- Blessing of Kings – this spell is now a base ability trainable by all paladins.
Posts with tag blessing-of-kings
We see a big change right away on the first tier with Blessing of Kings made accessible to all. It's not quite the baseline spell we've been asking for, but it's close. Some players can choose to pick up a scaled down version for less than five points, but since this is standard raid fare, we're throwing in 5 points here including Improved Blessing of Kings. We're also going to pick up Divine Strength on this tier, which was moved from the Holy tree. It's important to note that pretty much everything we use scales off attack power now, too, so more Strength means more pain. And more pain means more threat. Strength also contributes to block value, so we'll be looking to get Strength in our gear, too.
Are there any other world PvP objectives, beyond Wintergrasp?
There aren't any objectives as far as things you can capture, no, not really. However, there are little PvP areas in certain zones. For example, there are PvP quests in Grizzly Hills. You take the quest, you are PvP flagged as long as you have the quest, and you have to complete it in a nearby area. In the Grizzly Hills example here, the Horde and the Alliance are duking it out in a massive logging camp that they've chased the Venture Co. away from. Have you ever wanted to ride down a river on the back of a huge log? Wrath'll do it for ya.
I'm a prot pally and I was wondering that since Blessings of Kings is going to be 2% stat increase base with an extra 8% on the improved version, will Greater Blessings of Kings start off with 2% as well at base and scale with the improved version or will it still be 10% and provide me with an extra 4 talent points?
The Greater Blessing will work the same way regular ol' Blessing of Kings works in Wrath. 2% per talent point. You don't get to skip out on spending 4 talent points.
Holy was left mostly untouched, leaving many Holy Paladins feeling distraught and apprehensive. As I've learned throughout the whole Wrath Beta experience, it's always just best to... chillax. Don't worry about it. Blizzard changed Beacon of Light last build and it's somewhat overpowered, but even though they've already said they'll tweak it a bit more, they left it as is this build. Everything will balance out in time. For this build, however, Retribution gets a chance to shine -- but so does Protection, and boy, does it shine bright. If you thought Retribution got some love, wait til you see what Protection got.
We can probably consider this patch the nerf patch, which is an essential part of the tuning process. The developers traditionally start from a high power scale and fine tune it downwards -- I mean, look at the poor Death Knight. This is still the Wrath Beta, and while there is a chance these numbers might stick through to live, testing these lowered numbers are vital to getting everything right for release. If you're in Beta, log in, play with it for a while, and give feedback. If you're not in Beta, hold back a bit from making a ruckus and exercise a little patience until the testing is done. Let's take a deep breath. Now where'd I put my inhaler...
The good thing is that, despite all our misgivings about how the class has been handled all these years, it seems that Blizzard is finally listening. Holy wanted ways to be more mobile and have group healing utility... the Wrath Beta brings creative ways to solve that with instant Holy Lights and double duty healing. Protection needed stat consolidation badly, for starters, and it's slowly moving that way with Stamina granting spell power through Touched by the Light. Retribution needed raid utility among other things, and Blizzard is shaping up the spec to be a mana battery like Shadow Priests (and Survival Hunters). It's not everything players have wished for, but it's pretty darn close and there's no doubt that we're moving in the right direction.
- We'd like to do something else with Kings. I don't know that a core ability is the answer, but burying it deep in Prot, when Prot paladins would just as soon play with BoSanc, doesn't feel great either.
- We'd like to mess around with the top 2 tiers of all 3 trees, still encouraging you to cross-spec a little, but making that initial bite into the upper tier more tasty instead of just an icky appetizer to get the what you really want down deeper
Beacon of Light
The target becomes a Beacon of Light to all targets within a 40 yard radius. Any heals you cast on those targets will also heal the Beacon for 100% of the amount healed.
The promised rework of Beacon of Light is finally here and it's absolutely amazing. It fits better with the Paladin's kit, which is -- still -- cast heals vs. HoTs and single target healing. Paladins are the best single target healers in the game and the new Beacon of Light capitalizes on that by adding a secondary target to the primary heal. It's not quite the group heal we've been asking for, but it does the job quite nicely. In fact, it's like the now retired Blessing of Light's great granddaddy for heals because when you heal the Beacon of Light's target, the heal is doubled. I don't know if that's intended or a bug because when you cast Beacon of Light on yourself, it won't work.
Glyph of Blessing of Kings
Reduce the mana cost of your Blessing of Kings and Greater Blessing of Kings spells by 50%.
This seems to be either a changed Glyph or another one for the same spell, I'm not too sure. The other one, which I discussed in a previous post, also increases attack power by 3%. Not very useful for casters, sure, but certainly better than this one. This Glyph downright blows. Why? Because Blessing of Kings and specially Greater Blessing of Kings are preparatory spells! The mana cost reduction is irrelevant because Paladins cast this spell during downtime, the buffing up stage. Paladins will have the opportunity to drink before the encounter so mana saved from this spell is utterly worthless. In PvP, where Blessings are routinely dispelled, this Glyph is slightly more useful. However, it's probably best to save that Glyph slot -- even a minor one -- for something better.
- Confirming something the Paladin community has known for quite some time now -- Retribution itemization
blowsis very poor. They're moving itemization for Retribution Paladins to share items with Death Knights and Warriors. This means future Retribution items will have no Intellect on them... could this herald some Strength as mana mechanic?
- UPDATE: Also on the Retribution Paladin front, Blizzard mentioned during the Q&A that Retadins will have their group utility increased by making them more efficient DPS-wise. No details on exactly how, but this little bit of information should send a thrill down the spine of every 2-hander swinging Paladin out there.
- Hand of Purity is a new "reactive healing" spell for Paladins, something that the oft-maligned 'two-button healers' sorely need. It will work as a clutch Prayer of Mending-type spell. Will it be instant cast? As the two staple heals of a Paladin unenviably have casting times, maybe this new spell will actually be something to thank the Light for. Having another healing spell to cast during encounters should be a real blessing.
- Speaking of blessings, overlapping Blessings have always been a problem with Paladin support, with active Blessings like Blessing of Freedom and Protection overwriting passive Blessings already on the target like Blessing of Kings. Blizzard plans to allow these spells to be non-exclusive and rename them. Not much, but it definitely addresses existing issues.
You may remember Gaeowyn, the Rogue from Shards of Existence who tanked Mother Shahraz thanks to an insane amount of dodge via agility. She's struck again, this time taking down Gruul with herself tanking, along with a Paladin (with Blessing of Kings), a Shaman (with Grace of Air), a Hunter with Scorpid
pet Sting, ad a Druid (using Insect Swarm in addition to Mark of the Wild, of course). After all the buffs and debuffs, she had 76.31% dodge, 12.16% parry, and 14.16% chance to be missed, resulting in 102.63% avoidance. She posted a link to her spec and gear for tank mode, too. The video's short, but it took them a little over 23 minutes to down him. They also got to discover that his Growth caps out at a 30-stack, and that it expires after 5 minutes.
I personally think there was a wasted opportunity in this design because it locks out one key aspect of the class from an entire spec. Because of the short seal duration, healers must get into melee range and whack at opponents constantly. Even if a Retribution Paladin is in the raid keeping up a Holy Paladin's judged seal, the Holy Paladin himself won't reap the benefits of his own judgement -- most likely Wisdom or Light -- because he won't be hitting the enemy. A healing Paladin's two-button spell cycle consists of Holy Light and Flash of Light which both have cast times, necessitating periods of no movement and often precluding melee combat. If EA Mythic's Warhammer Online follows through with the hype, there won't be any, as animated designer Paul Barnett would call it, "namby pamby healer classes."
While Retribution is fun and can dish out some hurt, and while Protection are kings of tanking entire armies, when a Paladin specs Holy, she becomes exactly that -- a namby pamby healer class. The Holy spec is somewhat ironic and goes against the grain of the core class design. Paladins are a heavily-armored melee class. When they spec Holy, that armor often goes to waste and the melee aspect is shelved away. If the spec was built to take advantage of the seal system rather than be hindered by it (putting up seals activate the GCD, pushing back healing or cleansing), we'd have a very different story. We would have Holy Paladins rushing into combat -- I don't care if they deal piddly damage -- in order to be effective, rather than standing in the back of the raid. I attribute that playstyle dichotomy to the failure of seals.
Paladin without the pain
If you've never played a Paladin before, the TTR is an excellent way to experience some Paladin goodness without having to go through the entire leveling experience -- some parts of which even self-confessed altaholic and column co-writer Chris Jahosky admits to having a dislike for. Of course, leveling is part of the education process, so don't expect to know all the abilities and talents a Paladin -- or any class you make, for that matter -- right off the bat if you don't have a max-level character of that class on the live servers. That said, making a character on the TTR is well worth the effort and is definitely something any player can use to explore their options. Getting a taste of a max-level character, in our case a Paladin (this is a Paladin column, after all), is something players can learn from.
So where do we start? We have the usual racial choices: Human, Dwarf, or Draenei for the Alliance; and Blood Elf for the Horde. Because it isn't a PvP server by definition, you can make an Alliance and a Horde character. The tournament server also isn't like the live realms in that there are no quests or NPCs aside from the trainers, vendors, and arena representatives. I haven't explored the tournament realm completely, but it's safe to assume that it's a barren world. The NPCs are all Goblins, by the way, which is a bit unsettling and bizarre. There are few things stranger than seeing little green men and women in full Tier 2.
Coriel on Blessing of Kings mentions that the real problem isn't simply the low population, it's also player retention. Hardcore gamers leave the low population realms to go where they can achieve their goals, namely raiding end-game content (I would also add high -level PvP to this.) Simply having more bodies to a server won't keep that player there. Coriel's analogy of server buckets with holes is a valid one. The only thing that keeps a hardcore player on a server is a guild (or arena team) that can get them where they need to go. The guild is the plug that keeps the leaky bucket full.