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If you've played paladin before mists, you'd know that a paladin's aura is something.......iconic, a paladin's aura was the first and most iconic one in the game, heck, it's in warcraft 3.
Then blizz turned it into a healer CD.
this is my suggestion for fixing auras.
Devotion aura: creates an aura based one your spec
Prot: stamina aura
Ret: attack power aura
Holy: spellpower aura
what do you think?
Neither of those 3 ideas would be a good idea, as they would become mandatory in some capacity. Buffs have been consolidated, and reduced to 8 total (well 9 if we count Bloodlust).
A Stamina Aura is already covered by PWF, Imps, Commanding Shout and hunter pets.
Attack power is covered by TSA, HoW, Battle Shout.
Spellpower is already covered by hunter pet, Arcane Brilliance, Burning Wrath and Dark intent.
Unless you mean as cooldowns, in which case AP and SP are rather useless, or OP - and not a thing to have on only 1 class, especially divided by spec, meaning you loose out unless you stack paladins. Stamina Aura would just be another Rallying Cry in that case.
Why do you want to change Devo Aura? Its no more a healer aura than DG was pre 5.0 - its a raid cooldown, a couple of classes have them in some form, and this one isn't half bad.
Theres 2 reasons
1: theres classes that have 2 buffs at once, and the whole "One blessing at a time" thing seems rather pointless. (Monks have stats+crit dks have haste+AP mages have SP+Crit so on so on).
2: Auras are something that really should have been the signature of the paladin class, and was removed in another NERFTHEPALADIN scheme by blizz.
I think he means a raid wide temp buff similar to how a skull banner works.
I like the idea of a spec specific ability - but asking ghostcrawler to help any pally is like asking santa to lose weight.
the concept is a CD that's more or less double the amount of a regular buff for say 30-10 seconds.
So a raid cooldown that would make paladins required for any progression, liek shamans were in tbc for blood lust chaining.
I don't think I can penetrate the rampant paranoia you are exhibiting, but auras was removed because they were mandatory, and significantly reduced the effectiveness of any raidgroup that didn't have 3 or 4 paladins (which was pretty hard to get in a 10 man consistently).
The removed them to be able to balance around them not being there - paladins didn't lose any significance from this.
Today Paladins bring 2 major buffs, one of which is only provided by 1 other class (and hunter pets, but hunter pets is the "fill the gap solution, a BM hunter can bring a choice of any 1 buff and/or debuff in addition to the AP buff).
Paladins also bring 2 debuffs as a class, dependant on spec. The only class that potentially brings more is a warrior - and they are loaded with debuffs, a dps warrior brings 4 out of 6 possible debuffs..
Paladins don't need a buff to be wanted in a raidgroup, and definately don't need to become the class that you must bring - that never did any class any good, and would only result in nerf calls.
As to your point 1, yes there are classe sthat provide 2 buffs at once, there are also classes that provide a single buff that is so represented that they don't actually bring anything (warlocks Dark Intent, Rogues Swiftblades Cunning, Blood DKs Horn of Winter/Hunters Trueshor Aura.
Auras may have been iconic but in their last incarnation they were first and foremost boring. That and often superfluous.
In my case running with both shaman and priests in my Cataclysm raid group all relevant buffs were already covered by
Glyph of Healing Stream Totem
. So I had the choice between Crusader Aura (last raid encounter with any use was Valithria I think) or Retribution Aura for a nearly unnoticeable damage proc for your tanks. Basically I could just stick with Crusader Aura to provide the
3% damage buff
and save me the hassle of switching back after the raid.
I was and still am very happy that all paladins have a raid CD in
now. Even retribution which had nothing in this way since WotLK because
was prot only and
I'm a pretty big fan of the current Devotion Aura.
Reducing magic dmg by 20% every 3 min is pretty significant to overall raid survivability.
The old aura system was pretty bland, and as stated above near useless with a shaman around, or giving a tank a tad bit more threat via ret aura. Useful for soloing old content at times, but raids were meh.
This post was from a user who has deleted their account.
because ghostcrawler hates paladins.
As you said most raid damage is magical, this tier was an exception to the rule because it actually featured several encounters with physical raid damage. Still there were a number of encounters in which Devotion Aura was very useful. We'll have to see if this trend continues or if Devotion Aura will be applicable to most fights again like it was in the past. But it's not like paladins don't have something to help with physical damage (Hand of Protection possibly with
Every ability has its own limitations.
Devotion Aura only works on magical damage and lasts for only 6 seconds. Enough to cover an incoming damage spike, less useful on continuous damage.
also only reduces magical damage but it expires if enough damage has been absorbed (so its duration can be as short as 0.5 seconds) and only works in a small and stationary AoE, unlike Devotion Aura's 40 yards radius. Anti-Magic Zone is not a baseline ability but comes of the cost of not choosing the other talents in its tier.
Increasing health pools with
will reduce overhealing but in the end you'll still take the full amount of a damage spike and it has to be healed through soaking up healer mana. Has a slightly smaller AoE at 30 yards which makes positioning of the casting Warrior more important. Not a major concern but in some larger encounter arenas you won't be able to catch everyone if they have to spread out for whatever reason.
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