The Light and How to Swing It: A class full of irony

When I first rolled a Paladin, I didn't know what I was getting into. I rolled it mainly as a companion toon for my playing partner, my wife, who was elated at the Horde finally getting a 'pretty' race and promptly rolled a Warlock. As I leveled with her demon-enslaving new main, the experience challenged and frustrated me and it soon became apparent that Blizzard had designed the Paladin under a completely different design perspective. I was hooked. If there are any perceived failures about the class, it is largely because Blizzard had a vision for the Paladin class that was different from traditional class designs.
Blizzard worked hard at defining each class with a clear directive to make each one feel different from the others. Rogues had Energy, combo points and finishing moves; Warriors had Rage, a sort of reverse Mana bar; and Shamans had the totem system. Paladins are designed largely around the interesting Seal system. Everything that a Paladin does revolves around Seals, Blessings, and Auras, with Seals being the primary mechanic for dealing any sort of damage. For the most part, class design has worked for many classes while others, like the Shaman, have had more than its fair share of issues.
Personally, I love the Paladin class. My main is now a Blood Elf Paladin, with my Troll Shaman getting a little less love than it used to. I also used to play a Troll Hunter and an Undead Rogue. While I enjoyed all of them as I played them, it was the Paladin that appealed to me the most. To be honest, I still have no idea why. Maybe it was the challenge. Maybe it was hybrid aspect. Maybe, for all I know, it was the coolness of it all. When you get right down to it, though, Paladins have -- if you examine it very carefully -- what is probably the most inherently flawed ironic class design in the game. Let me explain.
A melee class without melee strikes
With all the buzz of Mortal Strike being handed out like candy, which has actually got our resident Warrior die-hard Matthew Rossi's knickers all in a bunch, it's got me wondering why Retribution Paladins seem to be the only melee class now left without a heal-gimping debuff. Well, actually, that's not true since Feral Druids don't have it, either, but cats definitely have much more options as far as melee combat is concerned. On the other hand, Paladins have 0 baseline melee strikes. The only melee ability that Paladins have is Crusader Strike, a 41-point talent. Beyond that, Paladins are a melee class that relies solely on a glorified auto-attack.
This is the class' most glaring design flaw: it's a melee class without any melee strikes. Anyone who has ever rolled a Paladin will know that the basic attack cycle consists of putting up a Seal, Judging it, re-Sealing, and letting auto-attack take its course. If you're Retribution-specced, you can throw in Crusader Strike into the mix to spice things up. This was one of my problems with Enhancement as a Shaman -- there was only one melee strike. But it was complemented with a plethora of shocks, totems, and the beautiful proc of a Windfury. I don't think I ever appreciated that more than when I leveled my Paladin.
Don't get me wrong. I don't want a Mortal Strike ability. I think it's boring. But didn't anyone at Blizzard ever notice that the one class that has no innate ranged ability also has no baseline melee strikes? More than any other class, Paladins are limited to close combat. Rogues can use a ranged weapon, use Deadly Throw, or even Blink behind opponents with the proper talent. Warriors can also use a ranged weapon, as well as Charge or chase down faraway opponents. Shamans can't use ranged weapons, but they can certainly shock their opponents into submission. Druids, well, what can't they do?
When you fight as a Paladin, you simply make sure that a Seal is up and let auto-attack do its job. The fight is really out of your hands. You don't need to press any strike buttons. You just make sure a Seal is up. You can't get too creative. Of course, there are also Judgements, which you can unleash to produce extra damage, but other than that, you have no other buttons to press. I don't want another Mortal Strike rip-off, really, I don't. But I would appreciate actually not having to alt-tab between putting up Seals. We're a melee class. Give us some darned melee strikes.

Ironically, although they can be excellent healers, Paladins have exactly two healing spells. Three if you count the 31-point talent Holy Shock, which really isn't part of the healing spell cycle because it's expensive and has a long 15-second cooldown. Oh, of course there's Lay on Hands, which is a great way to finish up all your mana in one instant. The joke goes that Holy Paladins have the dilemma of pressing either button 1 or button 2 -- Big Heal or Little Heal? Roll your head on your keyboard and you pretty much have the healing down pat. Of course, in all seriousness, it's a little more complicated than that but you get the point. For a healing class, it's odd to have only two healing spells. At least it's better than having no melee strikes while being a melee fighting class.
In fact, while other classes got a new healing spell in The Burning Crusade, Paladins got none. Druids got Lifebloom; Priests received Binding Heal, Circle of Healing, and Prayer of Mending; and Shamans got a kind-of healing spell with Earth Shield. Paladins were stuck with more of the same. Just as with melee combat, Paladin healing is very basic -- big heal or little heal. You don't have to press too many buttons. In Arenas, you really have to be spamming the big heals because Flash of Light just won't cut it when your teammate is being focus fired upon and might even have a Mortal Strike (there it is again!) debuff.
And then there's Cleanse. On paper, it's a truly wonderful spell. In raids, it's even extremely useful for removing magical silences (on others, mind you), DoTs, or other debuffs. In PvP, if you consider that poisons or other effects stack much faster than the global cooldown that Cleanse activates, then you're in trouble. Let's not even consider resist rates. I think my nose might bleed. It's ironic that it can actually cost a Paladin more mana to remove a mana draining effect.
Bless you
On a positive note, there's nothing ironic about Paladins being best support class in the game because of their wide selection of Blessings and Auras. While Rogues may have a cornucopia of melee strikes, when it comes to making their teammates stronger, they're about as useful as a rotten banana. In raids, Paladins have the most powerful DPS-enhancing buff in the game -- Blessing of Salvation. They also have buffs based on what you might need. Like your mana? Here's a Blessing of Wisdom. Like to mash faces in? Try on my Blessing of Might.
Auras are fun, too. Though not quite as versatile as Blessings, it's the one area that a Paladin can get creative in. It's not quite as creative as totem twisting, but changing Auras mid-battle can alleviate the routine of pressing two buttons while healing in a raid. Fighting a mostly fire-based mob, throw up Fire Resistance Aura. Getting beat upon by pugilistic mobs? Toughen up with a little Devotion. It's not overwhelmingly complex, but it spices up things between auto-attack swings or spamming Flash of Light.
Honestly, I think it's a great system. The Seals, the Blessings, the Auras... I think Blizzard was really on to something. I don't think they've quite gotten the proper way to do it, though, and the changes they've implemented and are putting into the PTR show that they're determined to get the balance right. Right now, however, I really think the class is half-baked. I know that Eyonix has said that all the classes are a work in progress, but that it doesn't mean any class is "unfinished". However, it still leaves me wondering how Blizzard came upon the idea of making a melee class have no melee abilities -- actually very limited damage-dealing spells and abilities -- or making a healing class have only a big and little heal.
I realize also it's probably why I've stayed with the class. It's intrinsically challenging because it's so strangely flawed. Even though there are areas that need improvement, I won't need to go into great detail because I'm sure the folks at Blizzard already know them. As ironic as it may sound, I have to hand it to Blizzard for creating a class that I actually find very fun to play. I know I don't press anywhere near half the buttons I do when I play my Shaman, I know I keep praying for auto-attack to fire off a Seal proc, and yes, I know I need to stay completely still when I cast my big or little heals, but man... do I have tons of fun. Well, I did say the class was full of irony.
Filed under: Paladin, Analysis / Opinion, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
Heaters28 Mar 5th 2008 3:09PM
Shamans had Earth shield prior to 2.0, so we got no new heals either sir...
Woodstock Mar 6th 2008 4:59AM
As far as I know, Shaman received Earth Shield in v2.0 when everybody else recieved their 41 point talent trees. that was before BC.
recoveringcynic Mar 5th 2008 4:28PM
Shaman got no new heals?
How about Chain Heal? Priests would trade their circle of healing and prayer of healing for this bad boy.
Zach Mar 5th 2008 4:33PM
Chain Heal isn't a new heal. But Heaters is correct, Shamans got Earth Shield in 2.0, not in The Burning Crusade. I probably should've said 2.0 onwards.
darian Mar 5th 2008 5:15PM
2.0 is technically the Burning Crusade pre-patch. It adding all of the Burning Crusade content, including talents, into the game. It's not erroneous to attribute Earth Shield to the expansion.
Residentevil72501 Mar 5th 2008 3:09PM
Technically if your a holy pally you need to use rank 4 FoL your highest rank FoL and your highest rank HL and your set, you can literally heal forever and never run out of mana. (Dont use all +healing gems, just because you have over 2k healing doesnt make you special when you run out of mana so use spell crit, and mp5).
Also as a ret paladin who raided landing in the top3 of the healing meters every raid i can tell you it works. Also you can do more than auto attack :P you just gotta know how to swing it lol, plus i mean man a good ret pally can kill any class with no problems.
Zach Mar 5th 2008 3:25PM
"a good ret pally can kill any class with no problems."
I beg to differ. I'm sorry, but there's just no way a Retribution Paladin can outdamage an equally geared or skilled healer. I seriously challenge you to try. Any healer with a good amount of Resilience will shut Retribution down cold. Ironically (there's that word again), the easiest healing class for me to take down is a Paladin.
I've both healed and DPS'ed in raids. And yes, with enough spell crit, you can heal for a very long time. But that's still just pressing one button, isn't it?
jaxson_bateman Mar 5th 2008 4:04PM
Wait... you raid ret, and are in the top 3 for healing? Please tell me this is a 10 man we're talking about that's being dual healered. If you're in the top 3 for any raid with more than 3 healers, either...
a) Your healers suck
b) Your dps sucks
c) All of the above
Not meant to be a flame, but yeah, if you were doing enough healing to outheal healing specced players, something's terribly wrong in the raid.
Also, I've not heard of anyone downranking FoL to R4. I personally use R6 (if I ever use it) due to it's mana efficiency, but in general, people only downrank HL (as I do).
Residentevil72501 Mar 5th 2008 3:11PM
Oh i just wanted to bring up one thing for people to think about! Why in the hell have they never fixed Blessing of Fredom? Immune to movement imparing effects my ass. Thank you Medallion of the Alliance!
Zach Mar 5th 2008 3:27PM
It does remove movement-impairing effects. It doesn't, however, remove stuns, incapacitating effects, or other forms of crowd control. It removes snares and roots.
Ikarus Mar 7th 2008 12:58PM
Maybe its just a glitch i've encountered, but it doesn't remove the daze effect that happens sometimes when struck from behind. If thats not a movement impairing effect, i dont know what is
Zach Mar 8th 2008 4:26AM
Unfortunately, creature- or NPC-afflicted daze such as when you're running away from mobs, do not count as movement-impairing effects as far as Blessing of Freedom goes. Other abilities such as Improved Sprint do not remove it either, to the best of my knowledge.
CursedSeishi Mar 5th 2008 3:17PM
Yeah, paladins have no love in melee attacks. PvP consists of just auto-attack, seal, judgement, crusader strike (if you have it), and repeat. Sure consencrate is nice... if you want to guard something from a rogue, dps wise it sucks, and is only good for Prot. Paladins.
We have to rely on trinkets (or spec deep into Prot or Holy) just to have ranged attacks, thanks to judgements having a range of 10yards :\
It's also a nuissance we have to rely on sheer white damage for anything, which is a major gimp in pvp, specially with resilience thrown in to take our crits away. The ret tree is great, but why do we have no attacks?!
Healing wise, I dont know, never specced healidin, played one, but its boring. I did see however, a paladin using flash of light on herself for a few minutes straight without pause to gain mana.
onetrueping Mar 5th 2008 3:21PM
EXCUSE me? A rotten banana? But us rogues have... Hemo, and... and...
...bandages?
Aw, crap, yer right. Not team players, I guess.
Harmun Mar 5th 2008 5:11PM
Most people choose a spec, play that spec, and then complain that they're not as good as a class that can't choose anything else. Of course a rogue or mage will out dps a retribution paladin, and of course a holy priest will out heal a holy paladin. No other class, though, can heal and dps and tank as the need arises without having to re-specialize. In PVP (and even PVE), any paladin worth his or her gear will do what they are specialized in (damage, healing, or tanking) most of the time, but should always bear in mind when their other abilities could be more useful.
I can't tell you how often my retribution paladin has taken out a tower in alterac valley pvp with a few other team-mates, only to end up healing them when the opposing team decides it's time to take it back. The advantage is that I was able to haul my own weight in the attack, and then if we don't have a healer, change my position when the defending starts. Admittedly, I can't heal as well as a holy paladin, or a holy priest, but I heal better than a rogue ;)
Of course, the other support abilities we have can be used no matter what role we find ourselves needed for. Everyone appreciates that blessing of kings or wisdom as they run by the graveyard you are defending...
Manatank Mar 5th 2008 4:48PM
"of course a holy priest will out heal a holy paladin." - I stopped reading after that ignorant statement. People like you are the ones that just can't get it through their heads that there are 4 healing classes and 3 tanking classes, and all of them excel at particular things. To make a blanket statement like holy priests will out heal a holy paladin shows a clear lack of understanding of the game.
While of course a holy priest COULD out heal a holy paladin, they are by no means assured to. Even in equivalent gear. Certain situations favor some healing classes over others, but there is no one healing class that dominates at everything.
emodeathmachine Mar 5th 2008 5:24PM
/agree Manatank, the hybrids can heal/tank just as well (if not better), than the "pure" classes can. Also, priests and warriors are "hybrids" nowadays.
Not to mention, Feral Druids can tank/heal/dps without re-specializing, with the right gear. Boomkin, too, are pretty adept at healing with a change in gear. Shadow Priests dps quite well, and in holy gear can heal perfectly fine for all regular 5 mans and a lot of heroics.
biglou Mar 5th 2008 3:27PM
I love my 70 holy pally and the best tank I know is a pally. It is unfortunate though that when I want to grind with my pally, every 1 on 1 battle (including with mobs several levels below 70) is like a freaking epic encounter. That is what gets old. Im holy by choice, but a little inherent offense would be nice without having to respec.
Manatank Mar 5th 2008 3:45PM
Just pick up some elemental shaman gear and Shockadin.
Angus Mar 5th 2008 3:38PM
"This was one of my problems with Enhancement as a Shaman -- there was only one melee strike. But it was complemented with a plethora of shocks, totems, and the beautiful proc of a Windfury. I don't think I ever appreciated that more than when I leveled my Paladin."
Shock = Judgement
Totem = aura and blessing
WF proc = seal proc for SoC.
1 melee strike deep in the tree...
Exactly how is this so very different?
I have a tankadin, I see most of the same stuff and I find it about as boring when grinding mobs. Seal, judge, seal, shield, wait for a while, judge, seal, shield. (HS and CS have same cooldown...) Meanwhile my shaman is flameshock, ss, wait, es, ss, fs, es, ss. It's almost the same darn thing...
I don't know how either is less boring than the other.