The Light and How to Swing It: Less AoE

Paladins have changed a lot over the course of the game. Originally, we were intended to just be healers with some additional specs for leveling. Then we were suddenly able to tank and everything was about reflective damage with a dozen or more things hitting you at once with a DPS spec that was usually relegated to the PvP scene instead of in raids. Finally, we've reached a point where all three specs are pretty viable in both PvE and PvP content. That isn't to say that they're the most phenomenal things to ever appear for those particular parts of the game but that we can still be competitive no matter which spec we choose.
The problem with our class is a lack of tools. While our melee components were slowly built out of what was intended to be a healing support class, we've still got a lot of vestiges of the old days tacked to us. Sure, we had a fairly large overhaul in how a lot of our mechanics worked at the start of Wrath of the Lich King, but that isn't to say we're perfect yet. In fact, we need a few more tools in order to make it in Cataclysm.
At end game, we're a class with area of effect (AoE) damage coming out the ears (except for holy ... sorry, holy). As retribution, we've got Divine Storm, which is an AoE attack that heals us, Seal of Command so every single target attack turns into an AoE attack, and Consecration. As protection, we've got Avenger's Shield to pull a group, Hammer of the Righteous to hit a group of mobs so that they start knocking against our Holy Shield and Retribution Aura while we drop a Consecration. If we're lucky and they're undead or demons, then we get to add Holy Wrath into the mix.
The problem is that we really don't have much choice in the matter. We don't have a lot of abilities to choose from for our rotations and are pretty much stuck with what we've got. Because AoE won't be as needed in the expansion, with more emphasis on focusing on a single target at a time as well as using crowd control which we won't want to break, we really need something to fill in the gaps. Blizzard has decided that they want more choice in our rotations and as such are making a couple of talented abilities baseline.
First off, if you remember those painful early levels of being a paladin, we have virtually no abilities available to us. We're a melee class with very few untalented melee tactics. As part of the AoE fix, they're going to be moving the talented ability Crusader Strike into a level 1 starting attack for us. This means we actually have an attack to use at level 1 instead of playing as an auto-attack-adin that all specs can use.
For retribution, this doesn't mean much, but since they're removing a talent from the tree, they will likely have to fill it with something else. This could possibly be a more powerful version of Crusader Strike or simply another ability to add into our rotation. They will be doing something similar to this with enhancement shamans by making one of their primary attacks baseline and giving them a more powerful version that shares the same cooldown via talents.
As a protection paladin, this gives you an alternative to Hammer of the Righteous while doing single-target damage or swapping it out for a Consecrate. However, at lower levels, this will definitely help out, as we have very few melee attacks while trying to tank dungeons or even just quest.
Secondly, we're also getting Holy Shock as a baseline skill. It hasn't been announced at what level this skill will be gained, but the developers have stated that this will be a key paladin healing spell in addition to its damage. As a retribution pally, this suddenly puts a six-second cooldown ability into our rotation that we were previously missing. There has been some speculation though that this means we'll be losing the Exorcism part of The Art of War talent, as we'll have another direct damage ranged attack this way. I disagree. If you end up boosting Exorcism a bit, it would allow Holy Shock to be a key part of our rotation with Exorcism being an occasional instant nuke we could dish out, but that's all hand-waving and theory at this point.
The Holy Shock addition actually meshes a little bit better with ye ole 96969 rotation (nine-second cooldown followed by a six-second cooldown followed by a nine-second cooldown, etc.) that tanking paladins use. The problem is that we don't know how any of our abilities or talents will be adjusted. The old 96969 rotation could be completely thrown out the window if the threat and talent/libram/set procs deem it necessary. The upside is that this will give us access to an instant-cast heal (although a small one) for when we're tanking. Depending on how things go, this might even be considered an effective health boost to the spec, but again, we're doing the hand-waving and hypothesizing.
Overall, paladins will again look a bit different at the start of an expansion. The good news is that we're getting a few more buttons to press to help round out our kits, but it extends beyond that. With more buttons come more choices related to how we play. Right now, as much as I hate to say it, anyone could play our class when it comes to damage and still do okay. They wouldn't be brilliant, but they would do pretty decent. With more complex rotations and more abilities to choose from comes a greater divide between those who know what they're doing and those who are just facerolling. It should add some credence to those who can perform well and expose those who don't really know much about the class. Essentially, it should help us become less of a running joke and let those who excel to actually earn the respect they deserve.






Reader Comments (Page 1 of 3)
Reckin May 5th 2010 5:10PM
Paladins rock, pure and simple.
(cutaia) May 5th 2010 5:14PM
Yeah, well scribes paper. And paper covers rock.
Coffinshaker May 5th 2010 5:17PM
Yes, but scissors cut paper! And rock breaks scissors! Cutaia! Looks like we've got a conundrum...
Ostentaneous May 5th 2010 5:20PM
Inscription pallies are OP.
JC_Icefox May 5th 2010 5:22PM
And Warlocks are mushrooms.
Krick May 5th 2010 6:01PM
Don't forget...
Spock smashes scissors and vaporizes rock; he is poisoned by lizard and disproved by paper. Lizard poisons Spock and eats paper; it is crushed by rock and decapitated by scissors.
...
Krick
http://www.tankadin.com
CaryEverett May 5th 2010 6:09PM
Rock?
http://i43.tinypic.com/mkbyth.jpg
kodakmsr99 May 5th 2010 6:23PM
Hmmm
Coffin get me a pally, a scrbe and some scissors. I intend on solving this right now. Give them to Mr. Hugh Man when you've gathered them.
Kards May 5th 2010 6:39PM
Shroomkin are Mushrooms.
Warlocks are posers.
Ashstryke May 5th 2010 8:47PM
And Warlocks are mushrooms.
^^
I lol'd!!! Oldschool Mute reference FTW!!!
Eternauta May 6th 2010 12:15AM
lol @ The Big Bang Theory reference
Coffinshaker May 5th 2010 5:15PM
Yay! More buttons!? I'm interested in seeing how they're going to move ahead with the Rets.
Though, with holy shock tossed into the mix, I can't help but wonder... could we ever see the rise of the Shockadin again? I know... It's unlikely... but a man can dream, cant he?
t0xic May 5th 2010 5:27PM
So now good ret pallies will faceroll 2 extra keys and bad ret pallies won't?
kidding... relax =)
Coffinshaker May 5th 2010 5:30PM
lol, we can only hope! XD
Aedilhild May 5th 2010 6:19PM
If retribution is to be made more complex, I'd like to see a priority system that's based on debuffs or internal procs, rather than the DPS-dictated FCFS rule. Some of the gameplay necessitated by mechanics (Seal of Vengeance) and equipment (Libram of Three Truths) is interesting, but sometimes I feel — and surely Blizzard knows — that soft acceleration curves aren't always the best answer.
Maybe total damage could be comprised of more even proportions of AoE and single-target damage. As hybrids, we don't seem to be performing too badly on bosses.
I'd also like to know if the 2-piece T10 bonus, resulting in players derided as facerollers actually pressing Divine Storm over and over again, is a bit of an inside joke in Irvine.
andyjay220 May 5th 2010 5:20PM
I hate that pallies have the reputation, as there are obviously those of us that are truly good at our class. I really want the chance to prove it. In LK, everyone I knew rolled a pally because they were the flavor of the month. I want to be the worst flavor, so that people know I am good if I can make the worst flavor taste delicious!
MisterRik May 5th 2010 6:56PM
I was a bit dismayed when I learned this about paladins. I started playing about a month after LK launched, and my first toon was a pally, simply because I've always liked the "holy warrior" thing. I had no clue as to which classes were considered "OP" or "faceroll". Paladin was my favorite class in Diablo II, and I would have played paladins in D&D if I hadn't always gotten stuck playing wizards or sorcerers because everybody else in my group avoided arcane casters like the plague (though after a while I figured out *why* nobody in my group wanted to play an arcane caster - the DM had some sort of mad-on against them and every encounter involved monsters "taking out the wizard first" and every low-level boss wearing that amulet that absorbs Magic Missiles).
Eturyu May 5th 2010 9:37PM
I still can't believe anyone makes fun of Pally Ret rotation......Have they seen arcane mages?
2 button rotation once its all macro'd up =/
I have no idea why people think Ret pally is so easy ......Feral tank? all you need is swipe once your geared enough...everdone 4 heroics in a row and just pressed the number "1" all the way though?
I have multiple toons at 80, but my main has be ret since Lolret pre TBC, rets are great now, but are not nealry as OP as they were just before wrath hit. i just done see why the get so bagged on.
Grak May 6th 2010 5:10AM
@ Eturyu
The reason pallys (ret) get bagged on still, is because there is no learning curve to the class. Anyone can come into the class on day 1 and just mash any button thats off cooldown, and have mostly the same amount of success as an experienced player.
I have a number of level 80's, including an arcane mage, a feral tank, and a prot/ret pally, all of which I raid ICC with. And while you are right that they all have simplistic rotations there is a difference;
Arcane mages need to do research first to understand how best to use their arcane blast buff, always playing a balancing game with stacks and mana pool. Yes its a simple rotation, but has plenty of room for finesse with playing a balancing act that sets the great mages apart from the average mages.
Feral tanks have to work damn hard for their gear at the start. With arguably the most limited tanking toolbox to work with, the most painful caster tanking experience, and threat generation that relies so heavily on your weapon, its a pain at lower gear levels. Once you've hit the higher gear levels then yes, you get to run around just spamming swipe and queuing maul, but thats only once you overgear an instance. Simple? yes, but its your 'reward' for having gone through a shit-curve of hassle to get there.
clundgren May 6th 2010 4:16PM
"There is no learning curve to the class" is just not accurate. A good ret paladin does about 50% more damage than a button masher, not to mention the non-dps abilities in abundance that good raider has to understand. I don't argue that there are more complex classes, but let's not overstate things.
And arcane mages balancing "stacks with mana pool"...sounds exactly like what a ret paladin has to do...except we have to choose between more than 2 spells.