WotLK Paladin Comprehensive Look
Dragonspear — Wed, 10/08/2008 - 04:36
This was dutifully put together by Cathela on the Elitist Jerks forums and others all posting in http://elitistjerks.com/f31/t28560-paladin_wotlk_talent_trees_abilities_... This was copied here purely for guildies to look at it in our own little safe haven here.
An attempt to compile all known reasonably reliable information about
paladin changes/additions in the Wrath of the Lich King beta. At
present, this post should be up to date through beta build 9038
(October 4, 2008). Please bring any errors or omissions to my
attention, either in this thread or by private message. In particular,
I'd appreciate reports of paladin-specific bugs from other beta testers.
Most of the colored text has been removed from this page; as I now have
my own beta key and can verify things myself, it's less important to
document the reliability of the information. The talent section still
needs to be "uncolored"; after that, green text will be used solely for
text lifted from in-game tooltips, and blue text will be used only for
quotes from Blizzard employees.
Feel free to contact me on the Northrend (US PvE) beta server as "Cathelluh".
Contents
- Synopsis/highlights/general themes
- Current confirmed bugs
- Game mechanics changes
- New spells
- Changes to old spells/mechanics
- New/changed talents
- Other Paladin-related mechanics/gameplay information
- Things We've Noticed
- Acknowledgements
Synopsis/highlights/general themes
- A
general shift in focus to a heavier emphasis on physical stats such as
strength and attack power. Most damage abilities now scale with both
attack power and spellpower. - Reduction in the number of blessings, and short-duration blessings
(renamed "hands") use a different "slot" from long-duration blessings. - A stronger emphasis on hybrid play in all three talent trees.
- Seal of Vengeance and Seal of Blood made (effectively) available to both factions.
- A reworking of the Seal/Judgement system making it more flexible
and easier to "set up" and maintain during combat. Substantially more
powerful judgement debuffs and anciliary benefits to all specs from
judging. - A new baseline "bloodrage" mana-regeneration ability.
- A new baseline reactive healing "shield", and talents in Holy for faster heals and a dual-target healing spell.
- A new baseline "shield slam" type attack, talents in Protection for
stronger proactive threat generation, and an overall shift to threat
generation based on strength and block value rather than spell power. - Talents in Retribution to give spellpower based on attack power,
and to regenerate mana and health for allies through damage dealing.
Current confirmed bugs
Unless otherwise noted, all bugs have been verified for build 9038.
Judgement of Wisdom has a global 4-second cooldown; that is, it can
only proc once every 4 seconds for all attackers (as opposed to once
every 4 seconds for each attacker).
Game mechanics changes
- All spells
(for all classes) now cost a percentage of base mana; in general this
percentage remains constant for all ranks (hence removing the ability
to downrank for efficiency), although in some cases the level 60-80
ranks cost slightly less than previous ranks. - The "plus healing" and "plus spelldamage" stats have been unified
into a single stat called "spellpower" which affects all damage and
healing spells. "Spell damage" bonuses all convert direct to an equal
amount of spellpower; "healing" bonuses convert to a smaller amount of
spellpower, but healing spells have higher coefficients to make the
overall result approximately the same as before. - Melee/ranged crit rating and spell crit rating have been combined
into a single crit rating stat that affects all attacks and spells
(including heals). - Melee/ranged hit rating and spell hit rating have been combined into a single hit rating stat.
- Strength now gives shield block value at a rate of one point of
block value per two points of strength before any talents are
considered. - High-level NPCs attacking players do not cause crushing blows
unless the difference in levels is at least 4. This effectively removes
crushing blows as a raid mechanic. - Spells only lose casting time ("pushback") for the first two hits;
after that the spell becomes immune to this effect until the cast is
completed or cancelled. Talents and abilities that previously reduced
the chance to lose casting time now instead reduce the amount of time
lost per hit. These effects stack additively, so e.g., 5/5 Spiritual
Focus (70%) and Concentration Aura (35%) together give complete
pushback immunity as before. - Many buffs and debuffs from different classes no longer stack. This
is intended to reduce the necessity of bringing specific classes and
specs to a raid to secure critical buffs. Where known, these
non-stacking effects are noted in this post.
New spells
Holy
- Divine Plea
Requires level 71
Instant, 1 min cooldown
You gain 25% of your total mana over 10 sec, but the amount healed by your spells is reduced by 20%. - Sacred Shield
Requires level 80
12% of base mana, 40 yard range, Instant cast
Each time the target takes damage they gain a Sacred Shield, absorbing
500 damage and increasing the paladin's chance to critically hit with
Flash of Light by 50% for up to 6 sec. They cannot gain this effect
more than once every 6 sec. Lasts 30 sec.
The shield effect will activate when the target takes damage, and
will then absorb damage until it is consumed. This spell appears to
have a 75% spellpower coefficient (per activation of the shield) so for
example if you have 2000 spellpower, the shield will absorb 2000
damage. The bonus crit for Flash of Light only applies while the shield
effect is active (i.e., until the shield is consumed) so for
hard-hitting damage, the crit bonus will only be active between two
attacks. - Beacon of Light
Talented; requires 50 points in Holy talents
35% of base mana, 40 yard range, Instant cast
The target becomes a Beacon of Light to all targets within a 40 yard
radius. Any heals you cast on those targets will also heal the Beacon
for 100% of the amount healed.
This applies to the effective healing done, meaning that overheal
amounts won't heal the beacon, but crit heal amounts will. Beacon heals
can crit separately at your normal holy crit rate. So, for example, if
your normal Holy Light heals for 4k, and you crit for 6k without
overheal, the beacon heal can then crit for up to 9k. Lasts for one
minute.
Protection
- Shield of Righteousness
Requires level 75
6% of base mana, 5 yard range, Instant cast, 6 sec cooldown
Requires Shields
Slam the target with your shield, causing Holy damage equal to 100% of
your block value plus 300. This spell causes a high amount of threat.
Blue comments have indicated that there should be a second rank to
this spell with a higher base damage. This cannot be cast while
silenced. It can miss, but it cannot be parried or dodged, which
probably means it's treated as a spell.There is currently no sound effect for this spell, and the visual effect is pretty disappointing as well.
- Hammer of the Righteous
Talented; requires 50 points in Protection talents
6% of base mana, 5 yard range, Instant cast, 6 sec cooldown
Requires One-Handed Melee Weapon
Hammer the current target and up to 2 additional nearby targets,
causing 3 times your main hand damage per second as Holy damage.
The damage done is the weapon dps from your character sheet (white dps) times four.
(This is an announced and intended change, but not yet reflected in the
tooltip.) Damage done is independent of weapon speed, presumably so
that a paladin can use a "warrior-style" weapon (i.e., fast one-hander)
to tank. However, this ability triggers seals based on the weapon
speed, so for example a 2.0-speed weapon with Seal of Righteousness
will only do 80% of the damage of a 2.5-speed weapon. Like Avenger's
Shield, it will not jump to crowd-controlled (polymorph, sap, etc)
targets. The range limit for the bounce targets appears to be about the
same as for Avenger's Shield, so the second and third targets can be
out of melee range. This ability can (in the current build) be used
while silenced.
Retribution
- Seal of Corruption
Requires level 66
Races: Blood Elf
14% of base mana, Instant cast
Fills the Paladin with holy power, granting each melee attack
additional Holy damage over 15 sec. This effect can stack up to 5
times. Only one Seal can be active on the Paladin at any one time.
Lasts 30 sec.Unleashing this Seal's energy will judge an enemy, instantly causing Holy damage per application of Blood Corruption.
Functions identically to the Alliance's Seal of Vengeance. See below
for scaling information. (Note that this spell and Seal of Vengeance
now cause the damage-over-time effect on every melee hit.) - Seal of the Martyr
Requires level 66
Races: Human, Dwarf, Draenei
14% of base mana, Instant cast
All melee attacks deal additional Holy damage equal to 28% of normal
weapon damage, but the Paladin loses health equal to 10% of the total
damage inflicted.Unleashing this Seal's energy will judge an enemy, instantly causing
Holy damage at the cost of health equal to 33% of the damage caused.
The converse of Seal of Corruption: functions identically to the
Horde's Seal of Blood. (The reduced damage corresponds to a change to
Seal of Blood as well. See below for scaling information. - Divine Storm
Talented; requires 50 points in Retribution talents
12% of base mana, 5 yard range, Instant cast, 10 sec cooldown, Requires Melee Weapon
An instant weapon attack that causes Holy damage to up to 4 enemies
within 8 yards. The Divine Storm heals up to 3 party or raid members
totalling 20% of the damage caused.
Damage appears to be based exclusively on weapon damage; no
spellpower scaling. The healing effect can heal the paladin, and when
soloing the full 20% healing effect will go to the paladin. It uses
normalized attack power and triggers all seals, including damaging
seals. Healing is based on total damage done, not effective damage, so
"overkill" damage counts fully. As of the current build, it can be used
while silenced.
Changes to old spells/mechanics
Seals and Judgements
The entire seal/judgement system has been substantially reworked.
- Judgement has been replaced by 3 new spells: Judgement of Light, Judgement of Wisdom, and Judgement of Justice. All Judgement spells are considered ranged attacks. All cause damage based on attack power and spell power.
- Judgement share a linked cooldown, like the old Judgement spell.
- Judgement spells now trigger the global cooldown.
- Judgement spells do not consume the current seal.
- The standard holy damage dealt by Judgement spells is 20% of attack
power plus 32% of spell power; some seals may increase this amount. - Judgements are treated as ranged attacks for purpose of hitting and
critting; that is, they cannot be parried or dodged, and they crit at
the physical (melee) crit rate for 200% of normal damage. - A seal must be active in order to cast a Judgement, but the seal is not consumed.
- Melee attacks no longer refresh judgements, nor does Crusader Strike.
- There are no abilities from other classes that provide non-stacking effects with judgements.
- Multiple paladins may have the same kind of judgement on the same
target; if Light or Wisdom is the judgement in question, only the
stronger one will be triggered. - Judgement of Light restores is 18% of the casting paladin's
current attack power plus 18% of the paladin's current spell power. The
effect cannot trigger more than once every 4 seconds.- It appears that outside of the 4-second cooldown, this judgement will trigger on every attack.
- The 4-second cooldown apparently applies on a
per-attacker-per-target basis, so it's possible to receive more than
one JoW proc every 4 seconds by attacking multiple targets. - This spell is learned at level 4 and has the same icon as the old Judgement spell (gold color scheme).
- Judgement of Wisdom restores 2% of the attacker's total mana. The effect cannot trigger more than once every 4 seconds.
- Proc chance and multiple-target behavior are the same as for Judgement of Light, above.
- This spell is learned at level 12 and has a similar icon, but with a blue color scheme.
- Currently the 4-second cooldown on this
judgement applies to all attackers; that is the judgement will only
trigger once every 4 seconds no matter how many people are attacking
the target.
- Judgement of Justice will no longer prevent Fear effects, but will only prevent NPCs from fleeing (e.g. at low health).
- This judgement still has the movement-limiting effect.
- This spell is learned at level 28 and has a similar icon, but with a blue color scheme.
- All Seals have been reduced to 1 rank and now cost 14% of base
mana. The duration has been increased to 2 minutes and are no longer
consumed when a Judgement spell is cast. The effects can be triggered
from all weapon based special abilities.- "Seal of the Crusader has been removed. The effects of Judgement of the Crusader have been folded into all relevant abilities."
- Seal of Blood and Seal of the Martyr now only deal
28% of weapon damage (down from 35%) and now increase Judgement damage
by 25% of weapon damage. (That is, unleashing the seal deals the
standard judgement damage described above, plus 25% of weapon damage.) - Seal of Command now only deals 56% of weapon damage (down
from 70%) and now increases Judgement damage by 30% of weapon damage.
[color="red]Contrary to the tooltip, base damage is not doubled against
stunned targets; rather the crit chance is 100% against stunned
targets.[/color] - Seal of Righteousness deals damage based on weapon speed plus an amount based on attack power and spell power, and increases Judgement damage by 25%.
- Damage per second done by this seal is 2.8% of attack power plus 5.5% of spell power across all weapon speeds and types.
Seal of Vengeance and Seal of Corruption damage over
time duration has been returned to 15 seconds and is now applied on
every swing, causing damage based on attack power and spell power.
These seals increase Judgement damage by 10% per instance of the
damage-over-time effect.- The damage done every 3 seconds is
equal to 3.2% of Attack Power plus 1.6% of Spell Power, multiplied by
the number of times the debuff has stacked. (Hence at the maximum stack
of 5, damage per "tick" will be 16% of Attack Power plus 8% of Spell
Power.) - Melee hits with this seal when the stack is full will deal
additional damage of 1.2% of Spell Power, times Weapon Speed (hence,
damage per second equal to 1.2% of Spell Power) as well as refreshing
the stack's duration.
- Seal of Light restores health equal to 28% of attack power plus 28% of spell power. Judgement damage is standard.
- Seal of Wisdom restores 4% of total mana. Judgement damage is standard
- Seal of Justice now has only one rank. Judgement damage is standard.
Auras
- All Auras now affect all party and raid members within the area of effect.
- Retribution Aura damage increased and now gains damage
based on Holy spell power. The new base damage is approximately two and
a half times the old damage, and the spellpower coefficient is 6.66%
per hit. - Concentration Aura now reduces the amount of casting time
lost per hit by 35% (talentable to 50%) as part of the global chance in
spell-pushback mechanics.
Blessings
- Four blessings have been
turned into "Hand" spells which no longer conflict with or remove other
blessings. All Hand spells cost 6% of base mana.- Blessing of Freedom renamed Hand of Freedom
- Blessing of Protection renamed Hand of Protection.
- Blessing of Sacrifice renamed Hand of Sacrifice, with one rank which transfers 20% of the damage taken by the target to the caster for 12 seconds. 2 minute cooldown.
- Blessing of Salvation renamed Hand of Salvation, which
reduces total threat of the target by 2% per second for 10 seconds. 2
minute cooldown. (The 10% damage reduction while this Hand is active
has been removed.)
- "Blessing of Light and Greater Blessing of Light removed. Their effects have been folded into all relevant abilities."
This seems to mean an increase in the base healing done by Holy Light
and Flash of Light. Rank 11 Holy Light, for example, has had its
healing increased by 622. - Blessing of Might and Blessing of Wisdom cost 6% of base mana for ranks learned through level 69, and 5% of base mana for ranks learned at level 70. Greater Blessing of Might and Greater Blessing of Wisdom cost twice as much as the corresponding ranks of the standard blessings.
- Blessing of Might and Greater Blessing of Might no
longer stack with Battle Shout (Warrior); if both buffs are present,
only the stronger one will take effect. These two abilities have the
same strength at level 80 when fully talented. - Blessing of Wisdom and Greater Blessing of Wisdom apparently can stack with Mana Spring Totem (Shaman).
- Blessing of Kings costs 6% of base mana, and Greater Blessing of Kings costs 12% of base mana.
Heals
- Flash of Light costs 8% of base mana for ranks through level 65, and 7% of base mana for later ranks. It has a 100% spellpower coefficient.
- Holy Light costs 34% of base mana for ranks through level 65, and 29% of base mana for later ranks. It has a 166% spellpower coefficient.
- Lay on Hands no longer drains all mana, cooldown reduced to 20 minutes[/color] (See also changes to Improved Lay on Hands talent).
Miscellaneous Abilities and Spells
- Avenging Wrath
costs 8% of base mana, no longer causes or is prevented by Forbearance,
and now increases damage and healing by 20%. (See also the Sanctified
Wrath talent in Retribution.) - The Forbearance debuff now lasts 3 minutes, but no longer causes or affects Avenging Wrath.[/color]
- Divine Intervention cooldown reduced to 20 minutes.
- Divine Protection costs 3% of base mana, now reduces all
damage taken by 50%, and reduces attack speed by 50%. Also no longer
shares a cooldown with Divine Shield, and is affected by the Sacred
Duty talent. (Effectively this is an analog to Shield Wall). - Divine Shield now costs 3% of base mana.
- Hammer of Justice now costs 3% of base mana and interrupts
spellcasting for 3 seconds in addition to the stun effect. The
interrupt effect will work on targets that are immune to the stun. - Hammer of Wrath is now considered a Retribution spell,
moved from Holy, is now instant cast, mana cost reduced, missile speed
increased, now usable on targets below 35% health (from 20% health).
Hammer of Wrath also no longer resets the swing timer; if Hammer of
Wrath is being cast when a swing would happen, the swing is delayed
until the cast is finished. Damage now scales with 15% of AP and 15% of
SP. Costs 14% of base mana for ranks learned through level 65, and 12%
of base mana for later ranks. - Exorcism mana cost reduced and now scales with attack power
and spell power. Damage now scales with 15% of AP and 15% of SP. Costs
10% of base mana for ranks learned through level 65, and 8% of base
mana for later ranks. - Holy Wrath is now instant cast, causes a 3 second stun,
cooldown reduced to 30 seconds, radius reduced to 10 yards.Damage now
scales with 7% of AP and 7% of SP. Costs 24% of base mana for ranks
learned through level 65, and 20% of base mana for later ranks. - Consecration now scales with attack power and spell
power.Damage per "tick" scales with 4% of AP and 4% of SP. Costs 26% of
base mana for ranks learned through level 65, and 22% of base mana for
later ranks. - Righteous Fury now increases threat caused by Holy damage
by 90%, instead of all holy spells. Costs 24% of base mana. In
addition, while Righteous Fury is active all threat generated
by the paladin is increased by a further 43%; this is referred to as
the "baked-in salv" effect and counteracts the removal of Blessing of
Salvation from the game. (Other tanks gain similar threat bonuses.) - Righteous Defense no longer costs mana, does not interact with the global cooldown, and has a 10-second cooldown.
- Turn Undead (ranks 1 and 2) removed. Turn Evil now granted
at level 24, has no cooldown, and costs 9% of base mana. This spell
works on players who have transformed into undead or demon forms (Death
Knights and Warlocks, respectively). - Summon Warhorse and Summon Charger now have no mana cost and do not invoke the global cooldown.
- Redemption costs 64% of base mana.
- Purify and Cleanse cost 6% of base mana.
New/changed talents
Blizzard now has an official Beta talent calculator up. In addition, MMO-Champion and WoWhead have their own versions.
Holy
- Tier 1
- Spiritual Focus moved from tier 2. No longer reduces chance of spell pushback; instead, reduces the amount of time lost by the same percentage, e.g. only 30% of normal cast time loss occurs with 5 points in this talent.
- Seals of the Pure, formerly Improved Seal of Righteousness, moved from tier 2, now affects Seals of Righteousness, Vengeance and Corruption.
- Tier 2
- Healing Light moved from tier 3, now also affects Holy Shock (both damage and healing effects).
- Divine Intellect moved from tier 1, increases total Intellect by 3/6/9/12/15%.
- Unyielding Faith moved from tier 3, now reduces duration of all Fear and Disorient effects by 15/30%.
- Tier 3
- Aura Mastery unchanged.
- Illumination moved from tier 4.
- Improved Lay on Hands now reduces the cooldown of Lay on
Hands by 2/4 minutes and increases the target's armor value from items
by 25/50% for 15 seconds.
- Tier 4
- Improved Concentration Aura moved from
the Protection tree, otherwise unchanged. (Except for the change in
Concentration Aura itself; the talent improves the aura's current
effect.) - Improved Blessing of Wisdom unchanged.
- Improved Concentration Aura moved from
- Tier 5
- Pure of Heart reduced to 2 ranks, now reduces duration of Curse and Disease effects by 25/50%.
- Divine Favor unchanged.
- Sanctified Light now also increases the critical chance of Holy Shock.
- NEW: Blessed Hands, 2 points. Reduces the mana cost and increases the resistance to dispel effects of all Hand spells by 15/30%.
- Tier 6
- Purifying Power unchanged.
- Holy Power unchanged.
- Tier 7
- Light's Grace unchanged.
- Holy Shock range changed to 20/40 yards when used on
enemies/friends respectively, cooldown reduced to 6 seconds, damage
increased, healing greatly increased.- Costs 21% of base mana for ranks learned through level 65, 18% of base mana for later ranks.
- Has a 43% spellpower coefficient when used offensively, and an 81% coefficient when used as a heal.
- Blessed Life unchanged.
- Tier 8
- NEW: Infusion of Light, 2 points,
requires Holy Shock. Your Holy Shock critical hits reduce the cast time
of your next Holy Light spell by 0.5/1.0 seconds. - Holy Guidance now increases spellpower by 4/8/12/16/20% of intellect.
- NEW: Infusion of Light, 2 points,
- Tier 9
- NEW: Sacred Cleansing, 3 points. Your
Cleanse spell has a 10/20/30% chance to increase the target's
resistance to Disease, Magic, and Poison by 30% for 10 seconds. - Divine Illumination unchanged.
- NEW: Enlightened Judgements, 2 points. Increases the range of your Judgement spells by 10/20 yards and increases your chance to hit by 2/4%.
- NEW: Sacred Cleansing, 3 points. Your
- Tier 10
- NEW: Judgements of the Pure, 5 points. Your Judgement spells increase your melee and casting haste by 2/4/6/8/10% for 60 seconds.
- Tier 11
- NEW: Beacon of Light, 1 point. (See above.)
Protection
- Tier 1
- Blessing of Kings moved from Tier 3, now increases all stats by 2%. (See Improved Blessing of Kings talent.)
- NEW: Improved Blesing of Kings, 4 points, requires Blessing of Kings. Increases the effectiveness of Blessing of Kings by an additional 2/4/6/8%.
- Divine Strength moved from Protection tree, now increases Strength by 3/6/9/12/15%.
- Tier 2
- Stoicism moved from tier 4, changed to
3 points, now reduces duration of Stun effects by 10/20/30% and reduces
chance your spells will be resisted by 10/20/30%. - Guardian's Favor unchanged (aside from overall change to "Hand" spells.)
- Anticipation no longer affects defense skill; now increases chance to dodge by 1/2/3/4/5%.
- Precision removed.
- Stoicism moved from tier 4, changed to
- Tier 3
- Improved Righteous Fury threat bonus folded into base spell, talent still reduces all damage taken by 2/4/6%.
- Shield Specialization removed; effects folded into Redoubt (now on Tier 8).
- Toughness moved from tier 2, now reduces the duration of movement slowing effects by 6/12/18/24/30%.
- Tier 4
- NEW: Divine Guardian, 2 points. While
Divine Shield is active 15/30% of all damage taken by party or raid
members within 30 yards is redirected to the Paladin. - Improved Hammer of Justice now reduces cooldown by 10/20/30 secs.
- Improved Devotion Aura moved from tier 1, reduced to 3
ranks, now increases armor of Devotion Aura by 17/34/50% and increases
all healing done to units affected by Devotion Aura by 2/4/6%. The
healing-increase effect does not stack with Tree of Life Aura (Druid,
Restoration talent).
- NEW: Divine Guardian, 2 points. While
- Tier 5
- Spell Warding removed (effect folded into Guarded by the Light).
- Blessing of Sanctuary changed: Now reduces damage taken
from all sources by 3%, and each melee attack blocked, parried, or
dodged by the target will restore 10 rage, 20 runic power, or 2% of
maximum mana to the target. Mana cost, duration, and casting range are
the same as all other blessings. This effect does not stack with Grace
(Priest, Discipline talent) - Reckoning language changed to read "Gives you a (X)% chance
after blocking or being hit by any damaging attack..." Unknown whether
this means Reckoning can now proc on fully-blocked attacks.
- Tier 6
- Sacred Duty now also reduces the cooldown on Divine Protection.
- One-handed Weapon Specialization now increases all damage dealt while wielding a one-handed weapon by 2/4/6/8/10%.
- Tier 7
- Improved Holy Shield removed. (Effects folded into Holy Shield.)
- Holy Shield cooldown reduced to 8 seconds (duration remains
10 seconds), base charges increased to 8, damage increased by 20%. Now
scales with attack power (5.6%) and spell power (9%). - Ardent Defender unchanged.
- Tier 8
- Redoubt moved from tier 1, reduced to
3 points, now increases block value by 10/20/30%, and has a 10% chance
on taking a damaging melee or ranged attack to increase block chance by
10/20/30%. - Combat Expertise changed to three points, now increases expertise by 2/4/6, critical hit chance by 2/4/6%, and total stamina by 2/4/6%.
- Redoubt moved from tier 1, reduced to
- Tier 9
- NEW: Touched by the Light, 3 points.
Increases your spell power by an amount equal to 10/20/30% of your
Stamina and increases the amount healed by your critical heals by
10/20/30%. - Avenger's Shield made instant cast, daze duration increased
to 10 seconds. Damage now scales with 7% of attack power and 7% of
spell power. According to testing by Chicken, damage caused by this
spell now generates 120% of normal threat. - NEW: Guarded by the Light, 2 points. Reduces spell damage
taken by 3/6% and reduces the mana cost of your Consecration, Holy
Shield, and Avenger's Shield, and Shield of Righteousness spells by
15/30%.
- NEW: Touched by the Light, 3 points.
- Tier 10
- NEW: Shield of the Templar, 3 points,
requires Avenger's Shield. Increases the damage of your Holy Shield,
Avenger's Shield, and Shield of Righteousness spells by 10/20/30%. - NEW: Judgements of the Just, 2 points. Your Judgement
spells also reduce the melee attack speed of the target by 10/20%. This
effect does not stack with Thunder Clap (Warrior), Icy Touch (Death
Knight), or Infected Wounds (Druid, Feral talent).
- NEW: Shield of the Templar, 3 points,
- Tier 11
- NEW: Hammer of the Righteous, 1 point. (See above.)
Retribution
- Tier 1
- Deflection moved from Tier 2, otherwise unchanged.
- Benediction now reduces the mana cost of all instant-cast
spells by 2/4/6/8/10%. This does not affect spells that normally have a
cast time but are made instant by talents (i.e., Infusion of Light, The
Art of War)
- Tier 2
- Improved Judgements pluralized, but otherwise unchanged.
- Heart of the Crusader, formerly Improved Seal of the
Crusader, now adds its critical strike bonus to all judgement effects.
This effect does not stack with Totem of Wrath (Shaman, Elemental
Combat talent). - Improved Blessing of Might moved from Tier 1, reduced to two points, now increases the effect of Blessing of Might by 12/25%.
- Tier 3
- Vindication is now two points, and now
gives a chance to reduce all of the target's attributes by 10/20%. No
apparent stacking restrictions. - Conviction now increases critical chance with all spells and melee attacks.
- Seal of Command reduced to one rank; duration, mana cost, judgement damage, and stun behavoir changed (see above).
- Pursuit of Justice reduced to two ranks, now reduces
duration of disarm effects by 25/50% and increases movement speed and
mounted movement speed by 8/15%.
- Vindication is now two points, and now
- Tier 4
- Eye for an Eye now reflects 10/20% damage from all critical hits Damage dealt may still not exceed 50% of the paladin's health.
- Sanctified Seals moved from Tier 7, otherwise.
- Crusade now increases all damage dealt by 1/2/3% as well as
increasing all damage done against Humanoids, Demons, Undead, and
Elementals by an additional 1/2/3%. In addition to the described
effect, this talent also increases critical hit damage against the
specified target types by a further 1/2/3%.
- Tier 5
- Two-handed Weapon Specialization unchanged.
- Sanctity Aura and Improved Sanctity Aura removed.
- NEW: Sanctified Retribution, 1 point. Damage caused by
targets affected by Retribution Aura is increased by 2%. This effect
does not stack with Ferocious Inspiration (Hunter, Beast Mastery talent) - Divine Purpose moved from Tier 7, reduced to 2 points, now
reduces chance to be hit by spells and ranged attacks by 2/4% and gives
Hand of Freedom a 50/100% chance to remove stuns. This effect may be
cast by the paladin on himself while stunned. It only removes stuns at
the time of casting; it does not prevent future stuns.
- Tier 6
- Vengeance reduced to 3 points, now
provides an additional 1/2/3% damage for 30 seconds after a critical
strike, stacking a maximum of three times (for a total 9% damage
increase.) - Improved Retribution Aura moved from Tier 4, otherwise unchanged.
- Vengeance reduced to 3 points, now
- Tier 7
- NEW: The Art of War, 2 points.
Increases the critical strike damage of Judgement, Crusader Strike, and
Divine Storm by 10/20%, and critical hits with these abilities reduce
the casting time of your next Flash of Light spell by 0.75 seconds /
makes your next Flash of Light an instant cast spell. - Repentance mana cost changed to 9% of base, duration
increased to 1 minute, now usable against Demons, Dragonkin, Giants,
Humanoids and Undead. (The 10-second PvP crowd-control limit applies
when this spell is used against a player.) - Judgements of the Wise, formerly Sanctified Judgement, now
causes Judgement spells have a 33/66/100% chance to grant mana
regeneration to up to 10 party or raid members, replenishing 0.25% of
their total mana per second, and to immediately grant 20% of maximum
mana to the paladin. This effect works by providing a "Replenishment"
buff to affected targets. The Replenishment buff is also provided by
Survival Hunters (through the Hunting Party talent) and Shadow Priests
(through the Vampiric Touch talent). Each of these talents provides the
buff to 10 mana-users, and Replenishment cannot be stacked; therefore,
two players can provide the Replenishment buff to 20 mana-users in a
raid.
- NEW: The Art of War, 2 points.
- Tier 8
- Fanaticism now increases critical strike chance for judgement spells by 5/10/15/20/25%. (Threat reduction still inluded.)
- NEW: Sanctified Wrath, 2 points. Increases the critical
strike chance of Hammer of Wrath by 25/50%, reduces the cooldown of
Avenging Wrath by 30/60 secs and while affected by Avenging Wrath
25/50% of all damage caused bypasses damage reduction effects.
- Tier 9
- NEW: Swift Retribution, 3 points. Your
Retribution Aura also increase casting, melee, and ranged attack speeds
by 1/2/3%. This effect does not stack with Improved Moonkin Aura
(Druid, Balance talent). - Crusader Strike no longer refreshes judgements on the
target.[/color] Now triggers any active seal, including damage seals.
Costs 8% of base mana. - NEW: Sheath of Light, 3 points. Increases your spell power
by an amount equal to 10/20/30% of your attack power and your critical
healing spells heal the target for 20/40/60% of the healed amount over
12 seconds.- Only effective healing done is considered (i.e., overheal is ignored).
- The HoT ticks every 3 seconds, and the first tick occurs 3 seconds after the heal which activates it.
- The effect can be "rolled" by subsequent critical heals; each new
critical heal resets the HoT timer, and all remaining healing from the
previous HoT is added to the new one. Effectively this means that the
HoT healing cannot be "wasted" by over-writing an old HoT.
- NEW: Swift Retribution, 3 points. Your
- Tier 10
- NEW: Righteous Vengeance, 5 points. Increases critical damage bonus of your Judgement and Divine Storm spells by 5/10/15/20/25%.
- Tier 11
- NEW: Divine Storm, 1 point. (See above.)
Spell Coefficients
Ability
Base (at Max Rank)
Spellpower
Attack Power
Notes
Holy Light
4888-5444
+ 166% SP
Flash of Light
785-876
+ 100% SP
Holy Shock (Damage)
1296-1402
+ 43% SP
Holy Shock (Heal)
2401-2599
+ 81% SP
Seal of Righteousness
5.5% SP
+ 2.8% AP
damage per second
Seal of Vengeance (1 stack)
1.6% SP
+ 3.2% AP
per 3 seconds
Seal of Vengeance (5 Stack)
8% SP
+ 16% AP
per 3 seconds
Seal of Light
28% SP
+ 28% AP
Judgement of Light Effect
18% SP
+ 18% AP
Judgement of Wisdom Effect
9% SP
+ 9% AP
Judgements
1
+ 32% SP
+ 20% AP
Judgement of Righteousness
1
+ 40% SP
+ 25% AP
Judgement of Vengeance (5-stack)
1
+ 42% SP
+ 26.25% AP
Judgement of Blood
25% Weapon Damage
+ 32% SP
+ 20% AP
Judgement of Command
30% Weapon Damage
+ 32% SP
+ 20% AP
Exorcism
1028-1146
+ 15% SP
+ 15% AP
Consecration
113
+ 4% SP
+ 4% AP
per second
Hammer of Wrath
1139-1257
+ 15% SP
+ 15% AP
Holy Wrath
1050-1234
+ 7% SP
+ 7% AP
Holy Shield
211
+ 9% SP
+ 5.6% AP
Avenger's Shield
846-1034
+ 7% SP
+ 7% AP
Retribution Aura
62
+ 6.66% SP
(Thanks to DarKNecross/Sigurd for compiling this data into a pretty table.)
Paladin Glyphs
Unless otherwise indicated, all glyphs may be equipped at the level at which the affected spell becomes available.
- Glyph of Avenger's Shield: Your Avenger's Shield hits 2 fewer targets but for 100% more damage.
- Glyph of Avenging Wrath: Reduces the cooldown of your Hammer of Wrath by 50% while Avenging Wrath is active.
- Glyph of Blessing of Kings: Your Blessing of Kings also increases attack power on affected targets by 3%.
- Glyph of Blessing of Might: Your Blessing of Might also grants offensive spell power equal to 10% of the attack power it grants.
- Glyph of Cleansing: Reduces the mana cost of your Cleanse and Purify spells by 20%.
- Glyph of Consecration: Increases the duration and mana cost of your Consecration spell by 2 seconds.
- Glyph of Crusader Strike: Your Crusader strike deals 20% more damage when your targe is incapacitated or stunned.
- Glyph of Exorcism: Your Exorcism also interrupts spellcasting for 0 sec.
- Glyph of Flash of Light: Your Flash of Light heals for -50% less initially but also heals for 140% of its inital effect over 15 sec.
- Glyph of Hammer of Justice: Increases your Hammer of Justice duration by 1 sec.
- Glyph of Hammer of Wrath: Increases the range on Hammer of Wrath by 5 yards.
- Glyph of Holy Light: Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 100 yards of the initial target.
- Glyph of Judgement: Your Judgements deal 10% more damage.
- Glyph of Lay on Hands: Your Lay on Hands also grants you as much mana as it grants your target.
- Glyph of Righteous Defense: Increases the chance for your Righteous Defense ability to work successfully by 8% on each target.
- Glyph of Seal of Command: Increases the chance of dealing Seal of Command damage by 20%.
- Glyph of Seal of Light: While Seal of Light is active the effect of your healing spells is increased by 5%.
- Glyph of Seal of Wisdom: While Seal of Wisdom is active the cost of your healing spells is reduced by 5%.
- Glyph of Spiritual Attunement: Increases the mana gained from your Spiritual Attunement by an additional 2%.
- Glyph of Turn Evil: Reduces the casting time of your Turn Evil spell by 100%.
Other Paladin-related mechanics/gameplay information
- Death
Knights in Lichborne (undead) form and Warlocks in demon form are
susceptible to all Paladin anti-undead/demon spells, including Turn
Evil (i.e., the Lichborne fear immunity apparently applies only to
standard anti-humanoid fears.) - All two-minute potions now trigger a debuff called "potion sickness" that persists until combat ends.
- Most tooltips for damage abilities and spells now display damage
information including attack power and spell power scaling. Heals,
however, do not.
Things We've Noticed
A collection of observations and topics of interest in this thread.
This list is intended to highlight and summarize some of the more
interesting content of this thread, for the benefit of new/casual
readers. Some of these are "controversial" topics that have been (and
continue to be) debated; others are simply observations.
Righteous Vengeance. This talent provides a 25%
critical damage bonus for two special abilities. Many consider this to
be a bit lackluster for 5 points in a tier-10 talent. The Impale talent
in the Warrior Arms tree, for example, is a much shallower talent that
gives a 20% bonus to critical damage from all special attacks for only two talent points.
All previous issues/concerns in this section have been
addressed in subsequent revisions. (Well done by the developers!)
Current thoughts and concerns will be added soon.
Acknowledgements
Thanks to (in no particular order):
- The many, many posters
who have contributed to this thread, and who have provided information
and corrections that appear in this post. These people have contributed
testing data, bug reports, numerical analysis, commentary, suggestions,
proofreading, and organizational assistance to this post and this
thread. Many of them deserve personal recognition, but the list of such
people has become too long, and I'm afraid of forgetting people. - WoWHead.com and MMO-Champion.com for compiling data and information.
- All regular posters on paladin topics on this forum.
- The Elitist Jerks for hosting this public forum.
UPCOMING CHANGES STRAIGHT FROM THE BLUE CRAB'S (Ghostcrawler's) MOUTH:
This information recieved from http://www.worldofraids.com/news/320.html
Righteous Defense - Cooldown now 8 seconds. Down from 15 seconds on live and recently 10 seconds on Beta
Infusion of Light (Holy Talent)- Now effects Flash of Light and Holy Light. Flash of LIght is reduced to 0 cast time with 2 ranks.
Judgements of the Pure (Holy Talent): Haste Benefit now up to 15% with 5 ranks from 10%
Enlightened Judgements(Holy Talent): Range benefit is now 30 yards with 2 ranks up from 20 yards. This will allow you to judge at the same range that you max heal.



they changed it because they
Olorien — Wed, 10/08/2008 - 11:31they changed it because they said that palladins were unstoppable in PvP.
Thought they changed it last
saedo — Wed, 10/08/2008 - 11:03Thought they changed it last patch.
Nothing really changed for today (last night's) patch. Mostly bug fixes and a few changes to others.
---------------------------------------------
Requires level 71 Instant, 1
warion — Wed, 10/08/2008 - 10:57Requires level 71
Instant, 1 min cooldown
You gain 25% of your total mana over 10 sec, but the amount healed by your spells is reduced by 20%.
i thought it was set at 100% unless they changed it today for this pacth im doing and just didnt get on it yet
Read Meh Paladinz! "--Many
Dragonspear — Wed, 10/08/2008 - 04:37Read Meh Paladinz!
"--Many class changes. You won't like the ones made
to your own class but you'll think the changes made to the 9 other
classes are all overpowered." ~Tigole, Blizzard CM