Cataclysm Class Changes: Protection paladin analysis

While the above was the most-looked-forward-to possible change in Cataclysm, we still didn't get it. Hopefully, the developers will come to their senses and change this horrible oversight on their behalf, but until then we are perfectly happy with just adding the tauren to our list of Light-touched brethren.
Yesterday, the paladin class previews brought us a brief glimpse of things to come. Some of them were expected, while others were a little more out there. Overall, I think there will be a lot of tweaking to the class as a whole in the coming expansion. We're going to see more defenses removed from our brothers and sisters in the other specs as well as having some of their tools become available to us.
Let's take a look at some of these changes after the break.
New toys for protection
Let's start with our new abilities -- and by this, I mean those abilities which were previously unavailable to us in protection spec.
At level 1, all paladins are getting Crusader Strike as a baseline ability. It should break up our rotation a bit if we need more single-target attacks, and we likely will, with the overall nerf to AoE tanking in the expansion. We'll also be getting Holy Shock baseline as well. This will help give us a better single-target rotation in general and during those times where having all of that AoE threat can be a bad thing (Saurfang, I'm looking at you).
The only thing that bothers me about this is the mention in the post that Holy Shock will be an important baseline heal for all three specs. This might mean it will be losing its offensive capabilities, but I kind of doubt that. With the instant Flash of Light that retribution has available to it and our general survivability in protection, there's not much reason to add it baseline purely for healing.
As for new abilities, we get a 5-man boss ability, a totem ability and a weapon/trinket ability, depending on spec.
The first ability is called Blinding Shield, gained at level 81, which will be talented down to an instant cast as protection. This will cause what is essentially a cone attack that will blind and damage anyone looking at your shield. You probably remember this from ToC 5-man and if you don't, then you'll probably remember the next part, which is a short Blind effect where you stagger around aimlessly for a moment.
While a lot of the repercussions of this could be seen as PvP-related, it will also have a nice niche in PvE as well. Being able to momentarily disable a large group of non-undead mobs is going to help on adds fights (I know Holy Wrath helps against swarms of geists) or just on massive pulls (and having something to use against things like humanoids and beasts is helpful in general). For PvP, this will add to our repertoire of short-duration stuns. I'm not sure what the range of this will be, but if it can hit that caster or hunter who is just out of reach, I'll be thrilled.
Next, we get that AoE heal that holy has politely been requesting ever since they got tired of only healing the tank. Healing Hands will work much like the shammy Healing Stream Totem, allowing the casting paladin to be a conduit of the Light, healing those around them. Now, it won't necessarily be the same strength as the totem, just work like it. If this ends up being an instant cast for us, we may want to work it into our rotation during group damage fights to help out the healers, as it is a fire-and-forget type spell. Also, it doesn't say anything about this spell healing the paladin in addition to those around them. This might be due to the wording, but there is still too little information at this point, and any of these spells may end up changing.
Our level 85 ability gives us a short-term pet. Yes, you heard me right. We get a summoned pet. Guardian of Ancient Kings summons a winged creature of light to protect you. The pet abilities will vary based on your spec. As protection, our guardian will absorb damage or possibly redirect the damage to them. As this is pretty much still in pre-beta phase, who knows? However, this will add an additional tanking cooldown for us which, hopefully, will not trigger Forbearance. The holy version of this pet will will do healing, and the retribution version will probably act much like the unholy death knight's Gargoyle ability.
The information thus far implies that Guardian will be on a three-minute cooldown and will be lasting around 30 seconds depending on your spec. If the damage absorbed by this ability is high enough, it will end up being a fairly decent tanking cooldown for us. The question is will the duration end up being 30 seconds? If so, will this be something we'll need to save or pop at every chance? Part of the problem is we have too little information at the moment about what else is happening to us.
Other changes of note
Holy Shield charges are being removed in Cataclysm. Its damage and threat will be slightly reduced, but it will end up being a non-charged buff that simply increases your block. Being as avoidance as a whole is being nerfed in the expansion, you will also probably see a nerf to how much spell increases your block. It might just be reduced down to 20%, but be prepared as these stats undergo a major retuning.
Sacred Shield is being buffed up to a 30-minute duration. It still can only be on one target (which is you), but keeping it refreshed will be less of an issue.
Speaking of refreshing buffs, Blessing of Might and Blessing of Wisdom are going to be merged into one buff. This will significantly simplify things when dealing with strange hybrid classes like druids, shamans and us paladins that contain both casters and melee in the same class.
Blessing of Kings and Sanctuary will both still exist from what we know, but there is talk of combining Kings and the druid's Mark of the Wild into a single spell to further simplify buffs between classes and reduce the need for their drums.
There was one bit of text from the changes that I'm both happy and slightly concerned about:
NethaeraProtection paladins need a different rotation between single-target and multi-target tanking. Likewise, we're looking to add the necessity to use an additional cooldown in each rotation.
As I mentioned above, adding Holy Shock and Crusader Strike as baseline abilities should allow us to remove our main AoE tools for those times when we need to avoid accidentally grabbing threat on multiple targets. (Yes, the AoE-fest of Wrath is supposed to be going away.) The real question is what they mean by "... add the necessity to use an additional cooldown ..." and what that entails. If they mean we'll be tossing the occasional Crusader Strike and Holy Shock in there, then I'm fine. If we have another version of Holy Shield that must also be maintained, then I'm a little more wary. We don't have enough information to know what they mean at this point, but I'm hoping for some clarification during the Twitter developer chat on Friday.

Mastery bonuses
Our first two talent tree mastery bonuses aren't all that surprising, as all three of the other tanks also have them.
Our top mastery stat will be Damage Reduction, which will only be increased with talent points in the tree. An extremely useful, if not also extremely boring, stat. Attaching this to the talent trees will allow Blizzard to tweak the damage taken by any particular tank class in the event that they're not keeping up with the others. It can also allow them to nerf any class that is over-performing in damage prevention.
Following that is Vengeance, which is also only increased by talent points spent in the tree. This is a new concept to help tanks keep up in both damage and threat with their DPS counterparts. To put it simply in a TLDR, this adds a stacking buff to your outgoing damage based on how much incoming damage you've taken.
The longer explanation of Vengeance is a bit more complicated. It takes a look at your unbuffed health and when you are hit, it will start adding the stacking buff. This starts out at a bonus to your damage equal to about 5% of your unbuffed health and maxes out at 10% of your health. It does take gear, gems and enchants into consideration so that as you reach the next tier of content, your damage buff will increase as you get more stamina. This also means that we can primarily worry about things like avoidance and effective health instead of needing to gear or talent for more threat as the damage dealers start to out-scale what we can do.
Our last mastery bonus (and the one that will be affected by the actual mastery stat) is block amount. This increases the percentage damage from each hit blocked. Yeah, it is a bit boring, but it is going to be useful. Warriors have a slightly different one that allows them to have critical blocks that will double the base 30% damage blocked to 60% damage blocked. Ours on the other hand just increases that base of 30% until at the top tiers of gear, we're starting to approach that 60% they can hit. Overall, both classes will probably average out around the same. Warriors will be about big blocks, and we'll be about consistent blocks, which tends to be the flavor of the two shield classes.
In the end, this is a pretty fair adjustment. We're getting some tools we need in the extra tanking cooldown as well as some quality of life changes. The mastery bonuses, while boring as can be, are going to be important and useful. Hopefully, our tanking rotation will be a lot more interesting instead of the monotony we can run into with the old 96969.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From goblins and worgen to mastery and guild changes, it's all there for your cataclysmic enjoyment.Filed under: Paladin, Analysis / Opinion, Cataclysm






Reader Comments (Page 1 of 1)
Klaudandus Apr 15th 2010 2:19PM
quote from Ghostcrawler regarding BoSanc:
http://forums.worldofwarcraft.com/thread.html?topicId=24262370366&pageNo=1&sid=1
Kings and Might can just be raid wide. There should be no need to target individuals. We're trying to make sure there isn't a circumstance where one dude would prefer the opposite buff to everyone else.
Bo Sanc could just be Kings with an extra mana component (for the paladin). We're also considering making it a passive that gives the paladin mana and provides the 3% damage reduction buff raid-wide which is currently brought by Renewed Hope (the Disc talent).
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You might want to add it to your protection paladin analysis
Gregg Reece Apr 15th 2010 4:19PM
Actually, all of that info came out after this post was written. I'm working on a post about the revamps to blessings in general as there has been a lot of little posts about it since.
Hal Apr 15th 2010 2:19PM
Oof. I wrote up a guest post to talk about the changes for protection, but I guess I'll just hold off on submitting it; this article is pretty much everything I wrote. I will add the few bits of perspective I'd been thinking about:
-Paladins have been asking for more reliable interrupts for a long time. I doubt Blinding Shield is going to have the blinding effect on bosses, but will it interrupt? I'd like to know. Of course, if it has a cool down similar to Holy Wrath or Avenger's Shield, the point is moot.
-I'd expected that we would get a new defensive spell on a short cool down, along the lines of Anti-Magic Shell. I'm curious what the future holds for the Guardian spell. Will talents affect its duration or cool down? Will it cause Forbearance? Will it work alongside Divine Protection? Will there be any sort of advantage to popping one over the other? Or is this supposed to be a defensive spell we can use while Divine Protection is on cool down?
-Lastly, what will our avoidance actually look like at high gear levels in Cataclysm? I worry that having 50% damage blocks (or whatever the cap ends up being) might lead to some odd balancing for physical damage fights/bosses.
Dagnabit Apr 15th 2010 2:38PM
Hmm no Worgen pallys. Well I know if there are any I'll be giving blizz 25 bucks lol. If I were them i'd do it they'd make a crapload of money from it.
Nirva Apr 15th 2010 3:07PM
I don't know if that's a joke or not, but Blizzard have been stressing all day that Guardian of Ancient Kings is not a pet. No pet bar, the original links to Nibelung, Brightbrew Charm, and Essence of the Gossamer as probably closer to the way it will work. However there will be a shiny visual I presume
Angus Apr 15th 2010 3:21PM
Holy shock looks to still have the damage part.
http://forums.worldofwarcraft.com/thread.html?topicId=24262389747&sid=1&pageNo=5#88
maybe?
Hellwraith Apr 15th 2010 3:31PM
I'm pretty excited about all this new info. Having recently hit 80 with my tankadin, I enjoyed every bit of it, but these new changes are giving me great expectations. Now, I've heard around that many people are complaining about the Mastery Bonus part, but here's a question perhaps someone could answer: if the Mastery Bonus will give us passive abilities that were in someway already dissolved in our current talents, doesn't this mean that with the Mastery Bonus, those talents will be going away/changed/replaced by new talents? If that's the outcome, wouldn't this be something great? Transfering those passive talents into a much more passive criteria, and freeing talent-space. Just my thoughts (and question :P).
Ringo Flinthammer Apr 15th 2010 3:34PM
There REALLY needs to be a Glyph of Guardian of Ancient Kings that makes the pet look like a Brewmaiden, which would rule for dwarven paladins. Heck, they could make the glyph only sold via Brewfest.
ash Apr 15th 2010 4:49PM
The Tauren are not "light touched", if you remember, they are going to be "sun touched" or whatever nonsense the lolore department is going to spew out.
mojofrodo_26 Apr 15th 2010 6:39PM
Worgen are werewolves which are creatures of darkness. As a result paladins who by definition worship the light do not make sense as a Worgen class. Why the Worgen are even in the Alliance baffles me when Gilneas wasn't an Alliance province anyway.
Tabasa Apr 15th 2010 10:19PM
Gilneas was part of the original Alliance of Lordaeron for one, so ties with the the other human kingdoms (while very weak, considering the kingdom's isolationist attitude following the Second War) do still exist. While there's not a ton of context for this (other than a very small snippet in Beyond the Dark Portal), Genn Greymane seems to have had a degree of respect for Varian Wrynn, possibly more than the other Alliance leaders, and so would arguably not dismiss renewing an alliance with Stormwind out of hand.
Also, we really don't have the full details on exactly how Gilneas is going to be brought back into the fold. Implications seem to be that Gilneas rejoining the Alliance will be something that unfolds during the starting area, rather than it already being the case. It's also implied that a portion of the starting area deals with the Forsaken invading the area. Even if there were no other concievable reasons for Gilneas to join the Alliance, the "enemy of my enemy is my friend" approach would be sufficiant to keep Worgen out of the Horde and push them into the ranks of the Alliance.
If the race had no real other defining history other than simply being Worgen, the "why are they in the Alliance" question might have a leg to stand on (even then, I'm not convinced it'd be an impossible concept). The fact that they're Gilneans makes the demand for justification seem a lot more silly.
But, I imagine Worgen will be the new Blood Elves, in that even with in-game story and justification for their choice of faction, there will always be someone claiming that they have no purpose being there.
tl,dr : I spilled lore all over your theorycrafting. Sorry. ):
Kylenne Apr 15th 2010 10:31PM
Uh. You do know that Garrosh is going to order Sylvanas to march on Gilneas, right? So that sort of leaves the Horde right out. And I hear there's supposedly this entire faction that's dedicated to fighting the Horde. I wonder what Greymane would do!
.../sigh. Tabasa, I think you're right. As a long-suffering Blood Elf, my sympathies are with the future Worgen. This is already getting tedious.
jbodar Apr 15th 2010 11:30PM
I guessing it's because it's the Horde who are attacking Gilneas in the first place, IIRC.
mojofrodo_26 Apr 16th 2010 5:03AM
I didn't know about he attack by the horde makes more sense now. Still not sure a Worgen paladin would make sense though!
In response to Tabasa: I enjoy the lore, just not the best person at it!
Tabasa Apr 16th 2010 8:36AM
I'm not sure it's a completely foreign concept to them. It's very possible that there were some Gilneans in the original batch of Paladins when the order was first founded, as they were still within the Alliance of Lordaeron at the time. There was never anything suggesting religious differences between Gilneas and the other kingdoms, so I don't see any real reason why they would be adverse to the idea of Paladins (after all, they still have Priests, and I'd imagine that their approach to the church will be closer to that of Stormwind's as opposed to, say, the Forsaken. I could be wrong, though).
That said, the easy reason to give is the Worgen curse, which is still something of an mystery to us. There hasn't been anything definitive saying that it cuts the victim off from the Light in the way that the "curse" of the Broken do, nor the dissillusion with the religion that the undead are faced with. If Blizz wants a definite statement about the lack of Worgen Paladins, though, it's a very simple matter to just make the curse the reason for it.
That said, as seen through the Argent Dawn/Crusade, the better part of the church does not turn away those affected by that kind of thing (evidenced by the presence of Forsaken even in the original Argent Dawn, and the reinforced in the Argent Crusade with them including just about everyone). So more than likely, if Worgen are not going to be paladins, that's a decision/inability on their side, not the church's. At least, that's my opinion.
(btw, my tl,dr comment at the end of my last post was not at all intended to be snarky or suggest you weren't interested in the lore. I just realized I was posting a response people would expect to see in a KYL article in one that had to do with game mechanic changes. XD)
gundamxzero Apr 29th 2010 5:12PM
The ret and prot analysis goto the same page?