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.