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Holy Paladin thread for Patch 3.3 changes
Upcoming 3.3 changes:
# Divine Intervention: This ability now also removes Exhaustion or Sated from a target if the recipient is out of combat when the effect ends. In addition, the cooldown on this ability has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas. # Flash of Light: This spell no longer causes a heal-over-time effect unless the player has the Infusion of Light talent. # Lay on Hands: This ability will place Forbearance on the paladin if used on his or herself. It will not place Forbearance on others. # Talents * Holy o Aura Mastery: This effect of this talent has been reduced in duration to 6 seconds. o Infusion of Light: This talent now causes the paladin’s Flash of Light spells to heal the target for 50/100% of the Flash of Light healing amount over 12 seconds. * Protection o Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration. o Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases. Finally, Damage which reduces the paladin’s health below 20% now cancels the effect early. For a detailed guide to Holy Paladins (updated for 3.3 by frmorrison), check out this thread: http://elitistjerks.com/f76/t84922-h...pendium_3_3_a/ |
If you're going to add a list of the regen changes, you should have added what exactly happened to Illumination too.. Just for completeness' sake.
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On the topic of the set bonuses, it appears that the 2pc bonus is incredibly uninteresting. Also, the 4pc bonus is weaker than both of our previous 4pc bonuses, especially in light of the Illumination nerf. I don't see myself moving to either of these set bonuses unless the itemization is perfect. The relic looks to provide 200+ spellpower with (hopefully) reasonable uptime, but I believe the value of the HL libram is still to high to warrant switching to the T9 libram. Our HPS has always been excellent and is being buffed considerably, whereas our mana situation looks to be the only touchy area. I see this new Libram getting sharded quite a bit. |
Odd combinations on the T9 bonuses. Adding 2(.01?) seconds on your judgements seems like a very minor bonus compared to say.... 4pc T8. And a very generic +5% crit for HL in the same patch where they are obviously trying to tune down our HL casting, seems somewhat perplexing.
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That is there so whatever judgement is cast, its bonus lasts 50% longer (increasing Judgement duration used to be a deep Holy talent). While it doesn't help direct healing, it adds utility. While 5% crit is a strange bonus with crit nerfed, Pallies will still cast Holy Light and use the ilevel 200 badge HL cost libram (unless they are trying sheathadin spec, then use the PvP libram). |
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Yea both bonuses are usable, but it just seems they are just weak in general. However, I guess we would need to see the general usefulness of other classes' sets to see if they are just being downranked in overall strength.
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Source: MMO-Champion - World of Warcraft Guides and Raid Strategies
Paladin * Paladin T9 Holy 2P Bonus (Judgement) (Class: Paladin) -- Increases the duration of your Judgements by 101 sec. * Paladin T9 Holy 4P Bonus (Holy Light) (Class: Paladin) -- Increases the critical strike chance of your Holy Light spell by 5%. * Paladin T9 Holy Relic (Judgement) (Class: Paladin) -- Each time you use a Judgement, you have a chance to gain 234 spell power for 20 sec. I'm assuming they have a typo on the judgements and it is meant to be 10 seconds. Of course, even if it was actually upped by 101 seconds it wouldn't really be useful except in PvP where doing JoJ can really screw with people. 2pc, not really useful to us unless we really need to have that extra 10 seconds for people to get more mana or health. 4pc... What the heck? Is this "compensation" or something for the Illumination nerf? It is comparable to our talent that adds 6% crit chance to HL and HS, but it's really underwhelming given our previous 4pc bonuses. Relic: Kinda counter-intuitive with our bonus.. If the judgement lasts longer, we have less reason to use it. But if the relic proc is from the judgement, we have more reason to use it. In short, screw that, I'm sticking with my [Libram of Renewal] because I'd prefer to keep as much mana as I can while still healing whoever I need to. Edit: Looking at the overall bonuses.. I'd say half are good, and half are crappy. DK DPS for instance will LOVE the strength and chance to crit on two of the diseases.. Warlocks on the other hand probably aren't going to notice the pet crits much, and the periodic bonus damage looks like it needs to be reworded or something. |
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I would likely still spec 51/0/20 in 3.3, since the crit and 10% cheaper instants is nicer to me than 5% healing, raid-wall, and better SS. |
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Quite weird new 2p bonus and very unwelcome RNG relic, not very interested in either.
2p - Generally i judge more then i should mostly everytime when i move, problem is however we have 2 very active ret paladins and we raid with 2/3 holy aswell. This bonus will completly goto waste in my raids sadly. (and i'm quite sure in many others too) 4p - Solid bonus i guess, in the same patch we are pushed away from HL spam, we get something that compliments it. Weird but not complaining. Libram - I always found RNG to be extremly counter productive as healer and if anything frustrating, stuff likes to proc on phase changes, 10 seconds before pulls or just when you are running away from a fire. Personally i will never use this other then ilevel boost. Also as Jack said, it contradicts the 2p bonus. All in all we should be in pretty good shape, not like now but it's looking up to be quite fun, cant wait to see the exact mechanics behind the FoL HoT and beacon. Hoping the bonusses are either wrong or changed though. |
I am curious if the FoL HoT is stackable- either with multiple casts made by the same paladin, or if 2 paladins cast it on the same tank if they will stack with each other. We run with 2 or even sometimes 3 holy paladins in a 25 man raid, so if they do stack at least with each other's, that would be good to know.
Although I am still not that excited about the fact that the HoT is over 12 seconds, it just seems like the HoT ticks would be pretty negligible on a tank, in much the same way that a mp5 gem is negligible to our mana pool. |
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