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Posts with tag divine-protection

The Light and How to Swing It: Paladin 3.0


It's pretty exciting, isn't it? Patch 3.0 is coming, well, "soon™" according to Blizzard. Considering that our favorite class hasn't gotten a second pass, it might be a bit premature to talk about Paladin changes when the pre-Wrath patch finally hits. That said, it looks like more than a few new talents will make it at least into the PTRs more or less intact. Hopefully and changes we'll see during our second pass will be tweaks to numbers and some mechanics refinements but hopefully no major changes.

Assuming that most of the changes push through, we should expect a completely different Paladin in the coming months. Even without taking the new talents into account, there are baseline changes that should make gameplay technically different. The most significant change, of course, is in the way Judgements work. This is the one change that will take some getting used to. First of all, there are now three Judgements and they activate the GCD. This means no more macros for Seals and Judgements, which is actually fine because of two things: first, Judgements no longer consume Seals; second, Seals now last for a micromanagement-light two minutes.

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Filed under: Paladin, Patches, Analysis / Opinion, (Paladin) The Light and How to Swing It, Wrath of the Lich King

Ask a Beta Tester: Storms of the Divine and Thunder varieties

You can't tell, but this guy is actually about 100 feet tall. For realz.
Preamble is for sissies. Sallix asked...

Looking at the new Divine Shield (reduces damage by 50%) will it still drop aggro or work like a shield wall-like ability? Also will Hand of Protection (reworked blessing of protection) still drop it's target's threat?

Divine Shield still drops aggro. It works the same way it always has. However, Divine Protection is now a Paladin's Shield wall. Divine Protection is the Protection Paladin's 'oh crap' button now, and coupled with the new Lay on Hands, they're pretty set. Protadins are going to be in a really, really good place come Wrath.

As for Hand of Protection, it works exactly like Blessing of Protection did. It doesn't "drop threat" but it does make the mob/boss stop attacking the Protected person for the duration of the buff. They mob will, as always, go back to that person if they're still on top of the threat list 10 seconds later.

dave asked...

Do level 70 toons start off with the max amount of rest XP when we install wrath? Or will rest XP start after the game is installed?

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Filed under: Paladin, Shaman, Analysis / Opinion, Expansions, Wrath of the Lich King

Where is Blizzard going with Paladin changes?

"Like I promised, the paladin changes were more sweeping than most changes. As such, it's going to take us some time to go through a second pass on the abilities and get everything polished up enough to evaluate the shiny, new paladin." - Ghostcrawler, on the Paladin forums

The Paladin changes we've seen so far have been pretty massive. There's been a reworking of our Seal and Judgement system, a shuffling of our talents, and the addition of interesting baseline spells like Divine Plea, a much needed mana recovery mechanic. The important thing to remember, though, is that this is Beta -- meaning a lot of things can still change from now until Wrath of the Lich King goes live. And as Ghostcrawler indicated, a lot of things will change.

In fact, some spells we might love now could change or be scrapped. The Art of War, a talent I raved about and was wreaking havoc in the Beta, was fundamentally changed. From a pure DPS talent usable by raiding Paladins, it has become a utility spell more geared towards PvP. Some old spells such as the poor man's Divine Shield, Divine Protection, was reworked to actually be more usable. While we won't go through all the changes one by one -- there are a lot and I expect more in the future -- we can examine some key changes and try to figure out what Blizzard wants to do with the class.

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Filed under: Paladin, Analysis / Opinion, Wrath of the Lich King

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