The Light and How to Swing It: The Paladin of 2009 part 3
Call of the Crusade...
As patch 3.2.0 dropped, we waved goodbye to Seal of Blood/Martyr. Blizzard decided that they were taking Seal of Command's rightful place as a pure damage seal and removed them. They changed Seal of Command to be a slightly nerfed version of the old Blood/Martyr, but without the self-damage component.
Also, they significantly buffed Seal of Corruption/Vengeance so that they were the go-to damage seals which still left Seal of Command in the dark. However, the Corruption/Vengeance seals caused the players to have more build-up time on their damage and allowed the developers to finally wrangle in the burst problems they'd had with retribution since the beginning of Wrath.
Blizzard finally decided on a work-around for Exorcism so that it could be used in PvP as well as PvE. They simply added a 1.5 second cast time on it. This removed it's ability to be cast on the run before a battle (and as a tank who liked to use it as a secondary pull for speed dungeon runs, this change annoyed me at the time) while still allowing it to be cast.
The problem with that short cast time is that a retribution paladin won't ever want to use it in battle. The solution? Let The Art of War talent proc that lets the retadin cast an instant Flash of Light work double-duty and also be used for instant Exorcisms. Viola, you've got a way for the skill to still be usable without the issues you were running into previously. Also, if you do happen to be taking damage, you have to make a choice. Do you use an instant Flash of Light to heal or do keep doing damage and burn that Art of War proc for an Exorcism? I've got a feeling we'll see more of those added into the paladin class in the future.
Hand of Reckoning was changed so that instead of a small and fairly insignificant amount of damage dealt, it slapped the target for 50% of your attack power. It also only did this damage if you weren't the top dog on that mob's aggro list. However, one small thing that Blizzard didn't think of was that on non-tauntable bosses, a ret paladin could just repeatedly slap the boss with Hand of Reckoning for that added damage without worry of actually pulling the boss. That too, was hot-fixed.
Tanking pallies also got a major boost through the old talent Ardent Defender. This talent had been both a blessing and curse for as long as I could remember. In the original version at 35% health, it would decrease incoming damage taken by a percentage based on talent points. The problem was that if you took a large hit at 36%, the talent didn't actually do anything and you would end up taking the full hit. Well, the devs did this one right. Now, as soon as you fall below 35%, it starts reducing damage. This means if you were 2 hit points over 35% and got hit for 3000, it would take the first 2 hit points normally and then reduce the 2998 remaining damage appropriately. This was a massive boost to paladin tanking almost to the point of being overpowered. Along with this particular quirk being fixed, they added an additional feature to the talent that worked much like Last Stand. If a paladin with this talent received a killing hit, they would instead heal up to 30% of their maximum health and still live. This effect was automatic and could only occur once every two minutes. A lot of warriors were not at all happy about this as they felt paladins got a cooler version of an old warrior skill... and we did.
Righeous Fury, which was a threat buff that had to be maintained every thirty minutes and could often end up being a pain also received a buff by the removal of its duration completely so that it worked much like an aura. This meant that once it was on, you didn't have to worry about it unless you died or it was dispelled in some way. Major quality of life change for tankadins.
In 3.2.2 Seal of Command finally received a change that made it exceptionally interesting again. Damage from Seal of Command could now chain to an additional two targets when using single-target attacks. This quickly earned it the nickname Seal of Cleave. While not the primary seal on boss fights or necessarily in PvP, it has quickly become the seal to have up when quickly trying to mow down a group of targets (trash in raids).
Tankadin threat was also beginning to get a bit out of control and thus Righteous Fury was nerfed from 90% additional threat down to 80%. This along with some other paladin tanking talent nerfs removed some of the over-powered nature that paladin tanks were starting to get the reputation for.
Fall of the Lich King...
This brings us to where we are now. Paladin tanks are keeping pace with the big dogs and in some cases, leading the pack. Healadins are still doing well. Retribution is middle to upper of the pack when it comes to damage dealing. There have been some nerfs in the latest patch, such as adding Forbearance to Lay on Hands when cast on yourself and a reworking of Divine Sacrifice's raid-wall.
Blizzard's current goal for paladins seems to be building some walls between the three specs and making us a little less hybrid in our abilities. Each will retain what it does well, but will start to be blocked off from what the other trees specialize in. We'll see where this leads in the future, but at the moment, we paladins are in a fairly decent position and it looks like Blizzard intends to keep us there.
The Light and How to Swing It tries to help Paladins cope with the dark times coming in Cataclysm. See the upcoming Paladin changes the expansion will bring. Wrath is coming to a close and the final showdown with the Lich King is here. Are you ready for the assault on Icecrown Citadel?
As patch 3.2.0 dropped, we waved goodbye to Seal of Blood/Martyr. Blizzard decided that they were taking Seal of Command's rightful place as a pure damage seal and removed them. They changed Seal of Command to be a slightly nerfed version of the old Blood/Martyr, but without the self-damage component.
Also, they significantly buffed Seal of Corruption/Vengeance so that they were the go-to damage seals which still left Seal of Command in the dark. However, the Corruption/Vengeance seals caused the players to have more build-up time on their damage and allowed the developers to finally wrangle in the burst problems they'd had with retribution since the beginning of Wrath.
Blizzard finally decided on a work-around for Exorcism so that it could be used in PvP as well as PvE. They simply added a 1.5 second cast time on it. This removed it's ability to be cast on the run before a battle (and as a tank who liked to use it as a secondary pull for speed dungeon runs, this change annoyed me at the time) while still allowing it to be cast.
The problem with that short cast time is that a retribution paladin won't ever want to use it in battle. The solution? Let The Art of War talent proc that lets the retadin cast an instant Flash of Light work double-duty and also be used for instant Exorcisms. Viola, you've got a way for the skill to still be usable without the issues you were running into previously. Also, if you do happen to be taking damage, you have to make a choice. Do you use an instant Flash of Light to heal or do keep doing damage and burn that Art of War proc for an Exorcism? I've got a feeling we'll see more of those added into the paladin class in the future.
Hand of Reckoning was changed so that instead of a small and fairly insignificant amount of damage dealt, it slapped the target for 50% of your attack power. It also only did this damage if you weren't the top dog on that mob's aggro list. However, one small thing that Blizzard didn't think of was that on non-tauntable bosses, a ret paladin could just repeatedly slap the boss with Hand of Reckoning for that added damage without worry of actually pulling the boss. That too, was hot-fixed.

Tanking pallies also got a major boost through the old talent Ardent Defender. This talent had been both a blessing and curse for as long as I could remember. In the original version at 35% health, it would decrease incoming damage taken by a percentage based on talent points. The problem was that if you took a large hit at 36%, the talent didn't actually do anything and you would end up taking the full hit. Well, the devs did this one right. Now, as soon as you fall below 35%, it starts reducing damage. This means if you were 2 hit points over 35% and got hit for 3000, it would take the first 2 hit points normally and then reduce the 2998 remaining damage appropriately. This was a massive boost to paladin tanking almost to the point of being overpowered. Along with this particular quirk being fixed, they added an additional feature to the talent that worked much like Last Stand. If a paladin with this talent received a killing hit, they would instead heal up to 30% of their maximum health and still live. This effect was automatic and could only occur once every two minutes. A lot of warriors were not at all happy about this as they felt paladins got a cooler version of an old warrior skill... and we did.
Righeous Fury, which was a threat buff that had to be maintained every thirty minutes and could often end up being a pain also received a buff by the removal of its duration completely so that it worked much like an aura. This meant that once it was on, you didn't have to worry about it unless you died or it was dispelled in some way. Major quality of life change for tankadins.
In 3.2.2 Seal of Command finally received a change that made it exceptionally interesting again. Damage from Seal of Command could now chain to an additional two targets when using single-target attacks. This quickly earned it the nickname Seal of Cleave. While not the primary seal on boss fights or necessarily in PvP, it has quickly become the seal to have up when quickly trying to mow down a group of targets (trash in raids).
Tankadin threat was also beginning to get a bit out of control and thus Righteous Fury was nerfed from 90% additional threat down to 80%. This along with some other paladin tanking talent nerfs removed some of the over-powered nature that paladin tanks were starting to get the reputation for.
Fall of the Lich King...
This brings us to where we are now. Paladin tanks are keeping pace with the big dogs and in some cases, leading the pack. Healadins are still doing well. Retribution is middle to upper of the pack when it comes to damage dealing. There have been some nerfs in the latest patch, such as adding Forbearance to Lay on Hands when cast on yourself and a reworking of Divine Sacrifice's raid-wall.
Blizzard's current goal for paladins seems to be building some walls between the three specs and making us a little less hybrid in our abilities. Each will retain what it does well, but will start to be blocked off from what the other trees specialize in. We'll see where this leads in the future, but at the moment, we paladins are in a fairly decent position and it looks like Blizzard intends to keep us there.
Filed under: Paladin, (Paladin) The Light and How to Swing It







Reader Comments (Page 1 of 2)
Freeway8989 Dec 26th 2009 4:25PM
I was still leveling my paladin during the first few patches of Wrath. I faintly remember Seal of the Crusader. Being a paladin seemed like such a roller-coaster ride back then. Anyway, I'm happy with where we ended up. Ardent Defender is basically a wake-up call for me. Whenever I see it go off, I think "Uh-oh, someone isn't doing their job" and start popping cooldowns. I love tanking on my pally because of all my utility. I never feel like I don't have the tools necessary to complete an encounter.
On the other hand, Exorcism was very nice when it was a ranged instant cast. It made being such a closed-ranged fighter less annoying. It's ok now, though it sucked having to phase it out of my tanking rotation. Good thing Holy Wrath is there or tanking the new five-mans with their superfluous mobs would be a living hell.
Shiro Dec 26th 2009 7:56PM
Man, I remember back when Seal of the Crusader was the absolute coolest thing ever... Of course that was in the first few months of vanilla when it was bugged.
Back then it not only increased your attack speed (before haste it was one of the only things that could do that) but it didn't reduce your damage output, and the attack power debuff was reversed to actually buff your AtP when you had it active. So yeah, a bit overpowered with it being faster, and hitting harder than regular attacks.
I remember when they fixed it my paladin was level 50 something and rolling pretty good. After the fix I couldn't figure out why I couldn't kill anything anymore and I eventually shelved my paladin for a few months to give them time to "fix" the problem. Little did I know how overpowered I was at that time. : )
It's because of that I was bummed to see my favorite seal go away. It always made me smile to see that one sitting on my bar unused because it would always remind me of the good old days. :)
Zainitopia Dec 26th 2009 4:38PM
Very enjoyable article -- well worth the read!
christian_588 Dec 26th 2009 4:42PM
blizz has no idea of what they're doing with this class. ret is pointless in pvp thanks to them.
Sterdoker Dec 27th 2009 2:24PM
Great job! Loved the article.
I played ret since BC and recently switched to holy, and I think we have tons of things to be thankful.
-Ret doesn't go OOM anymore. That is a HUGE.
-Holy has small AoE tools (divine guardian + beacon works amazingly well in any 5man aoe heavy encounter. I mean AMAZINGLY)
-Prot is PvP viable (to be anoying) and can even manage some small burst.
-Exorcism affects players. I can't possibly express with words how big this change is. Even with the 1.5 cast time, we have a ranged attack in a class that doesn't have range options. We don't have charge, death grip, bows or thrown weapons. And the 1-2 combo of judging righteosness + exorcism (thanks, Ferraro) works really well.
Even with the lay on hands nerf, I really think we should appreciate our current position.
(I apologize for any spelling mistakes, english is not my first language =P)
devon_casey Dec 26th 2009 4:46PM
This Retadin can haz 310% Flight on Avenging Wrath-wings come Cataclysm? Santa didn't give it to me this year, so here's to hoping for a good..uh...April Fool's present. Also, can I have my pet now? And my minion isn't showing up when I call for him. Think somethin' happened to em when I bubble-hearthed outta Stormwind the other day when I shot Wrynn and he got all pissy? Anyways, back to practicing that sheeping spell I've been trying to learn. /wave
ToyChristopher Dec 26th 2009 5:06PM
Reading this just seems to confirm that at the beginning of this expansion the develops seemed to desire tearing down the walls between the three spec only to build them back up by the end.
I'm still mad about the nerf to sacred shield. As a holy paladin I don't think it was a common practice to shield the entire raid with sacred shield, and even if it was why not just add a cooldown? I still think the sacred shield nerf was either for pvp or to give room for disc priests to be able to mitigate damage done to the raid.
The nature of sacred shield makes it only powerful in specific fights that have constant aoe damage. On other fights shielding the entire raid would be pointless, because the shield would proc and fade before any damage was absorbed.
Tyr Dec 26th 2009 5:09PM
Best (as in: alleviating the most frustrations) changes for me: buff durations in general (especially seals). What's the big problem with these anyway? Standard blessings should last 30 minutes, greater blessings should last 1 hour, just like almost any other class buff. Can someone explain to me why this is so taboo for Blizzard, because I really don't understand it.
uncaringbear Dec 26th 2009 5:12PM
Great summary of the roller coaster year that pallies went through in 2009.
My new year's wish for 2010:
Blizzard, please design a holy libram that I can use to replace my Libram of Renewal.
Ansky Dec 26th 2009 6:27PM
THANK YOU. It kills my gearscore!
icis Dec 27th 2009 11:05AM
LOL replace it? Didn't your just read the article anything we do that works great for us they nerf. I'm not complaining in a sick sorta twisted way I like nerfs it gives me some thing new to learn and work around. It just part of a growing game...So bring on the next nerf.
Kylenne Dec 26th 2009 5:21PM
Ha, no kidding about the crazy fun times in the immediate aftermath of 3.0. My draenei paladin alt was level 20-ish at the time, just high enough to hit the quests in Duskwood, and those few days were some of the most hilarious fun I've had on WoW. I remember pulling damn near all of Raven Hill Cemetery, dropping consecrate and just watching the numbers fly. Judgments were so OP that my health just refused to go down at all no matter how many things I pulled. I was a goat-hoofed killing machine!
That said, pallies really needed the nerf bat in a bad way. I remember laughing at all the massive QQ when the nerfs hit. If anyone couldn't see how problematic it was... /shrug
Killchrono Dec 27th 2009 11:40PM
In all honesty, it was that QQ that made me loose faith in the paladin community. Basically everything that was said in regard to the post-3.0 nerfs was an equivilant of 'WAAAAH WE CAN'T INSTA-GIB ANYMORE! I WANNA BE A ROFLSTOMPING KING OF RIGHTEOUS JUSTICE!'
Now I can't take anything most ret pallies say seriously. As much as there is some legitimate concern amongst the plethora of trash, most of the QQ is full of verbose complaints and uncalled for contempt to GC and the devs. And since this is coming from the same community that a year ago was basically saying 'us one-shotting you is fine, learn2play,' I can't believe those complaints are genuinely for the greater good of the game as much as it is for their own selfish wants.
thebitterfig Dec 26th 2009 6:02PM
I'm just happy I leveled my paladin in that magical time between 3.1 and 3.2 when exorcism was instant and castable on any target. Before level 40, paladins have all of two attacks, judgment and consecrate, and they rarely have the mana to use consecrate... 3.1 gave us an affordable Exorcism to use at any time, and made the painfully dull almost-all-autoattack paladin leveling process bearable. 3.2 screws that up a good deal, as the 1.5 second cast time frequently becomes 2.5 unless ret to make it instant, but so it goes.
That said, lowbie paladins still get the shaft with the near-total lack of spells...
slartibart Dec 26th 2009 6:35PM
Damnit, I had to level with autoattack until level 20, so can they!
Slartibart Dec 26th 2009 6:34PM
Switched my main to a BE pally at the beginning of TBC, through all of this turmoil, ran holy all through tbc, obvious reasons.
Then went Ret->Prot->Ret etc through all the craziness.
This is a nice wrap up, and really sums up the lunacy us pallys had to endure through 2009.
Thanks for the retrospective.
Happy new year swingers of the light (and others)!!!
Tolkfan Dec 26th 2009 8:03PM
3.0 was the patch that brought with it a new class - The Retribution Paladin. Non-paladins or post-3.0 paladins wont understand how big this was (well, maybe arcane mages will). One day I'm leveling this crappy auto-attackadin, with this horrible seal system (seal->judge->seal->auto-attack repeat), seal of casino, oom-ing all the time... and then the next I'm an unstoppable juggernaut wielding holy power, who doesn't even need to rest, EVER! It was pretty obvious that they would nerf it soon ;P
Before 3.0, retribution was a leveling spec only. At 70 you either went prot or holy, with maybe some crazy people staying ret.
Oh, and Seal of the Crusader had it's use... leveling weapon skills! I remember I leveled it using the mobs that spawned all the time at Shadow Lab entrance :D
Sanctity Aura anyone? :D I remember I used it only if there was a paladin tank in the group, it gave him quite a boost in threat.
(yes, I know there's an identical post on the first page... it's 2am here, give me a break)
Dahras Dec 27th 2009 11:30AM
Dude I know!!! I was one of those crazy level 70 ret pallies! It was unbelievable how happy I was when we got... well... good. I remember people asking what spec I was before the patch and when I said Retribution they would say, "so is that shockadin or something?" A crappy sub-spec of holy was more well known than ret!
And yeah I miss crusader too.... now I have to level weapon skill the slow way....
jeremyrush.andrews Dec 26th 2009 8:09PM
I am more irritated that they nerfed our utility than I am about them nerfing our DPS. We could have the worst DPS in the game, but if we still had our utility, I'm damn sure my guild would bring at least one ret paladin per raid.
Al Dec 27th 2009 1:09AM
Remember when they claimed we'd get some utility back after the nerf-cycle?
God bless us, we fell for that too.