13 April, 2007

PTR Paladin Notes

Volko brings us the Paladin bit from the PTR notes. Props.

Full notes available here. Alternate link, in case that one gets farked.

Paladins

- "Ardent Defender" (Protection Talent) now reduces damage taken by
6-30% when below 35% health.
- "Avenger's Shield" no longer has a minimum range. It may be used on
any target within 30 yards.
- "Avenger's Shield": The damage portion of this ability will now be
applied even if the victim is immune to snare.
- "Divine Shield": This ability no longer removes or prevents the
"Weakened Soul" debuff.
- "Eye for an Eye": Some spells did not trigger "Eye for an Eye"
correctly. That has been fixed.
- Fixed some data errors that caused "Seal of Command" and "Seal of
Blood" to generate more threat than intended.
- "Forbearance": It is no longer possible to use a macro to gain the
benefit of "Avenging Wrath" and "Divine Shield" at the same time.
- "Greater Blessing of Kings": The cost for this blessing is now twice
the cost of "Blessing of Kings", instead of a fixed cost of 150.
- "Greater Blessing of Sanctuary 2": The range on this spell was
incorrectly set to 30 yards. It has been changed to 40 yards.
- "Greater Blessing of Wisdom 3": The range on this spell was
incorrectly set to 30 yards. It has been changed to 40 yards.
- "Hammer of Wrath": Rank 4, damage increased.
- "Holy Concentration": This talent now affects "Binding Heal".
- "Illumination": This talent now only gives 50% of the mana cost of
the critical heal. It also now returns the correct amount of mana
when used with ranks 4 and 5 of "Holy Shock".
- "Improved Seal of Righteousness": The percentage increase in damage
from this talent is now applied after all bonuses from items and
effects which increase your spell damage.
- New Protection Talent added: "Improved Holy Shield", 2 ranks:
Increases damage caused by "Holy Shield" by 10/20% and increases the
number of charges of "Holy Shield" by 2/4.
- "One-Handed Weapon Specialization" (Protection): Now increases
all damage caused by the paladin by 1-5% while a one-handed weapon is
equipped.
- "Seal of Blood": This seal will no longer cause additional chances
for weapon procs to trigger.
- "Seal of Righteousness": This seal will no longer cause additional
chances for weapon procs to trigger.
- "Seal of the Crusader": The rank 7 tooltip has been fixed to read
the same as other ranks of this spell.
- "Spiritual Attunement": First-aid generated healing will no longer
trigger this ability. However, "Lifebloom", "Earth Shield", and
"Improved Leader of the Pack" will now trigger it correctly. The
tooltip has been adjusted to indicate it only works on healing from
spells.
- "Spiritual Attunement": Mana is no longer healed if the paladin is
at full health.
- "Stoicism" (Protection) should now properly affect all magic effects cast by the
Paladin and no longer applies double its intended benefit to
"Blessing of Might" and "Blessing of Wisdom".
- "Vengeance" (Retribution Talent) now increases Holy and Physical damage
by 1/2/3/4/5% for 15 seconds following a critical hit, but the effect
now stacks up to 3 times.
- Vindicator Aesom at Blood Watch will now correctly train a full range of paladin
spells.

EDIT: Also under the Priest changes:
"Sanctity Aura" now increases all damage caused by affected targets by 1/2% and no longer increases healing done to affected targets.

Not sure why they stuck it in the Priest changes.

32 Comments:

Anonymous Anonymous said...

if you look at the priest notes santuary aura was changed also to increase all damage by everyone in the party by 2% and removed the healing aspect of it...so they effectifly killed bring a ret pally to a raid...

5:54 AM  
Blogger Vaelin said...

You can't kill something that's already dead. Nobody was bringing Ret Paladins to raids to begin with. This change is a sidegrade. If anything, it's a buff to Ret Paladins who want to deal more damage. Combined with Crusade, they'll do 5% more now.

6:08 AM  
Blogger Vaelin said...

Seems to me the nerf/buff to Vengeance was at least part of Blizzard's attempt to "tone down" Paladin burst damage. On the down side, a crit will only boost damage dealt by 5% now. On the up side, if you manage to crit again before it runs out, it can stack back up to 15%.

6:11 AM  
Blogger Vaelin said...

Also, EL OH EL @ mages - they get their own version of forbearance (hypothermia). Sucks, don't it?

6:16 AM  
Blogger Rohan said...

"- "Holy Concentration": This talent now affects "Binding Heal"."

That's a priest talent change stuck in the paladin section. Probably that and the Sanc Aura change were mistakenly switched.

6:22 AM  
Blogger Sharlos said...

This blows. Nerf to illumination.

And where are these prot buffs? Apart from ardent defender, all we got was a threat buff (although no min range on Avenger's Shield is nice). And imp. Holy Shield needs to increase the amount it blocks for.

6:25 AM  
Anonymous Anonymous said...

I was brought to raids just for the sanctity aura..

6:36 AM  
Anonymous Anonymous said...

- "Spiritual Attunement": Mana is no longer healed if the paladin is
at full health.

The biggest nerf to paladin healing.

6:38 AM  
Blogger Vaelin said...

"Spiritual Attunement": Mana is no longer healed if the paladin is
at full health.

The biggest nerf to paladin healing.


Well, at least some of us can put away our tinfoil hats about the idea that what was passed off as a tanking enabler was actually snuck in to further force us to heal.

6:43 AM  
Anonymous Anonymous said...

Well Sancticity is now ALL dmg bonus so it might not be that bad and vengeance timer got doubled and it stacks so it is not all bad, since it can go as high as to 15%.

7:24 AM  
Anonymous Anonymous said...

Let's see. The only viable raid spec was holy. My endless mana from spell crit and my friendly mana battery shadow priest are going to have to break up now.

I'll miss those nights of heal-o-rama in Kara.

I don't know what else there is to do with my paladin. I planned to make another toon my main, and keep my pally for mining. Now mining is receiving a change for the worse as well.

When is Warhammer beta starting up?

7:44 AM  
Anonymous Anonymous said...

Nerf To Holy

More threat from Prot

Potentially a bit more damage from ret.

Speaking from a Tanking perspective these changes pretty much suck.

I wasn't expecting that much but the changes to prot are just candy floss.

9:03 AM  
Anonymous Anonymous said...

I'd like to see the people that screamed FAKE! and ILLUMINATION WON'T BE NERFED start to eat their hats.

And can the prot changes be considered buffs? Ardent Defender is more reliable, I guess. You could also argue that Holy Shield has been made far better by being able to prevent crushing blows for longer, particularly on a fast hitting crushing-boss (Prince). But all the same, I expected more.

9:41 AM  
Blogger Mastgrr said...

They aren't going to put in all the changes in one patch, they're going to put in changes progressively, which is something they have stressed a couple of times.

9:53 AM  
Anonymous Anonymous said...

1st of all, I'd like to say that I like the 'new' Vengeance, the way on how it works. I have 25% melee crit (soc crits drops on melee crit rate) which is same for CS, judgement crits at 22%. In short I crit alot and will like the 5% x3 = 15% bonus dmg.

And what's with Sanctity Aura? Really changed to all dmg increase rather than healing ?

10:02 AM  
Anonymous Anonymous said...

I'd like to add on a bit to my earlier post entry.

"Sanctity Aura" now increases all damage caused by affected targets by 1/2% and no longer increases healing done to affected targets.

As in Improved Sanctity Aura or the basic Sanctity Aura?
Ie. 10% more holy dmg and 1/2% dmg bonus to party or
just 1/2% dmg bonus to party ?

10:08 AM  
Anonymous Anonymous said...

It's Improved Sanctity aura that applies this bonus, I just checked on the test realm.

10:13 AM  
Anonymous Anonymous said...

Okies, thanks very much sir.

10:33 AM  
Anonymous Anonymous said...

Bloody Hell, they took my suggestion for the new One-Handed Weapon Spec in Prot. Also the changes to Imp. SoR is a long time coming, and the new Avengers Shield is nice (though it should be a shorter cast time than presently).

So, Illumination does get a nerf. Over 2 years with it in and now, like Vengence, it is deamed overpowered. Oh well. Essentially it is a mana pool nerf, and quite a large one at that, but I guess we'll just have to suck it up and deal with it. Problem is, of course, that if we have zero mana we are the least able of all classes to regen that mana in a timely fashion, which will make Paladins an interesting proposition in the really long fights. It also greatly reduces the effectiveness of 20/x/x specs for raiding, which could be a problem long-term.


Sanctity Aura Change... Sidegrade really. Still, makes all those min-maxing calculations easier for those that want to see how well a Paladin does for total DPS contribution. We shall see whether it is enough to get them in the raid.

10:50 AM  
Anonymous Anonymous said...

Further:

The change to Ardent Defender is a very good one IMO, a 35% threshold makes much more sense as a useful tanking talent, and even though the damage reduction is only 30% at max rank it should trigger significantly more often in PvE.

More thoughts on the Veng change, and I am wondering if the "Holy/Physical" descriptor, as opposed to "All Damage", is worth noting. Also this is an obvious DPS buff to heavy-ret Paladins, but still a relative nerf over pre-2.0 Veng.

Finally, if I am interpreting things correctly overhealing has not been nerfed with Spiritual Attunement, just healing whilst the Paladin is at 100% health. The obvious get-around if this is the case for a healing Paladin in need of the added mana is to place Blessing of Sacrifice on the MT. Thus the Paladin healer will always be getting damaged (though not by much) and thus should always be getting mana from VE and any heals sent their way. (this is only really a viable work-around in raids, as in 5/10 mans BoK is a better tank blessing).

12:03 PM  
Anonymous Anonymous said...

Dark or Demonic Runes could also be handy in certain situations.

On the Illumination nerf: I'll personally be switching any +spell crit healing gear for mp5 where feasible, and also be looking for that type of gear specifically in the future.

Overall they aren't horrible nerfs...we should still be able to heal very proficiently imo.

12:30 PM  
Anonymous Anonymous said...

The other solution would be to keep kings on the tank and put sacrifice on a rogue or DPS warrior.

1:55 PM  
Anonymous Anonymous said...

"Spiritual Attunement": Mana is no longer healed if the paladin is
at full health.

Solution:
Unequip/Re-equip weapon/shield with stamina -> nerf lessened

2:20 PM  
Anonymous Anonymous said...

Best solution to that Spiritual Attuenement BS is just to catch a cleave or AOE every now and then and get away the rest of the time. BoSac takes up a valuable blessing spot, meaning some poor sap in melee is going without and doing a fair amount less on DPS.

This will screw tankadins somewhat, as it will force us to be judicious with our threat generation on an already skimpy mana pool. You won't be able to just pound out the holy damage on whim unless you're taking hits at the same time. I see this affecting us most at the beginning of fights, when I can actually get myself to 50% mana with about 4 spells. That renew the priest put on you will no longer be restoring mana.

What I am most disturbed to NOT see is that they didn't even nod to the problem of our mitigatin going to crap when casting some instants. From what I've read recently, I'm now scared to cleanse myself on a boss fight, as he might crushing blow me while i have my shield on my back. Lets not forget consecrate either: one of the most potent threat maintaining/picking up skills.

2:40 PM  
Anonymous Anonymous said...

Oh & don't forget judgements 2

2:53 PM  
Anonymous Anonymous said...

These patch notes made me officially quit my Paladin as I've been on the fence for quite a while about it. But this strongly confirmed my belief that our class will no longer be stable.

GG Blizzard, people are just going to start rolling onto LOTRO and Warhammer Online.

Pwnt.

4:21 PM  
Anonymous Anonymous said...

Interesting changes:

Ardent Defender- From a pvp standpoint, I liked the 50% mitigation under 20% health. I was literally impossible to kill in 2v2 bgs under 20% health if I just spammed fol. Yeah I know, prot isn't a pvp build, but it was still fun when I tried it. Having this active at 35% health will be interesting too.

Avengers Shield - Thank god, no more deadzone.

Illumination - Yey, we get nerfed in response to the forum whiners. Nice.

improved SoR - Thank goodness they fixed this. It should be useful now.

improved holy shield - Should be nice. HS needed more kick.

One handed Specialization - Are we going to come out on top with this? I would think so since it's 5% to all damage, and before it was just 10% from the weapon. This means a 20% boost with iSoR if you spec both? Hmm.

Spiritual Attunment - kinda sucks that you don't generate mana if you are at full health anymore.

Vengence - I will have to see how this plays out, the dynamic will be interesting with vengence lasting longer, and I'm assuming it's refreshed if you tack on another vengence proc. This might bring back the 'problem' of perma-vengence that blizzard wanted to get rid of in the first place, although it's not much of a problem since pvp'ers have resilance gear nowadays.

Ret still needs help, the illumination nerf was uncalled for, but at least prot had some things fixed in this patch, and fucking iSoR was finally fixed.

-Vir

7:42 PM  
Anonymous Anonymous said...

considering that i've seen competant holy paladins heal continuously for about ten minutes during boss fights without ever going below half mana, i'm not suprised they nerfed it. being a healing class that does not ever have to actually manage their mana pool and heal when it is most necessary and efficient is really silly. on top of that, its not like our heals aren't mana-efficient, either. now maybe it will take actual skill to be an effective holy paladin, instead of being a spec that a trained monkey can excel in without difficulty.

i bet ret could do with a bit more love, but i'm glad it is getting some focus towards being a living damage buff that also deals solid damage. the vengeance thing will be interesting, but considering most ret paladins stack crit as a primary stat, it will likely mean that vengeance will stay on a lot longer, which is great. also, the fact that command won't generate more hate than it should now is a great change - i won't be the guild aggro magnet now.
the sanctity thing is also actually a good change - if you were raiding as ret, you'd be put into a group with melee dps, probably rogues and maybe a shammy. now, i boost the dps of the shammy and the rogues by 2%. considering that rogues are the highest damage dealing class in the game by design, i am inclined to beleive that 2% is in fact not as small as it looks, when applied to the top of all the other buffs they will be packing.

people have mostly been asking for the removal of the minimum range of avenger's shield and a change to ardent defender in prot, as well as itemizaion. now both of those are fixed up. i've also noticed that the protection trees of both warriors and paladins are being made actually useful in pvp. i've seen a lot of warriors with shields and swords running around lately - i am really glad that it is an option now. opens up a whole new playstyle for pvp conflict, and that's always a good thing.

11:19 PM  
Blogger Lorath (EU Bloodhoof) said...

Thanks Blizzard for boosting us where we are already strong and ignoring our weak areas, hell even nerfing us. The SA nerf mean I have to bring another gear set to 5-man instances or pop 75 mana potions per run (or drink like I'm dying of thirst, wasting more time)... with all the arguing about how we need more sta/mitigation and less int/mp5 on gear, they nerf this? I cannot believe my f-ing eyes. It's like they're being stupid on purpose.

So up to the level where you actually start heroics/raids, you will stack up your "tanking" gear with int and mp5, stow all the real gear in the bank. Shouldn't have more than 450 def and go relly low on parry, heck avoid the Deflection talent in Ret even and avoid all dodge gear. If you don't, you'll mitigate too much damage and won't get healed enough to regain mana = no fuel for your great threat spells... = we'll start sucking when the dps'ers pass us on the mobs threat lists.

Hell I have to instruct healers as it is now to spam heals on me at all times, even when full hp... as someone cleverly said; "F-ing GG Blizzard you f-ing f-bags."

2:46 PM  
Blogger uhhh... i dunno said...

We'll come out way on top with the new 1-hand spec. Before, it was 10% to WHITE damage. Come on. No paladin does huge white damage :)
Now it's 5% to all damage, so our seal of righteousness boost alone will make up for a tiny 5% difference.

4:45 PM  
Anonymous Anonymous said...

Yes, but I'm pretty sure 1H specialization before (at 10%weapon damage) was working on SoR because it works by upping the weapon damage by 10 percent.

4:00 AM  
Anonymous Anonymous said...

However, SoR deals its additional damage as holy damage. I don't believe it was affected by the old 1H specialisation for that reason. It would be now tho, so that is a buff.

Chill on the nerfyelling: the harder you yell, the bigger the illum nerf is going to be percieved by the community, which will act to exclude holy pallies from raids faster than the actual nerf. Fact of the matter is that pally healing was so much OP that, even nerfed, we still can outheal anyone for a long time (just less long now).

9:06 AM  

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