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: Paladin, Patches, News items
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Reader Comments (Page 3 of 8)
kabshiel Jun 18th 2009 2:13PM
Yeah, Ret Paladins have basically just become Enhance Shamans. Which is fine, because Enhance is pretty fun to play, but it doesn't feel very original.
JKWood Jun 18th 2009 2:30PM
Which is good for rets, I guess. As holy who won't have the gold for dual-spec anytime soon, it's
"meh." Then again, I guess I'm supposed to be a healadin... time to go get myself a pet warrior.
Phun Jun 18th 2009 4:03PM
I tried making my above comment that is currently posted under GoldenGoat to JKWood.
Manatank Jun 18th 2009 4:40PM
"IT'S A GREAT CHANGE!"
Not if you are a prot paladin. Exercisim was a nice ranged pickup tool that was just taken away. I wish they'd only have this cast time in PvP.
Rick Jun 18th 2009 2:01PM
I'm not a big fan of the changes to Exorcism, but I guess the Art of War changes sorta offset that. I like my instant cast exorcism...I don't pvp, so casting on players doesn't really matter to me. Hope those of you that do pvp are pleased, though!
Hal Jun 18th 2009 1:51PM
Exorcism with a cast time? That's going to be bad in PvE. Really, really bad.
Cyanea Jun 18th 2009 1:54PM
If you're Ret, think of how often Art of War procs. Using that insta-cast Flash will be less necessary now, seeing as we're losing the constant damage from Martyr/Blood. If you're prot and use it to pull...well yeah...that does kind of suck.
Rich Jun 18th 2009 1:56PM
People use the Art of War proc to heal the damage from SoBl?
nieboh Jun 18th 2009 2:07PM
On the Heigan fight, while running from clear spot to clear spot I was able to toss out a couple of exorcisms from time to time and maintain at least a pitance of damage. Kiting zombies in the back for Gluth I could cast exorcism on the zombies as they pop out to get their attention. There are other times when exorcism (as is) is a useful spell. The loss of a ranged instant attack will be felt.
Hal Jun 18th 2009 2:20PM
I play Prot. I use Exorcism as an "extra" taunt when my others are on CD and I'm trying to drag adds from all over the place (think Sartharion). It's also a good source of threat during boss fights, and at least a decent source of damage. Giving it a 1.5s cast? It loses all utility for Prot Pallies and will be summarily booted from the rotation.
thebitterfig Jun 18th 2009 3:12PM
i play holy, and this cast time on exorcism ticks me off. it'll be that much more annoying to grind and level with holy now, since they lose a great nuke. i understand that it is a good idea to make ret more interesting to play, but in order to do that, they really stuck it to the other specs. if spiritual focus doesn't reduce pushback on it, then i'll be extra pissed.
boo on you, blizzard.
Magius Jun 18th 2009 3:22PM
The term would be "how often it USED to proc". They are changing Art of War so it procs ONLY on melee crit hits. I think right now it procs on melee and spell crits.
Michael Jun 18th 2009 1:53PM
How exactly do I cast Exorcism on bosses when tanking if casting spells makes it so I can't block or parry?
Osc Jun 18th 2009 3:59PM
Um... you don't. Don't know if you noticed the part about seal of corruption damage being increased significantly but yeah theres your exorcism threat.
Zul Jun 18th 2009 1:53PM
This holy change sounds really risky. So they are going to have the most powerful single target healing available, a load of useful healing cooldowns and effective AoE?!
Maybe I seem pissed because I'm a resto shaman. Single target healing is decent, are AoE healing is decent. We don't have CDs to save a tank through moments like the plasma thing on Mimiron. Hmm.
I never QQ but thanks for phasing out unique niches for healers. Oh and the prot changes sound good, bye warriors? Shall all shaman and warrior reroll paladins now?
Cyanea Jun 18th 2009 1:55PM
To be fair, we haven't heard Warrior changes yet. The Shaman changes are pretty badass, and none of this is set in stone yet.
Chill.
BitterCupOJoe Jun 18th 2009 2:09PM
They're also nerfing our mana return from Illumination, so big holy lights all the time aren't as much of an option. Our single target healing gets a little weaker, our group healing gets a much needed buff. Plus, resto shamans are getting buffed as well. Just have to see how it shakes out.
Heilig Jun 18th 2009 4:08PM
Biggest problem (read: unforgivably stupid oversight by the development team) is the Sheath clone on shielded targets. Yay. That's totally awesome when we shield the tank and then flash him. Problem is, they just changed our design to never heal the tank, ever, with anything but beacon. Will beacon proc this heal over time? I'm doubting it severely, as that would require beacon of light being smart enough to distinguish which spell was cast and apply a separate spell effect for all three of our healing spells.
Taladan Jun 18th 2009 6:46PM
@Heilig: I guess the plan is:
1) Sacred Shield on tank
2) Beacon on tank
3) Flash of Light on tank
4) Holy Light on party
5) Go to 3
C-Rad Jun 18th 2009 1:55PM
Well do it live!