The Light and How to Swing It: Bringing utility in Cataclysm

Sorry, the above graphic really has nothing to do with today's column, but I wanted to feature more of the new built-in "power auras" that Blizzard added to the game.
As for today's message, I know the following is going to raise some red flags for those long-time paladins out there, but don't freak out. I'm going to ask that you start stepping up and bringing a bit more utility.
Relax, I didn't mean it in a vanilla or BC sort of way when you were sometimes just brought for certain buffs and nothing to do with your damage, tanking or healing. I mean it in a real sense that we do have some utility available to us in addition to everything else that we do, much the same way that hunters' traps bring utility to their class.
The coming expansion is going to be harder than we're used to. We've been just nuking things for so long that a lot of our utility abilities have slowly worked their way off of our toolbars, or we're getting new abilities in the expansion to fill roles we haven't had before.
Let's take a look at what we're going to be expected to start doing once the Cataclysm gets into full swing.
Helping hands
We've all got them. Hand of this, hand of that -- but do you actually use them? I don't really count Hand of Reckoning in this category because until we received it, they were all single-target niche buffs. I'm pretty sure we all use Hand of Salvation. I use it on myself, both tanking (well, off-tanking) and as DPS, to keep my threat down. There's even a glyph you can grab to turn it into a mini-tanking cooldown. It can also be used on the shaman who keeps creeping up on the tank in the threat meters.
Some guilds got use out of Hand of Protection in the Northrend Beasts portion of Trial of the Crusader a raiding tier ago. It wasn't so much the damage negation as it was the ability's knack for removing certain negative effects. I've also known of holy paladins to use it on DPSers who weren't keeping track of their threat and were getting beat on.
One hand spell I tend to use when off-tanking is Hand of Sacrifice. As a healer, off tank or DPSer, you can use this to help spread out the damage from the tank to reduce any big damage spikes. With Cataclysm, we will all end up with more health overall, which will make everyone a little less squishy when helping out in this way, and we won't die as easily.
One of the other hand spells is Hand of Freedom. The problem with this is that it's a little bit harder to tell when you can use it to help someone else out. There are some fights where you know that a certain person is going to be taking a speed debuff (Sindragosa) and will likely need some help getting rid of it in order to move. Otherwise, it really comes down to someone's calling out that they need it or to keeping your eyes open. More often than not, you'll be using it on yourself.
Divine Guardian
While it does have some resemblance to its Wrath cousin Divine Sacrifice, the new Divine Guardian doesn't have any of the drawbacks. There is no more of the damage redirection from your party or needing to make sure you have some sort of way to mitigate the incoming damage up. It is literally Divine Protection for the raid. Not for you, but for everyone else in your raid.
That's right; it doesn't help you at all. You're being completely selfless by using a keystroke in order to help protect your raid. I've heard some paladins claim that since it doesn't help them, they don't see the need in spending a talent point on it. Some guilds would just knock you back to the second string and put in a paladin who will use it.
Keeping the raid alive is everyone's job in Cataclysm and not just the healer's. Although, if your guild is running two paladins for its tanks, you won't necessarily need both of you to talent into it. Of course, the same goes for any raid buffs and debuffs.
Repentance
Remember back during The Burning Crusade when people worried about crowd control and we didn't have any? Remember at the beginning of Wrath when Blizzard finally revamped Repentance to be useful outside of PvP and then gave us an entire expansion in which we would just use AoE to kill everything? Well, Cataclysm mixes those two. You've got a cool method of crowd control and you will actually have opportunities to use it.
If you're a retribution paladin and you've got it talented but don't have it placed on your bars anywhere, then you might want to dig it out again. Take it out, knock the dust off of it and re-read what all you can do with it. Repentance keeps them out of the way for a minute, but they'll wake up ticked off if anyone starts beating on them. It is generally usable against anything with an intelligent brain (or remains of one), which includes dragonkin, undead, humanoids, giants and demons. No, you can't CC elementals, beasts or mechanicals (or unknowns like slimes), but it still leaves a lot open.
Anyway, toss the ability on your toolbars and muck with the range a bit in dungeon runs before the expansion hits. If you don't, you might not be ready when someone asks you to step up and take care of a pest.
Interrupts
I know Hammer of Justice sucks. I'm also not asking you to use it. I'm primarily talking to my retribution paladin brothers and sisters. We finally got our own (talented) spell interrupt with a short cooldown. And the PvP rets rejoice.
For those of you not playing PvP, this is also handy for you. Do you remember vaguely hearing in raid or party chat that the feral druid or rogue needs to interrupt some spell at some point? That's what you get to start doing. The new talented ability Rebuke functions just like their interrupts.
Also, I can hear, "But that's the tank's job!" coming from a few of you. Actually, it's not. Sure, three out of four tanks are going to have that same ability available to them, but they're busy worrying about other things. Don't take my word for it, though.
Quote:
If Paladins are to be expected to interrupt as much as any other tank class, then they should be given rebuke or something like it at a baseline.
If Paladins are to be expected to interrupt as much as any other tank class, then they should be given rebuke or something like it at a baseline.
We don't balance anything around the assumption of frequent, off the GCD tank interrupts. Prot paladins can occasionally interrupt when they want to reposition a caster or when everyone else is snoozing or whatever. It's a quality of life issue at best, but not a balance one.
The emphasis above is mine. Blizzard doesn't balance anything around the tank doing that. Pretty much like it doesn't balance encounters around a healer's doing some sort of CC. If you're a DPSer, one of your jobs is to interrupt spells the bad guys are casting. No, you can't interrupt all of them, but there are usually a couple of abilities that are worse than others.
In some encounters, you'll usually have an interrupt rotation. This usually means that each person is in charge of interrupting in a specific order, so that you don't have three people try to interrupt at the same time and then all of them end up being on cooldown for when the next time something is cast. Other times, it really just doesn't matter due to things not being cast that often that you can interrupt.
Everyone will be taking a more active role in things during Cataclysm. Getting used to it now will help prevent some growing pains.
Filed under: Paladin, (Paladin) The Light and How to Swing It, Cataclysm






Reader Comments (Page 1 of 3)
ghola Oct 6th 2010 2:17PM
I'm surprised you didn't mention Selfless Healer as utility for Ret. I'm not a fan personally, but I can see in extreme cases it could be good for extra heals on the tank, esp. with a couple points in Last Word.
Gregg Reece Oct 6th 2010 2:32PM
Yeah... I forgot about mentioning heals. That could also include hitting Lay on Hands on people who are about to die, hitting Holy Radiance (the new AoE heal we get at 83ish) during some group damage, and the like.
Hahahaha Oct 6th 2010 2:25PM
"Also, I can hear, "But that's the tank's job!" coming from a few of you. Actually, it's not."
Thank you so very much.
matt Oct 6th 2010 3:26PM
Not only is not solely the tanks job, its FUN to toss out an interrupt when you are DPSing or healing. Nailing your rotation and getting big numbers is alright, but watching enemy cast bars and interrupting spells makes dungeon running a much more active experience, trust me its fun.
Teresa Oct 6th 2010 11:50PM
Just to agree with Matt, Im going to find it fun to interrupt spells as a paladin. And things like that; silences, purges, spell steals, stuns, I consider THOSE fun CC moves. Not, "Dont do so much as sneeze or you'll break the sap/repent, or we're all dead". There's nothing fun, IMO to stop the flow of the fight because you have to reapply sheep, or watch were you step as not to break fragile CC.
Hahahaha Oct 7th 2010 10:55AM
"There's nothing fun, IMO to stop the flow of the fight because you have to reapply sheep, or watch were you step as not to break fragile CC."
I am pretty sure a lot of people would disagree with that assessment of yours.
Dixonij Oct 8th 2010 3:15AM
I'm gonna assume Teresa, thanks to the "flow of the fight" comment that you didn't play much before Wrath, because that was name of the game up until the AoE button spam fest Wrath became at the end. It was a PART of the fight to do all that CCing.
Hell I remember my guild being cautious as hell and going at Wrath's Naxx at the very beginning like it was the old 40 man before we realized as long as the tanks were good at AoE threat, we could just go balls to the wall and nuke the shit out of everything.
Its gonna become much more strategic again with needing to position CC's so as to not mess with the objective, and I for one, welcome this reversion.
Wrath Oct 6th 2010 2:35PM
When in ret mode, I actually use repentance as a poor mans interrupt (since it's not being used for CC in most cases anyway). Random question though... why does hammer of justice suck?
Saeadame Oct 6th 2010 2:44PM
I think because it's primarily a stun and not an interrupt, so you can't use it to move casters, and plus a ton of raid mobs are immune to stuns. Same issue that was with Bear Druid's Bash.
Ilmyrn Oct 6th 2010 2:53PM
It's more that the long cooldown, makes it next to useless for an interrupt rotation. Back when Deathwhisper was a threat, I just had to hope the the other interrupters were on the ball because I was one and done with interrupts.
Yes, there's a CD reducing talent, but it's fairly inconvenient for anyone to take except in a PVP spec.
For what it's worth, HoJ acts as a real interrupt on enemies immune to stuns.
Boobah Oct 6th 2010 5:26PM
I always thought Hammer of Justice sucked as an interrupt because it was on the GCD, and it's going to be worse for that until they fix their queue exploit prevention code.
Yeah, the long cooldown is annoying, but at least a long-cooldown interrupt off the GCD will actually go off before the spellcast is over, even if you can't catch many of them.
Tyler Oct 6th 2010 2:53PM
Wait, what? How is utility suddenly being added now that Cata hits? Did we not already have this is Ulduar, or ICC? How many weeks did we wipe on Yogg pre-nerf because we didn't have enough pallies to spread out their utility spells?
Oh yeah utility, what the heck is that? Between salving the OT in fester, hand of freedoming people in sindragosa, cleansing the slime because healers are busy in plague wing, and hands-ing the MT in putricide when the heals are dead, THIS UTILITY. WHAT IS IT?
And what's this aura mastery the RL keeps asking me to pop? I mean, I see it there on my bar and my pally power has be with shadow resist aura, but UTILITY ESCAPES ME FOR SOME REASON. And divine guardian, I'm specced into the improved version and hand of sac the healer that missed a spore on festergut and blow bubble when blight hits, but DO TELL ME how this UTILITY WORKS.
If you haven't been doing everything above in ICC, you're a horrid pally and should go hunter. That being said, I'm disappointed in hwo this really discussed nothing about Cataclysm pallies.
Tyler Oct 6th 2010 4:02PM
Vitriol aside, I'm annoyed that everything mentioned above has nothing to do with Cata and that all of the "tips" are things any good ret pally should be doing ANYWAY already. This is nothing new, this should have been written when ICC opened called "How to make your RL happy as a paladin".
Arturis Oct 6th 2010 4:26PM
Both Rebuke and Divine Guardian are new in Cata - the rest are mostly reminders that we paladins do indeed have the ability to do things beyond harm and heal.
Boobah Oct 6th 2010 5:47PM
If you haven't been running heroic mode raids, these things haven't been required of you. Pugs certainly can't be bothered to explain it to you; it's not worth the time to educate the paladin, since you can just faceroll AoE the trash anyway, and blame the guy with the lowest gearscore when there's a wipe.
On the other hand, for at least the first while of Cataclysm, you'll actually need to be doing these things in five mans, and it never hurts to remind people that these abilities are there, whether they actually play paladins or not. Heck, maybe the poor schmuck just never grasped the advantage of eating some of their tank's damage; it's not the most intuitive thing, especially when one of the first things you learn in instances is that never mind your plate armor, it's easier if the tank takes all the hits.
shadowhowl1900 Oct 6th 2010 2:54PM
they got to nerf hands of salvation. It needs to drop bigger threat drop.
btw what is that power aura tracking? Holy power?
docbrown Oct 6th 2010 3:19PM
The big green writing not a big enough hint?
Gregg Reece Oct 6th 2010 3:52PM
That would be a proc letting me know that Avenger's Shield is usable earlier than expected.
schwonga Oct 6th 2010 3:03PM
The thing that turned me off from using a lot of my utility stuff was that I had to target another player in order to pull it off. Made perfect sense as a healer, but when I was Ret or Tankadin I was to nervous to target anything besides the big nasty dragon breathing fire.
Then someone introduced me to Healbot (to think there was a time before I knew about that, ha ha.) Superb for healing spells, makes healing ten mans not a horrible pain, but where I really liked it was for using all these spells (even Righteous Defense) without much worry even as a tank. Frankly have more fun with tanking when I make sure these spells are being used constantly to help out.
pandaba Oct 6th 2010 11:41PM
I agree with you about how useful healbot (and grid and others of that type) is for non-healing classes.
But if this issue ever comes up again and you don't want to use an addon to fix it, look up mouseover macros as that would also solve the problem.