Something nice to hear for ret pallys on the topic of "wasted" utility talents.
To make these talents more attractive, and more useful when they are acting redundant, we are giving those that are deeper in the trees a little bit of a selfish buff as well.
Good news indeed.
EDIT: The MMOC talent trees are up and holy did not receive a polish pass this build.
EDIT 2: The only change I can find is that Art of War's tooltip is correct. Whoopie!
EDIT 3: Blessing of Sanctuary's tooltip is bugged now, unless a successful avoid now gives 100 rage or 200 runic power.
Last edited by flyingtoastr : 09/18/08 at 1:52 AM.
"Hammer the target and up to 2 additional nearby targets, causing 3 times your main hand damage per second as holy damage"
I'm not sure how to interpret this exactly. It now is a DoT of unspecified duration?
edit: Divine Purpose is now again reduces chance to be hit by spells and ranged attack by 2/4% in addition to the Hand of Justice removing stuns. Seems like they realized that overlapping snare reduction effects wasn't very useful when one was high up in the tree.
"Hammer the target and up to 2 additional nearby targets, causing 3 times your main hand damage per second as holy damage"
I'm not sure how to interpret this exactly. It now is a DoT of unspecified duration?
I'm going to assume it's WeaponDPS*3, to make weapon speed unimportant in selecting a tanking weapon, which I assume is because they want tanks to favor faster weapons still.
[edit] Beaten! As for the damage, it's innately higher than what a weapon's damage would be if they're faster than 2.5 but you lose the ~17.14% AP coefficient (AP*2.4/14).
Take this 2.5s Naxx mace with an average damage of 391.5 and DPS of 156.6. The old HotR would do 469.8dmg and the new version does 469.8dmg as well.
I didn't initially realize this (and it makes me feel warm and fuzzy inside), but I'm guessing the new version is normalized around doing the old version's damage IF you had a 2.5 Speed weapon:
Old Damage = DPS*2.5*1.2 = DPS*3 = New Damage
I wouldn't be surprised if it still scales with Attack Power.
Last edited by DarKNecross : 09/18/08 at 2:28 AM.
I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
You're relating leveling/solo play to class balance (more specifically, inter-class balance) when not all leveling specs are created equally. Almost all classes rely on base abilities for leveling, and their spec only further complements that. You could argue until level 40, Protection and Holy level similarly. It's not until you get to the 31 point talents that any real flavors start to emerge. The flavors are Healing, Tanking, and Damage. The Holy tree supports the Healing role, and doesn't support doing damage or leveling. The same can be said about the Discipline, Priest Holy, Shaman Restoration, and Druid Restoration trees. Sure, you can level as a Healing spec, but it's never been as powerful as the tree that specializes in the abilities they use - Smite Spam, Lightning Bolt Spam, Wrath Spam, etc.
Holy has been assumed to be the "Caster Damage" tree, which is semi-true, but a little misguided. 4 out of the 26 talents cater to that playstyle: Seals of the Pure, Holy Power, Holy Shock, & Holy Guidance. 3 of those effect healing as well. Fundamentally, while doing damage you're using 3 baseline talents with the addition of Holy Shock - Consecration, SoR, & Judgements (question: does JoR work off of Melee crit now, or does Holy Power still increase its crit chance?).
If the concern is "but Holy Paladins don't have the gear to level as another spec", you do what the other healing classes do, either build a gear set for an alternate damage spec, or use your healing gear in with the spec that it suits the most. For Priests, it's Shadow, Shaman it's Elemental, and Druids it's Balance. For Paladins, the best way to use healing gear would probably be spec'ing Protection, since you don't need high HP or Avoidance to do well (most of the Protection gear has tanking stats anyway). I don't think Holy Shield is modified by Attack Power, but I'm going to have to search this thread for it and ask Cathela to update the main page (maybe there could be a section that just lists the Spell coefficients like there was for TBC). You're not going to doing as much damage as a Paladin that has strength-itemized gear, but that's a tradeoff other specs make as well (not having Hit or Crit).
The problem I have with trying to make Holy as effective as other specs when it comes to leveling is where does the increase come from? Holy mostly uses base talents, and changing those is hard to balance, as you have said. Do you then try to load Holy with talents that increase damage? Do you forsake talents that increase healing, the main purpose of the spec? It'll be easier to see what happens after the Holy tree review and gutting, because there are obviously some pretty crappy talents in there. But Holy is first-and-foremost the Healing tree.
While I concede that not all specs are created equal, I will point out that the examples you provided all have at least one spammable baseline spell nuke that fully scales with spell power. The holy paladin has none. But really, the problem is even more fundamental than that. As you noted, even if a holy paladin takes his spell damage gear and respecs Prot or Ret, he still does beans for damage because SP scaling on his spells has been set artificially low to prevent Sheath of Light from jumping off the track. This is core mechanical problem, and I will get back to it in a moment.
Taking your examples to their logical conclusions, then, a paladin who hopes for timely success outside of a group has to both gear and spec for Protection or Retribution, or else suffer an un-fun playing experience. A logical player should choose the former, and upon reaching the level cap, should come to another logical conclusion: Stay Protection or Retribution. Leaving aside Holy's actual performance in level 80 raids, is it reasonable to expect players to level and gear up a toon that functionally exists solely inside raid or arena instanced? OK, granted, some people really are that committed to the team effort and are willing to make that sacrifice (or else are willing to sacrifice a ton of gold on offgearing and respeccing/reglyphing on a daily basis). We call these intrepid souls hardcore. Everyone else turns sour on a bad experience (justifiably so) and the game as a whole suffers for it ("lolret syndrome," anyone?).
Back to the nitty-gritty of it, though, the reason I keep harping on this point now is that I firmly believe that there will come a point in gear progression where Sheath and/or TBtL will outscale either encounter difficulty or arena balance, and Blizzard will respond by cranking down AP and spell coefficients even further. This would be perfectly fine if the class operated on a uniform set of stat conversions at all levels, which is my oft-touted and preferred solution. Alternatively, if coefficients were separated out again, using only the highest applicable number, you could reduce either the AP or SP coefficient meaningfully without having to pound down the other as well. This solution is by far less elegant, but it does allow Holy to retain some measure of solo viability.
Taking your examples to their logical conclusions, then, a paladin who hopes for timely success outside of a group has to both gear and spec for Protection or Retribution, or else suffer an un-fun playing experience. A logical player should choose the former, and upon reaching the level cap, should come to another logical conclusion: Stay Protection or Retribution. Leaving aside Holy's actual performance in level 80 raids, is it reasonable to expect players to level and gear up a toon that functionally exists solely inside raid or arena instanced? OK, granted, some people really are that committed to the team effort and are willing to make that sacrifice (or else are willing to sacrifice a ton of gold on offgearing and respeccing/reglyphing on a daily basis). We call these intrepid souls hardcore. Everyone else turns sour on a bad experience (justifiably so) and the game as a whole suffers for it ("lolret syndrome," anyone?).
I'm confused. How is this different than the other hybrids? Each of the three tri-spec hybrids have 2 talent trees that use alike stats (Resto and Balance, Resto and Elemental, Prot and Ret) with one spec that uses a completely different set (Feral, Enhancement, Holy). So no matter how you feel this simply fits the mold.
If I understand that wording... It's a very complicated way to say that HotR is normalized to 3 seconds?
Did the talent lose the 1-handed restriction for good? That may explain the change a little bit. The change keeps it "inferior" to CS for DPS, while still allowing for 2H weapon use.
Edit: The neat thing about the change is you can use a fast tank 1h to get the same benefit as a slow DPS 1h (with the same weapon DPS). It allows Blizzard to give warriors fast 1Hs that are useful to Prot pallies.
EDIT 3: Blessing of Sanctuary's tooltip is bugged now, unless a successful avoid now gives 100 rage or 200 runic power.
That's a "bug" on the tooltip - Rage gains (and by extension I assume Runic Power gains) are usually expressed as 10 times their in-game value, presumably to make fractional calculations easier. The old Stalwart Protector talent (gain Rage on a dodge/parry) in Warrior Protection used to express the Rage gain * 10 as well.
Hammer of the Righteous tooltip
That's simply Blizzard's way of saying HOTR damage is solved as [(weapon DPS + AP / 14) * 3]. I believe Cathela established that HOTR was already using a similar formula [(weapon DPS + AP / 14) * 2.5] in the previous build.
It would appear as though HOTR has been buffed even more if it's using a multiplier of 3 now.
If I understand that wording... It's a very complicated way to say that HotR is normalized to 3 seconds?
Yes and no. Normalization in the traditional sense still includes damage range, which would still make slow weapons more desirable even if the AP contribution is the same. HOTR's own sort of normalization eliminates damage range completely. Two weapons with equal weapon DPS will always yield the exact damage, regardless of both speed and damage range.
===
On a personal note, I'm glad Blizzard did not cave in to the PTR whining. It seems they've learned from CSS.
Did the talent lose the 1-handed restriction for good? That may explain the change a little bit. The change keeps it "inferior" to CS for DPS, while still allowing for 2H weapon use.
MMOC does not have it listed as requiring a 1-hander, but as I have not had time to download the patch and hack the MPQ yet I would take it with a grain of salt.
EDIT: Oh yeah the autocrit-on-stun JoC has been put into the tooltip. Glad to see Blizzard is listening to us.
EDIT 2: New (and changed) glyphs!
* Glyph of Spiritual Attunement - Increases the amount of mana gained from your Spiritual Attunement spell by an additional 2%.
* Glyph of Blessing of Wisdom - Removed.
* Glyph of Turn Evil - Reduces the casting time of your Turn Evil spell by 100%.
* Glyph of Cleansing - Reduces the mana cost of your Cleanse and Purify spells by 20%.
* Glyph of Avenging Wrath - Reduces the cooldown of your Hammer of Wrath spell by 50% while Avenging Wrath is active.
Last edited by flyingtoastr : 09/18/08 at 3:07 AM.
I'm confused. How is this different than the other hybrids? Each of the three tri-spec hybrids have 2 talent trees that use alike stats (Resto and Balance, Resto and Elemental, Prot and Ret) with one spec that uses a completely different set (Feral, Enhancement, Holy). So no matter how you feel this simply fits the mold.
Again, not exactly. A Resto druid still has Wrath, Starfire, and Moonfire, all three fully spammable spell nukes. Are they as good as a Balance druid's nukes? Well, no, of course not, but they still scale acceptably and make grinds bearable (No pun intended. Well, maybe a little.). A Resto shaman similarily has Lightning Bolt and his various shocks, although the latter are indeed on a short cooldown. Again, not Elemental-quality, but workable DPS all the same. A Holy paladin, on the other hand has... not a whole lot. SoR hits for under 150 with 1000 spell power and base AP. JoR hits for 800 or so. Holy Shock does better, but not spectacularly so. It is also talented and on a short cooldown. The discrepancy I'm pointing out is in the degree of difference, not the existence of said difference in the first place.
Obviously, Holy should not be out-DPSing Retribution (although I happen to believe it should be competitive with Protection, given the attention both Ret and Prot received to their off-healing capabilities), but neither should it be spluttering along at maybe a third of Ret's output, and never mind the mana problems. That's not really playable, and its certainly not a going to be fun. Holy needs some kind of useful offense if you expect to see people playing it.
[e] Instant Turn Evil, you say? Interesting. Given the undead-centric setting, I expect this may be of serious use in instances and raids. Not to mention the fun with Lichborne DKs and demon-form warlocks.
Last edited by Antmanton : 09/18/08 at 3:05 AM.
Reason: Glyph Addendum
Yes and no. Normalization in the traditional sense still includes damage range, which would still make slow weapons more desirable even if the AP contribution is the same. HOTR's own sort of normalization eliminates damage range completely. Two weapons with equal weapon DPS will always yield the exact damage, regardless of both speed and damage range.
For the purpose of theorycrafting, I don't think I've ever paid attention to the damage range. Since we're looking at average DPS, TPS, etc, I don't think "having a damage range" is an important part of normalization's definition.
If we want to be more specific, all current weapon strikes had AP normalization, which reduced the effect of weapon speed on ability scaling. HotR seems to be the first ability to use weapon DPS normalization, which completely eliminates the effect of weapon speed on ability scaling.
Re-reading your post, that's pretty much what you said, though I got confused when you used "damage range" instead of "average weapon damage".
EDIT: On a completely different note, is anyone able to make Glyph of Seal of Command on PVE PTR? I'd like to test what the glyph does exactly, but 325 Inscription is a nontrivial amount of work.
While I concede that not all specs are created equal, I will point out that the examples you provided all have at least one spammable baseline spell nuke that fully scales with spell power. The holy paladin has none. But really, the problem is even more fundamental than that. As you noted, even if a holy paladin takes his spell damage gear and respecs Prot or Ret, he still does beans for damage because SP scaling on his spells has been set artificially low to prevent Sheath of Light from jumping off the track. This is core mechanical problem, and I will get back to it in a moment.
Taking your examples to their logical conclusions, then, a paladin who hopes for timely success outside of a group has to both gear and spec for Protection or Retribution, or else suffer an un-fun playing experience. A logical player should choose the former, and upon reaching the level cap, should come to another logical conclusion: Stay Protection or Retribution. Leaving aside Holy's actual performance in level 80 raids, is it reasonable to expect players to level and gear up a toon that functionally exists solely inside raid or arena instanced? OK, granted, some people really are that committed to the team effort and are willing to make that sacrifice (or else are willing to sacrifice a ton of gold on offgearing and respeccing/reglyphing on a daily basis). We call these intrepid souls hardcore. Everyone else turns sour on a bad experience (justifiably so) and the game as a whole suffers for it ("lolret syndrome," anyone?).
Back to the nitty-gritty of it, though, the reason I keep harping on this point now is that I firmly believe that there will come a point in gear progression where Sheath and/or TBtL will outscale either encounter difficulty or arena balance, and Blizzard will respond by cranking down AP and spell coefficients even further. This would be perfectly fine if the class operated on a uniform set of stat conversions at all levels, which is my oft-touted and preferred solution. Alternatively, if coefficients were separated out again, using only the highest applicable number, you could reduce either the AP or SP coefficient meaningfully without having to pound down the other as well. This solution is by far less elegant, but it does allow Holy to retain some measure of solo viability.
The Paladin isn't built around castable spells, other than FoL/HL (nothing else has a cast bar anymore, and talents exist in Holy/Ret to remove HL/FoL cast times). As such, all of our instant cast spells are built with cooldowns for compensation. The only spammable instant cast direct damage abilities for mana classes I can think of are Moonfire, Ice Lance, Holy Nova, and Arcane Explosion. Instead of casting, we rely on auto-attack and Seal damage. The hardships of farming as a healing class aren't unique to the Paladin, the other classes face the same thing. Regardless of the other classes having abilities that scale fully with Spellpower, they don't have the talents the prime spec has, which is where the majority of the difference is made.
Again, I'd like to mirror the Holy paladin to other classes. Solo damage isn't the reason Healing specs don't find much use outside of groups, rather, the fact they're specialized to heal in general means they're built to support others. This implies they're playing the toon to use in groups and raids. How can you justify a character that's built around groups being upset when they're lacking outside of them? Nobody chooses to spec Holy and collect Healing gear because they want a fun solo experience, and if they do, then they made a mistake somewhere.
As for the scaling of abilities with Spellpower being balanced on TBtL and Sheath, I'm going to assume the developers were looking to make all three specs have similar Spellpower values, but Holy paladins are the only ones who won't rely on a gimmick to get it. Is their damage going to be lower? Yes, because they don't have the same damage modifiers or Attack Power, but again, that's attributed to them using healing gear with a healing spec, not an inherent flaw with the class. Unlike Protection or Retribution, Holy Paladins tend to need their damage balanced around the assumption they can and will be healing ;-).
I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
* Savage Gladiator's Libram of Fortitude: Your Crusader Strike ability also grants you 94 attack power for 6 sec.
* Hateful Gladiator's Libram of Fortitude: Your Crusader Strike ability also grants you 106 attack power for 6 sec.
* Deadly Gladiator's Libram of Fortitude: Your Crusader Strike ability also grants you 120 attack power for 6 sec.
* LK Arena 4 Gladiator's Libram of Fortitude: Your Crusader Strike ability also grants you 136 attack power for 6 sec.
* LK Arena 5 Gladiator's Libram of Fortitude: Your Crusader Strike ability also grants you 154 attack power for 6 sec.
* LK Arena 6 Gladiator's Libram of Fortitude: Your Crusader Strike ability also grants you 174 attack power for 6 sec.
* Savage Gladiator's Libram of Justice: Increases spell power of Flash of Light by 204.
* Hateful Gladiator's Libram of Justice: Increases spell power of Flash of Light by 236.
* Deadly Gladiator's Libram of Justice: Increases spell power of Flash of Light by 267.
* LK Arena 4 Gladiator's Libram of Justice: Increases spell power of Flash of Light by 302.
* LK Arena 5 Gladiator's Libram of Justice: Increases spell power of Flash of Light by 351.
* LK Arena 6 Gladiator's Libram of Justice: Increases spell power of Flash of Light by 381.
* Libram of Renewal: Reduces the mana cost of Holy Light by 113.
* Libram of Tolerance: Increases spell power of Holy Light by 141.
* Libram of Obstruction: Your Judgement ability also increases your shield block value by 186 for 5 sec.
* Libram of Resurgence: Increases the spell power of your Consecration spell by 141.
* Libram of Souls Redeemed: Increases spell power of Flash of Light by 89.
* Libram of Reciprocation: Your Judgement of Command spell has a chance to grant 173 haste rating for 10 sec.
* Libram of Radiance: Increases the damage dealt by Crusader Strike by 115.5.
I sincerely wish the JoC one is switched to JoB. Otherwise it looks like ret will be stuck PvPing for their libram.
For the purpose of theorycrafting, I don't think I've ever paid attention to the damage range. Since we're looking at average DPS, TPS, etc, I don't think "having a damage range" is an important part of normalization's definition.
If we want to be more specific, all current weapon strikes had AP normalization, which reduced the effect of weapon speed on ability scaling. HotR seems to be the first ability to use weapon DPS normalization, which completely eliminates the effect of weapon speed on ability scaling.
Re-reading your post, that's pretty much what you said, though I got confused when you used "damage range" instead of "average weapon damage".
EDIT: On a completely different note, is anyone able to make Glyph of Seal of Command on PVE PTR? I'd like to test what the glyph does exactly, but 325 Inscription is a nontrivial amount of work.
I said something above, but only added it as an edit, so it may have been missed.
The old version of the spell - WeaponDamage * 1.2 - can be rewritten as WeaponDPS * WeaponSpd * 1.2.
The new version is essentially using a 'normalized' weapon speed of 2.5 - WeaponDPS * 2.5 * 1.2 = WeaponDPS * 3, which is the new version we're seeing. So it's a buff to weapons faster than 2.5s.
Assuming they previously used paper-doll Weapon Damage for HotR, I'm guessing they will use paper-doll WeaponDPS now, which includes AP. Of course, this is speculation, but it makes sense!
* Libram of Reciprocation: Your Judgement of Command spell has a chance to grant 173 haste rating for 10 sec.
Beautiful.
CS librams look pretty solid, assuming CS on cooldown, our relic slot ends up being a flat 174AP bonus.The FoL librams are essentially a flat increase to the spell (assuming 100% SP Coefficient) modified by Healing Power. The Block Value one increases ShoR damage by ~580 before modifiers.
The haste one is about 5.28% increased attack speed, which is a lot. If we assume it has the same proc-rate as Libram of Divine Judgement, that makes it roughly a flat 76.12 Haste rating item, or a flat 2.32% Haste increase.
Who says Librams are inferior to ranged weapon slots?
Last edited by DarKNecross : 09/18/08 at 3:36 AM.
Reason: Slower=Smaller=Faster ><
I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
So I finally got to copy my paladin over to the 3.0 PTR and I wanted to share my thoughts on the various specs I tested.
Due to long queues and heavy lag, I didn't get to test a lot. However, I wanted to test the two specs I play (prot and ret) so I spent one session testing each.
The first spec I tested was ret. I have to say that I was completely blown away with the new ret. It's fun. It's interactive. It has options. It has survivability. I found myself using spells I would normally almost never use as ret. Just amazing.
Day 2, I specced over to prot and grabbed my tanking gear along with some other items from the bank. I'm more interested in how prot will turn out for the expansion and wanted to savour the best for last. However, what I found was something that felt very incomplete, very muddled and not at all enjoyable. I honestly felt that, all in all I was doing less damage than on live. I had the same vulnerabilities to certain mobs (especially silencing mobs and casters).
I tried prot in ret gear, and it made little difference. Seems like a full set of spell damage gear might still be the optimal gear for grinding in this spec. It didn't seem to matter too much whether I used King's Defender or my S2 mace as a tanking weapon; HotR was hitting for very little. I had constant mana issues unless I kept SoW up all the time while soloing. I had less health than on live. The problems just seem too numerous to list - the experience left a bad taste in my mouth, and after my third death, I decided to call it quits for that session.
I can already tell that prot paladins will be in the same situation they are in on live come 3.0 if prot stays as it is. We will still be good only for instances, whereas prot warriors have been given better damage and even PvP capabilities. I'm sure ShoR will make some difference, but honestly, if one abilitiy is going to change the whole spec, there's something fundamentally wrong with it to start with.
I'll continue to monitor changes, if any, to the class as the PTR evolves and beta goes forward. However, it's going to take some effort from the devs to bring this class up to a state where it will be fun to play (in prot spec), and I'm skeptical they'll make those kind of changes this late in the development phase. Shame, considering how well they managed to improve retribution.
I was using BoSanc, I didn't even spec for Kings. I judged wisdom always. I started with SoV, but after my mana issues, I switched to SoW. I'm in badge gear/T4, with spell damage shoulders, since there simply aren't any tanking shoulders at my level of play (heroics, the occasional PuG kara).
Maybe I was underwhelmed by the damage after trying ret, but if prot warriors are mean't to be outputting some 10-15% lower dps than arms/fury, I don't think it's unreasonable to have prot paladins do the same.
for the record, I died 3 times while soloing strat. The spiders that root+silence now run away. Also they pretty much spam the roots on you, allowing you to do nothing. I couldn't curst them down in the timeframe of HoJ, nor with DS up.
I don't think it's unreasonable to have prot paladins do the same.
Shield of Righteousness is a big part of our DPS in Wrath, so at 70 prot will probably feel like it is missing something. Still, in my experience the addition of Hammer of the Righteous and the AP scaling let me do a lot more damage even at 70. Especially solo.
Considering it was already changed to affect all magic types except Holy recently, and this is a change in this build, that means that yes it affects Holy. Ebon Plague, the Unholy Death Knight CoE equivalent was already increasing Holy damage as well, so this is probably just a change to make CoE equal. I'd guess the comparable Balance Druid talent was changed as well, and if it wasn't, to be changed soon.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
Seems that now the group versions of Fort, Int and MotW are going to buff the whole raid. I wonder if it's time to remove the reagent cost and lower the mana cost on our Greater Blessings?
The hardships of farming as a healing class aren't unique to the Paladin, the other classes face the same thing. Regardless of the other classes having abilities that scale fully with Spellpower, they don't have the talents the prime spec has, which is where the majority of the difference is made.
Again, I'd like to mirror the Holy paladin to other classes. Solo damage isn't the reason Healing specs don't find much use outside of groups, rather, the fact they're specialized to heal in general means they're built to support others. This implies they're playing the toon to use in groups and raids. How can you justify a character that's built around groups being upset when they're lacking outside of them? Nobody chooses to spec Holy and collect Healing gear because they want a fun solo experience, and if they do, then they made a mistake somewhere.
As for the scaling of abilities with Spellpower being balanced on TBtL and Sheath, I'm going to assume the developers were looking to make all three specs have similar Spellpower values, but Holy paladins are the only ones who won't rely on a gimmick to get it. Is their damage going to be lower? Yes, because they don't have the same damage modifiers or Attack Power, but again, that's attributed to them using healing gear with a healing spec, not an inherent flaw with the class. Unlike Protection or Retribution, Holy Paladins tend to need their damage balanced around the assumption they can and will be healing ;-).
I am not sure whether you are trolling or being sarcastic, but I don't think what you have said fits any of the post-BC changes at all, or is a sentiment shared by many others.
Many talents in the healing trees have been reworked to affect all spells or at least a whole spell school. The 33% of healing power to spell power change made it extremely obvious that healers were no longer expected to respec or change gear when doing daily quests, of which 2.4 brought us a plethora. Even those were mainly designed not around killing 30 Flayers in some overfarmed cave, but around moving about and collecting/doing something. In addition to this all mobs on the Isle of Quel'Danas have exceptionally low HP.
It should also be fairly obvious that all classes except for the Paladin are in possession of spammable baseline offensive abilities. Every other class starts with one such ability at level 1 and gains additional abilities as the levels go by. Paladins start with (now a instead of the) Judgement spell and SoR. HoW is added sometime later.
Until their 40th level both Holy and Protection paladins never gain anything else, and even this only if they spent all talent points in one tree. Both Protection and Retribution then continue to receive a new talented ability in their trees at the 41 and 51 talent point mark.
Holy is still casting JoR all the way from level 1 and HS from level 40 to level 80. HS was buffed, JoR was decreased in power, a new baseline ability was given to us at level 75. And JoTP now affecting melee haste is, once again, an obvious try to buff Holy DPS a fair bit, and again a sign that the developers are aware of the problem.