Apr 1st 2012 8:35PM Minor Correction: "...should now take Daybreak's UI* effect."
Apr 1st 2012 8:34PM Excellent info, I wasn't actually aware of the change to LoD.
Now, you and I are both gonna miss the old Daybreak, but their removal makes sense in the scheme that every paladin spec should have only one proc, that way the "Second" proc can be Divine Purpose--by extension Infusion should now take Daybreak's spell effect.
And really, Daybreak was an "OK" proc, it tied your casted spells back together with your holy shock, but it sometimes broke the flow as once I got a daybreak proc I'd just spam holy shock while it was still on cooldown until it came off cooldown (Because who doesn't want to double-shock RIGHT THIS SECOND?).
Overall, we're getting good adjustments to an already excellent spec, I look forward to seeing it in action!
Mar 30th 2012 6:45PM Small Detail: Righteous Fury, I believe, is a toggleable spell now, meaning pressing the button while up cancels the buff instead of reapplying it.
That's all I really have to add, this article is exceptionally detailed--most people aren't even aware yet about holy wrath, holy paladins are instead getting a totally new Denounce spell as their "Holy bolt".
Mar 28th 2012 9:26PM Nope, but that doesn't stop me from really digging around for bits of info, youtube is really good for that. You look around hard enough in there you can find some videos of people showing off new abilities and spell effects. A bit of detective work goes a long way.
Mar 28th 2012 8:22PM Some other info you might not have heard:
With the removal of auras, seals now occupy the stance bar, and last indefinitely. They still consume mana, however.
Templar's Verdict has a new spell effect! It ostensibly uses a single hammer from the Divine Storm spell, but it's seen on the boss instead of you.
In the beta Sacred Shield costs mana instead of holy power as stated on the talent calculator, making it a viable choice in the level 45 tier for ret paladins, Eternal Flame is still not something you'll ever want though.
They've changed Holy Avenger into Zealotry, yep, not kidding, at least you can opt out of it for a passive DPS boost or a more focused gain from Sanc. Wrath if that's not your thing.
Pursuit of Justice has had its tooltip clarified to say it only goes up to 3.
Overall, there isn't a whole lot -new- for paladins this expansion, and that might be underwhelming when you're used to getting and overhaul pretty much every expac; however, it looks like the Holy Power thing stuck and they're now just focused on refining it to operate better. Holy paladins are exceptional already and need no real improvement, but the tweaks to ret are undoubtedly very much appreciated.
Mar 26th 2012 9:21PM In regards to paladins, the FoL glyph is to help stabilize players at lower health easier, it's also extremely useful in pvp where FoL is prominently used. The glyph is great because while it is very useful it doesn't inherently feel mandatory.
When talking about the beacon glyph, you first have to understand that the beacon now lasts forever, but has a 10 second cooldown to prevent constant swapping. That doesn't mean that this glyph is useless, though, far from it, it helps smooth out swapping beacon targets by a fair amount.
The Divine plea glyph might actually be too powerful, to the point of being almost mandatory in pve, I guess it depends on the situation really.
Mar 23rd 2012 8:41PM It's also worth noting that they swapped out divine protection and its glyphed version, so it mitigates 40% magic damage by default and you glyph for its current form, whether this is good or not depends entirely on the fight though.
Glyph of immediate truth is a good choice for tanks purely on the premise of more initial threat, not that initial threat should ever be a big problem.
It's worth noting that the lay on hands glyph extends the duration of LoH for a mana return. Now, unless they expect us to have a 12 minuet LoH cooldown this could very easily indicate that we now have LoH on an 8 minuet cooldown by default, which is nice.
Now here's some fun: Glyph of Flash of Light briefly buffs our following heal by 30%, we can use this glyph coupled with the selfless healer talent to cast FoL on ourselves and then immediately follow up with a WoG for a pretty substantial bomb, it's something worth considering.
Mar 19th 2012 3:40AM I completely ignored the article, all I saw was an amazing paladin tier set!
I WANT IT NOW.
Mar 18th 2012 7:26PM Adding a speed-boosting effect to Hand of Freedom'd be cool, but in the face of ret paladins losing a minimum range on Long Arm and the addition of BoG, it might be too powerful for them.
The problem with having Avenging Wrath be castable on other players is that it suddenly stops being our spell and starts being the raid's spell. Remember, with Divine Favour missing, all we have is our guardian, and that may very well be overkill in most scenarios. Being forced to give our wrath to an arcane mage severely limits our ability to adjust to harsher healing climates. I think our utility through hand spells are enough.
The disappearance of daybreak is a big kick in the balls (Although personally I'd go in the other direction than what you're saying and make Daybreak work of crits too instread of a flat proc rate, but that's just me). I am -EXTREMELY- optimistic that it's becoming a glyph, with talents like selfless healer it's entirely possible we'll see other classes using casted heals more often, so you can merely adjust daybreak to also affect our strikes and BAM, good stuff for everyone!
Really I can't stress the importance of those procs enough, they are what tie our trifecta of spell classifications together, they might be removing it for A) Simplification or B) Reduction of instant-cast spells in pvp, both of which are pretty dumb in my eyes.
Anyways, in regards to your final comment, I believe Hammer of Light fills that (Optional) niche you're looking for, honestly I think it and Prism are the best choice in pve, because a clutch, 1-minuet CD HoT isn't really that... hot, in my eyes.