Paladin changes in Beta build 8885

Beacon of Light
The target becomes a Beacon of Light to all targets within a 40 yard radius. Any heals you cast on those targets will also heal the Beacon for 100% of the amount healed.
The promised rework of Beacon of Light is finally here and it's absolutely amazing. It fits better with the Paladin's kit, which is -- still -- cast heals vs. HoTs and single target healing. Paladins are the best single target healers in the game and the new Beacon of Light capitalizes on that by adding a secondary target to the primary heal. It's not quite the group heal we've been asking for, but it does the job quite nicely. In fact, it's like the now retired Blessing of Light's great granddaddy for heals because when you heal the Beacon of Light's target, the heal is doubled. I don't know if that's intended or a bug because when you cast Beacon of Light on yourself, it won't work.
Here's something else... Beacon of Light can crit. At Level 75, I healed a target with a 3.1k Flash of Light crit and the Beacon of Light subsequently crit for 5.3k. That's essentially an 8.4k on a single target for a little over 200 mana. That's absolutely insane. Of course, the Beacon of Light costs 35% base mana, but the buff lasts for one minute. If you're spamming heals on the raid or even just the Main Tank with the buff, it pays for itself over time.
Of course, Beacon of Light only works off effective heals and not total heals, so healing a target at full health will result in the Beacon of Light getting healed for 0. The great thing about this talent is that it doesn't penalize Paladins for taking our eyes off the Main Tank, our usual assignment. This allows us to heal other raid members without having to worry too much about catching up heals on the Main Tank, which is often the case during encounters where the entire raid gets damaged.
Group heals? Not quite, but close. It will take some getting used to, perhaps setting the Beacon of Light's target as your focus in order to keep tabs on their life to see if they need direct -- or double -- healing. It's an awesome spell with more flexibility that the old HoT version, offering group utility while maintaining the Paladin's phenomenal burst healing. It may be too early to celebrate, but right now, it looks like Paladins have finally been given a worthy 51-point talent for the Holy tree.
Blessing of Sanctuary
Places a Blessing on the friendly target, reducing damage taken from all sources by 3% for 10 min. In addition, when the target blocks, parries, or dodges a melee attack the target will gain 10 rage, 20 runic power, or 2% of maximum mana.
The current version of Blessing of Sanctuary merely deals additional damage with every block... a Blessing so unattractive that it's only ever applied when all other Blessings were covered. [EDIT: The 3% damage reduction is an effective nerf for AoE tanking, as the flat 80 damage reduction was better for smaller, faster hits.] It is a talent most tanks pick up simply because it's on the way to Holy Shield. It generates additional threat, sure, but threat generation was never the big problem for for Tankadins. More often than not, the problem is mana. Being able to tank a lot of mobs is cool and all, but having to drink after almost every pull most definitely is not.
The one mechanic for mana regeneration is the baseline Spiritual Attunement... a weak source of mana regeneration that relies on two things: getting damaged and getting healed by another player. It also scales inversely with a tank's gear. Blessing of Sanctuary changes all that. In fact, it's a Blessing so good that it might even replace Blessing of Kings as the Blessing of choice for tanks.
The new version scales with gear. The better a tank's avoidance and mitigation, the better returns from this Blessing. With no visible hidden cooldown, it's possible to generate ludicrous amounts of mana (or rage or runic power) throughout an encounter. It's also now a great utility blessing for raids, so useful to all tanking classes that people will actually ask for it now. With this change, the Protection tree will receive two of the best Blessings available.
Judgements of the Wise
Your Judgement spells have a 33/66/100% chance to grant up to 10 party or raid members mana regeneration equal to 0.5% of their maximum mana per second.
If you aren't in Beta, then you won't feel the pain of this change so much. But everywhere there is the collective cry of Retribution Paladins in anguish. The old -- admittedly ridiculous -- version returned 60% of damage dealt on a Judgement as mana. It was insane and was certain to get hit by the nerf bat, but it solved one of our biggest problems -- mana management.
The new Replenishment buff, which lasts 15 seconds, is an extremely poor substitute. Sure, you can keep it up indefinitely, but the mana regeneration is mediocre. Furthermore, because it's % of maximum mana, it benefits those with larger mana pools. Obviously, Retribution Paladins don't have large mana pools and we actually get worse returns from this. That's just wrong. The problem is that Replenishment doesn't scale at all. Bringing a terribly geared Retribution Paladin (or Hunter or Priest) to the raid will net exactly the same mana regeneration as a well-geared one. It's a pretty stupid concept.
Because Replenishment is static, it doesn't take advantage of all the talents in the Retribution tree geared towards Judgement crits and damage unlike the old Judgements of the Wise. The change is meant to put Retribution Paladins in parity with Shadow Priests and Survival Hunters as mana batteries. An understandable concern, but this means that a raid's mana replenishment remains static even though its collective strength grows over time. Mana regeneration needs to scale, it's as simple as that. The dynamic between the old Judgements of the Wise and other Judgement talents was very good, even though the numbers were admittedly too high.
There are other changes, such as the nerf to Improved Blessing of Might that evens out because they improved the baseline spell. It's essentially back to the live realms' status quo but with a better Blessing overall. Protection gets great love from Blizzard as Shield Specialization now increases Block Value instead of just damage absorbed and Toughness now works exactly like the Shaman talent by also reducing movement impairing effects. Required PvP talent? Almost certainly.
While the changes are few, the three major changes have a profound impact on the class. Both Holy and Protection look extremely viable and fun to play, with the new spells looking very strong. Blessing of Sanctuary will no longer be a last option but even a primary one for tanks in raids. The big loser in this build is Retribution, which had its most promising raid utility spell nerfed to mediocrity. Despite the last disheartening change, I'm confident that Blizzard is taking baby steps in the right direction for the class.
Filed under: Paladin, Analysis / Opinion, Wrath of the Lich King






Reader Comments (Page 1 of 4)
Bloodletter Aug 30th 2008 5:44PM
This is bloody insane! I can't belive the Nerfs Retribution Paladins got.. Sure, some of the numbers were bound to be dwindled, but surely not to this extent?
For once retribution was actually a VIABLE spec, but now, once again, Im not sure sure. It seems like its gone back to it's broken and fragile state again. I can't understand why blizzard doesn't buff retribution insanely for at least a few months after all the crap they've had to put up with over the years.
Holy is by far the most fun and "best" overall spec to play with atm... it's just too bad Im not a fan of healing.
Ryuhou Aug 31st 2008 1:47AM
After nearly 4 years of being ret, Blizzard is forcing me to reroll if things keep up, it was our time to shine. Now that shine is disappearing..
Andrath Aug 31st 2008 11:53PM
You do realise that all the mana battery classes had thier raid mana regen abilities reduces to about 10% of what they were in the previous patch? This isn't a nerf, it's an across the board change in the mana regen mechanic.
Pzychotix Aug 30th 2008 5:46PM
So in other words, Beacon of Light automatically doubles your HPM?
Sounds borderline overpowered with flash of light.
Jewbanks Aug 30th 2008 5:48PM
uhh my little brother just got a beta invite too.. Id like to try out my pally so much
Sinaura Aug 30th 2008 5:56PM
"The current version of Blessing of Sanctuary merely deals additional damage with every block... a Blessing so unattractive that it's only ever applied when all other Blessings were covered. It is a talent most tanks pick up simply because it's on the way to Holy Shield. It generates additional threat, sure, but threat generation was never the big problem for for Tankadins. More often than not, the problem is mana. Being able to tank a lot of mobs is cool and all, but having to drink after almost every pull most definitely is not."
Blessing of Sanctuary is far superior for a Tankadin in any AoE situation or in a boss fight where the enemy's attack speed is a very fast rate. You are forgetting the "reducing damage dealt from all sources by up to 80" making the small-yet-fast hitters feel like a pinch when this is applied.
I won't even get into my argument with the whole mana "issue" Tankadins have, or don't have in my opinion. Just know your opinion, and I use that word very strongly, on BoSanc very obtuse.
Zach Aug 30th 2008 6:29PM
Hi Sinaura,
I actually had an extensive discussion with my guild's Paladin tanks about BoSanc before I wrote that up. A large part of my opinion is echoed from those with greater experience on it. You make excellent points, particularly about AoE tanking smaller hits, so thanks for pointing that out (I edited the entry to reflect the nerf). As for mana, I think that's a long discussion right there and I'm glad you didn't pursue the argument. Thanks.
Sinaura Aug 30th 2008 7:41PM
After speaking with a friend of mine, I realize my last statement came off as very crass, I apologize.
While BoSanc in its current state is very nice for the situations I had mentioned, I don't feel this change was oriented and kind of takes a step back from our "AoE tank" role. Changing this to a % from a flat rate seems like something more that a Warrior would enjoy(though they have a couple talents similar to this one).
To explain, and this will be without the fact that the number calculated on the blessing in its current state is figured before AC Mitigation, is that 3% on a smaller hit isn't going to do much. If someone hits you for 100 dmg, 3 damage is taken off. I might quote the person next to me who read this, "Whoop dee doo." The point where this blessing becomes useful is on slow, hard hitting bosses. The EXACT opposite of what it's intended for right now..
As frustrating as this is, I'll agree that it'll be far more useful to, say Warriors - even without the rage mechanic now built into it. Previously, 80 damage reduction to a class that can block 3 hits every 6secs, and thus probably won't be tanking AoE pulls is FAR less impressive than it is to a Tankadin that can block 8 hits every 10secs. Oh well, it's beta..
Thank you for your edit.
Pzychotix Aug 30th 2008 5:55PM
Replenishment scales with respect to the raid's int, not with your attacks.
You can't say it doesn't scale at all. It just doesn't scale with what you'd like.
Jack Spicer Aug 30th 2008 8:50PM
Replenishment is more about giving to the group than it is about buffing yourself.
Malkeior Aug 31st 2008 12:03AM
Which is funny because it was one of the few talents that solved a core problem AND gave utility...
Krug Aug 30th 2008 5:52PM
That change to Blessing of Sanctuary may be an upgrade for raiding, but that is a massive nerf to paladin AOE farming. The flat reduction in damage by 80 is unbelievable and massively greater than 3%. Average hits have to be over 2600 for 3% to be better than 80, meaning it is a downgrade against anything but high end raid content. When farming or running people through old world instances, Blessing of Sanctuary was worth about 95% damage reduction.
Suicidal Zebra Aug 30th 2008 6:17PM
I can't disagree with what you are saying, but it's worth noting that Retribution Aura now scales. While the loss of 80 damage on blog isn't insignificant, the increased damage from Ret. Aura on taking damage should make up part of the difference. Maybe not the whole difference but IMO a fair trade-off for the new BoSanctuary.
Suicidal Zebra Aug 30th 2008 6:24PM
Bugger, sorry, I totally misread what you were saying.
You're completely right, but I guess it's a toss-up as to whether you want to retain strength in old content or improve tanking ability in new content. I think I'd take the latter, especially given the very nice change to mana back from block/parry/dodge allowing you to keep HS up more easily in instance which you overgear.
Sure, this is a PITA for soloing Molten Core or Onyxia, but a better change for the newest content beyond just pushing out a couple of new Ranks of the old BoSanc.
Angus Aug 31st 2008 9:13AM
Not sure this being as big an AoE tanking hit as you would think it is.
AoE tank mobs hitting you for 800 each.
It seems like the old BoSa gave you 10% mitigation.
But it didn't. What no one considers is that it is BEFORE armor. My 69 Paladin reduces damage taken by 50% and a block value of 100.
Normal: 400 each. (800/2)
BoSa: 360 each (800-80 /2)
Blocking normal: 300 (800/2 -100)
Blocking BoSa: 260 (800-80/2 -100)
Note your BoSa ended up on an 800pt hit counting for 40pts of damage. 5% when you block.
Any good raiding tank will be uncrushable. Even with it being removed, removing "hit" from the table is the best way to survive as a tank, because all your hits are being absorbed by a shield or avoided.
With Block Value going through the roof, this may not be as big a deal. Truth is, I have seen far too many tankadins on AoE pulls in Hyjal that can't pick up the next wave because they are OOM. This giving them enough mana to keep up HS and Consecrate is probably so much better for AoE tanking that it will be a major improvement.
Wiedmaier Aug 31st 2008 12:22PM
I have to agree with Angus. I was so frustrated with being constantly OOM, ,and having to drink after each and every pull that I rerolled a mage just for its vending machine capabilities. I may actually come back to my tankadin again now that I do not need to receive obscene amounts of damage just to get the heals needed for my mana.
Zep Aug 30th 2008 5:56PM
Pssst... Blizzard *did* buff ret insanely. These nerfs don't change that.
twh Aug 30th 2008 6:52PM
Psst, hey, stupid, all the buffs to the damage output won't mean jack unless we got the mana for it. This change has effectively crippled the spec.
Procris Aug 30th 2008 8:00PM
The nerf to Judgement of the Wise has changed this considerably. Its already been tested by beta paladins, a ret paladin can't go longer than 2 mins before going OOM and thats with BoW/JoW and JotW.
The damage is irrelevant if you don't have the mana to cast anything in the first place. I'd rather actually have mana and do less dps. As it stands, again, there is still no reason to take a ret paladin to a raid.
matrix_dragon Aug 31st 2008 12:09AM
Sure we will be so overpowered to be OOM instantly.
Am I right?