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Old 03/06/09, 8:14 PM   #1951
Varuk
Piston Honda
 
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Draenei Paladin
 
Medivh
Originally Posted by Musclebound View Post
I'm curious to know then what they have in mind for Aura Mastery, with the hope that they don't just bump its range benefit.
Perhaps an actual boost to Auras? Thinking something like Shapeshift mastery in Restoration for Druids. Something like...

- If you are in Devotion Aura you have 2% more armor.
- If you are in Retribtion Aura you have 2% more AP.
- If you are in Concentration Aura you have 2% more mana.

Something any spec would go for if they can spare the points.

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Old 03/06/09, 8:55 PM   #1952
Appleheart
Glass Joe
 
Blood Elf Paladin
 
Mazrigos (EU)
Originally Posted by frmorrison View Post
I remember Fury Warriors having a talent that reduced dodge by 2% (it might have been removed, but it was there in BC) and DKs have many expertise talents. So adding a talent for expertise in deep Ret would be nice.

There aren't many expertise items for our use, the Helm, Belt, and Ring is it (that are BiS), which is under the cap. Assuming an expertise talent was added, you just would not use those expertise items anymore if you were over the cap (6.5%).
A bit late reply to this, but if they want us to get a reason to spec into other trees as well why not just move Combat Expertise down to the lower tiers in Prot? That would be a great talent that I am sure most Ret Paladins would gladly pick up, and that way we wouldn't have to introduce a new talent for it.

I'd rather see new talents do something a bit more interesting then just adding a flat expertise or such at least, but then most the expertise talents for other classes are baked in as secondary effects to different talents.

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Old 03/06/09, 9:01 PM   #1953
Lightbender
Von Kaiser
 
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Human Paladin
 
Ravenholdt
Perhaps an actual boost to Auras? Thinking something like Shapeshift mastery in Restoration for Druids. Something like...

- If you are in Devotion Aura you have 2% more armor.
- If you are in Retribtion Aura you have 2% more AP.
- If you are in Concentration Aura you have 2% more mana.

Something any spec would go for if they can spare the points.
This seems unlikely given the direction they've taken with our ret aura talents, making them apply to every aura. This would have every retribution paladin use ret aura regardless of what else you have in the raid, when it's clear they want every paladin to use a different aura as much as possible.

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Old 03/06/09, 9:11 PM   #1954
aylen86
Piston Honda
 
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Human Paladin
 
<KaO>
Malygos (EU)
Something more from the blues:

Paladins

* Auras will now persist through death and affect a 40 yard radius.
* Blessing of Kings is now trainable at level 20. Removed from talent trees.
* Hand of Sacrifice: The damage transferred by this ability is now capped by the Paladin’s health.
* Forbearance reduced to 2 min duration.
* Sacred Shield: This effect cannot be cast on more than one friendly target at a time.

Talents
Holy
* Aura Mastery: Now makes anyone affected by Concentration Aura to be immune to Interrupt and Silence mechanics and increases the effectiveness of all other auras by 100%. Lasts 10 sec. 2 min cooldown.
* Blessed Hands: No longer reduces cooldowns of Hand spells. Instead, it improves the effectiveness of Hand of Salvation by 50/100% and Hand of Sacrifice by an additional 5/10%.
* Enlightened Judgements: No longer increases the range of Judgement of Justice. Moved to Tier 10.
* Improved Concentration Aura: The resistance to silence and interrupt granted by this talent now becomes active when any Aura is used, not just Concentration Aura.
* Infusion of Light: Now increases the critical chance of your next Holy Light by 10/20% instead of reducing cast time. Moved to Tier 10.
* Judgements of the Pure moved to Tier 9.
* Sacred Cleansing moved to Tier 8.

Protection
* Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.
* Divine Guardian re-designed: Now increases the effectiveness of Divine Sacrifice by an additional 5/10% and increases the duration of Sacred Shield by 50/100% and the amount absorbed by 10/20%.
* Divine Protection: Cooldown reduced to 3 min.
* New Talent: Divine Sacrifice: Causes all party/raid members affected by one of the paladin’s auras to transfer 30% of all damage taken to the paladin (maximum of 150% of the paladin’s max health). Lasts 10 sec. 2 min cooldown.
* New Talent: Divinity: Tier-1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
* Guarded by the Light: Now makes Divine Plea 50/100% less likely to be dispelled. (already undispellable?)
* Sacred Duty rank 1 now increases Stamina by 4%.

Retribution
* Benediction now affects Hand of Reckoning.
* Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
* Repentance no longer resets the Paladin's melee swing timer.
* Righteous Vengeance reduced to 3 ranks for 10/20/30%. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.
* Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
* Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.
Source: World of Warcraft - English (NA) Forums -> 3.1.0 Patch Notes - Updated 3/6/09

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Old 03/06/09, 9:27 PM   #1955
Musclebound
Von Kaiser
 
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Orc Warrior
 
Mal'Ganis
That looks pretty promising, to be honest. Not overly original, certainly not getting us into other trees (neither is Divine Sacrifice but its the least of my concerns), but it is a step in the right direction at least.

This seems unlikely given the direction they've taken with our ret aura talents, making them apply to every aura. This would have every retribution paladin use ret aura regardless of what else you have in the raid, when it's clear they want every paladin to use a different aura as much as possible.
I would say that the collapse of Improved Retribution aura into Sanctified Retribution suggests that they are still interested in having Ret paladins use ret aura. The idea behind the DPS increase being active under all auras is merely to keep paladins from crippling raid damage by using a resistance aura, however in a typical scenario its most effective to have ret aura on. One could also make the assumption that a mounted pally wouldn't have to waste a GCD trying to increase their damage from crusader to retribution aura.

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Old 03/06/09, 9:28 PM   #1956
flexbutt
Sergeant Grumbles
 
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Blood Elf Paladin
 
Mal'Ganis
The new Sanctity of Battle is about a 2-3% buff if you place Exorcism at 5% overall and Crusader Strike at 10% overall. The change itself won't make up for the Fanatacism nerf and the RV double nerf (less damage AND no longer double dips from multipliers, which was to be expected.) I'm unsure if it will be enough, but perhaps they wanted our dps to be slightly lower than it is on live.

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Old 03/06/09, 9:41 PM   #1957
Blutelf
Piston Honda
 
Blood Elf Paladin
 
Azshara (EU)
Aura Mastery works as expected - it doubles the resistance of the resistance auras. It is completely useless otherwise in PVE, but probably not bad for group PVP.

Divine Plea is back to being dispellable.

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Old 03/06/09, 9:52 PM   #1958
Alleyra
Piston Honda
 
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Blood Elf Death Knight
 
Dragonblight
*Haste Rating: Shamans, Paladins, Druids, and Death Knights now receive 30% more melee haste from Haste Rating.
Seems this little tidbit was overlooked. Found it right below the note about ArP giving more bang for it's buck.

Source

Ghostcrawler: If there is a spec we want to avoid over-buffing so that we don't have to nerf them, it's Ret.

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Old 03/06/09, 9:55 PM   #1959
Eskostar
Von Kaiser
 
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Human Paladin
 
Ravencrest (EU)
As of this latest ptr build, haste and arp buffs seem not to be included, but my expertise went up by 4 with no change in gear, will play around with talents and see what could be.

Ok, after unlearning all the talents the expertise remained 4 points higher, maybe, together with haste and arp formula, they changed expertise aswell, can any one else confirm this happened on their char

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Old 03/06/09, 10:00 PM   #1960
 Heavenly
Ice Queen
 
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Draenei Hunter
 
Icecrown
I can confirm it

I'm on PTR and noticed this from inspecting my gear and I have 7 more expertise on PTR than on live(with 213 rating):

Live:

PTR:



I've skimmed through talents and racials(I'm using an axe so it's not the weapon spec racial) so it looks like either an undocumented change to a ret talent or a change in expertise rating.

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GOD IS REAL AND HE IS TROLLING THE SHIT OUT OF US

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Old 03/06/09, 10:06 PM   #1961
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
* Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.
Am I the only one getting really sick of every talent being a flat percentage modifier?

Aura Mastery could be interesting. If it also applies to the damage/haste increases from SR/SwR it could be an amazing raiding talent. If not, still nothing worth speccing down another tree for.

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Old 03/06/09, 10:17 PM   #1962
Holtzhammer
Von Kaiser
 
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by flyingtoastr View Post
Am I the only one getting really sick of every talent being a flat percentage modifier?
No. I'm sure the majority of us love having them come in a patch later and castrate us for having flat % modifiers as a way of enticing some to lackluster talents in the first place. Half-baked ideas ftl.


Aura Mastery could be interesting. If it also applies to the damage/haste increases from SR/SwR it could be an amazing raiding talent. If not, still nothing worth speccing down another tree for.
It would provide an ok raiding talent/DPS increase depending on a few factors, but as of right now dropping 10 points in T1-2 Holy hurts dps...a lot.

For a patch where GC stated Holy was doing "too well" in Pvp, that new Holy tree rearrangement sure looks like a PvP buff.

"We've nerfed SoB/SoC because we un-nerfed Righteous Vengeance/2H spec because we nerfed Righteous Vengeance and 2H spec because we buffed Crusade because we nerfed Vengeance because we felt it was over-budgeted for 4 years and your burst was too high."

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Old 03/06/09, 10:28 PM   #1963
Arthaal
Don Flamenco
 
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Blood Elf Paladin
 
Deathwing
Loss of Blessed Hands protection (the 30% dispel resistance is now replaced with a 100% buff to HoSalv - OMG! - and a 10% buff to Sac -meh-) and infusion of light affecting HL is a big hit to PvP holy. They're also losing 3% crit they had access to via Sanctified Seals, the control they had with a ranged JoJustice application and, if the move of Infusion to tier10 means what i think it does, 37/0/34 won't be possible with infusion anymore, which is pretty huge. They also traded 20% curse/disease resistance for poisons tacked on to the talent at 30% resistance (I wasn't cleansing anything anymore, so that's probably a good change overall).

On the flipe side they gain on command 10s immunity to interrupts/silences every 2 minutes (awesome, though probably on the GCD - grrr!) and 5% more throughput on heals (though I doubt anyone will spec prot over ret even for this talent).

Percent modifiers R'US

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Old 03/06/09, 10:29 PM   #1964
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
Originally Posted by Holtzhammer View Post
It would provide an ok raiding talent/DPS increase depending on a few factors, but as of right now dropping 10 points in T1-2 Holy hurts dps...a lot.
We have 12 points completely free at the moment. It isn't wonderful and its a very very marginal increase, but it isn't crippling anything.

Worth mentioning that DP being both dispelable and MS is going to rape holy paladins against Priests.

Ninja edit:



232.5 DPS for 232's.

Last edited by flyingtoastr : 03/06/09 at 10:40 PM.

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Old 03/06/09, 10:57 PM   #1965
Fisker
Von Kaiser
 
Blood Elf Paladin
 
Ravencrest (EU)
The extra expertise rating is there without any talents or glyphs, and according to the character screen i have 8 expertise by rating alone, and additional 2 points which i have no idea where it's from.

Aura Mastery currently doesn't work with the talented effects, either they only want it to double the "base" aura, so it would be double damage from the retribution aura hits, double resistance, etc. or they just haven't gotten to it.

Fun bonus effect; It actually doubles the effect from Crusader Aura as well, and it may even be intended given that we can use it while mounted and not get dismounted.

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Old 03/06/09, 11:03 PM   #1966
HamSlammer
Don Flamenco
 
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Tauren Paladin
 
Emerald Dream
Man, if the +15% Damage to Exorcism along with the Glyph does Live, this is going to be a seriously hard hitting spell. People have been getting 8000~ Exorcism in current gear on the PTR on the Patchwerk test. Slapping 15% to that is quite large.

Originally Posted by Arthaal View Post
Loss of Blessed Hands protection (the 30% dispel resistance is now replaced with a 100% buff to HoSalv - OMG! - and a 10% buff to Sac -meh-) and infusion of light affecting HL is a big hit to PvP holy. They're also losing 3% crit they had access to via Sanctified Seals, the control they had with a ranged JoJustice application and, if the move of Infusion to tier10 means what i think it does, 37/0/34 won't be possible with infusion anymore, which is pretty huge. They also traded 20% curse/disease resistance for poisons tacked on to the talent at 30% resistance (I wasn't cleansing anything anymore, so that's probably a good change overall).
I don't think the 3% Crit is going anywhere, as the description says, "Now also increases..."

As for the Expertise issue, it looks like the Expertise:Expertise Rating ratio got tweaked to require a bit less rating per 1 Expertise.

Lastly,

Originally Posted by aylen86 View Post
* Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
Obviously to nerf our OP Thaddius DPS. However, I wonder if that includes the damage reduction from Divine Shield?

Last edited by HamSlammer : 03/06/09 at 11:17 PM.

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Old 03/06/09, 11:04 PM   #1967
Jitterberry
Von Kaiser
 
Blood Elf Paladin
 
Stormreaver
A druid has reported a similar situation with expertise on the PTR forums and they have said they are looking into it so I guess we just have to wait and see if it is a bug or intended change.

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Old 03/06/09, 11:14 PM   #1968
Fisker
Von Kaiser
 
Blood Elf Paladin
 
Ravencrest (EU)
Originally Posted by HamSlammer View Post
Obviously to nerf our OP Thaddius DPS. However, I wonder if that includes the damage reduction from Divine Shield?
What OP DPS?

Deep Wounds and Ignite is still way more OP than Righteous Vengeance on Thaddius, and that's not been nerfed.

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Old 03/06/09, 11:15 PM   #1969
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by flyingtoastr View Post
We have 12 points completely free at the moment. It isn't wonderful and its a very very marginal increase, but it isn't crippling anything.
With the extra points, as I have said I would rather have the Prot talents that absorb damage for the raid instead of buffing Ret aura to 6% damage for 10 seconds. Sure, the damage from Divine Sac can kill you, but paladins have ways to help with self damage (Bubble, Shield Wall, and Lay on Hands at 15 minutes)

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 03/06/09, 11:21 PM   #1970
HamSlammer
Don Flamenco
 
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Tauren Paladin
 
Emerald Dream
Originally Posted by Fisker View Post
What OP DPS?

Deep Wounds and Ignite is still way more OP than Righteous Vengeance on Thaddius, and that's not been nerfed.
It was sarcasm. They fixed Deep Wounds and Ignite on Thaddius a bit back because it was double dipping into the +%s. so it was only natural that they do the same with RV. The fact that Deep Wounds and Ignite deal more overall damage on Thaddius (Any fight, actually) is because both work off of all their attacks. Ours is only from two.

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Old 03/06/09, 11:21 PM   #1971
Fisker
Von Kaiser
 
Blood Elf Paladin
 
Ravencrest (EU)
Originally Posted by frmorrison View Post
With the extra points, as I have said I would rather have the Prot talents that absorb damage for the raid instead of buffing Ret aura to 6% damage for 10 seconds. Sure, the damage from Divine Sac can kill you, but paladins have ways to help with self damage (Bubble, Shield Wall, and Lay on Hands at 15 minutes)
Well 6% Damage and Haste to a whole raid is nice as well, though limited with the 10 seconds duration. But if they made it affect our talents, then we could buff the raid with any aura we'd like while also increasing their damage and haste by 6%.

But it needs to last longer, like 20 or 30 seconds, possibly have a debuff attached so you can't chain it.

Originally Posted by HamSlammer View Post
It was sarcasm. They fixed Deep Wounds and Ignite on Thaddius a bit back because it was double dipping into the +%s. so it was only natural that they do the same with RV. The fact that Deep Wounds and Ignite deal more overall damage on Thaddius (Any fight, actually) is because both work off of all their attacks. Ours is only from two.
Just seems kinda pointless, unless they plan on introducing similar encounters in Ulduar.

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Old 03/06/09, 11:30 PM   #1972
Blutelf
Piston Honda
 
Blood Elf Paladin
 
Azshara (EU)
It's just 150% of the paladin's health, that's barely 45k. It's not going to make a large difference in a 25 man raid. It is also quite dangerous to use without DS up, as even 5 players unexpectedly hit by a damaging AE effect for 8k each might instantly kill you in addition to the damage the MT may be taking.

Of course it's still worth the talent point, but it's not a very polished talent in my opinion.

As for something else, Holy has currently Purifying Power, a talent which is very lackluster for Holy. However, if it became available for Ret to spec into, it would actually be an interesting talent to pick up in the early Holy tree. As a reminder, it's 10% off mana cost of Cleanse and Consecration, and a 30% CD reduction on Exorcism.

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Old 03/06/09, 11:42 PM   #1973
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
Originally Posted by frmorrison View Post
With the extra points, as I have said I would rather have the Prot talents that absorb damage for the raid instead of buffing Ret aura to 6% damage for 10 seconds. Sure, the damage from Divine Sac can kill you, but paladins have ways to help with self damage (Bubble, Shield Wall, and Lay on Hands at 15 minutes)
Given that Bubble/Shield Wall are on a GCD though, and I would assume DS as well (not to mention the DPS gibing you do by popping bubble), you're looking at a fairly massive DPS hit to use the ability.

Just look at something simple like Saph. You take 1000 damage/second from the aura, in addition to 300/second from 24 other auras. From this you're taking at a bare minimum 8200 damage per second. Throw on top of this retards standing in Blizzards (~1.2k per person per second), the damage the tank is taking (ranging between nothing and massive 4k spikes for unavoided hits), and Blood damage and you're looking at pretty much instant-gibage unless you pop Divine Shield (in which case you were better off with the old talent anyway, given that you didn't have to waste 2 GCD's to activate that one).

I really like the idea of Divine Sacrifice, it fits the Paladin class incredibly well, but the implementation just seems so hackneyed.

Aura Mastery is another one of those things. The idea behind it is really cool, and I can see certain instances were an amped Resistance Aura could be pretty incredible. But at the same time it just seems like another PvP talent. I'm pretty much positive amping SR/SwR isn't going to happen, which makes it pretty lackluster as well.

I'm not saying there's a right or wrong way to spec, both talents are situationally cool but otherwise have no impact on our damage. And since there still is nothing in the low trees of either prot or holy (except Divine Strength of course) that contributes to our DPS we're still in the situation where we could just not spec 12 points and do our job perfectly fine. Hopefully the next build will have some actual talents that give us some DPS, I just don't feel that we're lacking in utility right now.

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Old 03/06/09, 11:48 PM   #1974
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I doubt that Aura Mastery is going to increase the percentage damage or percentage haste effect, given that it's a raid buff category (shared with Ferocious Inspiration / Improved Moonkin Form).

Slight derail: That would seem to make it quite a lackluster talent for anyone except Holy, since it would provide no useful DPS effect for Ret, and is far too deep for Prot as a weak tanking cooldown.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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Old 03/06/09, 11:54 PM   #1975
Musclebound
Von Kaiser
 
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Orc Warrior
 
Mal'Ganis
Originally Posted by Holtzhammer View Post
No. I'm sure the majority of us love having them come in a patch later and castrate us for having flat % modifiers as a way of enticing some to lackluster talents in the first place. Half-baked ideas ftl.




It would provide an ok raiding talent/DPS increase depending on a few factors, but as of right now dropping 10 points in T1-2 Holy hurts dps...a lot.

For a patch where GC stated Holy was doing "too well" in Pvp, that new Holy tree rearrangement sure looks like a PvP buff.
They're doing much to curb Holy paladins and their momentum in arenas outside of their talent tree (shattering throw should stand out in that regard).

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