[UPDATED] Paladin changes in patch 3.0.3

First, the bad news. We knew most of the nerfs since they showed up in the Beta a while back. Well, most of those nerfs made it live to Patch 3.0.3, so let's get this over with quickly so we can move on to the good news. Yes, there's actually good news for Paladins this patch. Seals all get nerfed to varying degrees, the general idea being that they no longer deal as much damage either as a Seal or as a Judgement. Don't ask me for the math, you can check out Boubouille's detailed notes on MMO Champion for the details. All Seals have been nerfed, period. Ouch.
[UPDATE: Thanks to Turkeyspit who reminded me about the change to Judgement of Light, which now awesomely affects spells and not just melee attacks. I told you this was a good Patch for us.]
Judgement of Wisdom now only grants 1% of maximum mana and proc frequency has been cut by 50%. This is probably the most hurtful change to the class across the board as it also affects our raid utility. Was it overpowered in its old form? I don't know, but it certainly kept our raid mana afloat although Blizzard's numbers indicate that it keeps mana afloat a little too much. Paladins not only cried at this change. Little kittens died, too.
Other changes included some bug fixes, such as Blessing of Sanctuary and Greater Blessing of Sanctuary no longer being able to be on the same target at the same time. Crusade no longer applies its damage bonus twice to critical strikes -- hopefully that change goes some way towards reducing Retribution's crazy burst. Rank 1 of Divine Purpose will now correctly determine its chance of removing stuns. Since I have 2/2 Divine Purpose -- and likely every self-respecting PvP Retadin, as well -- we probably never noticed there was a problem with this.
While we're on the subject, the announced Retribution nerfs are now live. Hammer of Wrath is back to being castable only against targets at 20% health or below. On an important note, Echoes of Doom made it instant-cast and independent of our swing timers, making it extremely useful for both PvE and PvP. It was a tad too strong being usable at 35%, but I can't deny that it was fun while it lasted.
Repentance was hotfixed a while back to last only 6 seconds in PvP, which is a pretty ridiculous change to be honest considering it's not a spammable ability and it breaks on damage. But hey, whatever. The nerf to Judgements of the Wise is now also on the patch notes, and should reflect properly in the tooltips. This only means that Retribution Paladins will run out of mana at some point, although between Judging Wisdom, Spiritual Attunement, and maybe a potion here and there, we really should be fine. Specially when Divine Plea becomes available at Level 71. This isn't such a painful change in PvE as some players make it out to be, but it will be quite glaring in PvP. Which was the point, I think.
Some talents were reworked, which really qualifies as good news for me, so we can start looking more positive now. The Art of War was rebalanced to no longer increase critical strike damage by up to 20%. Instead, it increases all damage done by Judgements, Crusader Strike, and Divine Storm by up to 10%. This is an excellent change because it scales better for all Retadins regardless of gear (i.e., crit %) and provides better DPS throughput and less burst. To further reduce burst, Righteous Vengeance was reworked to apply a crowd control-friendly DoT instead of dealing more critical strike damage.
On the theme of good news, Blessing of Might Rank 8 was increased to 306 from 305. It's not a joke, but it's an important change (which really could've been hotfixed along with recent nerfs...) that prevents the cheaper, reagent-less, shorter duration Battle Shout from overwriting the buff. Take that, Warriors! Eye for an Eye was changed so that it no longer breaks crowd control effects. Perfect for those instances when you cast Repentance on that Mage -- for 6 seconds, natch -- right before his Arcane Barrage crits you for 76,245,036.
We can skip over tooltip changes. It's not like we ever noticed the difference, anyway... so, straight on to Protection, where Avenger's Shield's bounce distance was reduced to 10 yards, down from 15. Most mobs pulled with this ability are usually within 10 yards of each other, anyway, and using it while we're tanking usually means all those mobs are piled right on top of us! I suppose this saves us from errant pulls. In PvP... well, it might be more fun to use Glyph of Avenger's Shield, isn't it?
That was neither here nor there, was it? Ok, well, these few changes are unquestionable buffs. Righteous Defense's cooldown has been reduced to 8 seconds, down from 15. This is good considering all other tanks now got ranged and AoE taunts, too. We still don't have a single target taunt, but hey, at least we can taunt more. And ok, now you can pick up Shield of the Templar. I put it down before because you could only use about 2/3 of the talent considering we can't learn Shield of Righteousness yet, but now that it reduces all damage by 3%, too, it's now all sorts of sexy.
Finally we have Holy, which got the sweet stuff we mentioned a while back. For one thing, Infusion of Light now thankfully affects Flash of Light, too. We can actually heal while moving! And it's not Holy Shock! Gasp! Judgements of the Pure was also buffed to grant a 15% haste increase for one minute, which actually, truly make it worth activating the GCD to cast Judgements now. A .625 second cast Rank 11 Holy Light after Judging, an Infusion of Light proc, and Light's Grace is pretty damn slick. Stack some more haste, that number gets even slicker.
If it wasn't clear before that Blizzard wants us to Judge even while healing, the buff to Enlightened Judgements to match the range of our healing spells should be the writing on the wall. As long as we're within range to heal the melee guys, we're in range to slap bosses and mobs around with a Judgement or two. Do it.
Lastly, some more good news, specially for you lazy bums out there... the quests for the Paladin Chargers will no longer be required to learn the spell at Level 61 as long as you have Journeyman Riding and the Warhorse spell learned. Considering that the cost to do these quests are pretty negligible these days, any self-respecting Paladin should do the quests anyway, particularly the incredibly easy Blood Elf version.
I know we got nerfed hard these past weeks, but this latest Patch is pretty good for the class overall. The nerf to seals is going to hurt less than we think it will, and I expect our tank threat to still be pretty good despite the DPS hit. Enjoy the game, I'm fairly confident the Paladin class is in very good hands.
Filed under: Paladin, Patches, Analysis / Opinion, Talents






Reader Comments (Page 1 of 6)
Retropally Nov 4th 2008 2:09PM
1. Am I dissapointed that we've been nerfed: Of course, nobody wants to have power taken from them :P
2. Do I think the pally changes will make us the laughed at spec or a fairer spec for all: Fair as fair can be...for now :P
Matt Nov 5th 2008 11:49AM
I am upset that the Hammer of Wrath is now back to 20% from 35% and to boot they still have it reading as 35%:P
Zor Nov 4th 2008 2:10PM
HOORAY!
now we can get back to pvp bg's
got to be a joke,
even yesterday - 44-0 hks
500k damage in an AB
closest NON pally was 113k
what a joke
actually the jokes on me, like everyone else, rolled a DEV toon err pally, already 21 after 1 day - lol
and looking around, there was about ohh,,,,, 2 dozen new pallies
yeah, working as intended (sic)
Vendrill Nov 4th 2008 3:25PM
I think these nerfs are a great thing.
It was a big mistake to make Pallies so powerful to begin with. What the heck were the dev's thinking?
Ret pallies were like Germany during World War II: overpowered and out of control. It was necessary to punish Germany harshly after WWII, so NERF THE PALLIES AGAIN!, I say!
To the Ground!
kalatash Nov 5th 2008 1:58PM
@Vendrill
That is the most... confounding metaphor I have ever read.
s37en Nov 4th 2008 2:49PM
This post isn't as annoying as the other ones though. So I guess kudos to not sucking.... Your other posts looked like paladins that woke up on the wrong side of the bed. That just so happen to be editors for you. stfu about your retard-adins. They aren't suppose to be able to solo a raid
Namus Nov 4th 2008 2:11PM
Ohh I almost forgot about Shield of ighteousness *drools...
tanking is fuuun! ^_^
venumus Nov 4th 2008 2:50PM
wasnt martyr returned to 95% of its original damage?
Zach Nov 4th 2008 2:51PM
Proposed change. It should be in for a future patch, fingers crossed.
Heilig Nov 4th 2008 3:24PM
It was also changed to Holy damage if I remember that blue post correctly. That should make SoB the PvE seal of choice, even over a glyphed SoComm.
RetDwarf Nov 4th 2008 3:25PM
Actually Zach, it was promised in that wonderful little announcement post by GC where he talked about nerfing all of the other seals.
If they're gonna nerf, at least they should give the "compensation" at the same time.
Blizz- Stop clubbing my seals!
Rel Nov 4th 2008 6:34PM
SotM/SoB was never nerfed on live, it was only nerfed on beta, then later hotfixed up to 95% of what it was
Gritiron Nov 4th 2008 2:51PM
I'm fine with almost all the nerfs for Ret with one exception. From what I've read (and now I can go test) the DOT from Righteous Vengeance doesn't stack. Its fine for mages who are naturally limited in the time between crits so that their crit DOT can play out. What happens for pallies when Divine Storm crits and then Judgement crits? Well right now the weaker judgement DOT actually overwrites the DS DOT! Ridiculous! 8 secs is just way to long to spread out the damage, if it was 4 sec then maybe we'd get most of that damage actually applied!
Turtlehead Nov 4th 2008 3:24PM
"Its fine for mages who are naturally limited in the time between crits so that their crit DOT can play out."
Happens all the time. It'll be happening even more in Lich with frostfire builds which rely on spectacular crit rates. Spamming that cast will never allow the DoT to fully run.
Our ignites are *still* bugged (we're talking two, three years) and probably always will be.
No idea if it's a real issue for paladins but don't give mages credit for something they don't have.
Gritiron Nov 4th 2008 3:20PM
Right but Frostfire Bolt has a 3 second cast and Fireball is longer right? Ignite burns for all its damage in 4sec so for spamming at worst you'd lose 1sec of damage.
The abilites that proc Righteous Vengeance can be seperated only by a GCD and the damage is spread out over 8sec, vastly increasing the damage lost to multiple procs.
Anyway I've not played a fire mage, but from what I can see I'd like for Righteous Vengeance to operate much more like ignite.
Balius Nov 4th 2008 2:51PM
This is a pretty fair evaluation of the patch. it's not crying about a (much needed) buff, it isn't irrational screaming about things that don't really matter...
Paladin have been a hot-button issue. Rets loved their power, other classes resented it. I'm glad that's over, and I just hope that it didn't turn out too strong a nerf. If so, I'm sure it'll be fixed eventually, but I really don't want to see any tree be a joke especially if the patch that fixes it is a long time coming.
rinkx Nov 4th 2008 3:28PM
actually, one chance that wasn't reported in this post was the augmentation of hammer of righteousness from 3x damage to 4x damage. it'll let us do a bit more damage.
T-Dogg Nov 4th 2008 4:40PM
Actually rinkx, I believe Hammer of Righteous was always doing 4x DPS but it is one of the things the article skipped over since it was just a tooltip change.
Optimuze Nov 4th 2008 2:51PM
Hopefully some of these nerfs disuade people from rolling new RET pallys so much now. Mine is still in the 20s, had him for a while, just starting to play him. I went Prot a long time ago, and I am staying with it.
Angus Nov 4th 2008 2:52PM
Can't agree with your conclusion.
Watching a warrior do a lot more damage than me while tanking, hold threat as well on 1-5 mobs, and take less damage when it counts, I am worried I won't be a good choice for tanking in my little guild.
I am not very happy with these nerfs to seals that have nothing to do with Ret (Vengeance/Corruption is a ret seal?!) and the lack of something built into the patch to compensate right away.
You can't well argue that "Ret was doing too much damage, this should fix it" was the goal when the "fix" hit a tanking seal and no where in our tree did something get added to fix the co-efficients or increase DPS for prot. That's something sorely needed.
I was amazed how on the PTR I was a a potent tank. I could take on large groups (8+) and not have to use panic buttons and did very well for speed compared to what I was used to with the paladin prior to 3.0. It went live and in better gear I was not quite as good. This last week I am down to half as many mobs or having to use panic buttons to survive.
Same time period a warrior buddy of mine went from 1-2 to the 8+ I was doing in less time than I did with more health left and no way to heal in a fight.
We aren't in good hands. We are now in the hands of a mob that is angry that a "joke spec" got to be good and they couldn't handle it. I don't believe for a second that Ret was doing so well a simple tweak or two wouldn't have changed it. They gutted them and all Paladin specs in doing so.