Patch 3.2 upcoming Paladin changes

A few of the key intended changes include:
- Removal of Seal of the Martyr / Seal of Blood
- Crusader Strike cooldown lowered from 6 seconds to 4 seconds
- Beacon of Light buffed significantly
- Illumination nerfed significantly
- Ardent Defender is getting an automatic Last Stand
This post is being edited live. Please bear with us.
The announcement from Eyonix reads:
We have several big changes coming up for the paladin class in patch 3.2. The paladin class Q&A is still in progress, so rather than making you wait, we wanted to give you a preview of what we're trying to do with all three paladin talent trees. We thought some of the patch notes might not make sense until you understand the design goals.
Caveats: Some of these changes are still in progress and may ultimately end up in a different form or with different numbers. We definitely want to see these changes in action on the PTR and we will iterate on them accordingly based on player testing and feedback. None of this is set in stone. Furthermore, assume that talents, glyphs or set bonuses that affect any impacted abilities will also be changed accordingly. Finally, don't expect that every class will see this many changes. We are making far fewer changes to class mechanics overall in 3.2, but paladins in particular have some issues we feel are in need of being addressed.
Protection
Currently, we think paladin tanks are almost there and that they just need slightly better cooldowns to handle some of the tougher boss fights. Rather than add a new ability that felt like a clone of another class's ability, we decided to buff an existing talent that was no longer cutting it. Ardent Defender has two important changes. The first is that the damage can no longer "skip over" the 35% health level – it will always be reduced. Secondly, it has a new effect that if a blow would kill you, it instead sets you to 30% health. This portion of the ability cannot occur more than once every 2 minutes. Think of it as a Last Stand that you don't have to push.
A second change to Protection is we want to make sure Blessing of Sanctuary is always the tanking blessing of choice. A likely change here is to have it boost stamina as well.
We also recognize that block does not provide the mitigation it once did. While we have long-term plans to change the way block works entirely, in the short term we are doubling the effect of bonus block value on items (so jewelry, but not shields).
Holy
We like that Holy paladins have a niche as single-target healers. The problem is we think this niche is a little too narrow at the moment. Furthermore, paladins don't have a wide arsenal of healing spells so it's important that all of them are being used.
First, we are changing Flash of Light so that it places a heal-over-time effect on any target with Sacred Shield on them (the effect will be similar to Sheathe of Light). This should make Flash see a little more use.
Second, and more importantly, we are changing the way Beacon of Light works. Currently, it does not count over-healing on the target. We are changing that. In other words, if you place Holy Light on a rogue who is already at full health, it will still have the full effect on a tank with Beacon of Light on them. This is a huge buff, particularly when you consider the Holy Light glyph which allows for a small amount of "splash" healing. This effect isn't common when you use Holy Light on a tank because the tank is often standing alone. But if you heal the melee, you are likely to get a lot more total healing from this effect (while still healing the tank through Beacon of Light). We are also going to try to allow a target to have more than one beacon (i.e. from different paladins) on them.
Many players may surmise that this change would make paladins far and away the best healers in the game. This is partially because paladin mana regeneration is so potent. That isn't an issue when the paladin can generally only heal the tank. With the Beacon of Light change, the paladin can provide a lot more raid or party healing. To adjust for this, we are going to reduce the amount of mana returned by Illumination. If you use Holy Light too recklessly (such as on targets who don't require that much healing) you do risk burning out of mana too quickly. Of course, they will still have Divine Plea and other mana regeneration mechanics.
As a footnote, we are also likely to slightly adjust Replenishment and buff the amount of MP5 on gear.
These changes should lead to healing as Holy being more dynamic – you are going to be targeting a lot more group members than just the tank, while still providing massive healing on the tank. However, you won't be able to just constantly spam your biggest heals, at least not on the more challenging encounters. There is an opportunity here for skilled players to really do some outstanding healing as paladins, but it's going to take a little more effort. This is something a lot of players have been asking for so we hope that it delivers without completely changing what some paladins enjoy about their healing style.
Retribution
Depending on who you ask, Retribution paladins are either perceived as being in need of improvements to make them stronger or are in need of changes to make them less powerful. We are really happy with the overall changes to the Seal and Judgement system from Lich King. However, Ret still has some problems. There aren't enough buttons to push and they are all limited by cooldowns, allowing Ret paladins to have a lot of up-front burst without requiring a lot of skill or timing to actually hit those buttons (now after the opening moves of a fight, we think things get a lot more interesting because now the paladin's defenses, healing and dispelling can come into play). We have other problems to fix as well. Exorcism currently can't be used on players, which we think is a weak design. We have also become less enamored with the drawback to Seal of Blood / Seal of the Martyr causing damage to the paladin.
Here are the design changes we hope will fix all of these problems:
First, Exorcism has a cast time of 1.5 seconds but can be used on players again. This will let paladins use it in PvP, but not while moving towards a target.
Second, we are changing The Art of War to make not only Flash of Light instant, but also Exorcism. Choose healing or damage. Paladins will have to watch for this proc and use Exorcism when it happens. The spell itself is still ranged, but the proc will only occur when the paladin is already in melee.
Third, we are lowering the cooldown and damage of Crusader Strike to four seconds from six seconds. This accomplishes a few things. It lowers burst, it gives the paladins more buttons to push since they aren't always waiting on cooldowns, it requires a little more skill since the player will have to choose between Crusader Strike and other attacks more often (such as the new Exorcism procs), and it gives Retribution a chance to get more damage out of their Seals (providing a sustained DPS boost for PvE).
Fourth, we are removing Seal of Blood and Seal of the Martyr. The damage recoil increasingly felt like a liability in PvE, and wasn't serving to offset the massive burst damage capable in PvP. We are buffing Seal of Vengeance / Corruption and redesigning Seal of Command with the expectation that these are now the seals of choice for PvP and PvE. Righteousness can remain a tanking seal.
Finally, we are replacing the current effect of Vindication with an attack power debuff that works like Demoralizing Shout. In PvP, Ret paladins can still debuff melee targets, while in PvE they can provide another necessary debuff in the case that the tank is not a warrior or druid. In addition, the talent may be more attractive to Protection paladins.
These changes do not close the door on adding additional attacks, PvP utility or even the oft-requested Crusader Strike debuff. If the changes outlined above finally accomplish the goal of balancing Retribution in PvE and PvP, then we can start exploring those other design issues.
Again, these are our current plans and they may change based on testing and feedback. The changes to all three trees are things we are working on right now. Some of them might not work out quite the way we intended and will have to undergo iteration before finally showing up in 3.2. Even once the patch goes live, we are still likely to have to tweak numbers. This is simply a preview of what may yet come and we hope that it will be viewed as such.
Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!Filed under: News items, Paladin, Patches






Reader Comments (Page 1 of 8)
Gasaraki Jun 18th 2009 1:42PM
before the post comes live... more changes! QQ... Got a feeling there will be even more DK playing these days.
Mich Jul 2nd 2009 2:43PM
I agree Gasaraki. Anybody that was still playing a ret pal will be moving on. Maybe people dont notice that only specs worth your while as a paladin now is protection or healing. I stop playing when they got Ulduar out. I could not kill shit and my healing was reduced at the same time with the changes. Great we get extra attacks, but we lose at least 40% of the damage we use to do. What is so great about an extra attack when you usually take that time to heal yourself so you dont die...it looks like I wont be subscribing back to wow soon wiht the news I am hearing. I dont want to play a dk or war. I want to play a ret pally that can fit into a raid or play in pvp and be decent which cannot be accomplish at the moment. I think the blizz creator should seriously ask themselves what is the use of a ret pally in wow where does a ret pally stand out. Sorry for the complaining guys I just had to say my piece.
niko Jun 18th 2009 1:43PM
tons of changes.
Kinda sucks if you play one class consistently... always having to re-tool your playstyle is only fun the first four times.
I'm not hatin', but it's just wild how often the classes' balance/design philosophy has changed so much. Honestly, I'm not sure how they can make such sweeping changes so regularly and still have even a semblance of what makes your class "your class".
Forget balance, I'm just talking about playing your character...
Summer Jun 18th 2009 2:35PM
This is exactly why I can't keep a main. They make massive class mechanic changes, I lose interest and move on to another character.
Budokan Jun 18th 2009 4:46PM
This times 10000000 to the power of 100.
Psy Jun 18th 2009 7:07PM
This is why I'm not worried about any nerfs or buffs to the Retribution tree. I like playing as a Paladin, regardless if I'm OP or not. It's fun so I'll keep playing mine.
mitch Jun 18th 2009 10:50PM
Hah, I just said this on Guild chat before I read the comments. Each patch is like a new god damn expansion for some classes. The mechanics and play styles have been ripped and torn so bloody much that as soon as I settle into a comfortable rhythm the turn it upside down.
I think 3 years after starting my beloved pally it may finally be time to hang up the boots.
Hagu Jun 19th 2009 4:16AM
It's just bad business. i think all these class changes are significantly reducing how much people identify with their toon. It's not just some selection you make with the console controller. It is something you spent ??? hours leveling. At the end of the journey, the toon you end up with should be close to what you expected when you began the journey.
ddhwy Jul 6th 2009 1:25PM
Too be honest it seems like a lot less changes than people were making out... the real change they need to make is to the bubble! Say -50% healing done to the paladin and -50% casting speed +50% time between attacks and to global cooldown. Otherwise there is massive difference in fights between classes that can and can't dispel it or iceblock / vanish throughout its duration. This is the change that needs to be make to stop retardins walking through all other classes.
Or maybe change it so you have to put some thought into the talents and 0/5/66 isn't a viable pve / pvp build!
Continuum6 Jul 6th 2009 9:10PM
Yep. I started WoW as a warlock around patch 2.3. He's now 80 and has been for some time. I've had ample opportunity to experience endgame PvP and PvE and I have loved him. But i think i've hung up the cloak and demons in my WoW closet for now.
Felguard builds are fun, but useless in a world of weak pets in PvP and massive AoE in PvE. (Amen, patch 3.2 Fel Domination changes!! :D )
Destro has always had a fun feel, and i like it, except after using it as a main spec for several months, i can firmly agree that it plays like a broken, third-rate mage. (Hello! Fire Mage already exists. Is there any other class that has an identical spec to some other class? i'm not sure, but i don't think so. I personally feel that having one warlock spec be a copy of a mage spec is just... wrong somehow.)
Affliction: it's a spec about DoTs. If you take away some DoTs, making it easier and faster to dispell my attacks in PvP (less debuffs to remove), then please... PLEASE make them hit harder. really hard. Like give me something like shadow priests where my target has their movement speed automatically slowed (apply CoEx) when a target with Corr, CoA, and UA is being drained by me.
And frankly, all warlock specs suffer with mages in the AoE damage > casting times war of Ulduar and even Naxx PvE. Movement fights and raid-wide damage makes casting DPS suck it's own sad, scrawny rear end.
Have an 80 druid and DK. They are getting all my play time lately and for the foreseeable future. The little warlock inside me dies a little more every day. Bring him back, Blizz.
Tomnationwide Jun 18th 2009 1:44PM
I'm a Prot Paladin and love these changes. i keep being told I'm not strong enough and haven't felt it, so makign me a better tank is awesome!
Robert M Jun 18th 2009 1:49PM
/second
Manatank Jun 18th 2009 2:27PM
This is a huge change for Prot! Prot Pallies are fine for general purpose tanking currently, but this is the one area where they were completely left in the dust (and for all intents and purposes in Wrath it is the only area where tank selection matters). Prot paladins will be a viable option for progression tanking now.
The only weakness prot pallies continue to have after this change would be an ability to dish out spiky AoE damage (Like, howling blast, thunder clap, swipe) which helps on multi-mob pick up and AoE tanking with movement. For sustained stationary AoE threat pallies are, and have been fine.
I suppose smaller health pools is still somewhat of an issue, but pallies have very high passive mitigation (15% reduction of all damage from talents, and an additional 6% of magic damage), coupled with a permanent shield wall for anything that would reduce their health below 35% makes this even more impressive.
DKs will still be king, but prot pallies are probably going to be in a better spot than warriors and druids now.
Magus Jun 18th 2009 3:37PM
The AD and BoSanc changes sound good, but the Exorcism change is a nerf for tanks.
If it's not instant-cast, it's not going in my rotation. (It will only be useful for pulling, perhaps)
I'd rather see Exorcism look something like this:
1) Instant-cast
2) 100% crit chance against Undead
3) 0% crit chance against players/pets
4) Art of War procs increase crit chance by 50%
Magus Jun 18th 2009 3:50PM
Oh, and what ever happened to making Prot more viable in PVP?
Exorcism will only be useful for Ret Pallies.
With these Prot changes, I guess I'll be 2- or 3-shotted instead of 1.
=P
Heilig Jun 18th 2009 3:59PM
As much as I like the change to AD, it is unfortunately the wrong change and not enough. It is not, repeat NOT, a cooldown that you can use. The reason we are the last tank chosen for progression is that the other tanks can time their cooldowns to get them through a rough patch. One healer not doing his job or having to run out of range and our "Last Stand" is used up and gone when we need it, whether we chose to use it or not. This is NOT IN ANY WAY A LAST STAND EFFECT. This change makes it a passive Guardian Spirit effect, which is nice, but is decidedly NOT a tanking cooldown.
I really don't care if tanking starts feeling more homogeneous. Blizzard says they do, but they really don't either, otherwise they wouldn't have made the sweeping changes they did when LK launched. All I care about is being able to do my job as well as some other class. The fact that they can handle progression content better than I can, not because of their ability but because they have better buttons to push, is BAD DESIGN. This change has no bearing on that.
Manatank Jun 18th 2009 4:32PM
@Heilig:
Well it actually is just as good as an on use ability for planned use to survive a particular boss ability. If as you say, healers let you drop and the 2 minute cooldown is in effect when you were going to need it for the boss ability that just means the healers caused the wipe, not your class. A warrior needing to use last stand would have simply died. Instead you lived long enough to die when you were planning on using the ability. What's the difference?
I'd go so far as to say it is vastly superior to last stand because it can be used to save the paladin from a single hit that would one shot a warrior even if they had last stand up. This ability will be only the second added to the game to provide this kind of ability, and the first time a tank has it inherently (rather than needing it to be cast on them by a healer). The only other ability that exists that can completely avert death is guardian spirit.
I for one am going to love this ability in PvP. Prot PvP healing is getting to be more and more attractive every day (massive damage reduction, 20 cooldown on stun, 30% larger crit heals, 30% of stamina converted to SP, unlimited mana regen on demand). I strongly recommend that blizzard rework the talent that converts stamina into SP.
Tomnationwide Jun 18th 2009 11:41PM
Isn't Divine Protection a castable savior like Last Stand?
ddhwy Jul 6th 2009 1:25PM
thing that needs to be done to make palas and warriors better boss tanks is to change block so it gives an additional % wise damage reduction in addition to its normal effect (reducing the normal effect to compensate) e.g. -30% damage from a blocked attack and then the mitigation of ### damage from the block itself is applied. Giving more block value on items doesn't solve the problem... and creates a new problem of warriors with block sets being able to crit 10k on shield slams
darknautilus Jun 18th 2009 1:44PM
"Think of it as a Last Stand that you don't have to push."
*Warrior tank walks in*
Hay guys. I heard Last Stand mentioned, what's up?
On a more serious note, I guess I should be glad my warrior can choose when to use Last Stand. I'm really hoping to see some warrior tank love, and have that shield block stuff apply for us as well.
On the other hand, I wasn't aware tankadins were having any sort of trouble in raids. If anything, thus far, they seem to be borderline preferred over many other tanks.