21 April, 2006

Mining Thottbot: Auras

I decided to dig through the depths of thottbot.com today to see what was hanging around in the form of auras. It was depressing, to be honest, but fascinating nonetheless. There were quite a few different auras, but many of them are recognizable as NPC spells. Here are a few of the ones that specifically mention the Paladin class in the description:

Charismatic Aura
http://thottbot.com/?sp=19748
"Decreases range at which monsters will attack party members within 30 yards. Players may only have one Aura on them per Paladin at any one time."
Currently, Blessing of Salvation - for as potent as it is - does not affect aggro range. This would be a great addition.

Healing Aura (Rank 1)
http://thottbot.com/?sp=7331
"
Heals the Paladin and nearby group members for 10 every tick."
I know this one was in Beta and actually made it into the printed strategy guide at the game's release, along with Holy Strike, etc. Could only be used out of combat, so no great loss I guess. I still think something like this should be added to the Holy tree, or have Consecration heal friendlies for the same amount it deals as damage to enemies.

Haste Aura
http://thottbot.com/?sp=13589
"Increases the attack speed of all nearby party members by 20%. Players may only have one aura on them per paladin at any one time. The aura lasts until cancelled."
This one really caught my attention. If Blizzard even considers giving the Shaman class Bloodlust, we should demand something like this as compensation in the name of faction balance. There's an even more potent version listed, but it did not explicitly name the Paladin class:

Frenzy Aura
http://thottbot.com/?sp=25801
"Increases the attack speed of all nearby party members by 20% and attack damage by 20%"
Fanatacism Aura from D2 anyone? I'd be willing to bet this is actually an NPC spell. It was just too cool not to mention.

9 Comments:

Blogger Vaelin said...

Food for thought:
The addition of a Haste Aura and/or some form of AOE healing would be a step toward putting Paladins back on the front lines.

7:28 PM  
Anonymous Anonymous said...

Frenzy Aura
http://thottbot.com/?sp=25801
"Increases the attack speed of all nearby party members by 20% and attack damage by 20%"
Fanatacism Aura from D2 anyone? I'd be willing to bet this is actually an NPC spell. It was just too cool not to mention.


This is the one used for Jailbreak if im not mistaken :)

Painkillaz @ Doomhammer

8:32 PM  
Anonymous Vaelin said...

No, the one from Jailbreak is a pure speed buff and it's more than 20%. It's not really an aura either, as it's very easy to lose unless you stay right by Windsor the whole way out. I distinctly remember it because I noticed what it did, and equipped my Hanzo Sword and put up Seal of the Crusader. Heh, I kept drawing aggro I was hitting so fast.

9:24 PM  
Blogger Mastgrr said...

You know what I've come to conclude? They should just remove the Shadow Protection Aura. It has such limited use; you only use it when a Priest isn't around.

Wouldn't mind having the aura instead turn a % of your melee damage in to shadow damage, or the likes. Or just replace it with one of those above. That'd be great.

9:51 PM  
Blogger Mastgrr said...

The one from Jailbreak btw is like 65%

65% + Seal of the Crusader (40%) = swing really fast.

9:52 PM  
Anonymous Anonymous said...

Has anyone been repeatedly getting Login Error when trying to log into the forums lately? I haven't been able to log in all weekend.

3:47 AM  
Anonymous Anonymous said...

I ran across this post (it's probably old news to you guys, I quit a while back so I don't keep up much):
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-paladin&t=975427&p=1&tmp=1#post975427

It has some very good ideas about making the paladin more effective by implementing a few sweeping changes, most notably using talents to make auras, seals, judgements, and blessings more effective. Good read.

My favorite part, and something that was brought up before (about 8 months ago), is the inclusion of some talent that increases a paladin's controllable damage but severely limits their ability to heal othewrs and be healed themselves. That would be a very practical change that would help PvP paladins a ton. The simplest thing I can think of: a 31-point Retribution talent that triggers a 20 second effect that makes the base Judgement of Command deal just as damage to an unstunned opponent as it would if the opponent were stunned - while reducing the amount a paladin can heal and be healed by 80%. A paladin, given optimal conditions, could abandon healing for a big jump in DPS regardless of other factors.

Pie in the sky, but a damned good idea.

5:06 AM  
Anonymous Vaelin said...

You know, I wouldn't mind sacrificing some mana for a more powerful aura - possibly one you could spec into as a talent. The main reasons I see why our present auras are so "weaksauce" is the fact that they cost no mana, are instant cast, can't be dispelled, and stay up until they're cancelled.

How about something like a Haste Aura that boosts attack speed (and maybe even attack power). It would not be dispellable, like other auras, but would burn a certain amount of mana over time such that it would be unwise to leave it up very long. When you ran out of mana, it would disappear as if you cancelled it. A number of the auras in D2 worked this way, namely Prayer of Healing.

6:21 AM  
Anonymous Anonymous said...

lol yeah, and imagine how pissed you would be if your 5 min cooldown seal of wrath was purged.

5:26 PM  

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