The Light and How to Swing It: Patch 4.3 news and paladin T13 bonuses

The ball has begun rolling on patch 4.3, with the player test realm officially going up Tuesday night for public consumption. There isn't terribly much of interest just yet -- only the first iteration of the patch, so obviously much more is in store for us. Still, there are some interesting changes (and some glaringly absent ones) that demand discussion. Let's dig in.
Spell changes in the holy tree
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Holy Radiance now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds.
OK, like I said, not the biggest change. Still, it's kind of an annoyance when you think of how nice it was to be able to "help" (and I use the term generously) with raid-wide AOE damage on fights like Chimaeron, Majordomo Staghelm, or Ragnaros. Even if you were only doling out the most minuscule of heals, it was something. And it was nice to have the utility to offer that morsel to the raid. With the addition of a cast time, Holy Radiance is pretty much dead in the water for in-combat usage.
There's also a change to Divine Plea -- making it baseline grant a charge of Holy Power -- that was caught by dataminers as a tooltip change for the ability. Though this has not been mentioned in the official patch notes, nor has it made it to "live" on the PTR, so we have no idea if it's for real or not. In any case, I'm curious (if it's true) what this means for the talent Shield of the Templar for baseline Divine Plea gives free holy power.
No block nerf, yet
This is the Waiting for Godot of 4.3 for shield tanks. Will block (or block masteries) be nerfed? How will they retool the numbers now that paladins are easily block capping in Firelands ilevel gear and warriors can do similarly in heroic Firelands ilevel gear (with much more finagling)?
Blizzard has stated in the recent past that it was unhappy with paladins being able to block cap. In the Tank Q&A, the developers collective stated regarding the systemic problems of paladins being able to block cap that:
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This ... is something we always try to stay away from, so we plan to change this in the future. We tried several alternatives for 4.2, but weren't happy with the results. Any change which made mastery weaker (such as subjecting block to diminishing returns or changing what it does) would have required mitigation compensation for paladins elsewhere (with all the design risks inherent in making such changes) ...
So they pushed it off. The question is whether they're going to attempt to tackle this greased pig in 4.3, or will content themselves with just kicking it down the road to clean up later in the next expansion. One wonders how likely it is that they'll pretend the problem doesn't exist and just be content with shield tanks being more survivable for another raiding tier -- or, heaven forbid, buff the other two classes instead of doling out nerfs.
In any case, like I said, it's very early. There is so much time for Blizzard to line up its foot with our necks before it finally steps down. I'll continue to sit here, tremoring with equal amounts of fear and anticipation.
Buffs to Vengeance, endgame for threat
Two parts of this were mentioned in the patch notes. Taking the latter first, this is the part you're all currently working with now just enshrined in the code via patch rather than hotfix:
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Threat generated by classes in active tanking modes has been increased to 500% damage done, up from 300%. This applies to druids in Bear Form, death knights in Blood Presence, warriors in Defensive Stance, and paladins with Righteous Fury active.
The first part though, was promised earlier but not yet delivered:
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Vengeance for Protection warriors, Protection paladins, Blood death knights, and Feral druids has been redesigned slightly. It no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken by the tank generates Vengeance equal to 33% of the damage taken by that attack. In addition, as it updates periodically during the fight, it's always set to at least 33% of the damage taken by the tank in the last 2 seconds. It still climbs from that point at the rate it did previously, still decays when damage is not taken, and still cannot exceed a maximum based on the health and Stamina of the tank.
This has obviously been discussed to death in the last month or so, so I'll leave the dead horse alone. In any case, if threat is going to be neutered, it'll be nice to finally have the accompanying snip.
On top of all this, you can add the buff to melee AP, which will most assuredly affect us as well. Should add out to a nice chunk of extra threat at the highest levels of Vengeance. All in all, it'll be Donesville for threat come 4.3.
Set bonuses
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Protection, 2P -- Your Judgement ability now also grants a physical absorb shield equal to 25% of the damage it dealt.
Protection, 4P -- Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.
I'm definitely of two minds when it comes to these.
I really like the two-piece bonus, which despite being a minor player, is a survivability bonus and thus awesome at the very core of its being. The average Judgement at full Vengeance can hit for somewhere between 11k to 15k damage (and even higher in the right gear), so we're looking at bubbles being produced in the neighborhood of 3.5k or so, initially. Not too shabby (though I liked it better at 30% when it first was revealed). It's not going to save your life or anything, but every little bit helps, yes? You can't really say no to free mitigation.
And it's so refreshing to see a survivability two-piece bonus for once. I can't remember the last tier set that didn't just give you a boring extra amount of threat once you had amassed two pieces of tier.
Then again, perhaps the reason the two-piece is survivability-based is because the four-piece is so very different from four-pieces we've had in the past. And I don't mean that in a good way.
For starters, as you certainly noticed, all the tanks got some kind of raid cooldown with their four-piece bonus. Paladins, however, had our already-existing raid cooldown restored to its pre-nerf (i.e., pre-4.1) incarnation. It's mildly irritating to be told that accumulating four pieces of tier gear will grant you the special privilege of an un-nerfed ability we used to freely enjoy with no gear commitment.
I know why Blizzard did it -- giving paladins another raid cooldown on top of Divine Guardian would have been hugely unbalanced. And yet, bless their hearts, Blizzard still managed to create an unsatisfactory solution here. It opted for a much less unbalanced situation amongst the four tanks but still unbalanced nonetheless. Now we'll be the only tank class that doesn't have to give up a personal cooldown, via our four-piece, for the benefit of the raid.
Come 4.3, with its probable gobs of raid AOE damage, I can most assuredly see a raid leader calling for a Warrior pop Shield Wall to mitigate some horrible raid-wide burst, thus completely locking them out of their major cooldown. (Then again, with four-piece, warriors will have two raid cooldowns and thus two personal cooldowns they can be locked out of in offering those to the raid.)
In any case, the four-piece is boring and borderline insulting. There's really not much more to say about it other than in the grand scheme of things, it will be nice to have Divine Guardian at a 2-minute cooldown once more. The ability was always stupid-powerful at that timing, so I'll be sure to revel in it. Even if I had to accumulate a specific pile of gear to enjoy that Nirvana once more.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
InvincibleGod Sep 30th 2011 8:24PM
Why would the holy radiance change make it useless? Wouldn't this change mean we can spam it and become aoe healers when required?
DragonFireKai Sep 30th 2011 8:32PM
3 second castime with knockback means you're garunteed to take 2 melee hits while firing it off, and we only have the mana to support casting 2 in a row.
DC Oct 1st 2011 2:17AM
It's a 2 second cast at current haste levels. 3 second is just the base cast time. Also, why are you getting hit by melee attacks?
It's obvious Matt is tank healing and was just using HR to do a bit of added raid healing for a GCD. The new HR will work fine for fights such as Majordomo, Ragnaros, Bethtilac, Alysrazor, and Rhyolith. The other Firelands fights people are too spread out. I don't really see it as such a nerf, although I don't do 25 mans where HR was usable on melee at all times.
shaydwyrm Oct 1st 2011 2:27AM
If you read carefully, this is an article about protection spec. Whether the holy radiance change is a nerf for Holy or not is something I will leave to the healers to decide, but the spell is now decidedly less useful as a means of throwing out some free healing as a tank.
DC Oct 1st 2011 11:52AM
Hah. That it is. My mistake, though it doesn't say this is for protection except in the italic part which I just skip over. Matt, stop making me look silly please!
Ghrit Oct 1st 2011 12:06PM
It's not an unreasonable mistake! The title says nothing about the article's TANK subject. Nope, the title claims to be about PALADINS in 4.3. I was also pretty confused until I figured out wtf was going on.
And another thing -- dps and tank 'help' is like .0000001% of healing done. Not going to be missed.
yukitaro Oct 1st 2011 2:52PM
It would be nice if we didn't have to read the article carefully before being able to figure out that the article was a protection article instead of a holy article. Alas, too much to ask for.
Boobah Oct 1st 2011 6:09PM
I'd snark that you should know it isn't holy because A) it isn't Sunday and B) the author isn't Chase Christian.
But quite frankly, if you don't show up here daily, it isn't really reasonable to expect y'all to know that.
It'd probably help if the separate spec columns had different names; we might get less inappropriate whining in the comments about how (spec) is horribly underrepresented in the column.
DragonFireKai Oct 1st 2011 9:26PM
God forbid you actually have to read the article before commenting on it.
paulmewis Sep 30th 2011 8:27PM
There was mention of a holy shield change in the dev tank watercooler a while back. Something, iirc, along the lines of holy shield is what tanks will be spending holy power on.
As for the mastery nerf, I was totally surprised to see our mastery relatively unchanged in 4.2. I was expecting large changes back then.
DragonFireKai Sep 30th 2011 8:35PM
They can't really do too much to our mastery without rendering either Druids or Warriors obscenely overpowered in comparison to the other tanks. Not to mention that with the changes intended to bring DKs even closer to the other tanks, they risk just screwing up the relative balance, which would be especially painful for the final tier of the expansion.
matticus Oct 1st 2011 5:56PM
CTC tanks are obscenely OP already and will be more so in the next tier if no nerf goes through. Druids and Dks will literally die out. If you cant see this I dont know what to tell you.
DragonFireKai Oct 1st 2011 9:24PM
Oh please, stop being so gloom and doom. Right now the gap between the best tanking class and the worst is as small as it's ever been. Death Knights aren't as far back as people claim, and they have buffs coming in designed to level them out. They aren't as far back as paladins were for the first two tiers of wrath, or even as far back as DKs were post patch 3.2. Paladins already gain no further benefit from mastery, and warriors in decent gear which is now readily available gain little from further mastery. And yet they're still balanced with druids and only slightly ahead of DKs.
It's people like you who kept up the rumors that Chill of the Throne was going to destroy feral tanks when, in fact, it contributed heavily to their being the optimal tank for all of T10 content.
DragonFireKai Sep 30th 2011 8:30PM
I don't think that the DP change will effect shield of the templar, because a 1 HP Shor hits about as hard as a geriatric with osteogenesis imperfecta, and a 1 HP inq barely lasts long enough for the global it took to cast it.
As for the 4pc, encounter design is going to be a big factor. It's pretty apparent that the sub 20% phase of Deathwing Heroic will require constant raid CD coverage, and the tetanus tank will need near constant CD coverage. So while it's unfortunate that we'll only be able to contribute 1/3 of the raid CD uptime of a warrior or DK, we also won't be possibly losing our major CDs during spans where the Terror's dead.
Lorandir Sep 30th 2011 8:59PM
I'm confused. Am I the only one not seeing the impact of the change to HR? You know what other heal has a cast time like that? Prayer of Healing .... Chain Heal ... the ... heal .... no ... longer ... has .... a CD. So now, instead of only being able to help with every other Flame Scythe, or even less frequently than that .... we now have a chain castable AoE .... much like every other class. This seems much bigger than you are putting it out to be. If it scales well, this adds a considerable tool to the paladin's belt. AND it grants a HP. So, for AoE healing, 3 casts, then LoD, rinse and repeat.
Matt Walsh Sep 30th 2011 9:10PM
Right, but we're not talking about Holy Paladins. This is about a heal a tank used to perform while tanking, and now they can't do that anymore because when tanking a timed cast will prevent you from dodging/parrying/blocking. You're a sitting duck.
paulmewis Sep 30th 2011 9:15PM
Maybe in an offtank context?
Apple Sep 30th 2011 9:22PM
Basically, this.
The change is amazing for holy paladins, but prot and ret paladins who liked to help out the raid with the old version of the spell now have a very compelling reason never to cast it again.
Joe Oct 2nd 2011 5:24PM
If having a crappy heal be somehow crappier is the worst you have to complain about then I think life is going pretty well for you....
DarkSpade Sep 30th 2011 9:08PM
The most insulting part of our 4 piece is that it does nothing for US. Sure it's great for the raid, but it's OUR set bonus. It should do something for us!
Why not at least make it affect the paladin using it?