[EDITED] Paladin changes in Beta build 8962

Protection
Hammer of the Righteous was changed from a triple-target Crusader Strike -- which was kind of silly, really -- into a weapon strike that works off DPS as base damage. The spell now reads: "Hammer the current target and up to 2 additional nearby targets, causing 3 times your main hand damage per second as Holy damage." Which means that even fast one-handed weapons work well with the spell because it calculates from DPS. It makes perfect sense and is a definitive step away spell damage weapons, which traditionally have low DPS. Meanwhile, Improved Devotion Aura's healing effect was also buffed to a maximum of 6%, up from 3%, and Toughness was nerfed to a 30% duration reduction for all movement impairing effects.
Retribution
The Art of War was corrected to make the Paladin's next Flash of Light instant, merely a fix from last build. Replenishment, the mana regeneration buff from Judgements of the Wise, was nerfed to .25% of total mana per tick as opposed to .5%. I'm not so sure why they nerfed it, but a permanent, constant tick might have been overwhelming in raid situations in Beta. One important change to Retribution is the revision of Judgement of Command to deal a guaranteed crit on stunned targets as opposed to added damage. This tones down Retribution's burst into something more controllable and also gives a controlled proc for The Art of War. It's a change many Paladins have been asking for and we're unlikely to see ludicrous numbers from Judgements now.
Glyphs
Glyph of Spiritual Attunement increases the mana gained from Spiritual Attunement by 2%, which is a negligible amount for an obsolete mechanic. Spiritual Attunement was made purely for Protection Paladins and to a lesser degree Retribution Paladins using Seal of Blood. With proper mana regeneration mechanics in place, Spiritual Attunement is no longer as vital to the equation as it once was, making this glyph dated and weak.
Glyph of Turn Evil makes Turn Evil instant cast, which is a really cool minor glyph, which is useful in PvP for sending away those pesky Felhunters. [EDIT: Apparently, it's a Major Glyph... which makes it so much less attractive. Sorry for the mix-up!] The old version reduced the cooldown of the spell by 5 seconds, which was pretty lame. Glyph of Cleansing reduces the mana cost of Cleanse and Purify, so, um... hooray, I guess? Lastly, there's Glyph of Avenging Wrath which reduces the cooldown of Hammer of Wrath by 50% or 3 seconds whenever Avenging Wrath is active. This makes Avenging Wrath ideal to cast when opponents or bosses are at 35%, allowing roughly 6 casts of Hammer of Wrath during that time. This is my favorite glyph so far.
Don't ask why the tooltips are wonky. Some of these glyphs seem to have replaced old ones, so it's safe to say that Paladin glyphs are pretty far from finished. It feels as though we're getting close to finalizing the Protection and Retribution trees, although I expect quite a few more changes to the Holy tree in the coming weeks. I really like how Paladins are shaping up for Wrath of the Lich King, although it's clear that some work still needs to be done. With less than two months to go before release, I hope everything gets ironed out soon.
Filed under: Paladin, Analysis / Opinion, Talents, Wrath of the Lich King






Reader Comments (Page 1 of 1)
Crafflez Sep 18th 2008 10:12PM
The mechanic change in Hammer of the Righteous is one of the most interesting things ive seen in WRATH.
Tservo Sep 18th 2008 10:33PM
let us hope that paladins don't get hit with the nerf bat after release as hard as they did after the release of BC
Naix Sep 19th 2008 10:08AM
I just hope they get hit with the fix bat.
Harmun Sep 18th 2008 10:44PM
Just because Spiritual Attunement is no longer the only way to regenerate mana doesn't mean it won't be a significant way to do it... of course for a major glyph, I agree that it's a bit underpowered.
Pan2 Sep 18th 2008 11:30PM
You said that the Turn Evil glyph was a minor glyph, but the tooltip from Wowhead has it as a major glyph, so I was wondering if you could clarify. If it was minor glyph, it would be a no-brainer, but I'm not sure if it can compete against Glyph of Crusader Strike, SoC, or Hammer, for one of my major slots.
Thanks for the update though, the PTRs are unplayable right now -_-;
devinbaines Sep 18th 2008 11:06PM
I really hope they bump the damage output for Holy for solo play. Tried grinding quests in the beta for a couple of days and it's just not as snappy as it could be. T5-T6 gear with over 1k holy damage. Also, I don't like the new seal/judge mechanic.
ash Sep 19th 2008 2:15AM
Yeah, they should pep up and condense some of the abilities to make soloing less of a chore. I always thought exorcism should be able to be used on more mob types, like elementals for instance, and they could put it in as part of a revamped purifying power. Also, they could make spiritual focus cost less so we could put points into seals of the pure without sacrificing healing talents. With hammer of wrath on instant cast it also helps, but if we could talent it to be used at a higher percentage of a mobs health that would also be sweet.
Greg Sep 18th 2008 11:33PM
Is the increase of Spiritual attunement by 2% a straight increase to 12% or does it work like the t6 set bonus where you get 10% of 10% more mana from spiritual attunement?
Zach Sep 18th 2008 11:34PM
The way it's worded makes me put my money on 12%.
Alienne Sep 19th 2008 7:22AM
Just a note about the Glyph of Turn Evil - the 5 sec reduction in Turn Evil's CD would have made it chain-castable. At the moment, it has a duration 5 seconds shorter than its cooldown, which can be incredibly annoying when you're trying to fear something.