Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Paladins
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Closed Thread
 
LinkBack (951) Thread Tools
Old 09/27/08, 12:23 PM   #4251
GSH
King Hippo
 
Human Paladin
 
Lethon
Originally Posted by Andrast View Post
My main concern was that people were arguing that the swing timer shouldn't be reset because it doesn't get reset for shaman. I consider this to be a fundamentally flawed and weak argument for all the reasons I've posted. Furthermore no-one has really advanced compelling arguments as to why it should be changed. AoW is fun now, it would be fun if it didn't reset the timer. I happen to prefer that it has the downside it currently has but I accept, and understand, that other people disagree.
On a general level, it's a bug that should be fixed overall. Instant spells have certain characteristics. They can be cast on the run, and they do not reset the swing time. It's intuitive that a spell that becomes instant should behave like an instant cast spell. It makes the game simpler, more predictable, and easier to understand, especially for people who don't run mods like Quartz.

If it is necessary that AoW reset the swing time, a better solution is for AoW to reduce the FoL cast time to 0.1 or 0.2 seconds. Then it would obvious to all that it was still non-instant spell, and obeyed the rules for non-instant spells.
 
User is offline.
Old 09/27/08, 12:28 PM   #4252
Malleus
Don Flamenco
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Palados View Post
I don't mind a HoT of course, but getting underpowered renew as 51pointer? No thanks.
Sorry, I didn't mean to imply that it should be the 51-point talent. If 45-yard Auras are moved to baseline then "Holy Renewal" would make a decent 11-point talent. Putting it any higher in the tree, I think I'd want it to be the "Consecration heals friendlies" talent that gets mooted by hacked off Healadins every seventeen minutes or so.
 
User is offline.
Old 09/27/08, 12:41 PM   #4253
Andrast
DFTBA!
 
Andrast's Avatar
 
Draenei Shaman
 
Thaurissan
Originally Posted by flyingtoastr View Post
Why does everything need a downside? For things like glyphs I can understand, but naturally aren't talents supposed to be pretty much flat increases to utility and whatever your job is? You complain that we can't compare it to MW. Fine. Then your argument falls apart as well, given that you're comparing AoW's "downside" to MW's "downside".

AoW instants fill our role as melee healy battery perfectly. It fits with the flavor of the class (smashing things with hammers while watching out for your buddies), fits our new job perfectly (doing damage and healing) and gives us something to do during the long cooldown periods where we usually just make a sammich or two. Its fun, interactive, and really doesn't change very much in the grand scheme of things. It's also a change of maybe one or two lines of code, it really shouldn't take too much of a dev's free time to fix. There's your argument.
Certainly not everything needs a downside, and I completely agree that AoW is a really fun talent that fits in well with our class. I really enjoy throwing out a heal on a neglected caster in a 5 man without having to complete cease all semblance of my main role. I am concerned about an imbalance particularly in PvP where Ret pallies can get say an extra 2k health every 15 seconds or so but I'm not certain if it is an issue despite knowing that other classes will certainly cry about it. It is a fairly decent argument to say that such a deep ret talent shouldn't have such a penalty hidden within it. At very least if the swing timer reset is intentional then it should be explicit that there is some dps loss from using it.

To be totally honest I'm not sure where you're finding long periods periods of time but maybe that's because I really get into things when I'm playing. The "rotations" (I use that word knowing that its not correct) I've been drawing up tend to suggest we get a free GCD around once every 10 seconds if we're going full-tilt.

Finally, I'm fairly sure I've been consistent in saying that AoW and MW are different talents serving different purposes and that because of this you can't make direct comparisons in the way many people have been making. If you say that MW and AoW are alike because they both allow instant heals to be cast, which you did, then I agree that they are similar in this way. But my point in that case was that they are similar in that both classes must sacrifice dps to cast those instant heals and that seems fair.

Last edited by Andrast : 09/27/08 at 12:50 PM.
 
User is offline.
Old 09/27/08, 12:45 PM   #4254
 Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Andrast View Post
No that is merely one of my arguments. Your argument for changing AoW to not reset the swing meter is "because I want it like that". You've provided no reason as to why we should be able to concurrently heal and dps.

I consider AoW to be fun in its current form. I like the drawback because it means I need to choose between keeping myself or a friend alive or continuing my damaging abilities at maximum dps. I like that drawback and think it needs to stay. Hence my "you don't need to cast the heal" argument.

I think it is extremely unbalanced to be able to dps at full tilt and heal at the same time and I think you'll find alot of other people would agree with me. Perhaps not in PVE but if AoW doesn't reset the swing timer then in PvP players will simply hit a self-heal button every time they see the AoW proc appear. We'll be the only class that gets a healthstone every 10 or so seconds. So I guess, to answer your question, no I don't consider "it's fun" to be a good enough reason. Perhaps if you'd said "It's fun but also confusing to have a talent which actively reduces our dps in a subtle and confusing way to be so deep in our dps tree" then I'd concede you have a valid point.
Okay, well previously you were saying that "in the scheme of things it probably isn't a big deal" which I took to mean that you didn't think it was a big balance issue; now you're saying it's extremely unbalanced. It looks like I jumped to a conclusion on that. I disagree about the balance, but that's a matter of opinion, so fair enough.

As for the rest, how are you doing anything other than arguing semantics here? You disagree that the talent would be more fun without the reset, but you apparently agree that it's confusing with the reset. "It's less fun this way" is a bad argument, but "it's fun but more confusing this way" is fine? Because you think the confusion doesn't lessen the fun? Or because you think fun shouldn't be a consideration but confusion should be?

It sounds like the same thing to me, so if it brings us to a resolution then fine, I'll say it your way: It's confusing this way.

For the record I started this because I disliked people comparing the Art of War instant-FoL to shaman Maelstrom Weapon. They are fundamentally different concepts and should be treated differently. If we get instant-FoL that doesn't reset our swing timer it should be because of good reasons that don't sound like "Enhance shammies can do it.. so why can't I".
I agree with that. But that's also exactly the problem with your argument that "no other class can do X while also doing Y without Z, so we shouldn't be able to either." It's consistency for the sake of consistency. That's not always a bad thing, but if it's standing in the way of a good idea it is.

My comrades are my weapons, and I am their shield.
 
User is offline.
Old 09/27/08, 12:59 PM   #4255
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by GSH View Post
If it is necessary that AoW reset the swing time, a better solution is for AoW to reduce the FoL cast time to 0.1 or 0.2 seconds. Then it would obvious to all that it was still non-instant spell, and obeyed the rules for non-instant spells.
I'd rather not. Nerfing the spell for the sake of consistency doesn't help anyone.
 
User is offline.
Old 09/27/08, 1:05 PM   #4256
flyingtoastr
Appliance of the Skies
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Andrast View Post
Finally, I'm fairly sure I've been consistent in saying that AoW and MW are different talents serving different purposes and that because of this you can't make direct comparisons in the way many people have been making. If you say that MW and AoW are alike because they both allow instant heals to be cast, which you did, then I agree that they are similar in this way. But my point in that case was that they are similar in that both classes must sacrifice dps to cast those instant heals and that seems fair.
Well I'll ignore your previous comments of:

Please answer the following question: Why should paladins be able to cast targeted heals while continuing a virtually full DPS rotation with no downside? Shaman are unable to do the same, priests are unable to do the same, druids are unable to do the same. Why are we special?
or

If Shaman don't use a MW stack to either cast Lightning Bolt, Chain Lightning or Lava Burst they lose damage. Or to put it in reverse in case you didn't get it the other times I've said it: If a Shaman casts a heal using a MW stack they are penalised because they lose the opportunity to cast a damaging spell and they may find themselves in mana problems.
If Paladins don't use an AoW proc what exactly do we lose? Nothing.
Which both clearly show you comparing AoW requiring a downside to MW heals giving a downside and that you are in fact comparing them... But like I said, I'll be nice and won't rip your argument apart because you can't choose a single position.

Regardless!

You're comparing two completely different things. The purpose of MW is to increase DPS. The talent is there to make you cast the spells in your book that you so ignored for the last 4 years, again following the example that talent trees should enhance your baseline skills, not create completely new playstyles that feel like a different class.

Art of War on the other hand has nothing to do with DPS. AoW is all about UTILITY. It's about giving paladins a little something something to bring to a raid (health battery). Why are we penalized for filling a utility role?

Divine Favor still costs mana.
 
User is offline.
Old 09/27/08, 1:11 PM   #4257
GSH
King Hippo
 
Human Paladin
 
Lethon
Originally Posted by Fiola View Post
I'd rather not. Nerfing the spell for the sake of consistency doesn't help anyone.
Well, I disagree with this. I think it's more important for spells to be predictable and understandable than to be powerful. Power can always be compensated for with additional effects.

If everyone thinks a talent does X upon reading it, but it actually does Y, that's a worse thing for the game than for X to be slightly underpowered. Haven't you seen a new player get all excited about Vindication, and then you have to tell them that no, it's actually fairly useless because it doesn't work on anything hard.

To give another example, in Warhammer there are currently spells with cast times which can be cast on the run, and spells with cast times which cannot. It's crazy, and I can't find a pattern, so I have to remember that fact for every spell. There's lots of complaints on WAR forums stemming from the fact that people don't realize that spell X is much more useful than it seems because it can be cast on the run.
 
User is offline.
Old 09/27/08, 1:20 PM   #4258
Redcape
Don Flamenco
 
Redcape's Avatar
 
Dwarf Paladin
 
Vek'nilash
Originally Posted by Prinsesa View Post
After over 10 minutes of testing various Seals on the level 70 target dummies in Orgrimmar, I've come to the conclusion that:

* Seal of Blood and Seal of Vengeance proc on auto-attacks, Crusader Strikes, Divine Storms, and Judgements.
* Seal of Command and Seal of Righteousness only proc on the first three attacks.
Just stand in melee range of something but face away from it. You will get SoC procs on Judgement at the normal proc rate. SoR however does not proc on Judgement under any circumstances.
 
User is offline.
Old 09/27/08, 1:31 PM   #4259
Demonseedx
Von Kaiser
 
Blood Elf Paladin
 
Gorgonnash
On the current AoW issue, I'm not really sure you understand the implications here in terms of raid value your placing upon the Ret Paladin. He will be able to full dps and heal, thats not good for anyone. The stated intent of Blizzard is to have all the dps classes doing around the same dps as one another. With AoW not causing a falling off of dps you will have Ret paladins doing as much damage as any other class but also able to heal pretty effectively with the three heals available to them. Individually that may not be substantial but what if a raid stacks Ret paladins? You might be able to drop 3 spots and a healer for 4 Ret paladins doing both their jobs. The second Ret starts taking other peoples raid spots its nerf city for the spec and I don't think anyone wants that. Right now Ret is a very strong class that offers a ton of utility to a raid and probably the most desired of the Paladin specs, don't ruin that by crossing over to OP territory



TL;DR version - The potentially legitimate QQ from everyone else would nerf the spec if you AoW doesn't rest swing timer.
 
User is offline.
Old 09/27/08, 1:39 PM   #4260
flyingtoastr
Appliance of the Skies
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Demonseedx View Post
On the current AoW issue, I'm not really sure you understand the implications here in terms of raid value your placing upon the Ret Paladin. He will be able to full dps and heal, thats not good for anyone. The stated intent of Blizzard is to have all the dps classes doing around the same dps as one another. With AoW not causing a falling off of dps you will have Ret paladins doing as much damage as any other class but also able to heal pretty effectively with the three heals available to them. Individually that may not be substantial but what if a raid stacks Ret paladins? You might be able to drop 3 spots and a healer for 4 Ret paladins doing both their jobs. The second Ret starts taking other peoples raid spots its nerf city for the spec and I don't think anyone wants that. Right now Ret is a very strong class that offers a ton of utility to a raid and probably the most desired of the Paladin specs, don't ruin that by crossing over to OP territory


TL;DR version - The potentially legitimate QQ from everyone else would nerf the spec if you AoW doesn't rest swing timer.
Ret paladins have 2 heals and only one is affected by AoW. Given a normal crit rate and that it only allows Flash of Light you're looking at a single 1.8k-ish heal every 15 seconds. A priest doing VE is a ton more healing than that for 5 people passively, and his healing throughput increases as his gear increases.

So no, you're pretty much wrong about everything.

Divine Favor still costs mana.
 
User is offline.
Old 09/27/08, 2:19 PM   #4261
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by GSH View Post
Well, I disagree with this. I think it's more important for spells to be predictable and understandable than to be powerful. Power can always be compensated for with additional effects.

If everyone thinks a talent does X upon reading it, but it actually does Y, that's a worse thing for the game than for X to be slightly underpowered. Haven't you seen a new player get all excited about Vindication, and then you have to tell them that no, it's actually fairly useless because it doesn't work on anything hard.

To give another example, in Warhammer there are currently spells with cast times which can be cast on the run, and spells with cast times which cannot. It's crazy, and I can't find a pattern, so I have to remember that fact for every spell. There's lots of complaints on WAR forums stemming from the fact that people don't realize that spell X is much more useful than it seems because it can be cast on the run.
For a new player who doesn't know about swing timers, he probably doesn't even know about the swing timer reset caused by normal casting. The transparency added by nerfing AoW would be non-existent, unless all tooltips are updated to note, "this spell resets/does not reset your swing timer".

For players who do understand swing timer resets, one does not spec AoW because, "I get instant FoLs that don't reset the swing timer!" We spec AoW because "I get instant FoLs!" - and we see the usefulness of being able to deliver healing instantly, on the move.


Adding a 0.1 cast time to the AoW FoL would greatly reduce the "awsome fun" part of the talent - Instant healing, usable on the move - in return for extremely dubious benefits in transparency.
 
User is offline.
Old 09/27/08, 2:37 PM   #4262
Anedris
Great Tiger
 
Troll Priest
 
Steamwheedle Cartel
One of the reasons I plan to level a ret paladin in Wrath is because I don't want to be a pure DPS class. It's fun to be able to contribute to healing. It's less fun when I suffer a significant DPS hit to do so, since it encourages me to simply play like a rogue in plate. (And rogues do more damage so I could just level my rogue if that was what I wanted to do.)

I like the self-healing aspect of divine storm but AoW, being controllable, is even more interesting. I don't have the latency to watch a swing timer with any accuracy and frankly I would rather watch the fight than stare at a swing timer anyways, so I don't see any value in having it reset the swing timer. (Anything relating to swing timers is also confusing, of course.)

I hardly think that a ret paladin throwing one FoL every 10ish seconds is overpowered. It's not like we're near the top of the DPS charts and giving us any more utility is going to make us brokenly desirable and every raid will be stacking 2-3 of us. It doesn't even matter that shadowpriests provide far more healing than this ever would - ret is a unique class/spec and its raid contribution should be balanced to equal those of other class/specs. I do not think instant FoLs that do not interfere with DPS, given that our DPS is middle to low-ish, is out of line.

(And I don't care about PvP and resent whenever it interferes with PvE.)

Basically, it's a fun mechanic and having it tied up in swing timers reduces the fun. I am not seeing any downside (unless it would break PvP balance, but as I said I don't PvP, don't follow PvP, and would rather not have PvP messing up PvE).
 
User is offline.
Old 09/27/08, 2:56 PM   #4263
Demonseedx
Von Kaiser
 
Blood Elf Paladin
 
Gorgonnash
Originally Posted by flyingtoastr View Post
Ret paladins have 2 heals and only one is affected by AoW. Given a normal crit rate and that it only allows Flash of Light you're looking at a single 1.8k-ish heal every 15 seconds. A priest doing VE is a ton more healing than that for 5 people passively, and his healing throughput increases as his gear increases.

So no, you're pretty much wrong about everything.
My argument was inherently flawed because I exaggerated but the basic root is the same and really hasn't been answered. JoL, DS, FoL are all healing aren't they? How much healing does a Rogue, Warrior, or DK bring while supposedly adding the same dps? What buff/debuffs do they bring that makes them significantly better then just bringing two Ret Paladins?
 
User is offline.
Old 09/27/08, 3:15 PM   #4264
flyingtoastr
Appliance of the Skies
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Demonseedx View Post
My argument was inherently flawed because I exaggerated but the basic root is the same and really hasn't been answered. JoL, DS, FoL are all healing aren't they? How much healing does a Rogue, Warrior, or DK bring while supposedly adding the same dps? What buff/debuffs do they bring that makes them significantly better then just bringing two Ret Paladins?
A fury warrior heals himself for 3% of his total health every 10 seconds (Bloodthirst). A Death Knight in Blood Presence (which I believe is still the PvE DPS presence of choice) heals himself for 2% of all the damage he does. In addition if a DK is specced Blood he will have more passive healing for himself (Bloodworms) as well as an aura that makes all his party members regenerate health equal to 2% of the damage they cause (Blood Aura).

Rogues and Enhancement Shamans do not have passive healing abilities, but they make up for it with other utilities. Bloodlust. Totems. Misdirection (Tricks of the Trade). Cloak of Shadows. A threat dump (Vanish). So while we may have some nice little off-healing capabilities those other classes are far from worthless.

Divine Favor still costs mana.
 
User is offline.
Old 09/27/08, 3:33 PM   #4265
Hidden
Don Flamenco
 
Gnome Mage
 
Nazjatar (EU)
Originally Posted by flyingtoastr View Post
A fury warrior heals himself for 3% of his total health every 10 seconds (Bloodthirst). A Death Knight in Blood Presence (which I believe is still the PvE DPS presence of choice) heals himself for 2% of all the damage he does. In addition if a DK is specced Blood he will have more passive healing for himself (Bloodworms) as well as an aura that makes all his party members regenerate health equal to 2% of the damage they cause (Blood Aura).

Rogues and Enhancement Shamans do not have passive healing abilities, but they make up for it with other utilities. Bloodlust. Totems. Misdirection (Tricks of the Trade). Cloak of Shadows. A threat dump (Vanish). So while we may have some nice little off-healing capabilities those other classes are far from worthless.
Bloodthirst cooldown is 6 seconds only, not 10.
Otherwise correct, Rogues don't heal, they avoid the damage in the first place.
 
User is offline.
Old 09/27/08, 3:40 PM   #4266
Qalor
Von Kaiser
 
Blood Elf Paladin
 
Whisperwind
The 2 major points to me are:
Instacasts don't interrupt your swing timer. You learn early on in the game that you can move, hit, hop around, whatever you want and do instas. The fact that an insta violates part of this arbitrarily, without notifying the player of this, is just a major inconsistency.

Mana. This subject hasn't been brought up as much, but it's been mentioned that current JotW mechanics allow for a full dps cycle with maybe a smidgen extra mana left over. That smidgen is not enough to support constant FoL while still going fill tilt, is it? If not, then there's no real point to this whole argument, because using FoL every time you can WILL result in a loss of dps.
 
User is offline.
Old 09/27/08, 3:51 PM   #4267
Blutelf
Piston Honda
 
Blood Elf Paladin
 
Azshara (EU)
Mana is not a concern. BoW, Mana Spring totem, Replenishment, Spiritual Attunement, and of course Divine Plea will make sure that you can spam FoL to your heart's content in PVE. The calculations I saw in this thread just took JoTW into account.

Besides, what does the mana loss you mention have to do with DPS loss? It only changes the total amount of damage you can deal before losing all mana. Your DPS will decrease because your swing timer is reset.

Reading the last few pages it's been mostly bickering. Why don't you start recount, go hit a dummy for 10 minutes, and show how much the swing reset hurts DPS, or how much mana using AoW FoL on every proc costs. Hard data is something we might all be interested in, speculations and personal wishes probably not so much.

Last edited by Blutelf : 09/27/08 at 4:04 PM.
 
User is offline.
Old 09/27/08, 3:52 PM   #4268
Xaoc
Piston Honda
 
Orc Rogue
 
Eitrigg
Spells made instant through the use of talents, however, do reset yout swing timer. They also do not get any reduction in mana from Benediction because they are 'instant.'
 
User is offline.
Old 09/27/08, 3:59 PM   #4269
flyingtoastr
Appliance of the Skies
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Xaoc View Post
Spells made instant through the use of talents, however, do reset yout swing timer. They also do not get any reduction in mana from Benediction because they are 'instant.'
No, SOME spells made instant through talents do not reset your swing timer. The big one here is of course Maelstrom Weapon.

Divine Favor still costs mana.
 
User is offline.
Old 09/27/08, 4:02 PM   #4270
Arthaal
Don Flamenco
 
Arthaal's Avatar
 
Blood Elf Paladin
 
Deathwing
Originally Posted by flyingtoastr View Post
A fury warrior heals himself for 3% of his total health every 10 seconds (Bloodthirst). A Death Knight in Blood Presence (which I believe is still the PvE DPS presence of choice) heals himself for 2% of all the damage he does. In addition if a DK is specced Blood he will have more passive healing for himself (Bloodworms) as well as an aura that makes all his party members regenerate health equal to 2% of the damage they cause (Blood Aura).
Why is ret aura so terrible for us then? I have an aura that, untalented, doesn't help me in any way and has a paltry 30 yard range? On top of that, I take knockback damage in order to maximize my DPS (which, with 4.5k crit judgements during AW turn out to be a killer) while they heal themselves In PvP, DKs have more lives than a cat... deathstrike crits brings them back up from the dead an annoyingly large majority of times.
 
User is offline.
Old 09/27/08, 4:02 PM   #4271
Hidden
Don Flamenco
 
Gnome Mage
 
Nazjatar (EU)
Originally Posted by flyingtoastr View Post
No, SOME spells made instant through talents do not reset your swing timer. The big one here is of course Maelstrom Weapon.
It's not *some*, it's all that are used by melee classes, Fury Warriors instant Slam and Shamans instant whatever. Blizzard just doesn't care about changing it for Holy/Restoration/Restoration because it doesn't matter, it'd be extra work with no use.
 
User is offline.
Old 09/27/08, 4:07 PM   #4272
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by flyingtoastr View Post
No, SOME spells made instant through talents do not reset your swing timer. The big one here is of course Maelstrom Weapon.
Which is not in the game yet. Everything we've seen up to now behaves like AoW does. (Non-instacast spell made instant will reset swing timer)


Does NS still reset swing timers on PTR/Beta? Then it seems we should be asking whether instant cast mechanics in general need to be standardized. (vs. making AoW act like Maelstrom Weapon) Also note that there are plenty of baseline instants that do reset the swing timer on Live - Priest instants, mage instants, druid instants . . .


There's plenty of inconsistency to go around.
 
User is offline.
Old 09/27/08, 4:41 PM   #4273
Hidden
Don Flamenco
 
Gnome Mage
 
Nazjatar (EU)
Originally Posted by Fiola View Post
Which is not in the game yet. Everything we've seen up to now behaves like AoW does. (Non-instacast spell made instant will reset swing timer)


Does NS still reset swing timers on PTR/Beta? Then it seems we should be asking whether instant cast mechanics in general need to be standardized. (vs. making AoW act like Maelstrom Weapon) Also note that there are plenty of baseline instants that do reset the swing timer on Live - Priest instants, mage instants, druid instants . . .


There's plenty of inconsistency to go around.
There are zero inconsistencies.
Live: All base spells with a cast time reset the swing timer, all without a cast time don't. Restoration Shamans and Restoration Druids can use NS to cast an instant heal that still resets the swing timer.
Beta: All base spells with a cast time reset the swing timer, all without a cast time don't. Slam was changed to delay the cast timer so you can always use it when you want and don't need to wait for the next swing. Enhancement Shamans and Fury Warriors have gotten talents that give them procs to make cast time abilities instant. Because the swing interrupt is coded into the spell and not checked every time the spell is used, they both interrupted the swing timer in their first implementation and were then fixed to make the spells truely instant, not resetting the swing timer. It's just logical that when Blizzard removes the "wait for next swing/shot to use an ability just after it"-abilities from Warriors and Hunters and makes all instant abilities used by other melee classes not interrupt the swing timer that they also make AoW proc real instants that don't reset the swing timer.
 
User is offline.
Old 09/27/08, 4:53 PM   #4274
flyingtoastr
Appliance of the Skies
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Well, actually Moonfire does reset the swing timer in live despite it's instant status, but we can chalk that up to very odd programmer choices.

Divine Favor still costs mana.
 
User is offline.
Old 09/27/08, 4:55 PM   #4275
Siawn
Von Kaiser
 
Blood Elf Death Knight
 
Bloodscalp
Originally Posted by GSH View Post
On a general level, it's a bug that should be fixed overall. Instant spells have certain characteristics. They can be cast on the run, and they do not reset the swing time. It's intuitive that a spell that becomes instant should behave like an instant cast spell. It makes the game simpler, more predictable, and easier to understand, especially for people who don't run mods like Quartz.

If it is necessary that AoW reset the swing time, a better solution is for AoW to reduce the FoL cast time to 0.1 or 0.2 seconds. Then it would obvious to all that it was still non-instant spell, and obeyed the rules for non-instant spells.
Please tell me you're not advocating that an ability be horribly nerfed because, "New people might be confused." Anyone who cares that it resets their swing timer will know about it, and act accordingly. Those who don't obviously aren't playing on a level where it would matter. Obviously I, and every other Paladin, would prefer that the ability be changed to stop resetting the swing timer, but in lieu of that, giving it a cast time, albeit a short one, is a terrible idea.
 
User is offline.
Closed Thread

Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Paladins

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
WotLK Talents & Abilities Discussion Neruse Hunters 5086 11/14/08 9:39 PM
WotLK Discussion - Talents and abilities. Lamaros Death Knights 4142 11/14/08 12:09 PM