The Light and How to Swing It: Patch 3.2 and the Paladin II

When Blizzard turned Spiritual Attunment into a Protection talent, it made Seal of Blood look pretty silly. I mean, it still dealt incredible damage and is still the best DPS seal for Retribution, but the feedback damage was pretty dumb now. It needed a reworked Glyph of Seal of Blood for it to make sense. Still, it was the best seal for Retribution and embarrassed Seal of Command so badly for me to stupidly suggest removing the talent from the game. Instead, they removed Seal of Blood and Seal of the Martyr from the game and turned Seal of Command into a weaker, feedback-less Seal of Blood. Admittedly, It is a far more elegant solution than what I'd suggested which is why those guys design the game and I'm just spouting off about it.
What does this mean? Basically, Blizzard nerfed Retribution PvP. But it also means leveling Paladins can pick up a relevant end-game seal at Level 20. The downside is that Seal of Command is essentially a PvP seal, the only reason being that Seal of Vengeance, the new PvE seal (we'll get to that in a bit), can only be learned at Level 64. This means that raiding Retribution Paladins will need to swap seals once they get to the endgame. PvP Paladins, sorry, but you get a watered down version of Seal of Blood that doesn't even crit against incapacitated targets.
Seal of Vengeance now deals [ 13% of AP + 6.5% of Spell Power ] Holy damage (down from [ 15% of AP + 7.8% of Spell Power ]) and has a new effect - Once stacked to 5 times, each of the Paladin's attacks also deals 33% weapon damage as additional Holy damage.
This is now essentially the PvE seal. While it doesn't have the burst capability of Seal of Blood, it builds up to powerful throughput when it hits 5 stacks, mimicking the consistent damage of Seal of Blood by inflicting a constant 33% weapon damage with each strike. It's a painful nerf and there'll have to be extensive testing on the PTR to see how well this seal can perform. I guarantee that it won't be as sexy as the old Seal of Blood, though.
Crusader Strike now causes 75% weapon damage (down from 110%) but cooldown lowered to 4 seconds (down from 6).While this is a clear nerf for PvP, it is a definite boost for PvE. While burst is lower, the lowered cooldown allows higher, more consistent DPS from seals. The only caveat is that the seals themselves have been nerfed, so net DPS will be somewhat similar to the status quo. Blizzard also hopes the shorter cooldown will make things interesting as players will have to deal with priority resolution more often. They also stated that the changes "do not close the door on the oft-requested Crusader Strike debuff," which should provide some sliver of hope in spite of all these Retribution nerfs.
Vindication now gives the Paladin's damaging melee attacks a chance to reduce the target's attack power by 23/46 for 10 sec.
My first thought was LOL. My second thought was still LOL. A little later I realize that Vindication is no longer a PvP talent, particularly after what Michael Gray calls The Great Vindication Nerf of 2009. Remember that announcement? When Blizzard essentially called Retribution Paladins skill-less and noted how Retribution was dominant in low-rated Arenas but couldn't break through when faced against pros "whose skill is high enough to counter" them? Yeah. That dark, insulting day. Anyway, Blizzard has now revised Vindication to be a PvE talent that mimics Demoralizing Shout. It is now only marginally useful and completely optional for PvP builds, but becomes more attractive (though still optional) for PvE builds. The new version is now likely to affect more targets.
The Art of War now reduces the cast time of your next Flash of Light or Exorcism ability by 0.75-1.5 sec everytime your melee attacks critically hit.While it may seem like a buff on paper, the truth is that Retribution Paladins need to crit with a melee attack every 15 seconds just to be able to insert Exorcism into their rotation. Of course, 15 seconds is a long time to go without a critical strike, but the point is that DPS doesn't go any higher or lower with this talent change. It stays the same because Exorcism's cooldown is still 15 seconds. The only difference is that now, for Retribution Paladins to be able to use it without gimping themselves is to have to wait for a proc. If you look at it that way, it's actually kind of a nerf.
In mobile fights where Retribution Paladins must move out of melee range, Exorcism can no longer be used while moving back to position. That's a DPS dip. It can no longer be used as an opener even in PvE, and no longer fits into an early rotation unless players get an auto-attack crit -- something entirely out of the player's hands. While the strategic choice of using the buff for either an instant heal or damage is nice in concept, it is an unnecessary nerf in practice. The DPS nerf is not significant and likely won't even be palpable, but it's a change made for the sake of making Retribution interesting, nothing more.
[EDIT: Testing on the PTR shows that The Art of War procs off all melee attacks which include Crusader Strike and Divine Storm as well as auto-attacks. This means that the buff should be up almost all the time unless you have horrid luck.]
Judgement of the Wise now affects your damaging Judgement spells (Old - All Judgement spells) and Replenishment effect now regens 1% of the maximum mana per 5 sec. (Down from 0.25% every sec)
It's weird phrasing considering that all seal Judgements are currently damaging spells, but the important part is that Replenishment has been nerfed. This is a nerf for PvP, where Retribution Paladins can experience mana shortage, but hardly in PvE although the loss of the Glyph of Seal of Blood may create some problems. This change affects all class specs that confer the Replenishment buff.
Eye for an Eye now causes 10% (down from 20%) of the damage taken to the attacker as well.
Nerfed. What is there to say?
Overall there's not much to fret about. The only real loser in Patch 3.2 is Retribution PvP, which loses the only thing it had going for it: burst. Blizzard belittled player skill by pointing out prevalence of Retribution Paladins in lower rated brackets and lack of success in higher brackets, and now they've gutted it even more with the changes. The good news? It's still the PTR. There's still some room for change, and as disheartening as the nerfs may be for Retribution PvP, their design indicates a good direction for the class. Keep your fingers crossed.






Reader Comments (Page 1 of 4)
jfofla Jun 25th 2009 8:36PM
Funny you view the AT as mind numbing. I find them quite enjoyable. You must not do any dailies, or you would appreciate them.
As a Holy Pally I like the changes. Beacon of Light alone is a big buff.
ToyChristopher Jun 25th 2009 8:53PM
As a holy pally I greatly dislike the changes. Why does blizzard think asking for group heals means that we want to heal the main tank and the raid at the same time? After trying it out on the test realm I'm still not convivnced that changing beacon of light is worth the gutted regen. Severly limiting our ability to heal the main tank for large periods of a time with holy light while also giving us no new tools for dealing with raid-wide aoe damage means that in 3.2 holy pally won't really be that great at healing the tank or the raid.
Overhealing the raid while smart aoe heals top them off doesn't let the holy pally add anything new or valuable to the raid.
brian Jun 25th 2009 9:37PM
The beacon change really doesn't do much. Right now holy pallies heal the main tank, with beacon on the offtank, which prevents the problem of having the tank either being out of range of the beacon, being healsniped while healing another player, or having beacon fall off. The change solves the first two problems, and the third can be solved by paying attention, but even so the change is still not really much of a buff. Hopefully holy pallies will be able to create a new strategy for beacon that will prove to be a definite buff. In fact, I guarantee that the theorycrafters will think of SOME good things at least. But if playstyle doesn't change, then it just solves the problem of being heal-sniped and nothing else (the range change is a buff however, but not much).
The hot on flash of light? Pointless really, though it will help for lower level pallies first going through heroics. Beyond there, it doesn't do much: when do you have time to cast flash when you're healing the tank in ulduar? And even on a crit, that hot wouldn't even mitigate a single crit off a boss attack, even if you could manage to use flash (Sacred shield is obviously going to be on the tank). Now if the hot mechanic was baked into flash itself without relying on sacred shield? That would let raid healing work, as multiple hots would funnel through beacon to the tank. But that would be overpowered, so there needs to be some middle ground.
The buff to mp5 should balance the replenishment nerf in part, and the other two changes add 'some' improvement. How much? That's what the ptr is for!
As for ret, crusader strike needs its mana brought into line with the shorter cooldown. Right now, with even a premade character, you can only get about 5 rotations before going oom. Since the damage was nerfed, so it's balanced with the cooldown in that sense, the mana cost remaining the same is ridiculous. The whole seal mess will of course be tested on the ptr, so both that and the mana issue will end up thoroughly tested, and should end up balanced.
Prot got its new cooldown, even though... it's not a cooldown. As for the comparison to last stand, it has all of the bonuses. You gain 30% health, ok that's the same... but you don't lose it later. So that's a plus. You don't have control over it, but it activates whenever you'd die. So... isn't that the most important part of a cooldown? Preventing you from dying? Last stand does it by giving you more of a buffer, and so does this. Only the buffer from Last stand can be wasted, and this can't.
Celton Jun 26th 2009 9:40AM
Good Holy Paladins can already top the meters raid healing while helping to keep up the tank. These changes make raid healing as a Holy Paladin absolutely insane. Sure, you won't be able to Beacon yourself and spam Holy Light on one target for 6 minutes straight, but any newb paladin could do that. We'll need more help from other healers to keep the tank up now, but we'll be doing more raid heals so the other healers will have time to help us with the tank. Holy Paladins will actually have to make meaningful decisions about who to heal, what heal to use, and even what gear to get (instead of just all Intellect) meaning they will actually take more skill to play now. I'm loving these changes!
http://www.holypaladin.net has a ton of articles up about how to raid heal as a Holy Paladin.
ken_thomas61 Jun 26th 2009 2:32PM
BTW, saying that the change to Shield of Righteousness is a buff to threat isn't true. Protection isn't going to be able to use Exorcism anymore, which was part of the rotation. Threat will stay roughly the same.
As for the "auto shield wall" people thinking that it's better than warrior shield wall are wrong. I've tanked on a warrior, a DK and a Paladin. There are two main problems with this ability. 1.) The "auto" part of it doesn't distinguish tank skill. 2) There is no max HP increase which will help the paladin survive subsequent hits during a string of burst damage like the equivalent abilities do for other classes.
Other tanks on a fight like Thorim where they get Unbalancing Strike are able to hit shield wall / vampiric blood / whatever the druid one is and survive for the duration without having another tank alive. Paladins will not. They'll survive one of the hits and then die afterwards. Not as beneficial as you guys are thinking.
xavierlives Jun 26th 2009 5:28PM
I am doing less raid-healing than ever and I am trying to equate this to what I do... PvP.
Blizz change to BoL -- I guess Blizz wants my BoL to be a roaming target, i.e., the Flag Carrier in WsG. So, this might be a buff if you cast it on targets other than yourself. Personally, I am always the BoL and so I am limited to my healing range always. No Buff for me.
Blizz nerfing my intellect -- bad.
Blizz pushing MP5 on the gear -- Bad. Really Bad. Our PvP healing time is burst. Deminishing my pool and hoping it will be made up in MP5, does NOTHING for me. I am constantly casting and if it is a shock, then right behind it is a longer cast, so MP5 means nothing to me (or very little).
HoT on Flash w/ Sacred Shield -- They seem to think we need or want a HoT. I have only healed Pally and I know my limitations. Putting a HoT on the SS at no added mana cost, I guess I won’t complain, but there will likely be more over-heals from me.
Exorcism – for this to be useful, give Holy the talent to make it instant. Then I’d be happy.
Heilig Jun 25th 2009 8:47PM
TO THE GROUND, BABY!
What can i say, this patch sucks for paladins. Exorcism is a massive nerf, even more so for prot who can no longer use it as a mid-fight pull when a sheep breaks. Holy has had some pretty big buffs in theory, except the FoL HoT you get when the target has sacred shield doesn't translate to beacon, so when you shield and beacon the tank and raid-heal, there is no HoT on anyone. Good thinking there, Blizz. Crusader Strike's lowered cooldown is nice, it fits into the dead space better now, but they haven't lowered the mana cost, so now we work in a negative mana rotation rather than a stable rotation like we have on live. Judgement of Light was straight nerfed, which is fine now that SoB is gone, but PvP burst is completely dead, and we still have NOTHING in the way of offensive utility. No interrupt, no snare, no root, no re-applied CC, no MS, no closer, absolutely no way to kill a healer, NOTHING. If you can survive through our HoJ, you win the match. GG. And for the last time STOP CALLING IT AN AUTOMATIC LAST STAND. This change is NOTHING LIKE LAST STAND. We have no control over it, it can be consumed whether we want it to be or not, it has no duration, and doesn't actually increase our max health, it just keeps us from dying once. It's Guardian Spirit without the healing component.
The only good things to come out of this patch for paladins are the added damage from Hand of Reckoning, the buff to SoV, the removal of RNG from SoComm, and Beacon finally working off total healing. Everything else is either a straight nerf or a roundabout nerf through some other mechanic that the design team, not surprisingly, overlooked. This patch more than any other has convinced me that no one in the upper tiers of the design team actually plays a paladin. Time to finally level up that DK we made on launch day, I guess. No point playing a class so severely misunderstood by its own designers.
Bubsa Jun 25th 2009 9:01PM
"Exorcism is a massive nerf, even more so for prot who can no longer use it as a mid-fight pull when a sheep breaks."
...
...Sheep? CC? Pally?
Hell, CC in Wotlk?
What kind of runs have you been doing?
Alex Ziebart Jun 25th 2009 9:17PM
Bubsa: Ulduar.
Magician Bob Jun 25th 2009 11:41PM
"STOP CALLING IT AN AUTOMATIC LAST STAND. This change is NOTHING LIKE LAST STAND. We have no control over it, it can be consumed whether we want it to be or not, it has no duration, and doesn't actually increase our max health"
It can be consumed whether we want it or not???? It gets consumed when the tank would otherwise have died, which is always going to be the perfect time for it to be used, because otherwise the tank dies and the raid wipes. The automatic component makes it better than last stand because it is impossible to use it at the wrong time and waste it. The only minor loss is if you are in a situation where a boss can 1-shot you twice in a very short period of time, where the duration in the warrior version could have come in handy.
Additionally, I didn't seem any mention to the other buff I heard ardent defender got, which is where they fixed it so the 35% health threshold can no longer be leapfrogged, meaning a pally at 37% health that gets hit for 40% of their health will get the 30% damage reduction from ardent defender, allowing them to survive the hit with approximately 8.4% health
Angus Jun 26th 2009 12:23AM
"It can be consumed whether we want it or not???? It gets consumed when the tank would otherwise have died, which is always going to be the perfect time for it to be used, because otherwise the tank dies and the raid wipes. The automatic component makes it better than last stand because it is impossible to use it at the wrong time and waste it.
Additionally, I didn't seem any mention to the other buff I heard ardent defender got, which is where they fixed it so the 35% health threshold can no longer be leapfrogged, meaning a pally at 37% health that gets hit for 40% of their health will get the 30% damage reduction from ardent defender, allowing them to survive the hit with approximately 8.4% health"
You know that second part?
It stops working if the first part happens.
The damage reduction is now tied to the ability to be able to be saved.
Not the best system. :/
Heilig Jun 26th 2009 3:10AM
"It can be consumed whether we want it or not???? It gets consumed when the tank would otherwise have died, which is always going to be the perfect time for it to be used, because otherwise the tank dies and the raid wipes."
Try tanking hard mode content, when YOU need to be able to determine when your cooldowns are used. If this saves your ass because your healer failed, then IT IS STILL A WIPE BECAUSE YOU WON'T HAVE IT AVAILABLE WHEN YOU NEED IT. Better to wipe early and know it's because the healers failed than not have your cooldown up and have it blamed on you. All this does is give healers more leeway to screw up, all teh while making people think that paladins actually got a tanking cooldown and should be able to tank what everyone else is capable of tanking, when that is still not the case.
BTW, ask a warrior sometime whether they would rather have Last Stand or Guardian Spirit.
Dave Jun 26th 2009 2:08PM
I'm not sure if this is exactly what you meant, but I've heard it so many places on the net. This "complaint" about Ardent Defender makes no sense. Get it through your head: THERE IS NO WANT IT OR NOT with this talent. If it gets used, it gets used at a time when it was NECESSARY. Because if it didn't get used YOU WOULD DIE. That, in fact, makes it -better- than Last Stand.
WAY too better in my opinion. I play a Protadin, and I'd be shocked if this actually made it through to live. It's way too good.
Ibid the Beacon of Light change, which I didn't realize until now makes it possibly for a Holy paladin to keep up two tanks basically by himself. Crazy.
Raz Jun 25th 2009 8:49PM
Why do you get another class mount? :(
Where's *my* pony, dammit?
Can I at least have an epic deacon mount for my priest so I can ride on his shoulders and feel special too?
I mean I know that Warlocks, Paladins, and Death Knights are all underpowered & this is how Blizz is making it up to you guys, but still.
McRaider Jun 26th 2009 7:28AM
I don't like the way it looks. You can have mine.
xavierlives Jun 26th 2009 7:17PM
Well I was seeing this as one of two things when I heard about this:
1. Lazy Pallies don't have their epic ground mount, here is their chance to finally get one.
2. (Before I realized it was class restricted) This is a chance for anyone to own our class specific mount. (Which I still am likely to believe this to be the case, even though it is reported as class-restricted.)
Retropally Jun 25th 2009 9:00PM
This patch is both awesome and totally sucks.
Its great in the way that the class is more of a challenge to play, in terms of both Ret and holy.
It sucks in the way, like you said they could have changed things in a much easier way. This class has been changed more than any other class I know, and honestly I cant wait to get onto the ptr and see how we perform.
I'm no longer in the position where I think, will pallys be changed for better or worse...Its only a matter of time before they change things again.
Joeschmoe Jun 25th 2009 9:56PM
Art of War now procs off any MELEE attack. Melee does not mean auto-attack; Crusader Strike, Divine Storm and I believe Judgement still are all melee attacks. Basically its the same attacks as before plus auto-attack crits, pretty much a straight buff. The only down side is as you noted not getting an Exorcism off right off the bat, otherwise there's no reason Art of War shouldn't be up almost constantly.
Zach Jun 25th 2009 10:07PM
That's a good point... I missed out on that. Let me put that in.
kalebmcc Jun 25th 2009 9:12PM
Waaaaaah, I play a class that can become invincible, heal myself to full with one cast, then burst down my attackers, but now I'll have to do that without bruising my face on my keyboard! Life is so unfair!