Tuesday, April 20, 2010

A look to the future

I have been holding off on this since I really don't know how to say anything about the changes without sounding like whining.  So, I will post my opinions on each thing as I see them:
New Paladin Spells
Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield. 

Opinion:
meh.  While this may be interesting to some of the protection paladins out there it is another http://www.wowhead.com/spell=53600 (useless to me)

Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration. 

Opinion:
meh.  If as a retribution paladin I need to be a healing stream totem I think the battle is already lost.  Add to that the fact that I am GCD limited, my burst nerfed and and health pools that supposedly will be increased significantly more than damage output I think this just gets thrown in the Holy bag of tricks.

Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears). 
Opinion:
Looks interesting.  We get a pet.  (I don't care that they say its not a pet, it is)  16.7% uptime DoT.  We'll see how the damage works out.  I will call this a buff
Changes to Abilities and Mechanics



  • Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely. 
Opinion:
Bad (for ret paladins).  Read above about GCD starvation.  Or at best meh.

  • Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons. 
Opinion:
Bad (for ret and prot paladins).  We already have problems if we are fighting someone who is halfway decent at kiting.  From what blizzard said before the above listed effect is for holy paladins.  rets and prots lose the magic debuff removal.  Unlike the other classes that are losing something in their non-healing specs paladins get no coresponding buffs or additions.

  • Blessing of Might will provide the benefit of Wisdom as well. If you have two paladins in your group, one will do Kings on everyone and the other will do Might on everyone. There should be much less need, and ideally no need, to provide specific buffs to specific classes. 
Opinion:
meh.  speeds up starting of BG's, arenas, instances or raids.  Caters to whiny bitches who either don't know their class enough to know which would benefit them more or are so greedy they want both.  You whined enough to get http://www.wowhead.com/spell=20217 baseline so, take it and shut up.

  • Holy Shock will be a core healing spell available to all paladins.

Opinion:
meh.  If a ret needs this you're screwed anyway.
New Talents and Talent Changes



  • We want to ease off the defensive capabilities of Retribution and Holy paladins slightly. We think the powerful paladin defenses have been one of the things holding Retribution paladins back, especially in Arenas. One change we’re considering is lowering Divine Shield’s duration by a couple of seconds. Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards. Furthermore, the healing environment of Cataclysm is going to be different such that a paladin may not be able to fully heal themselves during the duration of Divine Shield to begin with, so this may not be a problem.

Opinion:
Bad!  Personally I think the rated battleground thing as it has been described so far is stupid.  I really don't want to see another place for the moron elitist raiders to take their large groups of script following cattle to get better rewards as an improvement for the game.  But, I digress.  Lowering the DS duration is bad for all paladins.
  • We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either doing decent burst damage, or just being good at staying alive.

Opinion:
Bad.  We already play whack a mole.  Now you want to add a line to the whack a mole table.  And make it one that if you hit the wrong one a boot comes out of the front of the game and kicks you in the nuts.  /sarcasm THANKS!  /sarcasm off. Ok now one question I have is how else does anyone win at PvP?  the whole freaking point is the either out last your opponent or to burst them down before they burst you down.  Is blizzard going to make a chess board to PvP in?
  • We want to increase the duration of Sacred Shield to 30 minutes and keep the limit to one target. The intention is that the paladin can use it on their main healing target. That said, we would like to improve the Holy paladin toolbox and niche so that they don’t feel quite like the obvious choice for tank healing while perceived as a weak group healer.

Opinion:
Good.  Now I can cast SS while I am preparing for arenas.
  • We want to add to the Holy tree a nice big heal to correspond with Greater Heal. Flash of Light remains the expensive, fast heal and Holy Light is the go-to heal that has average efficiency and throughput. Beacon of Light will be changed to work with Flash of Light. We like the ability, but want paladins to use it intelligently and not be constantly healing for twice as much.

Opinion:
Meh.  Not holy.
  • Holy paladins will use spirit as their mana regeneration stat.

Opinion:
Meh at best.  Bad in reality.  Holy paladins should be different from other healers.  They wear plate for craps sake.  Why not just make 3 stats Damage, Healing and Protection?  that way I dont have to think at all when choosing gear.
  • Protection paladins need a different rotation between single-target and multi-target tanking. Likewise, we're looking to add the necessity to use an additional cooldown in each rotation.

Opinion:
Meh.  Not tanking anymore.  Though I will say they really don't like paladins to be better at anything do they?
  • Holy Shield will no longer have charges. It will be designed to improve block chance while active, and will continue to provide a small amount of damage and threat.

Opinion:
Meh.  Or bad as it sounds like they are lowering the damage/threat on this core paladin tank ability.
Mastery Passive Talent Tree Bonuses 
this is already a wall of text so, suffice it to say a whole big pile of meh.  Bonuses to what ever stat they want us to focus on.  Ok thanks for the creativity.  /sarcasm off.

My over all opinion is somewhere between this sucks and meh.  Probably closer to sucking.  They want to reduce the protective nature of ret in PvP but add to their utility?  Added some healing and prot crap that i don't want to use.  I really wish that someone at blizzard actually played retribution in PvP.  If they do then they should not purposefully gut the tools that we use and stop adding stuff that has little to no use for us.


Well, there you have it.

Update

I have some opinions on the upcoming changes to the paladin class but, I am gathering my thoughts before I post them so for now I will just post about the status of my toons.
Total gold 70K
Paladin 80 wowhead GS in PvP 2758
Lock 80 wowhead GS 2067
DK 80 wowhead GS 1749
Hunter 80 wowhead GS 1468
Rogue 60
Mage 38
Priest 30
Warrior 23
Druid 20

Still working on my PvP gear for the paladin.

Wednesday, April 7, 2010

Hmm... What to say

Well, for those who read this, I have decided to start writing here again. (In case this post didn't clue you in).

As far as a status update i have been working on PvP on the paladin and gearing the alts in PvP and PvE. I currently have 3 80's (Paladin, Warlock and Death Knight) 78 Hunter, 52 Rogue, 38 Mage, 30 Priest, 23 Warrior and a 20 Druid. I don't have a shaman because I want to make a goblin shaman when Cataclysm comes out.

I have also been working on making gold. I have around 60K spread out on my toons and all 4 of my toons that can fly have epic flying.

As you may see from my armory I have been building my PvP set (you might not see since I don't pay attention to whether i log out in PvP gear or PvP gear). I currently am missing 2 pieces of gear that i can get at my rating (~1100). I only fight on my 5's team currently because I haven't found 1 or 2 people who have my same mentality for arenas and a similar schedule. I am able to get the 5's because my guild decided they wanted to work on arenas for gear. I want to get a good 3's team going so I can see how good I am at PvP compared to how good I think I am.

Well, that's all for now.