29 August, 2006

Blizzard Releases Official Preview

We can all smile now, as Blizzard has met the recent barrage of leaked information with its own official presentation. You can even try out expanded talent calculators for 6 of the 9 classes. View it here.

Here's some juicy bits to chew on, not previously revealed:

Seal of Justice - Rank 2
Requires Level 70
225 Mana
Instant cast
Fills the Paladin with the spirit of justice for 30 sec, giving each melee attack a chance to stun for 2 sec. Only one Seal can be active on the Paladin at any one time.

Unleashing this Seal's energy will judge an enemy for 10 sec, preventing them from fleeing and limiting their movement speed. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time.

Seal of Blood - Rank 1
Requires Level 64
210 Mana
Instant cast
Horde Only
All melee attacks deal additional Holy damage equal to 30% normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted.

Unleashing this Seal's energy will judge an enemy, instantly causing 445 to 488 Holy damage at the cost of 148 to 163 health.

Seal of Vengeance - Rank 1
Requires Level 64
250 Mana
Instant cast
Alliance Only
Fills the Paladin with holy power, granting each melee attack a chance to cause 80 Holy damage over 12 sec. This effect can stack up to 5 times. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.

Unleashing this Seal's energy will judge an enemy, instantly causing 86 Holy damage per application of Holy Vengeance.

9 Comments:

Anonymous Anonymous said...

http://www.worldofwarcraft.com/info/classes/bc-paladin/talents.html?00000000000000000000053221030230000000000052030512203210531050

Is looking really damn good, Stoicism will be so nice against fucking shamans and priests

3:47 AM  
Anonymous Anonymous said...

http://www.worldofwarcraft.com/info/classes/bc-paladin/talents.html?00000000000000000000053221030230005000000052030512203210
I mean, sctratch the judgement crit for reckoning

3:55 AM  
Blogger Lord Vir said...

No Blessing of Magic Protection, and Seal of Command won't be getting in on the +10% to crit in the Ret tree.

Still, the +30% damage spell is only on a 3 minute cooldown. That is pretty damn good.

3:56 AM  
Blogger Mastgrr said...

Sorry about the table problems, it looks like junk. I know. Will be fixing this.

3:58 AM  
Anonymous Suicidal Zebra said...

Critical points to make:

1) This is only 'Part 1' of the preview.

2) This is an Alpha. Expect things to be changed (or in the case of 'Locks, heavily nerfed ;) ) before release.

3) OMG Capt. America WTFBBQ ;).

#

Anyway, as to the new seals.

Seal of Blood has the potential to be pretty good, or pretty much never be used, it all hinges of the +spell damage coeff and any new ranks of SoC. 10% of total damage will pretty much be a minor amount so long as it cannot Crit, and makes faster 2hers generally more appealing, but really you're going to want to use it for the Judgement. 445-488 damage is pretty good so long as the +damage Coeff is high and the life loss effect doesn't also scale. Other things to consider is whether it crits (it should) and for how much. Certainly it is possible to see this judgement doing well over 1k damage non-crit with the right buffs.

It would be well worth doing a spreadsheet comparing the damage output for SoC and SoB varying over weapon DPS and speed to find turning points. I have a feeling that SoC will remain more tempting with >3.5sec weapons, but SoB becomes better with faster 2hers and 1hers (obviously).


And then there is Seal of Vengence. On first look it isn't at all impressive. 80 damage over 12 seconds is minor, and even stacking all 5 times remains only 400/12, or 33dps. Indeed on average you would require a PPM of over 25 to max out @ 5 reliably, highly unlikely IMO. 12.5 is the highest PPM seen on a Seal, and that was the pre-1.9 improved SoJ.

Generally, I can't really see this being any better than iSoR for tanking on all mobs bar those with an Aggro Wipe, and even then Conse spam is much more reliable. Changing it to an 'on every hit' with a lower DoT over 10 secs and keeping the Judgement roughly the same would make it more interesting a proposition. A high +Spell Coeff would be even better to bring to up to par with iSoR, and IMO is justified given that it is a limited stack DoT.


Also guys, remember that as Seals SoB and SoV benefit from Benediction, so you can knock off 15% of the mana cost in your theorycrafting, and heavy Ret speccers will also benefit from Empowered Judgement, knocking the effective mana cost down by 50%. Nuking BE Paladins are likely to be pretty common Horde side.

(I think I may do a write-up of my expectations of Paladin tanking post-patch. Blizz's aim I think is clear, but getting my thoughts down on paper may be a good exercise).

5:03 AM  
Anonymous Anonymous said...

What was the proc rate of SoR before they changed it to every swing? It had to be close to 20.

9:15 AM  
Anonymous Anonymous said...

WooT Consecration will no longer be a Talent in BC :D

all pallys will have it!

1:37 PM  
Anonymous Anonymous said...

Wow.

After looking at the paladin changes, and then looking at the changes made to the other classes, I have to say...

GG paladin class.

As it stands, if this makes it to release, I'm not picking up the expansion.

My reasons:

1) Holy is still far too good.

Nothing in deep Protection or Retribution is worth giving up Holy talents for. Paladins are still being relegated to the healing role.

2) Lack of tanking options.

Sure, we got a taunt. And then what? Nothing in the Protection tree actually supports the tanking role. You can put 0 points into Protection and still be an effective offtank. No, paladins are not going to maintank in the expansion. I am not kidding.

3) Even less DPS.

I know paladins aren't a DPS class. But while every other class has gotten a boost (from what we can see; I don't expect Druids, Priests, or Hunters to get a DPS nerf), paladins have received nothing.

Blizzard has failed to bring paladins up to the level of other classes even though they have given paladins and shamans to both sides. And while shamans have received jaw-dropping buffs (imagine a shaman dual wielding +spelldamage maces with +spelldamage enchants), paladins have received only token changes.

Of course, paladins are blissful and happy now just to have gotten any attention whatsoever, and that's pretty sad. But when the honeymoon is over and rational thought takes over, paladin players will realize that their hopes will have been dashed by Blizzard -- again.

9:38 PM  
Anonymous Anonymous said...

Well aside from the talented permanent base mitigation, the added spell mitigation, the +weapon (an op stat to begin with) helping to get more +threat holy numbers in, and the top tier modified threat (recall RF?) pull, you're right. we got absolutely nothing that matters in tanking. boohoo, somebody call the waaahmbulance.

11:10 PM  

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