World of Warcraft Patch 3.2 Paladin Guide
WoW.com has covered patch 3.2 extensively. Everything from the surprising changes to flying mounts, to the latest and greatest loot, and all the changes in between. In our patch 3.2 class, raiding, and PvP guides we take a look at exactly what changes and how the changes will affect your playing.
More than any other class, I think, Paladins underwent significant changes in Patch 3.2. There were changes across all three specs that palpably impact gameplay and challenge players to take a different approach to the way they play their class. I went through most of the changes in detail in an older post, and many of those initial thoughts still hold true, albeit tempered with some experience on the PTR and changes over the past weeks.
There are buffs and there are nerfs, but the main thing to keep in mind is that this is Blizzard's constant balancing act. As the game progresses, I feel that they're finally honing in to the proper vision for the class. We won't go through all the changes here, but we'll break them down according to what impacts the class in general and according to spec. Let's bathe in the Light after the break...
General
One change that affects all classes is the level required to learn mounts, with the epic Charger spell now learned at Level 40 instead of 61 or quested at Level 60. In fact, the change effectively neuters the quest line, which is a sad day for lore nerds, role-players, and good, old, fun gameplay. Learning the Warhorse at Level 20 saves a bit of Gold, which isn't saying much, really, considering how easy it is to acquire Gold these days. On the topic of mounts, Druids in bird forms now also benefit from Crusader Aura.
There's been a seal switch-up. Seal of Blood (as well as its Alliance counterpart) is dead. The coolest seal name is no longer in the game. On the other hand, Seal of Command has been reworked to become a nerfed Seal of Blood. So technically, it's really Seal of Casino that kicked the bucket. What does this mean? It means that the best Retribution Seal actually becomes available to leveling Paladins earlier instead of at a ridiculous Level 64. It's a smart move considering only old school nostalgia was the only thing that kept Seal of Command in play, anyway.
An overdue change is that all Judgements are now considered melee attacks that cannot be blocked, dodged, or parried, so all melee bonuses apply or conversely, all abilities that count melee attacks will consider all Judgements. Speaking of judgements and homogenization, Judgement of Light no longer scales off spell and attack power, but is now a flat 2% of maximum health. This means that Judgement assignments are essentially interchangeable among the different specs (JoL was formerly a Retribution Pally's assignment).
Holy
I'm going to include changes here that affect the entire class but mostly affect gameplay as a Holy Paladin, such as the buff to the Sacred Shield and Flash of Light combo. Although usable by any spec, it is ultimately most useful to healers, who (should) apply Sacred Shield on primary targets at all times. It's an excellent buff, and is great for mobility fights. The change to Improved Lay on Hands to absorb 20% physical damage instead of an armor increase is pretty much a buff, as well, being more beneficial to tanks who already suffer from armor diminishing retursn. More interestingly, Blizzard also buffed Beacon of Light massively, now counting total healing instead of healing done and increasing the range from 40 to 60 yards. That's just huge. Add to that the fact that it now stacks with other Beacons from other Paladins, and you've got a talent that's borderline overpowered.
Of course, Blizzard knew that, which prompted the necessary (alright, don't argue with me on this, take it to Ghostcrawler) nerfs to mana and mana regeneration. Divine Intellect was nerfed to grant 10% bonus Intellect, down from 15%, and Illumination - the poster child of Holy Pally nerfs - was beaten down to 30% from 60%. What does this mean? Both nerfs hurt a whole lot. You'll want loads of Intellect even more now (what's new?) but you'll also be eyeing some MP5 gear more than ever (oh my God!).
Protection
The first two changes are a matter of convenience - one, Blessing of Sanctuary also now increases Stamina by 10%, which means if there's a shortage of Paladins, the blessing should cover for the potential absence of Blessing of Kings. The other, Righteous Fury also no longer has a duration (hooray!), so you pop it on once and forget about it. Until you die, that is. Hand of Reckoning was reworked to be a taunting spell, as was intended, without dealing some silly damage when not necessary. Goodbye to fun PvP usage. Also, Shield of Righteousness was rebalanced to reflect the increased effectivity of Block, and now has diminishing returns to prevent it from scaling into some Captain Insano damage. But it also now (again) has bonus threat.
All very well and good. Nothing exciting there. Check this out... Ardent Defender has been redesigned. It reduces any damage that would take you below 35% health and heals you for up to 30% maximum health if any blow would kill you. It's kind of like Cheat Death and Last Stand had a beautiful baby and named it Sexy McAwesome. This means Paladin tanks will no longer get instagibbed when they're at 36% life or something and the old Ardent Defender was sleeping at the gate. No, really, it's freaking crazy. Oh, and the 30% healing is based off Defense, so don't get any ideas of being unkillable in PvP. I mean, even more than you already are, of course.
And then there's Vindication. What, you say? Isn't Vindication a Retribution PvP talent? Well, before Blizzard decided to cut off its family jewels with a rusty spoon, sure. Now it's like an unconscious Demoralizing Shout, which actually works great for tanks. It also seems to play nice with Hammer of the Righteous and Avenger's Shield. Since you're probably still overwhelmed by the sheer awesomeness of Ardent Defender, now would be a good time to tell you that Guarded by the Light no longer refreshes Divine Plea through Judgements.
Retribution
I'm putting the Exorcism change here because, let's face it, the 1.5 second cast time now takes it off the table for Protection Paladins. Now the only Paladins who will really use it are Retribution Paladins, and event then they still need to wait for an Art of War proc. Kind of dumb, but at least it's usable on players again. I'm also plugging in the change to Seal of Vengeance / Seal of Corruption here because it's been reworked to become some sort of slow build up DPS seal. Tanks will use it, anyway, but I mention it here because it's actually a great PvE DPS spell for long fights. As long as the stacks don't slough off, it's an awesome Seal of Blood homage with double damage crits (!). If the debuff disappears during those fights where the boss runs off for a bit or something, it's kind of like garbage.
Crusader Strike was also rebalanced to have a 4 second cooldown and deal 75% damage. The lower cooldown creates more interesting rotations, more seal procs, and more consistent DPS throughput. The loser? Retribution PvP, which has yet again been kicked in the nutsack. Burst damage was reduced, but there's still no sign of the promised utility. Oh well. Something to look forward to in Patch 3.3, I suppose.
Last words
There are a few other changes that affect the class, such as relevant glyph changes, as well as important bug fixes - such as auras that persist through death (finally!). Patch 3.2 continued to hone the Paladin arguably more than any other class. In PvE, Paladins are in a much better place, albeit with some adjustments needed, particularly for healers. In PvP, not so much as Holy Paladins take a mana hit and Retribution Paladins lose their burst trump card. Paladins get faction-specific armor, the sweetest iteration of Arena gear, and oh, a horsey. Not a bad patch, overall, I would say.
More than any other class, I think, Paladins underwent significant changes in Patch 3.2. There were changes across all three specs that palpably impact gameplay and challenge players to take a different approach to the way they play their class. I went through most of the changes in detail in an older post, and many of those initial thoughts still hold true, albeit tempered with some experience on the PTR and changes over the past weeks.
There are buffs and there are nerfs, but the main thing to keep in mind is that this is Blizzard's constant balancing act. As the game progresses, I feel that they're finally honing in to the proper vision for the class. We won't go through all the changes here, but we'll break them down according to what impacts the class in general and according to spec. Let's bathe in the Light after the break...
General
One change that affects all classes is the level required to learn mounts, with the epic Charger spell now learned at Level 40 instead of 61 or quested at Level 60. In fact, the change effectively neuters the quest line, which is a sad day for lore nerds, role-players, and good, old, fun gameplay. Learning the Warhorse at Level 20 saves a bit of Gold, which isn't saying much, really, considering how easy it is to acquire Gold these days. On the topic of mounts, Druids in bird forms now also benefit from Crusader Aura.
There's been a seal switch-up. Seal of Blood (as well as its Alliance counterpart) is dead. The coolest seal name is no longer in the game. On the other hand, Seal of Command has been reworked to become a nerfed Seal of Blood. So technically, it's really Seal of Casino that kicked the bucket. What does this mean? It means that the best Retribution Seal actually becomes available to leveling Paladins earlier instead of at a ridiculous Level 64. It's a smart move considering only old school nostalgia was the only thing that kept Seal of Command in play, anyway.
An overdue change is that all Judgements are now considered melee attacks that cannot be blocked, dodged, or parried, so all melee bonuses apply or conversely, all abilities that count melee attacks will consider all Judgements. Speaking of judgements and homogenization, Judgement of Light no longer scales off spell and attack power, but is now a flat 2% of maximum health. This means that Judgement assignments are essentially interchangeable among the different specs (JoL was formerly a Retribution Pally's assignment).
Holy
I'm going to include changes here that affect the entire class but mostly affect gameplay as a Holy Paladin, such as the buff to the Sacred Shield and Flash of Light combo. Although usable by any spec, it is ultimately most useful to healers, who (should) apply Sacred Shield on primary targets at all times. It's an excellent buff, and is great for mobility fights. The change to Improved Lay on Hands to absorb 20% physical damage instead of an armor increase is pretty much a buff, as well, being more beneficial to tanks who already suffer from armor diminishing retursn. More interestingly, Blizzard also buffed Beacon of Light massively, now counting total healing instead of healing done and increasing the range from 40 to 60 yards. That's just huge. Add to that the fact that it now stacks with other Beacons from other Paladins, and you've got a talent that's borderline overpowered.
Of course, Blizzard knew that, which prompted the necessary (alright, don't argue with me on this, take it to Ghostcrawler) nerfs to mana and mana regeneration. Divine Intellect was nerfed to grant 10% bonus Intellect, down from 15%, and Illumination - the poster child of Holy Pally nerfs - was beaten down to 30% from 60%. What does this mean? Both nerfs hurt a whole lot. You'll want loads of Intellect even more now (what's new?) but you'll also be eyeing some MP5 gear more than ever (oh my God!).
Protection
The first two changes are a matter of convenience - one, Blessing of Sanctuary also now increases Stamina by 10%, which means if there's a shortage of Paladins, the blessing should cover for the potential absence of Blessing of Kings. The other, Righteous Fury also no longer has a duration (hooray!), so you pop it on once and forget about it. Until you die, that is. Hand of Reckoning was reworked to be a taunting spell, as was intended, without dealing some silly damage when not necessary. Goodbye to fun PvP usage. Also, Shield of Righteousness was rebalanced to reflect the increased effectivity of Block, and now has diminishing returns to prevent it from scaling into some Captain Insano damage. But it also now (again) has bonus threat.
All very well and good. Nothing exciting there. Check this out... Ardent Defender has been redesigned. It reduces any damage that would take you below 35% health and heals you for up to 30% maximum health if any blow would kill you. It's kind of like Cheat Death and Last Stand had a beautiful baby and named it Sexy McAwesome. This means Paladin tanks will no longer get instagibbed when they're at 36% life or something and the old Ardent Defender was sleeping at the gate. No, really, it's freaking crazy. Oh, and the 30% healing is based off Defense, so don't get any ideas of being unkillable in PvP. I mean, even more than you already are, of course.
And then there's Vindication. What, you say? Isn't Vindication a Retribution PvP talent? Well, before Blizzard decided to cut off its family jewels with a rusty spoon, sure. Now it's like an unconscious Demoralizing Shout, which actually works great for tanks. It also seems to play nice with Hammer of the Righteous and Avenger's Shield. Since you're probably still overwhelmed by the sheer awesomeness of Ardent Defender, now would be a good time to tell you that Guarded by the Light no longer refreshes Divine Plea through Judgements.
Retribution
I'm putting the Exorcism change here because, let's face it, the 1.5 second cast time now takes it off the table for Protection Paladins. Now the only Paladins who will really use it are Retribution Paladins, and event then they still need to wait for an Art of War proc. Kind of dumb, but at least it's usable on players again. I'm also plugging in the change to Seal of Vengeance / Seal of Corruption here because it's been reworked to become some sort of slow build up DPS seal. Tanks will use it, anyway, but I mention it here because it's actually a great PvE DPS spell for long fights. As long as the stacks don't slough off, it's an awesome Seal of Blood homage with double damage crits (!). If the debuff disappears during those fights where the boss runs off for a bit or something, it's kind of like garbage.
Crusader Strike was also rebalanced to have a 4 second cooldown and deal 75% damage. The lower cooldown creates more interesting rotations, more seal procs, and more consistent DPS throughput. The loser? Retribution PvP, which has yet again been kicked in the nutsack. Burst damage was reduced, but there's still no sign of the promised utility. Oh well. Something to look forward to in Patch 3.3, I suppose.
Last words
There are a few other changes that affect the class, such as relevant glyph changes, as well as important bug fixes - such as auras that persist through death (finally!). Patch 3.2 continued to hone the Paladin arguably more than any other class. In PvE, Paladins are in a much better place, albeit with some adjustments needed, particularly for healers. In PvP, not so much as Holy Paladins take a mana hit and Retribution Paladins lose their burst trump card. Paladins get faction-specific armor, the sweetest iteration of Arena gear, and oh, a horsey. Not a bad patch, overall, I would say.
|
WoW's Patch 3.2 ushers in the Crusaders' Coliseum, the Isle of Conquest, flying mounts at 60, and much more. WoW.com has all the patch information your Worgen obsessed mind can handle in WoW.com's Guide to Patch 3.2! |
Filed under: Paladin, Patches, Analysis / Opinion








Reader Comments (Page 1 of 5)
BigFire Aug 4th 2009 3:07PM
Well, Blizzard continue to value Arena over PVE. Those of us that PVE only gets hit hard, especially Retribution.
Ignatius Aug 4th 2009 3:10PM
Well, at least Prot PvP is looking viable. With the resilience changes and the new Ardent Defender, rushing in in all Prot PvE gear into the arena doesn't seem like too bad of an idea.
muddy Aug 4th 2009 3:18PM
True, Locks and Pali's got hit hard, one of the reasons why I've now pre-ordered Champion's Online as blizz has lost my interest with the ongoing destruction of the pali class.
Kvothe Aug 4th 2009 3:41PM
"Those of us that PVE only gets hit hard, especially Retribution."
Not true. Not true at all. While PvE rets take a hard nerf to their AoE damage (Divine Storm no longer proccing Martyr on all targets) we get huge boosts to our single target dps. Judgement of Vengeance on a 5 stacked is insanely more powerful than Judgement of Blood was, especially considering it now procs seals, AND we finally get to toss the emo damage that's been a pain in the nether region for ages. Consider also that Rets get to take Seals of the Pure from first tier of holy for 15% more SoV damage. All in all, good stuff if we can manage to keep SoV 5 stacked, which really isn't that hard on any fight where we don't have to constantly switch targets.
Kosus Aug 4th 2009 3:45PM
Retribution didn't get near the nerfs that holy has taken pve-wise. In fact, with the change to Sacred Shield (coupled with art of war and sheath of light) I'm curious about how much healing (even if its now just self heals with the new rotations) a -DPS- spec pally is gonna be churning out now. PvP wise this seems like a major buff to me. Guess I'm crazy.
Nick S Aug 4th 2009 4:31PM
Ret single-target PvE DPS should be up, not down.
Holy PvE was badly nerfed because of Holy PvE.
I don't really see how PvE is being ruined by Arenas in this (particular and narrow) case.
Nayr Aug 4th 2009 7:33PM
I'm sorry to hijack this reply for some corrections in the article
"It now heals you for up to 30% maximum health if any blow will take you below 35%" (Ardent Defender)
That's just not right. If a blow WOULD kill you, it will heal you to 30% of your max HP. The patch notes read:
"In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health..."
Another incorrect item is the Hand of Reckoning change
"Hand of Reckoning was reworked to be a taunting spell, as was intended, without dealing some silly damage when not necessary"
In fact it deals even MORE "silly damage" now. Patch notes read:
"Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied."
Zach you normally do really good stuff, but please read the patch notes before you bluff your way through the Paladin article.
Zach Aug 4th 2009 7:40PM
@Nayr - Oh! You caught me. This is what I get for having multiple versions of patch notes as reference. Fixed the post a bit to reflect the most current.
LilBanshee Aug 5th 2009 12:21PM
That clarification is still misleading. Argent defender, it has 2 parts (and both of these effects are reduced if you aren't defense capped):
1: If a paladin would die from damage, they magically get healed up to 30% health. 2 minute cooldown.
2: All damage taken below 35% health is reduced by 30%. This works out to exactly 15% more damage required to kill a paladin. For instance if a paladin has 50000 health it would take 57500 damage (after armor and block value reduction) to kill them: the first 32500 damage acts normally, dropping them to 35% health, the remaining 25000 damage would be reduced by 30% to 17500, so 32500+17500 = 50000, dead).
This boost to effective health puts paladins on par with druids. Add in a bit of extra health savings from block value and paladins become the highest effective health tank (and better avoidance than druids too). As an added bonus, if such a paladin is hit for something like 57499 damage, it only takes 49999 healing to bring them back up to full health. Also, healing talents that give bonuses to healing targets under 50% health kick in sooner for paladins than other tanks because the 50% health mark is only the 57% effective health mark. This talent makes tankadins the new poster child of non-cooldown-dependent survivability (with a free cheat death as icing on the cake).
jfofla Aug 4th 2009 3:07PM
As a Holy Pally I have to say this is overall a buff. I have tons of intell, and I never stayed away from MP5 in the past so I am set. The Beacon is awesome!
Nick S Aug 4th 2009 4:34PM
Wait til you have to heal something hard... Holy mana efficiency is way down.
Wearing Mp5 is the "solution", but it's a throughput reduction on the healing class whose *only* strong point is throughput.
In cases where you have to pre-cast Holy Light to keep the tank alive, aka most hard things where a Holy Paladin used to shine, mana is a problem.
Lightblood Aug 4th 2009 5:11PM
LOL... If you were wearing mp5 in 3.1 , you didn't understand your class itemization.
Which is one of the reasons that a good Holy paladin is hard to come by...
~The Light~
Imapieceofgoo Aug 4th 2009 3:08PM
"now would be a good time to tell you that Guarded by the Light no longer refreshes Divine Plea."
The only change I read was that JUDGMENTS no longer refresh it, however melee hits and (afaik) HotR still DO. Confirm/Deny?
Obeyfez Aug 4th 2009 3:13PM
From Patch 3.2 Notes:
Guarded by the Light: This talent will no longer cause Divine Plea's duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.
Melee swings should still refresh Divine Plea.
I got a little freaked out when I read the article... I really didn't want to have to start to stack Intellect or Mp5.
Razgov Aug 4th 2009 3:14PM
Thats what I read on the patch notes.
Dharmabhum Aug 4th 2009 3:26PM
definitely got scared there for a minute too, and you did sneak it in in a good spot you sneaky pala you!
Larry-Steve Aug 4th 2009 3:50PM
Me too. Actually after I read this I went scouring theroycraft forums to see if that was accurate.
I'm thinking the refresh of DP due to Judgements was a bug; it was never stated in the original tooltip anyways. GbtL should still refresh DP if you're hit. If it doesn't, yeah, we have a real problem, heh.
Zerbe Aug 4th 2009 4:09PM
Scared too, I was like uhhh, rut-roh. I dont remember reading that in the patch notes, then I re-read and all was cool.
Mickthathick Aug 4th 2009 5:18PM
I freaked for a second too, as a nub Port pally I only just discovered the awesomeness of Divine Plea refreshment, and to lose it so soon?
Nooooooooooooooooooooooooooooooooooo!
Ignatius Aug 4th 2009 3:09PM
"now would be a good time to tell you that Guarded by the Light no longer refreshes Divine Plea."
What? No.
- Guarded by the Light: This talent will no longer cause Divine Plea's duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.
So you just can't use a ranged attack anymore to refresh the duration, it still gets refreshed by melee autoswings, Hammer of the Righteous and Shield of Righteousness. Paladin tanks would be OOM constantly if Divine Plea wasn't refreshed by Guarded by the Light, no amount of blocking, dodging or parrying (under Sanc) would make up for that.