12/11/2009

Patch 3.3.0 Fall of the Lich King


  • Holy
    • Aura Mastery: This effect of this talent has been reduced in duration to 6 seconds.
    • Infusion of Light: This talent now causes the paladin's Flash of Light spells to heal the target for 50/100% of the Flash of Light healing amount over 12 seconds.
  • Protection
    • Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration.
    • Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin's health multiplied by the number of party members. In addition, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases. Finally, damage which reduces the paladin's health below 20% now cancels the effect early.
  • Retribution
    • Repentance: This crowd control effect will no longer break early from the damage done by Righteous Vengeance.
    ------
    • Divine Intervention: This ability now also removes Exhaustion or Sated from a target if the recipient is out of combat when the effect ends. In addition, the cooldown on this ability has been reduced from 20 minutes to 10 minutes. Cannot be used in Arenas.
    • Flash of Light: This spell no longer causes a heal-over-time effect unless the player has the Infusion of Light talent.
    • Lay on Hands: This ability will place Forbearance on the paladin if used on his or herself. It will not place Forbearance on others.
    • Aura Mastery: The animation for this ability will no longer be extra bright when used with Concentration Aura active.
    • Beacon of Light: The effect of this ability will no longer sometimes continue past the duration of its buff. In addition, the duration when used with the Glyph of Beacon of light will now correctly be 1.5 minutes. Finally, the tooltip was corrected to indicate benefitting targets must be in the paladin's party or raid.
    • Blessing of Kings: It is no longer possible to have multiple buff icons from this spell.
    • Blessing of Sacrifice: Damage transferred via this ability can now be prevented by damage absorption effects.
    • Blessing of Sanctuary: It is no longer possible to have multiple buff icons from this spell. In addition, the tooltip has been corrected to include 10% increased strength.
    • Devotion Aura: When in a party with another paladin using a different rank of this ability, it is no longer possible to see two different Devotion Aura icons displayed as buffs.
    • Divine Sacrifice: This ability now properly counts all damage transferred against its limit, instead of not counting some damage.
    • Greater Blessing of Kings: It is no longer possible to have multiple buff icons from this spell.
    • Greater Blessing of Sanctuary: It is no longer possible to have multiple buff icons from this spell. In addition, the tooltip has been corrected to include 10% increased strength.
    • Guardian's Favor: Corrected a tooltip error in rank 1 of this ability.
    • Hand of Freedom: It is no longer possible to use this ability while under the effects of the druid spell Cyclone. In addition, disconnecting while rooted will no longer sometimes trigger casting this on oneself.
    • Hand of Reckoning: Tooltip clarified to indicate taunt immune targets will not take damage from this ability.
    • Hand of Sacrifice: Damage transferred via this ability can now be prevented by damage absorption effects.
    • Heart of the Crusader: The effect of this talent is now always removed when the target no longer has an active Judgement debuff.
    • Judgements of the Just: The effect of this talent is now always removed when the target no longer has an active Judgement debuff.
    • Judgement of Righteousness: The damage from this ability will no longer sometimes increase when the paladin's agility increases (only occurred with low strength and high agility).
    • Judgement of Wisdom: Corrected incorrect information in the combat log tooltip.
    • Retribution Aura: It is no longer possible under some circumstances for the UI to display buffs from two different ranks of this ability.
    • Seal of Corruption: Tooltip corrected to list the actual amount of damage done instead of a higher number.
    Source

    11/19/2009

    slow for news

    Seems like devs are working hard on that next patch. They keep changing LoH and Sacred Shield; who knows how they'll finish up being nerfed. They also keep saying they don't see people switching in paladins as main tanks like they saw with DKs.

    10/21/2009

    T10 paladin graphics

    MMO champ has datamined what they believe to be the T10 look for paladins. Looks pretty unfinished to me. Shoulders look more like something for a shaman set. Would be interesting if holy got a skirt and prot/ret got pants (robe look for all casters).

    http://www.mmo-champion.com/news-2/patch-3-3-ptr-notes-update-1020/

    9/22/2009

    Patch 3.2.2 Live

    Nerfs to talents. Trying to make people use Command, sometimes. And some item fixes.
    - Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
    - Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.
    - Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.
    - Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.
    - Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
    - Touched by the Light: This talent now provides 20/40/60% of the paladin's strength as spell power instead of 10/20/30% of the paladin's stamina.
    - Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.

    - Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
    - Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
    - Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.

    - Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
    Source

    9/10/2009

    Holy Wrath nerf

    I wondered why in the world they would bring 3 holy paladins to heal something...
    We just deployed a hotfix to modify Holy Wrath so this spell has the same diminishing return mechanics that other player stun spells and abilities currently have. This will prevent Undead creatures that we wish to be susceptible to stun from being permanently stunned if you include enough Paladins in your raid who then rotate their Holy Wrath casts.

    This will affect the difficulty of Anub'arak, but we didn't want the "right way" to defeat this fight to involve bringing five Paladins who glyphed their Holy Wrath spell.
    Source
    Apparently they used it to keep adds stunlocked down. And I'm betting having several divine sacrifices didn't hurt either.

    9/04/2009

    About Healing and Tanking

    If we just chilled out tank damage, then healing would be a lot easier. While I know it's popular in this forum to claim that we only want to make life hard for the healers, I think in reality many of you would get bored or risk losing your spot when the raid didn't need as many healers.

    A better answer, in our opinion, is to increase tank health and have bosses hit hard but not as often. The end result would hopefully be that it took several big heals to bring a tank back up rather than a single Holy Light crit. Currently overhealing isn't particularly scary because mana is cheap and the risk of the tank (or anyone dying) on a given GCD is very real.

    If you currently put say 3 healers on the tank that isn't because it requires that much healing per second to keep the tank alive. Instead, it's because with 3 healers hopefully someone will be always casting and can land a heal after big hit one but before big hit two, which would kill the tank. If a few hots or shields get stomped on along the way, oh well.

    Ideally, you put 3 healers on the tank because it takes 3 big heals to get the tank back up. If you don't coordinate well or use a big heal when a medium heal would do, then you'd risk too much overhealing and ultimately running out of mana. You'd need to heal smart as well as just healing fast and big, which is what the current design really encourages.

    I predict health pools of all players will go way up in Cataclysm relative to player damage and healing. Everything (meaning PvP too) would be slowed down just a little so that making the right choice would sometimes trump making the fast choice.

    I'll also add that many players think 10-player raid healing is currently more fun than in 25s because you are often splitting duties with just one other person -- "You heal the tank. I'll heal the raid." In 25s you get more of that whack-a-mole feeling where you're competing just as much with other players to heal someone first and nothing feels very organized or efficient.
    Source
    While I agree that giving tanks more hp in this current environment is would be a good thing, there's a lot here that I very much disagree with.

    First off, you can design healing to not be as hard and still use a lot of healers. This is entirely a failing of the development team, and pretty much a cop-out.

    Forcing players to use healing strategies where "hopefully" someone lands a heal at the right time is horrible. The current system encourages spamming the *@#$ out of the tank, it does not encourage smart healing. Divine plea with a 50% heal reduction is bad; clearly they don't see how the vast majority of paladin healers use it. Beacon of Light is bad for the game; it very much encourages spamming and not smart play. Problems with healer mana stem from requiring stupid amounts of healing in order to keep people alive with luck rather than smart healing. AE just for AE sake and rediculously hard hitting bosses are new bad gimmicks; WoW didn't always have these on every boss. In my mind, this is more fun than heal-chain/rotations and smart healers still play better, but it could and should be designed better (and perhaps the current state of it's design now is a product of PvP influence?). It would be nice to even see a system where it was possible to see a boss that hits very fast for medium damage for variety.

    10-mans are more fun to heal because the damage isn't as ridiculous, though it's also much easier to stack 3 healers for stupid healing fights and still meet dps requirements. Also, anyone saying "more fun" means that they have run both 10 and 25 which means that they are probably over-geared for a 10-man. I feel very strongly that our current 10-mans give out far too high itemlevel of gear in relation to the 25 man progression.

    8/17/2009

    Nerfing Prot More

    More prot nerfs. Clearly giving into the forum whiners again. I don't see these as warranted at all after the seal nerfs.
    We don't think "high threat tanks" is a fun niche for the game. We don't mind some variation depending on the specific situation, but paladin OTs were accidentally pulling off of MTs an awful lot. That isn't a L2P issue. That's just the numbers being off and frustrating everyone.

    We didn't want to nerf threat until community perception had turned around that paladins could survive while tanking hard modes.

    Try out the hard Coliseum fights (once available) or the tougher ones in Ulduar and let us know how it feels.
    Source
    They must have gotten the patch notes from the test realm download, as there aren't 3.2.2 patch notes posted on the official websites that I could find.

    • Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.
    • Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.
    • Touched by the Light: This talent now provides 20/40/60% of the paladin’s strength as spell power instead of 10/20/30% of the paladin’s stamina.
    • Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack
    MMOChamp

    8/11/2009

    Prot healers in PvP

    I haven't actually seen any Prot healers in PvP myself, so I can't really judge if they're overpowered or easy to shut down. However, I have an overwhelming sense of dread for the nerfs they're going to drop on us that end up hurting PvE Prots just like those Ret PvP nerfs hurt them more than Rets. =(
    We are going to fix the specific scenario where a PvP paladin with a Prot build but spell power gear can heal for more than a Holy build in the same gear. We want to do this without messing up the Prot paladin trying to tank in PvE.

    We will probably not make this change before the end of the current Arena season, but you can be thinking about your teams for season 7 with this change in mind.

    ---

    Touched by the Light helps to solve a specific problem which is that paladins do both physical and magical damage and Prot paladins need both for threat (and damage). It works fine when the paladin is in tanking gear, and in fact was designed so that paladins wouldn't need to mix tanking gear with caster gear as they did in the past.

    It is not balanced for a Prot paladin who decides to wear spell power gear. At that point you're double-dipping.

    We have no problem with Prot paladins in PvP, but they need to be there because their survivability is an asset, not because they can out-heal an entire tree dedicated to healing.

    There is a fine line between creative use of game mechanics and something that goes against our vision for the game. It's always going to be subjective. If the Retribution tree ended up being better at tanking than the Protection tree, or the Shadow priest was a better healer than the Disc tree, or the Marks hunter had a more powerful pet than the BM hunter, we'd take similar action.
    Source

    8/09/2009

    HoR hotfix

    Nerfing the functionality even more for Prot Paladins because of Ret Paladin PvP. I'm already very unhappy with the new seals and exorcism. This really has to stop.
    Hand of Reckoning is no longer able to be used on targets that are immune to taunt, including players.
    Source

    8/04/2009

    Patch 3.2.0

    Patch is going live today. Oddly small download for a content patch though...

    • Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
    • Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
    • On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren's Lucky Coin, Lavanthor's Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.
    • Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
    • Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
    • Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
    • Charger: Can now be learned at level 40.
    • Crusader Aura: This ability now also grants its flying speed increase to a druid's Flight Form and Swift Flight Form.
    • Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
    • Hand of Reckoning: Redesigned. Now does damage only when the target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
    • Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can't be dodged, parried or blocked.
    • Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
    • Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.
    • Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
    • Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
    • Seal of Blood: This ability has been removed.
    • Seal of the Martyr: This ability has been removed.
    • Seal of Vengeance and Seal of Corruption: These seals have been redesigned. Only auto-attacks and Hammer of the Righteous can place the debuff on the paladin's current target(s). However, while the seal is active, each melee swing or ability (excluding judgements) that lands on the target will deal a percentage of weapon damage as Holy damage to the target. This damage maxes out at 33% weapon damage with 5 applications of the debuff and scales upward evenly based on how many applications of the debuff are active. This Holy damage deals double-damage critical strikes. In addition, the damage-over-time debuff is now considered a melee attack for the purposes of determining its chance to hit, miss, be dodged or parried.
    • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
    • Warhorse: Can now be learned at level 20.
    • Talents
      • Holy
        • Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
        • Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
        • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
      • Protection
        • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin's defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).
        • Guarded by the Light: This talent will no longer cause Divine Plea's duration to be refreshed by using Judgement of Wisdom, Judgement of Justice, or Judgement of Light.
      • Retribution
        • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant. In addition, this talent now provides notification in the floating combat text when it activates.
        • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana.
        • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
        • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

    7/22/2009

    Login Server Down

    Grrrrr. Login server down and nothing really new to read or post about. Here's a clip of something they've said before that some people might have missed.
    We would like to get rid of spellpower plate, but we don't have a great system yet to make loot work without it. We want Holy paladins to wear plate and we don't want them to be great at say damage or tanking without having to swap gear.
    Source
    I don't really want to see spirit instead of mp5 either. I was around when they first added mp5 and when they first added haste, they seem to like to try to make things "the next big thing everyone needs" but they don't balance it with what they currently have when they do it. I'd like to see more gear options (IE multiple pieces of gear at the same level with very different stats) and not brand new stats.

    7/14/2009

    Tanking info

    Couple posts from GC recently reguarding tanking.

    ...We think block needs to mitigate much more incoming damage per hit, but to make that change we would also need to lower tank avoidance across the board and prevent every hit from being blocked...
    Source

    ...The main goal of the change was to make parry not so much less attractive than dodge as an avoidance stat. Since tank avoidance is so high already, we wanted to do that by nerfing dodge a little, not by buffing parry...
    Source

    7/11/2009

    Paladin Q&A

    The paladin class Q&Q is up on the forums and main website. There's actually nothing really new here at all; it's all rehashing stuff they've already said previously.
    ...we’ve had trouble developing distinct niches for MP5 and Spirit and are considering collapsing those two stats in the future...

    The changes to Beacon of Light in 3.2 should make paladins an exceptional dual target healer.

    We understand this is a small adjustment to Protection paladins, which is why we improved Hand of Reckoning. The 3.2 patch will be pretty good for paladin tanks overall so hopefully they will forgive us.

    This leads to junk buffs and inconsistencies on which abilities can be dispelled or not. We are going to redo the entire system, though not for 3.2.

    Judgment of Justice is intended to be the gap-closer for paladins.
    Nothing about making paladins better raid healers; they don't even pretend the beacon change will help with raid healing in this Q&A, they say "dual target healer" here. So there's still really not much reason to bring 2 holy paladins to most raids.

    As a tank, I've been noticing that I do use Exorcism quite a lot. Although, I'm willing to give the new cast time and Hand of Reckoning changes a chance before I cry foul. They could always just add on to a deep Prot talent cast time reduction for it.

    7/01/2009

    PTR 3.2 patch note changes

    Some changes to the patch notes for 3.2, as it is a changing version being tested on PTR right now:

    • Judgements: Some of these attacks were considered ranged and some melee. They are all now considered melee attacks that can't be dodged, parried or blocked.
    • Righteous Fury: No longer has a duration, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
    • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack.
    • Ardent Defender: Redesigned. Any damage that takes the paladin below 35% health or below is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin's health to 10/20/30% of maximum.
    • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown. Mana cost reduced to 5% of base mana.

    And from MMOchamp's datamining:
    • Judgement of Vengeance now Deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage to an enemy, increased by 10% for each application of Blood Corruption on the target.

    6/22/2009

    Prot Paladins and Exorcism

    I sometimes managed to slip in Exorcism on the mob I am currently tanking for more threat or more damage. And I definitely use it when I'm not currently tanking but helping to do some damage. I assume that HoR causing that extra damage is done after the taunt effect so that we get a giant boost on threat? Or is it just intended to be useful on mobs immune to taunt?
    We realize Prot paladins sometimes use Exorcism to generate threat at range. While you can technically still do that, we understand that sometimes you might not be able to afford the cast time (say you are already in melee and adds join the battle).

    To address this, we are going to change Hand of Reckoning to cause a lot more Holy damage. However, it will not cause this damage if the target is already attacking you. This lets you use it at range on adds, but won't turn it into a rotational ability that you have to keep using while something is beating on you.
    Source

    on the topic of Paladin mana regen

    Not sure I agree with GC's numbers here. I know I certainly can't afford to use Plea all that often.

    Illumination 70,000
    Divine Plea 50,000
    Replenishment 36,000
    Other sources of mana 30,000
    Mana from gear 10,000
    Overhealing 60%
    Source

    Here's 2 records of me on Mimi:
    Illumination 30371
    Replenishment 30155
    Divine Plea 12122
    Mana Restore 9000
    Revitalize 2909
    Hymn of Hope 1600
    Judgement of Wisdom 440
    ~ gear mp5 / wisdom buff 54000
    Overhealing 43.6%

    Illumination 42758
    Replenishment 27907
    Mana Restore 11400
    Divine Plea 5738
    Revitalize 4606
    Hymn of Hope 728
    Judgement of Wisdom 175
    ~ gear mp5 / wisdom buff 54000
    Overhealing 56.3%

    Here's our primary holy:
    Illumination 61560
    Replenishment 30165
    Soul of the Dead 9900
    Mana Restore 4800
    Divine Plea 3661
    Revitalize 1375
    Judgement of Wisdom 88
    ~from gear mp5 / wisdom buff 25000
    Overhealing 61.8%

    Now, that mana from mp5 estimate would be if we weren't full the whole time. Generally we both divine plea up to full at each phase transition. So it's probably safe to drop that by 10% to 25%, even then, I'm way different from GC's figures.

    Also in GC's thread, if there was confusion, in the next patch Beacon will be able to be applied multiple times to one target.

    on Illumination nerf

    Resilience thread, GC talks about doing the illumination nerf because of the beacon buff. Honestly, I think they've been wanting to nerf Illumination for a long time and this Beacon buff is really just a fix (making it truely reliable without much additional effective healing, tons more overheal) and it still doesn't solve the problem of raids not wanting 2 holy paladins.
    Illumination was nerfed for PvE reasons.
    Source

    6/19/2009

    Patch 3.2 pre-PTR notes

    http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
    I doubt we'll see all the ardent defender changes last through testing. Exorcism is a Ret change but it hurts Prot. We'll have to see how Seals they play out in game. Holy didn't really get anything to help with raid healing better; it's just heal the tank better while getting some raid healing--still don't see a reason to bring 2 holy paladins?

    • Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
    • Charger: Can now be learned at level 40.
      Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
    • Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
    • Judgement of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
    • Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.
    • Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
    • Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
    • Seal of Blood: This ability has been removed. Seal of the Martyr: This ability has been removed.
    • Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with
      critical strikes dealing double damage.
    • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
    • Warhorse: Can now be learned at level 20.
    • Talents
    • Holy
    • Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
      Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect
      instead of 3/6/9/12/15%.
    • Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
    • Protection
    • Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35%
      health or below has its damage reduced. In addition, once every 2 minutes an
      attack that would have killed the paladin will fail to kill, and instead set the
      paladin's health to 10/20/30% of maximum.
    • Retribution
    • Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
    • Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown.
    • Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
    • Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.

    http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

    Big Paladin Changes Coming

    Pre-Patch note info, Patch Notes to follow.
    Protection: Ardent Defender will no longer “skip over” the 35% health level – it will always be reduced and it has a new effect that if a blow would kill you, it instead sets you to 30% health. This portion of the ability cannot occur more than once every 2 minutes. Blessing of Sanctuary will likely increase stamina to be competative with Kings. And they are doubling the effect of bonus block value on items.
    Holy: Changing Flash of Light so that it places a heal-over-time effect on any target with Sacred Shield on them. Bacon to do overhealing.
    Retribution: Damage seals to be redesigned; Martyr being removed. Exorcism to have a cast time and work with Art of War. Crusader Strike down to 4 second cooldown. Vindication to attack power reduce like Demo Shout.
    Source

    6/16/2009

    3.2 will have holy paladin changes

    They said they were working on it; and here they now say it will come in patch 3.2.
    We have some changes in 3.2 that will address some of the concerns healing shamans and paladins have.

    ---

    We are working on a (long) post to explain some of the paladin changes. I don't have an ETA.

    ...We're okay though with expanding their breadth a little bit for those situations where you have more paladins than tanks or the raid is taking a lot of damage...
    Source

    6/12/2009

    Slow News

    Been rather slow on Paladin news last few days.
    Ulduar has seen some nerfs. Source I know I enjoy no more mind control on Yogg while tanking.
    They also announced riding mount changes for next big content patch; prices and level lowered, as well as cast time down to 1.5:
    Paladin
    Warhorse: Requires level 20
    Charger: Requires level 40
    Source

    6/09/2009

    mp5 on gear

    Probable mp5 amount on gear increase (as in, increase the amounts that are already there, not add more to gear without). Makes sense as an easy first step.
    Regardless of any other changes we might make, mp5 just doesn't seem to provide enough point for point on gear. It's possible (likely?) we'll just increase all of the mp5 on gear.
    Source

    Ret Vindication Nerf

    PvP nerf, at least this one didn't nerf PvE as a side effect.

    We are in the process of completing a hotfix that could go live as early as this afternoon that will make the Paladin talent Vindication no longer reduce Intelligence or Stamina from the target it is applied to. The talent will continue to reduce Agility, Spirit, and Strength as it currently does. We felt this change will help balance the ability out, especially in the lower arena brackets where they are very prominent, while not being a negative impact on a Retribution Paladin’s PvE dps.

    ---

    Increasingly it felt like someone playing against a Ret-Pally really only had 60% of their health bar because Vindication took away 20% from the start and then Hammer of Wrath kicked in when they had 20% left. This change was something
    we could confidently hotfix and would have a minimal to no impact on the PvE side of things.
    Source

    6/05/2009

    2 Holy Paladins and Niches

    More than 1 holy paladin, yes please. Aren't paladins the only ones with a healing niche? Aren't all the others able to do everything?
    We understand a lot of players like the play style of paladins. We aren't interested in turning them into priests by any stretch. What we would like to do is make having more than one Holy paladin in a raid slightly more attractive. If you do a 10-player raid with 2 Holy paladins and 1 Resto druid, you should not feel gimped. If you have excess Resto druids, one of them can always hot and Nourish a tank. If you have excess Holy paladins, then you have one of them just using Flash on the rogues or furiously overhealing them with HL.

    We like healing niches and we think we are pretty close with them currently. If there was a healing niche of say "Good at healing melee on very long and heavily magical fights" I think everyone would agree that is probably too narrow a niche. We just need to make sure healers feel somewhat useful even when they are not in the perfect healing situation for their particular class.
    Source

    6/04/2009

    Paladin Healing isn't fun?

    Actually, stacking Int is kinda fun...
    I so use some mp5 on my gear personally though and just so much of the gear has it and haste on it that it would be great to make them more useful at least so there isn't so much gear that everyone is pissed when it drops wasting a slot for a good item that week. Focusing on the Main Tank isn't the issue so much as not being able to raid heal at all like other healers (while they can do main tank healing as well).
    Paladins are going to need to end up getting mp5 made more useful and get some new skill to help make us able to raid heal better on Ulduar massive AE fights.
    This topic has strayed a little bit from "Why are there healing niches?" to "I am a paladin healer and I hate my class."

    Look, we get that....

    1) Stacking mostly Int isn't fun.
    2) Having 70%+ overheal isn't fun.
    3) Focusing so much on the main tank in a raid isn't fun.
    4) Casting nothing but Holy Light isn't fun.

    We do have some ideas for how to fix these problems. They aren't redesign-the-class level because frankly we don't think the class needs that, but the proposed changes would fix the above four problems. Understand though that part of reducing overhealing and being a more flexible raid healer might come with regen or mana pool nerfs. It is possible that the only thing keeping Holy paladins from being too good right now is their narrow focus.
    Source

    6/03/2009

    Blizzard Collecting Paladin Questions

    Blizzard is collecting questions from players for a class Question&Answer series. The Paladin collection thread is up here:
    http://forums.worldofwarcraft.com/thread.html?topicId=17367605251&sid=1

    6/02/2009

    Patch 3.1.3

    Freedom nerf hit. Apparently E4e needed changes for pvp? Knew it was coming in advance but no one was really talking about it. Shields finally getting stats that make sense. Related to tanks, DKs got another nerf to their mitigation(AC).
    Eye For An Eye: This talent now deals 5/10% of the critical strike damage taken by the paladin back at the attacker.

    Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.

    Ice Layered Barrier: Upgraded to item level 232. In addition, the stats in the tooltip have been correctly adjusted to 78 spell power, 48 haste rating, 16 mana per 5 seconds, 52 Intellect, and 50 Stamina.

    Pulsing Spellshield: The stats listed in the tooltip for this item were incorrect and have been adjusted. This item provides 69 spell power, 34 haste rating, 42 critical strike rating, 45 intellect, and 45 stamina.

    5/31/2009

    Paladin Healing Niche

    I have a very hard time believing GC did Mimi and Hodir with 2 paladin healers and it worked just fine; possible and fine are not the same word. There are very, very few fights that require multiple main tank healers as well. Why would people bring multiple paladin healers to raid? And every other healer has the tools to be an MT healer, but paladins can't AE raid heal?
    An apparent "double standard" exists because the game has far fewer healing specs than damage specs. Most 25-player raids are going to have a diversity of healers so it's okay in our minds for them to have more discrete niches. While there are many fights where single-target damage is not particularly useful, there are very, very few fights that are not tanked, and therefore where single-target healing is not particularly useful. Besides, while the paladin niche may be single-target healing, when I look at raid stats, nearly all of them are managing to heal people besides the MT. I've run 10-player raids with 2 paladin healers plenty of times. It works fine.
    Source

    5/28/2009

    Freedom Nerf

    They're still worried it's too good. That maybe removing some of the CC escapes can make casters feel better vs melee.
    Holy and Ret paladins have in some form been on top of the current and previous Arena season. Furthermore, we think part of the reason some players, especially casters, feel like they are dying so quickly in PvP is because they can't use their crowd control abilities without them getting quickly removed. Freedom was a big part of that. It's supposed to be "Get out of jail free" card, not "you can't ever cc me" card. If that makes sense.

    It is still a very potent ability, especially talented, which almost all PvP paladins do. To be honest, we're concerned the duration is still too long.
    Source

    Specialized Tanking

    Requiring certain types of tanks to do certain fights may be fun for some, but is bad for the game overall.
    Even if you could somehow make certain that paladins were the best at some kind of bosses (so that they didn't just become the trash tank), you are then tied to make sure every raid has a few of those types of bosses. Ulduar becomes 3 warriors bosses, 3 paladin bosses, 4 druid bosses, 4 DK bosses. If one of those bosses is perceived as more difficult, more necessary or rewarding of better loot, then the sense of inequity still exists.

    Furthermore, we don't want every guild to have to keep 4 good tanks on their permanent roster and just slide them in for the right fight. While dual-spec makes that slightly easier than before, we still don't think it's fair to demand every guild keep someone on hand who can spec and gear as a Feral druid or Prot paladin.

    We're fine with certain tanks having a slight advantage on some fights, because we recognize that's probably inevitable as long as the abilities are different. This is going to always be trickier for the hard modes, but again the goal is that you can have any class of tank as your main tanks.
    Source

    Very long tanking thread

    About 7 posts of GC here, but nothing really new and no new promises.
    ...We don't think block is cutting it as a mechanic, but the direction we are likely to take it is probably more of a change than you are considering...
    Source (use the blizzard next to just read the Ghostcrawler posts)

    Prot spec arena healers

    I've always been a fan of obscure specs that use things in new ways.
    It's slightly silly because I agree those "Protadins" are playing as healers. At the same time, we're not sure it's hurting anything and it hasn't yet become the only way to play a healing paladin. So for now, we're willing to call it a creative use of game mechanics and not a problem we need to stomp out. We'll see where it ends up in a few weeks though. Our answer may be different. :)
    Source

    5/26/2009

    Big Long Healer Posts

    So, they dev see it's a problem that paladins don't want stats other than int/crit, but they don't think the the people stacking int/crit are overpowered or underpowered. I can't quite believe that anyone, even the developers, would disagree that paladins are the worst AE healing class and that Ulduar has a lot more AE damage than Naxx did. Giving paladins that ton of spellpower and crit would make us even more incredible on the tank healing, but it still doesn't let us heal several people at once.
    I can design a car, but until I drive that car I don't have a very good chance of knowing just how it drives.
    Oh, come on. All of these "If you'd just play my class, you'd understand" comments are a bit silly. We designed your class. We know how it works.

    The issue that started all this was paladins saying "We don't want MP5 on our gear." The designers designed you assuming you'd have MP5 on your gear -- I know; I was there. If you are effective without having MP5 then it probably means you are going to be too powerful at some point because you are able to replace a less-powerful stat with a more powerful one without missing the loss of the less-powerful one.

    Imagine you could prune every less-useful stat off your gear. Imagine you could trade in armor, Stamina and everything else for just spell power and crit. Do you think you'd blow away the other healers? I do. That's more extreme than giving up MP5 for more crit, but carries similar risks from a game-balance perspective.

    Healers should care about Spirit (druids and priests) and MP5 (paladins and shamans). It's fine to care about Int and crit too, but if you're ignoring Spirit and MP5 and aren't missing them, then something isn't working right.

    ---

    We nerfed a lot of regen mechanics in between T7 and T8. Players were worried about regen being too low so we made sure the stats were there. It appears that players aren't having mana problems on the normal encounters but are having to be more careful on the hard modes. So we need to get some more hard mode data.

    To be clear, we think that's a problem. When the toolbox isn't large, it's important that every tool does something. The solution is just a little tricky. Nerfing HL won't go over well, but buffing FoL just risks making paladins overpowered. To fix this, which we might do, we have to tweak carefully.

    ---

    I was trying to make a point. Players were trying to argue that it's okay for them to stack crit because it can't make paladins too effective at healing. The argument is apparently that paladins are so far behind and so narrow in focus that the actual amounts by which their spells heal are irrelevant. That argument seems lacking, IMO.

    I have seen plenty of healers claim they are the weakest healer. Resto shamans are saying it a lot right now. What makes you think they will agree that you are already the weakest healer?
    Source

    5/24/2009

    Damage shield damage nerf

    Boo to nerfage. Feels like another PvE nerf because of PvP. =(
    The bonus damage from spell power on the Druid ability Thorns has been reduced by half.

    The bonus damage from spell power on the Paladin ability Retribution Aura has been reduced by half. The threat generated by that damage has been doubled per point of damage to keep the threat generation about equal to before.

    More mp5 talk

    This must be what blizzard devs talk about at the water cooler; very popular lately.
    So, by avoiding gear with mp5 and stacking crit/haste, they're worried paladins will be overpowered? Sometimes I wonder if they realize paladins don't have any AE healing for Ulduar's massive AE fights, or maybe they just expect every raid to just bring one holy for the tank? It takes a lot of haste to be able to make a flash of light hit 5 people in one normal casting time...

    We don't have a problem with paladins liking crit as a regen stat. It only gets to be a problem when the paladins refuse to ever use MP5 and get angry when it shows up on their plate. We balanced paladins around the assumption of having some MP5. If they have no MP5 then it is likely they are too powerful. The same thing would happen if we let say a mage stack all spellpower at the expense of Stamina.

    As I said though, we need to see a few more guilds attempt hard modes to know how regen really stands. I agree with the players who say that people asserting that mana is infinite (for any healer) haven't tackled enough hard modes yet.
    Source

    Ret talk

    More talk about wanting to change ret paladin basic rotations. I also suspect they're looking at Blessing of Freedom for nerfage.
    Burst is going to be high when characters just hit max level but haven't upped their resilience yet. We don't think burst is a problem in PvP right now. We do think the Ret "rotation" is problematic. You essentially have a spec without a meaningful resource (Rets generally don't run out of mana) with attacks that are entirely cooldown-controlled, which allows them to be front-loaded. The bubble is certainly powerful along with dispels and things
    like Freedom.
    Source

    5/23/2009

    Illumination wait and see

    More mp5-vs-Illumination info, don't sell the farm yet.
    We haven't made any changes to Illumination or Replenishment at this point in time. We need to see some of the less bleeding-edge expert guilds try hard modes, where by most accounts mana regen starts to matter very much.
    Source

    5/22/2009

    About the 4 tanking classes

    Reading this the pessimistic way: we don't try to make the tanks equal, just good enough to get by is fine? The final bit I think a lot of us have already been experiencing; it seems like they've noticed if not aknowledged since they played with DKs a bit and have mentioned giving pallies another cooldown. Tricky line of keeping the classes distinct but not having clear favorites, but it should have been pretty obvious when designing some boss encounters that required cooldowns that having a tank that could do it by itself would be prefered over one needed looking after (not even going into the health/mitigation arguement on top of that).
    My original point was that we don't look at boss fights in terms of making sure that every tank class gets their moment to shine. That's not the goal.

    We also don't look at the four tank classes and make sure they all have survivability within 1% of each other in all situations. That's not the goal either.

    I felt the need to point that out to some of the players who may have unrealistic expectations. If certain classes have an easier time, we're totally cool with that, as long as the other classes are capable of doing it (and that includes the hard modes).

    Now, if one class is too good at too many bosses, or we see guilds start to replace their MTs because another tank makes the fight so much easier, then that is something of which we take notice. I'm trying to frame it in those terms so that some player don't feel compelled to respond with "It's already happening in my guild," (because then the rest of the thread just becomes an unscientific tally of who uses what class for their MT) and other players respond with "Oh, great, QQ got us nerfed again."
    Source

    Block failing, mp5-vs-spirit

    A little something for each paladin spec here. More on block falling by the wayside, Armor Pen sounding like it won't change for a while, and mp5-vs-spirit seems to be at a forefront but they aren't ready to commit to a large change. I really hope they don't change pally/shaman to use spirit like druid/priest; it's nice to have some distinct classes.
    I know this is in the damage forum, but we totally agree about block. It has not kept up as a mitigation stat.

    I also agree Armor Pen is confusing. You can't look at a piece with Armor Pen vs. say AP and have a feel for whether it's an upgrade or not. If you see haste or crit, you have some idea of what that will do for you. Armor Pen may just be damage in a slightly confusing package.

    Long-term we could totally see merging MP5 and Spirit into one stat (with all of the class changes that would entail) but we're not ready to pull the trigger on anything like that yet.

    Source

    mp5 vs illumination

    I personally don't find mp5 worthless, but I don't think anyone can really argue that it's close to as good as crit. Perhaps if they adjusted the point value of mp5 on gear? If they can make Illumination work off spirit, why not make it work off mp5? Whatever they do, it's going to involve some item changes.
    "MP5, with current allocation percentages, is worthless for holy paladins."

    Yes, that is exactly what I said. You are saying you’ll just use the shaman gear. Why? Because you don’t care about the mana regen. Why? Because your mana regen is so good based on things like Illumination that mana regen stats are not attractive. That doesn’t mean we stop putting regen stats on plate. That means we nerf Illumination. An even better solution would be to get rid of MP5 and make Illumination return mana based on your spirit. Now not only do you want a regen stat, but you want the same stat that other healers want.
    Source

    5/21/2009

    Block slipped

    It seems like the developers maybe be figuring out that block isn't as useful as they thought it was:
    Traditionally, bosses hit almost entirely through physical damage and then occasionally threw in a big magical hit. The magical hits were scary because they couldn't be blocked and went through armor, so the only things you could do about them was burn a cooldown or heal like crazy. Fortunately the magical attacks cannot crit so at least the damage, while large, could be predictable.

    Block was a fine stat back when bosses could do Crushing Blows. In their absence, it does feel like it has slipped as a source of mitigation. We (the developers and the community) were worried at the launch of Lich King that block would make warriors the best tanks, paladins second, and everyone else far behind. In retrospect we should have been more focused on the cooldowns and number of hits a tank could take in a row.

    Source

    5/19/2009

    Patch 3.1.2 live

    Well, yay for trying to fix totem/wis stacking. Boo to removing paladin-uniqueness vs demons.
    Blessing of Wisdom and Greater Blessing of Wisdom: Now grant 92 mana per 5 seconds to prevent being overwritten by Mana Spring Totem.

    Exorcism: Can no longer be used on player-controlled creatures.

    Divine Sacrifice: Damage done to the Paladin while this is active will no longer cause the effect to break early, and if it is dispelled or cancelled early, the damage counter will reset correctly the next time the spell is cast.

    5/18/2009

    Plate DPS stats vs Leather DPS stats

    Seems like the dev team is unsure of where they want dps classes to match up and differ on gear:
    The "primary" stats on dps plate are Str and Stam.

    The primary stats on dps leather are AP, Agi and Stam. The reason for this is because putting Str and AP on plate feels goofy -- they are virtually the same stat for plate-wearers. Putting Str, Agi and AP on plate feels bad because Agi does so little for plate-wearers.

    A long-term solution is probably something more like itemizing leather with just Agi and Stam, but making sure leather-wearers get enough out of Agi that losing the AP isn't a nerf. The alternative is to make Agi a good state for plate-wearers. We traditionally haven't done that because plate-wearers "feel" like they should be strong, not agile. But that feel may have to lose to making the plate v. leater disparity itself feel better in the long run.

    Again, long-term. We're not going to hotfix thousands of items.

    Source
    Odd though, I seem to remember them changing thousands of item stats before...

    5/16/2009

    Another Tanking Cooldown

    Well, they "recognize" we need another tanking cooldown to compete with the big boys:

    We're not going to give paladins a warmed over version of Last Stand. We do recognize that they need another cooldown. Our plan is for something slightly different.
    Source