Cataclysm Paladin Changes

Azami

Member
In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities across the board. While this list only outlines some of our plans for the paladin class, we want to give you a look at the new high-level abilities and an overview of how the new Mastery system will work with each talent spec.

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.

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.

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).

Next you will find a list of some of the paladin spell and ability changes, followed by our intentions for improving each talent tree for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.

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.

* Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.

* 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.

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

* 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.

* 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.

* 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.

* Holy paladins will use spirit as their mana regeneration stat.

* 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.

* 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.



Mastery Passive Talent Tree Bonuses

Holy
Healing
Meditation
Critical Healing Effect

Protection
Damage Reduction
Vengeance
Block Amount

Retribution
Melee Damage
Melee Critical Damage
Holy Damage

Meditation: This is the spirit-to-mana conversion that the priest, druid, and shaman healers also share.

Vengeance: This is the damage-received-to-attack-power conversion that all tanks share.
Critical Healing Effect: When the paladin gets a crit on a heal, it will heal for more.
Block Amount: We want to keep the kit of the paladin as a tank who blocks a lot. So by contrast, the warrior tank will sometimes get critical blocks, but the paladin will absorb more damage with normal blocks.

Holy Damage: Any attack that does Holy damage will have its damage increased.
 
You beat me to it.

I'd like to start off with "I told you they weren't getting rid of the paladin bubble Asheriah." :p

Blinding shield... really? Now paladins are getting an area of effect blind? I know it's a 2 second cast unless you have the prot talent, but that's rediculous. A gargoyle-like pet... guess we'll see how that goes. Lowering the paladin bubble time by a couple seconds... I hope a couple doesn't mean just 2, I hope it means 3-4 so they can't bubblehearth away any time they are in trouble.
 
Blinding shield... really? Now paladins are getting an area of effect blind? I know it's a 2 second cast unless you have the prot talent, but that's rediculous.
It's only ridiculous if the pally knows what he's doing. They have said they might make it like Eadric in toc so that you can face away to avoid the blind. If they don't put it in it might be op depending on the duration of the blind.
 
Wait, so if Critical Heals will be a Holy Pally passive..does that mean other healers won't be able to crit anymore?
 
Wait, so if Critical Heals will be a Holy Pally passive..does that mean other healers won't be able to crit anymore?
I think it's just higher percentage like how some dps talents increase the crit damage to 100% rather than 50% bonus.
 
I figured Kut would be the first to whine about this haha!

Seeing all the changes from all the classes...it's getting harder to tell what will balance out against other classes new spells and such and what will be OP.
 
It's only ridiculous if the pally knows what he's doing. They have said they might make it like Eadric in toc so that you can face away to avoid the blind. If they don't put it in it might be op depending on the duration of the blind.

Yeah, the duration of the blind is what will make or break it. Even if they make it so you have to face away, all they have to do is go prot, and it won't matter. Hopefully that talent will be far down in the tree so ret pallies can't go 51 ret/x prot/x holy and get the dmg/crit and instant cast set.
 
Ok - all of you line up in front of me.

Hang on...

*Conjures big fiery ball*

Ok, stay where you are...

Bill! I said STAY where you are! Don't make me Wall of Fog you.

Ok, it's still traveling...

Almost there...

Fiery lasers on their way...

*ten seconds later* ZAP ZAP ZAP ZAP ZAP

You all got owned. Slowly.
 
Can you imagine it though? You could pull noobs like Asheriah into the flames and kill him! Friendly fire... on. But only for priests, hunters, and rogues.
 
That was pretty much the verbatim response of the whole priest community upon seeing our cataclysm changes.

Maybe they were "boring," but they at least addressed what priests needed, instead of giving stupid stuff with no purpose (Wild Mushroom)
 
Pally changes are underwhelming so far IMO...

Great, we get a blind that requires a shield and a 2 second cast... prot paladins can make it instant, and damage breaks blind... useless.

Healing hands - Our AOE heal... that requires you to be very close to your targets so you can get cleaved AND they compared it to HEALING STREAM TOTEM!!! LOL What a joke.

The summoned Angel guy is the only cool thing and we are getting.

Why did they say that all paladins are going to have Holy Shock as a baseline "healing" spell. Are they taking away the damage component?

They should not reduce the duration of Bubble... how will we even bubblehearth? But seriously, I don't think shortening it would change anything.
 
They should not reduce the duration of Bubble... how will we even bubblehearth? But seriously, I don't think shortening it would change anything.

To my understanding, it's because they consider the bubble to be a 90% pvp spell, which I can see, which is only usable in BGs, and since they are gearing pvp more toward BGs in Cataclysm, they would like to reduce the mindless, OP faceroll that is BG Paladin.
 
Yea, for some reason ret pallies do way good in battlegrounds but almost nonexistent in top arena teams.
 
It's because ret pallies don't have any interrupts besides a stun, and most healers can keep themselves alive through a ret pally's initial burst in arenas, because there is no mortal strike effect for pallies.

In BGs, they make up for this via excellent survivability (for a dps class/spec), great burst to bring to a group setting, and the ability to HoF a flag carrier, which can be HUGE.

Blind is actually quite useful. With my rogue, a LOT of people trinket the blind, leaving them open for a stunlock. Or, if I know their trinket is down, that's 10 seconds I can be beating on someone while their healer is blind. It is mostly a small scale combat tool though, because there are always the AoE happy people who just run around spamming Fan of sKILL, Consecrate, Rain of Fire, Blizzard, Hurricane, etc. when there are several targets and yelling "WOAH! LOOK AT MAH DAMAGEZ DOOD!11!" When really they're getting their team destroyed because of all the CC they break.
 
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