miyari

Paladin - Warlords of Draenor Alpha Patch Notes Analysis

Sign in to follow this  

8 posts in this topic

5646-paladin-warlords-of-draenor-alpha-p

Icy Veins asks the experts' opinions on their favorite class changes!

The Warlords of Draenor Alpha patch notes have been out well over a week now, and millions of players have already voiced strong opinions of the direction Blizzard is headed with the game in this coming expansion. Some class changes have received overwhelmingly positive feedback, while others have left many a player scratching their head. A few changes have even caused a substantial outcry of rage!


We've invited a handful of our class MVPs to share their opinions on the changes made to their respective top class. For this patch notes analysis topic, we have requested feedback from our resident experts on the projected changes being made to the Paladin class. Shuttle, Theck and Shibbx have all been kind enough to share their thoughts on the upcoming Paladin changes!

Shuttle is one of the best Holy Paladins and he raids in Blood Legion. Theck is the mathy brain behind much of today's Protection Paladin theorycrafting (which he regularly discusses on Sacred Duty). Shibbx is one of the best Retribution Paladins and he raids in Envy.

Blizzard Icon Paladin WoD Alpha Changes

+ Show- Hide

Ability Pruning

  • Avenging Wrath is no longer available to Protection Paladins.
  • Divine Favor has been removed.
  • Divine Light has been renamed Holy Light.
  • Divine Plea is now only available to Holy Paladins. Mana costs for Paladins have been adjusted accordingly.
  • Guardian of Ancient Kings is now only available to Protection Paladins.
  • Hand of Salvation has been removed.
  • Holy Light has been removed.
  • Inquisition has been removed.

Hit and Expertise Removal

  • Holy Insight no longer increases the chance to hit with spells.
  • Sanctuary now also reduces the chance for attacks to be parried by 3%.

Retuning Healing Spells


See the full patch notes for complete details of these changes.

Crowd Control and Diminishing Returns

  • Blinding Light has been removed.
  • Repentance's cast time has been increased to 1.8 seconds.
  • Turn Evil's cast time has been increased to 1.8 seconds and now has a 6-second duration in PvP (down from 8 seconds).

Buffs and Debuffs


As part of a push to combine the different types of Haste in the game as much as possible, we merged Spell Haste and Attack Speed into just Haste, which benefits everyone.
  • Crusader Strike; Hammer of the Righteous no longer apply the Weakened Blows effect.

Raid Utility Balance

  • Devotion Aura is now only available to Holy Paladins.

Instant Cast Heals

  • Eternal Flame now has a 1.5-second cast time (up from instant cast) for Holy Paladins.
  • Light of Dawn now has a 1.5-second cast time (up from instant cast).
  • Word of Glory now has a 1.5-second cast time (up from instant cast).
  • Guarded by the Light (Protection) now also makes Word of Glory and Eternal Flame instant cast.
  • Sword of Light (Retribution) now also makes Word of Glory and Eternal Flame instant cast.

Tank Vengeance and Resolve

  • Mastery: Divine Bulwark now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.

Active Mana Regeneration

  • Divine Plea has been redesigned to be instant cast ability with no cooldown, and consume 3 Holy Power to immediately regain 7% of the Paladin's maximum mana.

Class Changes


For Paladins, we have a few tweaks in store.

We made several changes for Holy, to go along with other larger system changes to compensate for the removal of Guardian of Ancient Kings from Holy, and merged its benefits into Divine Favor. In order to follow through on our change to merge all types of Haste %, we removed the Spell Haste % from Seal of Insight to a Holy-only passive, so that it didn't also increase Protection's baseline Haste by 10%. Our changes to healer mana and mobility also indirectly increased the value of Selfless Healer by a large amount, so we brought it back down to be even in power with the other talents on its row. We also raised the range of Denounce to be consistent with other spells.
  • Avenging Wrath now also increases all of the Paladin’s healing by 100% for its duration.
  • Denounce's range has increased to 40 yards (up from 30 yards).
  • Infusion of Light now also passively increases Haste by 10%.
  • Seal of Insight no longer increases spell Haste by 10%.
  • Selfless Healer for Holy no longer causes Judgment to grant Holy Power. It also is only usable on Flash of Light, no longer on Holy Light or Holy Radiance.
For Protection, we tweaked Eternal Flame in order to reduce its massive self-healing amount, and provide better balance between talents on that row. We also added a new passive, Shining Protector, in order to give defensive value to the new Multistrike stat.
  • Bastion of Glory no longer affects the periodic healing of Eternal Flame. It still affects the direct healing portion of the ability.
  • Shining Protector is a new passive ability for Protection Paladins.
    • Shining Protector: All heals you receive have a chance equal to your Multistrike chance to trigger Shining Protector, healing you for an additional 30% of the triggering heal.
We made a few additional changes to Paladins. We revised the functionality of Hammer of the Righteous a bit, such that its performance is about the same, but its tooltip is much clearer. We also made Stay of Execution much more attractive to use as an emergency button. One big change for Retribution that isn't mentioned here is the removal of Inquisition (see Ability Pruning), which will have a notable effect on their rotation.
  • Hammer of the Righteous now deals 50% Physical weapon damage (up from 15%) to the primary target, but the primary target is no longer hit with the Holy damage.
  • Seals no longer cost any mana.
  • Stay of Execution (the Holy version of Execution Sentence) now deals its healing in a large burst at first, and then decreasing over time (reversed from before).
We wanted to improve Seal gameplay for Protection and Retribution, so have made a few changes in that regard. Protection had three Seals, but only used Insight due to its defensive value. We've moved that defensive value into a passive for Protection Paladins, and expect them to primarily use a mixture of Seal of Truth and Seal of Righteousness now. To provide better gameplay between Seal of Truth and Seal of Righteousness, and effectively remove a button, we made Seal of Righteousness transform Crusader Strike into Hammer of the Righteous.
  • Seal of Insight no longer gives melee attacks a chance to heal the Paladin.
  • Inner Light is a new passive ability for Protection Paladins and provides a chance for each melee attack to heal the Paladin.
  • Glyph of the Battle Healer is now available only for Protection Paladins, and affects healing from Inner Light instead of Seal of Insight.
  • Crusader Strike and Hammer of the Righteous are no longer separate spells.
  • Seal of Righteousness now also causes Crusader Strike to be replaced with Hammer of the Righteous while active.

1. What is your overall impression of Blizzard's changes to the Paladin class?


Shuttle (Holy): There are some questionable changes made to the holy spec. They're essentially removing the majority of our cool downs and merging them into one which I think is great. Currently we have 4 (3 non talent) and it can be overwhelming having to managing them all. 1-2 powerful cooldowns instead of 4 average cooldowns is a great step forward. Overall, I'm looking forward to the changes!

Theck (Protection): It seems like they are fairly happy with where we are as a spec. We had a few abilities pruned, but the core of our toolkit is unchanged. There aren't any major mechanics changes in the patch notes that we didn't already know about. So I'm pretty happy with everything so far. I'm looking forward to beta starting so that we can start testing abilities and refining our models.

Shibbx (Retribution): I feel like they are trying to go back to old retribution a bit, which I think is a good thing.
Retribution have not gotten that many changes so far, some few tweaks. Time will tell what more they feel like doing to it.
 

2. Which changes do you think are the best and why?


Shuttle (Holy): The best change has to be the new style of healing. Come Warlords of Draenor, we'll be moving back into triage healing & less smart healing. Holy specific, I'm looking forward to having a niche again with tank healing becoming more predominate in 6.0. Paladins had an identity crisis this expansion, so I'm looking forward to having a niche again!

They've also removed Devotion Aura from everything but Holy Paladins! Rejoice!

Theck (Protection): The removal of Vengeance, even though it isn't a change specific to Paladins. Getting rid of Vengeance is a huge quality-of-life buff to tanks that enjoy playing their spec outside of raids. We keep the survivability part thanks to the new Resolve mechanic, and get to have much higher baseline DPS in all situations.

If I had to pick a Paladin-specific change, it would probably be some of the new glyphs. Extra range on Judgment should be fun, of course, but what really stands out is the Glyph of the Consecrator, which lets Consecration move with us. This is something most Paladins have been drooling over since we first saw Rushing Jade Wind, so it's pretty neat that we're finally going to have that option.

Shibbx (Retribution): Removal of Inquisition, this will make our rotation much smoother in PVE and PVP. They are also removing Guardian of Ancient Kings for retribution, this means you don't have to stack up buffs to be able to deal higher damage. I do like the system with Holy Power, and I like that they will continue with that.
 

3. Which changes do you think are the worst and why?


Shuttle (Holy): The worse change, is the nerf to our mobility. They've added a cast time to Light of Dawn & Eternal Flame. The only mobility we have left, is holy shock. If encounters require movement, we'll be stuck with just a six second cooldown Holy Shock. They've noted they're designing encounters around this, so hopefully it's not to big of an issue.

Theck (Protection): I think the hardest one for players to accept will be the loss of Avenging Wrath. Wings are pretty iconic, and a lot of protection Paladins expressed dismay on hearing that they were cut. I don't think it was a bad change mechanics-wise, though, at least in the sense that it was a logical ability to prune.

It's hard to really call any of the changes to Paladins "bad" yet, in my opinion. The new talents are still rough enough that we can't really evaluate them. Most people will say that losing Devotion Aura is "bad," though I'm in the camp that thinks we need complete raid cooldown disarmament, so I'm fine with that change.

Shibbx (Retribution): They are removing spells for retribution Paladins making them specialization only useable for Holy or Protection. That also means that retribution will have some spell that the other specialization wont like Avenging Wrath. If they dont improve Retribution damage in raids, I feel like we wont be used as much when we loose our Devotion aura raid cooldown, with Ret's damage being low on single target fights.
We still have HoP, HoS and that could still make us useful on some fights.
 

4. How would you alter any of the existing changes?


Shuttle (Holy): We haven't seen the full picture yet, so it's hard to suggest changes.

Theck (Protection): I would probably have culled a few more abilities, like Turn Evil. I'm also not really a fan of the seal-twisting implications of Empowered Seals, but it sounds like it's an intentional part of their design. I think that seals are a component of our toolkit that feels really stale, so I'd probably have redesigned that talent to make them more interactive with the rotation (as in, somehow adding a proc that causes us to change our spell choices).

I'm also not sold on Seraphim yet. I think it'll feel weird to have a 5-holy-power resource dump, but we'll see how it performs once we have bosses to test against.

Shibbx (Retribution): I'm not sure about the new talents we will get at level 100. It looks like they don't know what to give retribution and just adding old lookalike spells that they have removed. Final verdict to replace Templar's Verdict, which is just a new main attack. Seraphim, cost 5 hp and improves your secondary stats by 30% for 10 seconds. This just feels like a new Inquisition type spell. Empowered Seals will make your seals give you different buffs for 20 seconds. This feels like we are back to The burning crusade when they removed these kind of Judgement buffs. Back then you debuffed the boss with a buff spell for the raid for 30 seconds. With this judgement buffs persists through changing seals. If I would like to alter anything, it would be the new talents. The Mists of Pandaria talents were a joke when they came out, but I liked the idea they worked with. I don't know what they would need to do, but like I stated its like the re-using old abilities that are or gonna be removed.

5. What changes would you like to see in WoD?


Shuttle (Holy): I'm hoping we see some revamps to the Eternal Flame & Selfless Healer talents.

Theck (Protection): I'm actually pretty happy with what we've seen so far, they've nailed most of my wishlist (Vengeance being the biggest part). I'm still hoping to see a change to Holy Wrath to make it less anemic in AoE situations. They've hinted that they're looking at it and considering the options, so I'm optimistic about that.

Shibbx (Retribution): I think Retribution is very fun to play as it is now, with few spells being removed it would make it easier to play, but still fun in my eyes. What I would like to see in WoD is that Retribution become more useful in raids then to bring it in for Devotion aura or Divine Shield like its been in this expansion. Improve our damage dealing abilities and give us some useful DPS glyphs to make us more viable in 20-man raiding with fewer spots available.

Patch Notes Last Updated - 24 April 2014

Share this post


Link to post
Share on other sites

...

  • Divine Favor has been removed.
...

We made several changes for Holy, to go along with other larger system changes to compensate for the removal of Guardian of Ancient Kings from Holy, and merged its benefits into Divine Favor.

 

 

So which point have i missed?

Share this post


Link to post
Share on other sites

So which point have i missed?

Lol, nice catch tongue.png It's still in the latest update of the patch notes, as far as I can see.

Share this post


Link to post
Share on other sites

Lol, nice catch tongue.png It's still in the latest update of the patch notes, as far as I can see.

 

I've just checked the latest updates:

 

  • Divine Plea is now only available to Holy Paladins. has been removedMana costs for Paladins have been adjusted accordingly.

Maybe Divine Plea was meant instead of Divine Favor. huh.png

Edited by LobbyBoy

Share this post


Link to post
Share on other sites

Divine Favor was renamed to Avenging Wrath & Divine Plea was put back into the build.

 

That's not the whole truth.

 

The renaming just happens for

  • Avenging Wrath Divine Favor now also increases all of the Paladin’s healing by 100% for its duration.

 

And

We made several changes for Holy, to go along with other larger system changes to compensate for the removal of Guardian of Ancient Kings from Holy, and merged its benefits into Divine Favor. 

still remained.

Edited by LobbyBoy

Share this post


Link to post
Share on other sites

That's not the whole truth.

 

The renaming just happens for

 

And

still remained.

 

  • Divine Favor was renamed to Avenging Wrath - Increases all your damage and healing done by 100%, increases your haste by 20%, and increases your critical chance by 20%. Lasts 20 sec.

 

Pretty sure the part you've quoted, is just an oversight on Blizzards behalf. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Summary of the latest Q/A with Game Director Ion Hazzikostas about Patch 7.3.5 and beyond.
      Watch Now
      No questions about WoW Classic will be answered in this Q/A. In BfA, the Azerite system adds depth and customization that was used for Tier sets. For Battle for Azeroth, a lot of art variety will be added to the armor. There will be 1 appearance per armor type though, but more variety across zones. For transmog collectors it means more customization. There will be unique trinkets from raids. Azerite armor from raids will provide properties that can be found only in raids. Assembling people and maintaining schedule needs to feel worthwhile and properly rewarding. Patch 7.3.5 TL;DR: We'll see zone scaling, Legion epilogue quest content, Ulduar Timewalking and a preview of the new Silithus battleground (Seething Shore). In BfA, the focus shifts from racial identity to the faction conflict. Unlocking Allied races is more story-driven. Reputation barriers will be lifted. Doing the campaign should suffice. Heritage armor is restricted to races. More Allied races will be added in the future, but they want to add those that make sense story-wise first. Hunched races - Orc is the big one here. From the early beginning, we saw Thrall / Saurfang that had proper posture and it was a repeated request and they totally understand it. Darskpear Trolls will remain hunched - it's a part of the troll silhouette. Zandalari Trolls are upright though. Prestige system in BfA? They're looking at how the feeling of progression has been in Legion and are re-evaluating a lot of stuff. They want to make sure Prestige rewards are still available. Artifact skins in BfA  will be spec-restricted. Far fewer Legendary items will be seen in BfA, Blizzard will make them where it makes sense. As of now, they have no specific Legendaries in mind. No plans to change the Mythic raid size at the moment. The raid structure remained the same in Warlords, Legion and the trend will continue in BfA. They want to explore an option to enable Mythic cross-server raiding sooner. The team feels that Tomb of Sargeras was too difficult on Mythic difficulty. A few months after Antorus opens, there will be nerfs to Aggramar and Argus the Unmaker on Mythic. Is Aman'Thul's Vision personal loot? There's value in preserving discovery. We'll see in two weeks. When Mythic Antorus opens (Dec 5), you'll be able to get Mythic rewards up to +15. Order Hall Cache rewards will be retroactive.  Will Titanforging still allow you to get Mythic quality gear in Normal raids? Yes. It's about the moment of surprise. While you can still get a lucky drop, the Mythic raider is in all cases better geared than that lucky player. Odds of Titanforging will be looked into. They think it's happening too often. The idea of upward loot scaling is being carried forward. The hard cap on Titanforging would limit progression. World PvP will be revitalized in BfA. Creating a space where players who are looking for PvP can more reliably run across each other is the priority right here. Some players don't want to server transfer, yet they are stuck on servers with faction imbalance. The current thinking is to preserve the identity of RP-PvP communities. Legion is the expansion that brought the biggest class changes to World of Warcraft. It's jarring to come back only to see your class vastly reworked. Demonology will see a significant rework and Survival Hunter (the execution of the fantasy will be looked into). In terms of class changes, a good analogy would be Wrath of the Lich King to Cataclysm transition, minus removing 20 points of talents and adding 3 abilities to every class. Class buffs provide utility and they are returning in BfA. Some Artifact traits will be made baseline or baked into talents. For example Stormkeeper is a new Elemental Shaman talent available in BfA. Removing drawbacks from abilities is an area they are the most hesitant to entrench. What's happening with Hati for BM? It won't be carried forward. It's tied to Titanstrike.  It's cool to have multiple pets up as BM. and it's definitely something they could expand upon in the future. Improving animations is a long-term effort. New Warlock animations should be ready for the BfA pre-patch. Relics diluted the excitement of weapon rewards. The plan is to go back to regular weapon drops. The Underlight Angler will be carried forward, unlike other Artifacts. 50 characters per account limit will probably not be increased, but they're listening to community feedback.
    • By Frostjin
      <Currently Online> US - Sargeras - Alliance and US - Illidan - Horde - Is recruiting raiders for all difficulties, and social/casual players of all levels!
      _______________________________________________________________________________________________
      About Us:
      <Currently Online> Founded 2014 by a core group that has been playing World of Warcraft since Vanilla. Currently Online has since evolved to far more than a guild; we are a full scale gaming community with our roots in World of Warcraft. 
      _______________________________________________________________________________________________
      What We Offer: 
      The largest and most active World of Warcraft community in the world, with over 9,000 members across 9 guilds (6 Alliance, 3 Horde), we offer a huge slate of activities to our players, both in WoW and out...
      Raiding: 
      7/7 M EN, 2/3 M ToV, 7/10 M NH, and 6/9 M ToS Progression 12 Raid Teams - ranging from Casual to Mythic Progression See the teams and their needs on our website: http://currentlyonline.gg/raiding
      PvP:
      4 RBG Teams Countless members always looking for BGs and arenas! Learn more about our PvP offerings on our website: http://currentlyonline.gg/rbgs
      For Socials:
      Always active guild chat - 6 guilds linked with the add-on Greenwall on Alliance, and 3 on Horde. In-game activities and competitions: XMog Contests, PvP Events, Mythic+ Spams, Achievement Runs, Alt Raids, Yolo BGs, and more! Bi-Weekly In-Game Lottery! New Member Orientations! Come make some new friends! Room for advancement as an officer. Out of WoW:
      Private Gaming Servers such as Minecraft & 7DaysToDie Destiny 2 Clan Steam Group FFXIV Company Rust Clan Always active Discord w/ thousands of users Drinking Nights Monthly Giveaways _______________________________________________________________________________________________
      To Join:
      If you find yourself on Sargeras Alliance or Illidan Horde, simply "/who Currently Online" and ask for an invite! If you're not on one of our realms yet, let us know on our website and we'll keep your seat warm!
      http://currentlyonline.gg/join 
      _______________________________________________________________________________________________
      Contact Us: 
      You can contact us by Btag, or email as listed below.
      Add one of the following officers to your Btag:
      Coldcrow#1329
      Joberty#7753
      OR
      Email us at:
      Coldcrow@currentlyonline.gg
      Swampage@currentlyonline.gg
      _______________________________________________________________________________________________
      We hope to see everyone in game!
       
    • By Stan

      Highmountain Taurens are one of the three Allied races available to the Horde in Battle for Azeroth. In this preview, we're looking at the requirements to create a Highmountain Tauren, class / customization options and racials.
      Descended from Huln, brave hero of the War of the Ancients, the Highmountain tauren honor the spirits of earth, river, and sky. Though the Legion invaded their lands and sowed seeds of distrust between them, the tribes of Highmountain stand united once more. At long last they are ready to venture beyond their sacred mountain and stand beside their kin from Kalimdor, lending their nobility and strength to the mighty Horde.
      Available Classes
      Druid, Hunter, Monk, Shaman, Warrior Requirements
      In Danny's interview with Muffinus, we learned that you need to complete Ain't No Mountain High Enough and have some reputation standing with the Highmountain Tribe in order to gain access to a short quest chain to unlock the Allied race. Racials (Source)
      Bull Rush (Instant, 2 min cooldown)
      Charges forward for 1 sec, knocking enemies down for 1.5 sec. Mountaineer (Passive)
      Increases your Versatility by 1%. Pride of Ironhorn (Passive)
      Mining skill increased by 15 and allows you to mine faster. Rugged Tenacity
      Reduces damage taken by X. Waste Not, Want Not (Passive)
      You have a chance to loot additional meat and fish. Male Highmountain Tauren
      Skin Options

      Horn Style

      Facial Hair

      Female Highmountain Tauren
      Skin Options

      Horn Style

      Hair Style

      All images were taken using WoW Model Viewer.
    • By Starym

       
      The Titan Pantheon themed trinkets coming with Antotus are definitely the most interesting piece of itemization that's come around in a while and they were pretty mysterious for a time when they were first datamined, but we've since found out exactly how they work and what's required for those secondary pocs to trigger. However, the exact numbers behind those procs, how many players would actually have to have them equipped to be optimal, what amount of DPS do the add, whether the legendary version was better than the regular ones and many more questions like that remained unanswered - until now.
      Ask Mr. Robot has put together this very useful infographic detailing pretty much any questions you might have about the upcoming trinkets, other than perhaps "when will one of these drop for me?"
      So, check out all the info you could possibly need and, in case you need a refresher, here are the actual trinkets themselves as well:
      Aggramar's Conviction; Aman'Thul's Vision; Eonar's Compassion; Golganneth's Vitality; Khaz'goroth's Courage; Norgannon's Prowess

      You should also check out the full blog post for additional info and details.
      Source:
      https://www.reddit.com/r/wow/comments/7db6m0/pantheon_trinket_infographic/
    • By Stan

      In Battle for Azeroth, we're getting 6 new allied races that start at level 20. Alliance has access to Dark Iron Dwarves, Void Elves and the Lightforged Draenei, while the Horde can play as Nightborne, Highmountain Taurens and Zandalari Trolls!
      Here's a rundown of new sub-races available to both factions. In the screenshots, the characters are wearing what Blizzard calls Heritage Armor. It's a reward to show off your accomplishments and it is earned from leveling your Alied Hero character from 20 to 110. If you're buying a race change, you won't get it. In the What's Next Panel, we learned that it ignores armor types, so it seems all classes will be able to transmog the set once it's unlocked. Six allied races will be initially available and more will be added later on in the expansion. You can find out more information on the official website.
      Alliance
      Void Elves (Hunter, Mage, Monk, Priest, Rogue, Warlock, Warrior) Lightforged Draenei (Hunter, Mage, Paladin, Priest, Warrior) Dark Iron Dwarves
      Horde
      Nightborne (Hunter, Mage, Monk, Priest, Rogue, Warlock, Warrior) Highmountain Taurens (Druid, Hunter, Monk, Shaman, Warrior) Zandalari Trolls
      Highmountain Tauren Racials (Passive)
      Bull Rush (Instant, 2 min cooldown)
      Charges forward for 1 sec, knocking enemies down for 1.5 sec. Mountaineer (Passive)
      Increases your Versatility by 1%. Pride of Ironhorn (Passive)
      Mining skill increased by 15 and allows you to mine faster. Rugged Tenacity
      Reduces damage taken by X. Waste Not, Want Not (Passive)
      You have a chance to loot additional meat and fish. (Source)
      Lightforged Draenei Racials
      Demonbane (Passive)
      Experience gains from killing Demons increased by 20%. Final Verdict (Passive)
      When you die the Light avenges you dealing X Holy Damage to enemies within 8 yards and healing allies for X. Forge of Light (Passive)
      Summon a Forge of Light, enabling Blacksmithing. Blacksmithing skill increased by 10.
      Light's Judgment (Instant, 2.5 min cooldown, 40 yd range)
      Call down a strike of Holy energy, dealing X Holy damage to enemies within 5 yards after 3 sec. The racial looks very similar to the Vindicaar Core Matrix Power on Argus > Light's Judgment. (Source @Kalrell's tweet // Sloot's stream)
      Placeholder for tweet 926579843571093504 (Source // Official Website)