The Light and How to Swing It: Paladin 3.0
It's pretty exciting, isn't it? Patch 3.0 is coming, well, "soon™" according to Blizzard. Considering that our favorite class hasn't gotten a second pass, it might be a bit premature to talk about Paladin changes when the pre-Wrath patch finally hits. That said, it looks like more than a few new talents will make it at least into the PTRs more or less intact. Hopefully and changes we'll see during our second pass will be tweaks to numbers and some mechanics refinements but hopefully no major changes.
Assuming that most of the changes push through, we should expect a completely different Paladin in the coming months. Even without taking the new talents into account, there are baseline changes that should make gameplay technically different. The most significant change, of course, is in the way Judgements work. This is the one change that will take some getting used to. First of all, there are now three Judgements and they activate the GCD. This means no more macros for Seals and Judgements, which is actually fine because of two things: first, Judgements no longer consume Seals; second, Seals now last for a micromanagement-light two minutes.
Those changes are huge. More than the fancy new talents, which will vary from player to player, the baseline change to how our Seal system works affects everyone. It takes some getting used to. The three Judgements -- Wisdom, Light, and Justice, have the effects of the Seals they were named after. The two cool things about this is that Paladins now don't have to throw up a new Seal in order to unleash its effects and that all Seals when unleashed deal damage. Players will simply have to unlearn the habit of refreshing Seals as often. That said, Judgements still only work when a Seal -- all of which now only have one rank -- is active.
Having three Judgements will take a bit of assigning new key bindings or action bar slots, but it's an otherwise painless change. Paladins can enjoy the flexibility of judging the appropriate Judgement depending on the situation. All three trees also have talents that proc off Judgements -- Judgements of the Pure, Judgements of the Just, and the recently nerfed Judgements of the Wise. This cements Judgements as part of all Paladins' spell cycles -- even healers, who can cast Judgements from afar with Enlightened Judgements. This is exactly what I had hoped for when I once wrote about Seals. The new Seal and Judgement system makes it imperative to have a Seal active and Judge whenever the spell is up.
For the most part, when Patch 3.0 hits, it will be Holy or healing Paladins who will have to adjust the most. Paladin healing has been a two-button affair for such a long time that it will be refreshing to finally have a more dynamic way to heal. Throwing a Divine Favor - Holy Shock - instant Holy Light combo might just be a healer's new uh-oh button next to the vastly improved Lay on Hands. Speaking of uh-oh buttons, Protection Paladins get Lay on Hands and a reworked Divine Protection (aka Shield Wall). I know, we all tossed that button a long time ago. Well, it's time to put it back on your bars or key bindings because it. now. rocks.
On the other hand, with so many mitigation and immunity mechanics available to us (Divine Protection no longer triggers Divine Shield's cooldown) Blizzard felt the need to extend Forbearance to three minutes. The good news is that Avenging Wrath doesn't trigger it anymore. If there's something we have to get used to, it's popping wings without fear of being vulnerable. In fact, we can even use it with our bubbles now. With the change to affect healing done, Holy Paladins actually have a reason to pop wings during encounters, too. Retribution Paladins also finally get a talent directly affecting Avenging Wrath -- Sanctified Wrath. Wings every two minutes? Yes, please!
When Patch 3.0 hits, each tree will feel even further defined. Blizzard has pruned away the non-essentials and made outdated, outmoded spells actually useful. Take Divine Protection, for example. Then there's the unappreciated Blessing of Sanctuary, which was just reworked to become a tank's best friend. Sanctity Aura? Gone. Who really misses the extra Holy damage? Retribution Aura, the non-scaling joke of an aura mostly used by Protection, will now appropriately be used by Retribution Paladins thanks to Sanctified Retribution. Oh, and it scales with spell power now, too. Thank you very much.
Unfortunately, Patch 3.0 will not grant us the cool new baseline spells from Level 71-80, so Paladins won't be getting Divine Plea or Shield of Righteousness, but it's still going to be a completely different game for most Paladins. Holy Shock on a 6 second cooldown and better coefficients makes it a viable option for offense and healing. There will be many talents to play with and the talent trees shaken up quite nicely that Paladins of all builds shouldn't feel like they're playing an inferior spec.
Well... Retribution still feels somewhat lacking in the mana regeneration department thanks to the underwhelming Replenishment, but I'm fairly confident that Blizzard will do the right thing and figure it out before Patch 3.0. I mean, Protection Paladins AoE grinding with Blessing of Sanctuary will be like Energizer bunnies that just keep going and going and going. Holy Paladins will still need ridiculously high crit for longevity, but thanks to the consolidation of melee and spell crit, Conviction helps towards that goal.
One important change that Paladins will need to adjust to are the new 'Hand' spells. These are the renamed Blessings of Freedom, Protection, Sacrifice, and Salvation. It never made sense for active Blessings to overwrite the passive, buff-type ones and this change addresses that. Hand spells can now co-exist alongside Blessings, which is a long overdue change. Hand spells are situational and reactive, with two of them reworked and will take some practice to use effectively.
Hand of Sacrifice, for example, no longer works as an anti-Crowd Control mechanic because of the long cooldown. But what is lost in PvP was gained in PvE, as it now works extremely well as a mitigator with a 30% damage reduction. Used properly, it can buy time for our cast heals. Hand of Salvation works completely differently now, usable as a targeted Fade or Soulshatter. It's a %-based reduction, so it works extremely well with DPS that have their burst go out of control. These changes make these spells adaptive to situations, particularly the Hand of Salvation. Whereas we used to cast Blessing of Salvation on players preparatory to a fight, the new spell will have us keep an eye on threat meters for the right timing for this spell.
Another cool thing that might get lost in the shuffle is the availability of formerly faction-exclusive Seals to all players. This means that Alliance Paladins get their own Seal of Blood (called Seal of the Martyr) and Horde Paladins will get Seal of Corruption, the Blood Elf version of Seal of Vengeance. Alliance Retadins can now celebrate and be on equal footing with Horde Paladins on DPS, and Horde Paladins finally have a Damage-over-Time debuff. Seal of Corruption / Vengeance now applies a debuff 100% of the time, too.
It's a very encouraging time for Paladins. Patch 3.0 will bring new spells and a more involved way of playing. When Blizzard said they'd be overhauling the class for the better, it looks like they meant it. There's still the issue of Retribution's mana regeneration, but it's still Beta and Paladins have yet to get a second pass. Personally, I can't wait for that build to arrive. Despite my disappointment in the changes to Judgements of the Wise, with every good thing I've seen Blizzard do with the class in Beta, I'm confident that everything will work out just fine in the end.
Do you have Faith in the Light? Let Zach spread the good word in The Light and How to Swing It. Zach pontificates about the Shockadin in the new expansion, as well as writes up little guides for gearing up for Karazhan. He also mourns the change to Judgements of the Wise.
Assuming that most of the changes push through, we should expect a completely different Paladin in the coming months. Even without taking the new talents into account, there are baseline changes that should make gameplay technically different. The most significant change, of course, is in the way Judgements work. This is the one change that will take some getting used to. First of all, there are now three Judgements and they activate the GCD. This means no more macros for Seals and Judgements, which is actually fine because of two things: first, Judgements no longer consume Seals; second, Seals now last for a micromanagement-light two minutes.
Those changes are huge. More than the fancy new talents, which will vary from player to player, the baseline change to how our Seal system works affects everyone. It takes some getting used to. The three Judgements -- Wisdom, Light, and Justice, have the effects of the Seals they were named after. The two cool things about this is that Paladins now don't have to throw up a new Seal in order to unleash its effects and that all Seals when unleashed deal damage. Players will simply have to unlearn the habit of refreshing Seals as often. That said, Judgements still only work when a Seal -- all of which now only have one rank -- is active.
Having three Judgements will take a bit of assigning new key bindings or action bar slots, but it's an otherwise painless change. Paladins can enjoy the flexibility of judging the appropriate Judgement depending on the situation. All three trees also have talents that proc off Judgements -- Judgements of the Pure, Judgements of the Just, and the recently nerfed Judgements of the Wise. This cements Judgements as part of all Paladins' spell cycles -- even healers, who can cast Judgements from afar with Enlightened Judgements. This is exactly what I had hoped for when I once wrote about Seals. The new Seal and Judgement system makes it imperative to have a Seal active and Judge whenever the spell is up.
For the most part, when Patch 3.0 hits, it will be Holy or healing Paladins who will have to adjust the most. Paladin healing has been a two-button affair for such a long time that it will be refreshing to finally have a more dynamic way to heal. Throwing a Divine Favor - Holy Shock - instant Holy Light combo might just be a healer's new uh-oh button next to the vastly improved Lay on Hands. Speaking of uh-oh buttons, Protection Paladins get Lay on Hands and a reworked Divine Protection (aka Shield Wall). I know, we all tossed that button a long time ago. Well, it's time to put it back on your bars or key bindings because it. now. rocks.
On the other hand, with so many mitigation and immunity mechanics available to us (Divine Protection no longer triggers Divine Shield's cooldown) Blizzard felt the need to extend Forbearance to three minutes. The good news is that Avenging Wrath doesn't trigger it anymore. If there's something we have to get used to, it's popping wings without fear of being vulnerable. In fact, we can even use it with our bubbles now. With the change to affect healing done, Holy Paladins actually have a reason to pop wings during encounters, too. Retribution Paladins also finally get a talent directly affecting Avenging Wrath -- Sanctified Wrath. Wings every two minutes? Yes, please!
When Patch 3.0 hits, each tree will feel even further defined. Blizzard has pruned away the non-essentials and made outdated, outmoded spells actually useful. Take Divine Protection, for example. Then there's the unappreciated Blessing of Sanctuary, which was just reworked to become a tank's best friend. Sanctity Aura? Gone. Who really misses the extra Holy damage? Retribution Aura, the non-scaling joke of an aura mostly used by Protection, will now appropriately be used by Retribution Paladins thanks to Sanctified Retribution. Oh, and it scales with spell power now, too. Thank you very much.
Unfortunately, Patch 3.0 will not grant us the cool new baseline spells from Level 71-80, so Paladins won't be getting Divine Plea or Shield of Righteousness, but it's still going to be a completely different game for most Paladins. Holy Shock on a 6 second cooldown and better coefficients makes it a viable option for offense and healing. There will be many talents to play with and the talent trees shaken up quite nicely that Paladins of all builds shouldn't feel like they're playing an inferior spec.
Well... Retribution still feels somewhat lacking in the mana regeneration department thanks to the underwhelming Replenishment, but I'm fairly confident that Blizzard will do the right thing and figure it out before Patch 3.0. I mean, Protection Paladins AoE grinding with Blessing of Sanctuary will be like Energizer bunnies that just keep going and going and going. Holy Paladins will still need ridiculously high crit for longevity, but thanks to the consolidation of melee and spell crit, Conviction helps towards that goal.
One important change that Paladins will need to adjust to are the new 'Hand' spells. These are the renamed Blessings of Freedom, Protection, Sacrifice, and Salvation. It never made sense for active Blessings to overwrite the passive, buff-type ones and this change addresses that. Hand spells can now co-exist alongside Blessings, which is a long overdue change. Hand spells are situational and reactive, with two of them reworked and will take some practice to use effectively.
Hand of Sacrifice, for example, no longer works as an anti-Crowd Control mechanic because of the long cooldown. But what is lost in PvP was gained in PvE, as it now works extremely well as a mitigator with a 30% damage reduction. Used properly, it can buy time for our cast heals. Hand of Salvation works completely differently now, usable as a targeted Fade or Soulshatter. It's a %-based reduction, so it works extremely well with DPS that have their burst go out of control. These changes make these spells adaptive to situations, particularly the Hand of Salvation. Whereas we used to cast Blessing of Salvation on players preparatory to a fight, the new spell will have us keep an eye on threat meters for the right timing for this spell.
Another cool thing that might get lost in the shuffle is the availability of formerly faction-exclusive Seals to all players. This means that Alliance Paladins get their own Seal of Blood (called Seal of the Martyr) and Horde Paladins will get Seal of Corruption, the Blood Elf version of Seal of Vengeance. Alliance Retadins can now celebrate and be on equal footing with Horde Paladins on DPS, and Horde Paladins finally have a Damage-over-Time debuff. Seal of Corruption / Vengeance now applies a debuff 100% of the time, too.
It's a very encouraging time for Paladins. Patch 3.0 will bring new spells and a more involved way of playing. When Blizzard said they'd be overhauling the class for the better, it looks like they meant it. There's still the issue of Retribution's mana regeneration, but it's still Beta and Paladins have yet to get a second pass. Personally, I can't wait for that build to arrive. Despite my disappointment in the changes to Judgements of the Wise, with every good thing I've seen Blizzard do with the class in Beta, I'm confident that everything will work out just fine in the end.
Filed under: Paladin, Patches, Analysis / Opinion, (Paladin) The Light and How to Swing It, Wrath of the Lich King







Reader Comments (Page 1 of 2)
Barnister Aug 31st 2008 6:06PM
My paladin is gettin' canned with 3.0/Wrath or I'll transfer her to a new account and eBay it, I don't know yet.
I'll be switching to Shaman.
Rhozul Sep 1st 2008 7:18PM
You won't be missed. Sorry : /.
Honestly, I am completely psyched for these new changes, so much so that I felt the need to post for the first time on WoWInsider just to express my excitement.
SQUEEEEEEEEEEEEEEEE!
One of the big things I am looking forward to as a tank is Vengeance in the Ret Tree. My Consecration now has a change to lower the Stats of whatever I'm AoE Tanking by 20%? Yes please. Here's hoping that they condense our talents enough like they promised so that I can mess around with this in Hyjal :P.
Reinard Aug 31st 2008 11:48PM
Words cannot describe how much we really, really do not care.
Angus Sep 1st 2008 1:11AM
LOL
You somehow think SHAMAN will be better?
Their ideas of sweeping changes are to change icons, put in a tier 3 talent that actually makes a buff more tedious as your gear gets better and reducing our dodge by 2 pts to reduce the bloat in our tree for PVE. That dodge that is only taken for PVP...
If they bring ret back in line for mana, it will be great. Changing BoSa just a little for a tweak will make tankadins fine. Holydins need a bit more love.
Larry-Steve Sep 1st 2008 4:25AM
My main is currently an Enh Shaman. I'm currently leveling a Ret Paladin in anticipation of the changes coming for offensive hypbrids in WotLK.
The Enh Shaman gets a little tweaking, but still ABSOLUTELY no choice. There will be very very little choice when it comes to PvE and PvP builds.
As for the Ret Pally, as soon as they fix mana regen, or I find a way to remedy mana issues, they'll be the superior class with massive changes. With the Enh shaman, you're still just going to be SS'ing and waiting for Maelstrom to stack up to cast, basically, just another instant spell (a 'shock' for all intents and purposes) in the form of Lava burst.
With Ret, you'll have Divine Storm, CS, Avenging wrath that you can use with no fear, new hand spells, 3 different judgements, more choices for seals, I think its pretty clear which class will be more interesting to play. L2P classes before you claim one's better than the other.
Sean Aug 31st 2008 6:29PM
You have alot more faith in them than the rest of us do, Zach. I really want to believe that you are right and a) they'll even get to our "2nd pass" before 3.0 launches and b) that they'll fix Ret mana issue and tone down the damage in the right areas and not in the wrong ones.
I really don't want this to turn into the BC situation all over again.
Discograndpa Aug 31st 2008 8:12PM
Yeah, especially considering the fact that our "Blue Rage Bar" goes empty in 1 minute and 49 seconds.
http://forums.worldofwarcraft.com/thread.html?topicId=9336496711&sid=2000
No mana, and all we have left is our subpar white damage.
Imo, Blizzard needs to give us something along the lines of Judgements of the Wise that'll keep us from going completely worthless in no time in both PvE and PvP situations.
Muse Aug 31st 2008 6:32PM
I'm going to run out of keys for keybinding all the new/newly-useful skills. I'm already using every single one that I can get my hand on, short of using a vulcan nerve pinch.
Khaz Aug 31st 2008 11:51PM
I am not sure how I feel about hand of Salvation...it last for 10 seconds and has a 2min cooldown. No more Blessing of Salvation.
In a raid where we carry maybe 2 pallies...and a slew of heavy Crit casters, this will present a whole new issue for threat management. Only 2 people will be 'salved' every 2 minutes...that's gonna be dicey on boss fights. Especially time sensitive burn fights...hope Tanks get something equally threat elevating...otherwise repairs bill are gonna sky rocket.
Heilig Aug 31st 2008 9:30PM
Well, at least there's a built-in threat meter now. Boss fights will be built around knowing exactly when to blow Salv.
Zach Aug 31st 2008 11:52PM
@Khaz - They rolled in higher threat in all relevant abilities instead of a threat reduction in Blessing of Salvation. It ends up being the same. The 30% threat reduction was changed to a +30% threat increase in tank abilities. Don't worry.
Wasuremono Aug 31st 2008 6:32PM
funny how you don't mention beacon of light. I guess that's because it really isn't worth mentioning.
brucimus Aug 31st 2008 7:23PM
you dont know if its goin to be anygood or not ....go troll somewhere else
Heilig Aug 31st 2008 9:28PM
Did you even read the new description before you called him a troll? It's a pretty obvious and major nerf to the skill. It went from being an AoE HoT to a two-target, situational direct heal. That's pretty significant, especially if, as the wording implies, the Beacon only gets duplicate heals when YOU cast them. If it made the Beacon receive duplicate heals from ANY healer within range it would be stellar. As is, it simply moves the paladin from targeting the tank and pressing two buttons to targeting the raid and pressing two buttons. Not exactly exciting.
Zach Aug 31st 2008 11:50PM
@Wasuremono & Heilig - I wrote a pretty long post on Beacon of Light yesterday.
http://www.wowinsider.com/2008/08/30/paladin-changes-in-beta-build-8885/
It's an awesome spell.
rock Aug 31st 2008 6:37PM
Great summary, can't wait to have something to do besides auto-attack, that is besides the drink/food breaks that can be taken while grinding mobs with a paladin... Anything to add some variety to PvE grinding!
Geoff Tracy Sep 2nd 2008 9:29PM
I will be leveling my Ret pally. Ret pallys are SOOOO good in the beta.
SUPER pwnage.
Ryuhou Aug 31st 2008 9:24PM
@Geoff Tracy
They used to be good, up until the last build, now they go oom faster than healers healing a bad tank on Brutalas. One or Two sets of mobs and it's drink time, effectively stopping the DPS.
Brasson Aug 31st 2008 6:49PM
I'd like to add that final line to the list of famous last words. No taunting Murphy before 3.0 goes live.
Gratian Aug 31st 2008 7:10PM
This is a joke, right? Retribution has been let down again.