Sign in to follow this  
Followers 0
miyari

wow Paladin - Warlords of Draenor Alpha Patch Notes Analysis

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.

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.

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  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Jovovich
      [US-Arthas][H]Unhuman (Francais) NH:3/10M EN:7/7M ToV:2/3M www.unhuman.ca
      Unhuman est à la recherche de nouveaux visages qui seraient intéressés à joindre ses rangs!
      Forum: http://forum.unhuman.ca/forum/7-recrutement/
      Raiding:
      - [Raid] Starlight Bros NH:4/10M EN:7/7M ToV:2/3M 3soirs Mardi. Mercredi et Dimanche 7hpm à 11hpm (EST)
      - [Raid] Fluffy NH:2/10M EN:7/7M ToV:3/3H 2soirs Mercredi et Jeudi 6h15pm à 9h15pm (EST)
      - [Raid] Les Gosus de Notre-Dame NH:6/10H EN:1/7M ToV:2/3H 2soirs Mardi et Mercredi 7hpm à 10hpm (EST)
       
      PvP:
      - On cherche un membre actif pour s'occuper du Lead de PVP, PST Jovovich#1699
       
      Communauté:
      - Plus de  500 accounts
      Unhuman est plus qu'une guilde de raiding performante, c'est aussi la plus grosse communauté Francophone sur World of Warcraft US. Nous comptons présentement plus de 500 accounts actifs. Depuis sa création en 2006, Unhuman cherche à offrir à ses raiders un environnement de jeu qui favorise la progression et ce avec des joueurs d'excellent calibre. Nous sommes constamment à la recherche de nouveaux joueurs que ce soit PVE ou PVP, mais aussi des masters du Pet Battles, des champions de l'Archéologie ou peu importe ce qui vous branche ingame. Vous êtes donc assuré de trouver ce que vous cherchez chez nous peu importe votre style de jeu.
      Pour toutes questions...
      - http://unhuman.ca/
      - Jovovich-Arthas, Guild Master
      - Jdo-Arthas, Officier
      - Mottuer-Arthas, Officier
      - Nylan-Arthas, Officier
      - Kaiser-Arthas, Officier
    • By Jovovich
      [US-Arthas][H]Unhuman (French) NH:4/10M EN:7/7M ToV:2/3M www.unhuman.ca
      Unhuman is RECRUITING!
      Forum: http://forum.unhuman.ca/forum/7-recrutement/
      Raiding:
      - [Raid] Starlight Bros NH:4/10M EN:7/7M ToV:2/3M 3day Tuesday, Wednesday and Sunday 7hpm to 11hpm (EAST)
      - [Raid] Fluffy NH:2/10H EN:7/7M ToV:3/3H 2day Wednesday and Thursday 6h15pm to 9h15pm (EAST)
      - [Raid] Les Gosus de Notre-Dame NH:6/10H EN:1/7M ToV:2/3H 2day Tuesday and Wednesday 7hpm to 10hpm (EAST)
       
      PvP:
      - We're looking for someone to take on PVP leading, PST Jovovich#1699
       
      Community:
      - More than 500 account
      Unhuman is a performing raiding guild with multiple raid groups, it's one of the biggest, for not saying the biggest one, french community on World of Warcraft US. We have over 500 active accounts. Unhuman has been created in December 2006 and will continue to live for a long time, Unhuman is trying to give to our raiders everything they need to be focus only on good progression!. Unhuman is always looking for new players of all kind, PvE or PvP, even with Battle pets or Archeologists or anything else you can do in the game....You will be sure to find your way with Unhuman!
      For any question...
      - http://unhuman.ca/
      - Jovovich-Arthas, Guild Master
      - Jdo-Arthas, Officier
      - Mottuer-Arthas, Officier
      - Nylan-Arthas, Officier
      - Kaiser-Arthas, Officier
    • By Stan

      Today's blue posts round-up covers a lot of PTR class discussions, like changes to the new golden 7.2 Unholy Death Knight Trait (Festering Talons) or Druid's Intimidating Roar. On Twitter, we learn there are currently no plans to increase the amount of Legendary items one can wear in 7.2. It may come in future, but they're undecided.
      Death Knight
      The new 7.2 golden trait for Unholy (Festering Talons) will be updated in a future build.
      Sigma (Source)
      The gold trait should be changed in an upcoming PTR build to something that doesn't add Festering Wounds (and therefore resources and GCDs) to the rotation, since Unholy is still a bit swamped. Druid
      Intimidating Roar will root targets instead of snaring them in 7.2.
      Sigma (Source)
      While I am somewhat loath to respond to a thread where 23 of 25 posts are by the same person (and I apologize in advance to my colleagues from Community about this), it turns out that this is being changed in 7.2. Intimidating Roar will root targets rather than snaring them by 50%. We felt the current behavior was inconsistent with the tooltip, and also that the talent shouldn't feel like it adds risk to the ability that isn't present in the untalented version. Mage
      Further tuning for Frost Mages is underway.
      Sigma (Source)
      Thanks for the detailed look. We agree there could be some cleanup around proc minutiae and Winter's Chill timing, including getting rid of the possibility of the double Ice Lance.

      Few other minor notes:
      --Frozen Touch is slightly underpowered, but we likely have to be careful with it until we do something about the possibility of infinite Thermal Void rotations.
      --Glacial Spike is intended to double-dip crit on the Icicle (Mastery: Icicles) portion of the damage, but it would be better if it didn't double-dip % damage buffs such as the ones you mentioned.
      --Glacial Eruption should be on PTR soon, but it will be able to Shatter. Rogue
      Discussion revolving around Roll the Bones and True Bearing.
      Sigma (Source)
      Overall it would be more ideal if the Roll the Bones buffs were closer in value. True Bearing has gradually crept up over the course of the expansion (around the time of Legion launch, I believe Shark Infested Waters was considered best, and they haven't changed much since then). I expect True Bearing climbs in value as the rotation gets faster due to stat increases and other bonuses being added over the course of the expansion, which all feed into the True Bearing positive feedback loop. Simply making it baseline would speed up the spec even further and contribute to the energy flood and other issues that it can have. While the similar effect was passive in Warlords, I'm sure (I haven't dug into this closely) that the Legion spec churns combo points much more rapidly. In any case the Legion version of True Bearing has the added synergy with Marked for Death that heaps even more combo points into the rotation during True Bearing.

      Point being, while there's not a specific plan yet for balancing out the different Roll the Bones buffs, we agree that it would be better they were more even again. Longer-term, there's something to be said for tweaking the rules/probabilities of Roll the Bones in a way that would further reduce the value of rerolling frequently. Warlock
      Afflicition should feel most at home when applying dots to multiple targets (multi-dotting) and if Tier 20 Set Bonuses (Item - Warlock T20 Affliction 2P Bonus //  Item - Warlock T20 Affliction 4P Bonus) interfere, they will get changed. Overall, different specs within pure DPS classes should have better delineated distinct strengths than they have right now.
      Sigma (Source)
      We do agree that Affliction should feel most at home when it is applying DoTs to multiple targets. With specs like this where the basic mechanics and history of the spec lean towards being strong in one area, there's often a fine line to draw on how it should perform in the other areas (here, single-target damage). It shouldn't feel useless, but should feel like other players may have the advantage there. It's fine for a talent like Malefic Grasp to exist, but this logic probably implies it's slightly stronger than would be ideal. It's good feedback on the preliminary T20 set bonuses that they might push Affliction _away_ from feeling good when multi-dotting, which is something we'd want to avoid.

      More broadly and looking ahead to the future, we agree that different specs--especially different specs within a pure DPS class--should have better delineated distinct strengths than they currently have in some cases. That doesn't mean the magnitude of the difference has to be very large (see the "useless" comment above). Especially in a context like single-target DPS, which is the subject of intense analysis and scrutiny, even a few % of difference in DPS is more than enough for players to notice and take seriously as a strength or weakness of a spec. Simply that it should be more clear what the scenario is that each spec has to look forward to as the place where it stands out, such as sustained multi-dotting for Affliction, or situations that allow Destruction to leverage Havoc especially well. Twitter
      There are no plans for 7.2 to increase the number of Legendary items you can wear (it may come in the future). Power Ascended is the gating behind new pets, Class Mount tints. To purchase them, one needs a fully- unlocked Artifact weapon. There are only four pets (3 for Death Knights, 1 for Monk), a Pepe toy for Demon Hunters and different Class Mount tints that you get for additional Order Resources. Placeholder for tweet 832328668324130816 Placeholder for tweet 832018705194242048 Placeholder for tweet 83202241408296960
    • By Stan

      Guardian Druids get a new bear form appearance through Claws of Ursoc in Patch 7.2. The bear form was first previewed at BlizzCon last year. Four color variations of the new form are available.
      We're not sure how to unlock the first tint yet, but the other tints have their requirements added:
      Tint 2 - Defeat Kil'jaeden on Heroic difficulty using this Artifact appearance Tint 3 - Win 10 Rated Battlegrounds with this Artifact appearance Tint 4 - Defeat all dungeon bosses with this Artifact appearance Below are screenshots of the bear form

    • By Stan

      In Patch 7.2, every class can unlock a Class Mount after completing Broken Isles Pathfinder, Part Two. Some will change colors based on specialization, while others can be earned from Power Ascended. Now that we've previewed them separately, it's time for a summary!
      Overview of all Class Mounts and their tints coming in Patch 7.2.
      Table of Contents
      Death Knight Demon Hunter Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior Death Knight - Deathlord's Vilebrood Vanquisher (More details) 
      Demon Hunter - Slayer's Felbroken Shrieker (More details) 
      Druid - Archdruid's Lunarwing Form (More details) 
      Hunter - Huntmaster's Loyal Wolfhawk (More details) 
      Mage - Archmage's Prismatic Disc (More details) 
      Monk - Ban-Lu, Grandmaster's Companion (More details) 
      Paladin - Highlord's Golden Charger (More details) 
      Priest - High Priest's Lightsworn Seeker (More details) 
      Rogue - Shadowblade's Murderous Omen (More details) 
      Shaman - Farseer's Raging Tempest (More details) 
      Warlock - Netherlord's Chaotic Dreadsteed (More details) 
      Warrior - Battlelord's Bloodthirsty War Wyrm (More details)