post by
228908
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Post by
Eledhwen
The nerf to Illumination and Divine Intellect is how Blizzard is shoving Mp5 down the Healadin's throat. They have long had a problem for Paladin's liking intellect and crit over Mp5 so now they are basically making in mandatory to have Mp5 stats on their gear.
I liked Exorcism the way it was. But then again, I don't PVP.
Post by
JamieK
Just when i was starting to like the class. oh well.
It was fun while it lived.
Why lower its damage, it did just the right amount of damage, though i never did pvp, i found it too primitive and pointless.......grinding pointless hours for honor to buy gear that you could get in naxx in one run....
From what you're saying, I can see why you liked the simple face-smash style of Retadins, then. -.-
They lowered the BURST of CS. They didn't lower the overall DPS. Having a four second cooldown but lower damage means less burst, but more sustained and stable DPS -- and perhaps, even, an ACTUAL rotation, as opposed to First Come, First Serve across our action bars.
And as far as grinding pointless hours for honor to buy gear? Last I checked, PvE is the meaning of "grinding." Really, this is a conversation best saved for another forum, but if you like to fight a computer-controlled target that simply goes off its timers and makes no real decisions, be my guest. I'll enjoy real competition in PvP, where player skill matters. >.>
/endpointmaking
No, just got used to using Seal of the Martyr, but now it seems Seal of Vengeance/Corruption is the way to go...when it comes to bosses anyway.
Post by
393249
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Post by
Synectics
So, Seal of Command helps regenerate mana now, too, on top of causing the extra damage on every attack. Base cost for judgement is 5% mana, so that's a 3% increase in mana with every judgement if you use this glyph. (not considering any mana cost reductions.. so possibly more)
Not to mention JotW on top of that. It's a needed addition, though, seeing as how Exo seems to be a more important part of our rotation now.
Post by
228908
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Post by
Nystali
I can see that happening so easily... never mind the fact that it takes one interrupt to lock us out of our cast bar for a few seconds.
If it stays, I'm excited (even if the holy changes in general means I have to focus more on mp5). If it goes, I really hope they compensate some how.
Post by
256123
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Post by
Synectics
HL the tank? Glyph of HL splash? Who's going to be using Holy Light with 50% less mana regen?
I think it was mentioned that FoL spamming will be much more common, with HL being more for spike heals and high damage encounters. The point is, Pallies can already spam HL for quite a while and get away with it -- I think the aim is to stop that, but keep FoL where it is.
But I'm not a Holydin, so perhaps someone should speak up on the matter. XD
Post by
svirve
I like it how everyone manages to misinterpret the change to Beacon just because they mentioned the HL glyph in there.
Second, and more importantly, we are changing the way Beacon of Light works. Currently, it does not count over-healing on the target. We are changing that. In other words, if you place Holy Light on a rogue who is already at full health, it will still have the full effect on a tank with Beacon of Light on them. This is a huge buff, particularly when you consider the Holy Light glyph which allows for a small amount of “splash” healing. This effect isn’t common when you use Holy Light on a tank because the tank is often standing alone. But if you heal the melee, you are likely to get a lot more total healing from this effect (while still healing the tank through Beacon of Light). We are also going to try to allow a target to have more than one beacon (i.e. from different paladins) on them.
No where does it mention the HL glyph healing your beacon. What it does say is:
(We're assuming you have beacon on the tank here.)
Pre-3.2 if melee had taken ~2000 damge from various AoE and you would like to heal these using the splash from your HL glyph. You would essentially sacrifice a 20k heal on the tank for a 2k heal since beacon doesnt count overhealing currently. Thus leaving your tank vulnerable for the duration of the GCD+the cast time of your next spell. In 3.2 were overhealing will also be counted towards the heal on the beacon you get the full 20k heal on the tank and your 2k splash from HL glyph topping of the melee, so you dont leave your tank vulnerable while you're still able to top off the melee.
The HL glyph is esentially it's own entity thus it's not you doing the splash healing but the glyph.
Simply put: HL glyph still doesnt heal your bacon.
.
In general i find the changes interesting. Will be fun to see how it all ends up in live and after a week of hotfixes.
Post by
327680
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Post by
Squishalot
Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
Well, there's a quiet nerf right there. svirve, that protribution spec might be less likely after all.
For those talking about how Exorcism will now become a big part of Ret damage, I call BS. They've talked about providing a 1.5sec cast time, and it triggering off AoW procs, but it still has a 15 sec cooldown. It just means that RNG determines whether or not you can use it straight off cooldown.
Shockadins won't work either, the way you hope, because a Shockadin won't be able to spec high enough into the Ret tree to get AoW anyway, so they have 1.5 sec casting times. It's not a game maker, even if we can use it in PvP.
Flash of Light spamming won't work the way people hope, because the HoT goes over 12 seconds
*and will act like Sheath of Light*
. Last time I checked, Sheath of Light doesn't stack. So spamming FoL won't give you Lifebloom-like healing power.
Change to Beacon just makes it easier to put it on the tank and heal the raid, as it was initially hoped for anyway. I think that's the instinctive way to use Beacon in the first place - we were gimped by the fact that overheals didn't count, and that forced a change in healing strategy. So that's a nice change, but that sounds more like a 'fix', rather than a 'benefit'.
Change to BoS is disappointing. One would've hoped that it would stack with Kings - but that'll do, I suppose. At least SoV changes will result in improved threat when ShoR is nerfed. Ardent Defender change is nice - both parts of it. Don't mistake the Last Stand component from the 'can't be skipped' component - all the Effective Health calculations are now officially thrown out the door. Ardent Defender is now officially "bonus 15% health", plus death bonus every two minutes.
Ret... I don't have that much to say, really. 4 sec cooldown doesn't really help - that just means we need a bit of haste to get 1.33 sec GCDs to make it fit more neatly into a rotation. You'd think that reducing the CD on Divine Storm would have been more appropriate to stop button mashing and sleeping, but we'll see if we can actually generate a rotation that works now.
Post by
svirve
Ret... I don't have that much to say, really. 4 sec cooldown doesn't really help - that just means we need a bit of haste to get 1.33 sec GCDs to make it fit more neatly into a rotation. You'd think that reducing the CD on Divine Storm would have been more appropriate to stop button mashing and sleeping, but we'll see if we can actually generate a rotation that works now.
Haste doesn't reduce the GCD of melee abilities. Only spells and ranged abilities benefit from this.
Imagine rogues with a 1 sec GCD oO.
(they actually have a base 1.0 sec GCD my bad).
Post by
160947
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Post by
Synectics
For those talking about how Exorcism will now become a big part of Ret damage, I call BS. They've talked about providing a 1.5sec cast time, and it triggering off AoW procs, but it still has a 15 sec cooldown. It just means that RNG determines whether or not you can use it straight off cooldown.
Like I mentioned, it would seem pointless to not, at the very least, lower the cooldown on Exo, if not just completely removing it. Perhaps, as someone mentioned, include a cooldown reduction / removal in the AoW talent? Otherwise, you're right -- it'd be pretty pointless.
But I got the impression that the CD will be removed, as Blue states that they want us Retardins to make a choice between using the AoW on a FoL or an Exo. Seems like getting a bunch of AoW proc's during a 15 second Exo cooldown isn't much of a choice. :P
Flash of Light spamming won't work the way people hope, because the HoT goes over 12 seconds *and will act like Sheath of Light*. Last time I checked, Sheath of Light doesn't stack. So spamming FoL won't give you Lifebloom-like healing power.
My only thinking is that casting a new FoL won't reset the HoT timer. As in, cast Sacred Shield, cast your first FoL, the target gets a HoT, and that HoT ticks through a full 12 seconds while you continue to FoL spam. That's the only way I could see it working. Otherwise, unless it ticks initially when it's first placed, the HoT would seem worthless. Really, it's not much to begin with -- I think perhaps they're just trying to make Sacred Shield seem more appealing? But again, I'm not a Holydin, so all this is somewhat foreign to me.
Post by
242928
This post was from a user who has deleted their account.
Post by
Vellas
Holy in a 2v2 arena- beacon partner, hide, spam flash of light on yourself? If only it allowed you to cleanse the target also O.o
Yeah its gonna be two seconds before thats nerfed. With the Illumination nerf, holy geared prot is looking a bit less viable for beginner and intermediate level arena..ing.
Flash of Light spamming won't work the way people hope, because the HoT goes over 12 seconds
*and will act like Sheath of Light*
. Last time I checked, Sheath of Light doesn't stack. So spamming FoL won't give you Lifebloom-like healing power.
It wont stack, but it should have a near 100% uptime. I think its gonna be a nice change of pace from the LOL HL SPAM CANT TOUCH MY BILLION MANA. Its only ever been faceroll easy and Im topping the meters in my guilds Ulduar 25s every time with only one piece of 3.1 gear and a bunch of Naxx 10 leftovers from my last guild.
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