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Home › Forums › World of Warcraft General › Theorycraft › Paladin

Kognus Fixes the Paladin Class

Kognus's picture

Kognus — Thu, 10/30/2008 - 14:10

Well, the next never-ending round of ret nerfs is through and I can't say that I'm the least bit surprised. Sure we've been the laughing stock of The Burning Crusade and Vanilla WoW before that, but what the heck, why should Wrath of the Lich King be any different? Your friendly, neighbourhood dwarf will still be fighting the good fight. I will adapt, I will continue to dominate bad players of stronger specs, and I will continue to lose to just about anybody that really knows what they are doing with their class (that isn't a rogue, warrior, enhancement shaman, or hunter).

Anyway, I was thinking about these nerfs and what a difficult time Blizzard has had with balancing our spec. I mean think about it: we're a plate-wearing class with healing abilities, large burst damage, and stuns. That is going to be incredibly difficult to balance. If we have limitless mana as we effectively did for the past couple of weeks then there is never going to be any end to the QQ. The obvious solution is to address one or more of these issues. Blizzard just gutted our burst by around 15-20% and took us from having nearly limitless mana to real mana issues in PvP (and arguably PvE as well for that matter, do the math). That's certainly one way to do it, but not the one that I would have chosen. The real issue isn't that ret paladins have limitless mana (though that is something that should have been tweaked, albeit not the degree that it was) or even that we do really big burst damage. The real problem was that we did it while the person was stunned. Stunning someone and critting them for their life bar inside the stun just isn't fair. Especially when you take into account that we were able to heal up afterwards and negate any damage that they did to us outside of the stun.

What I would do to fix the paladin class is remove Hammer of Justice from the game and add something in its place. A spell interrupt with a relatively short cooldown perhaps? A short duration silence? There's a lot of options and they are all useful skills for all three specs (I can hear prot paladins licking their chops at the prospect of something extra to help with caster bosses), but none of them have the same game-changing implications in PvP that a stun does.

Personally I'd be inclined to revert every single nerf to the paladin class since 3.0.2 came out (that's right, all of them, even the Repentance nerf),change Hammer of Justice from a stun to a 3 second spell school lockout with a 10 or 15 second cooldown. Personally I'm okay with it being melee range, but it probably wouldn't be as useful for holy paladins then so making it have the same range as the old HoJ (10 yards) seems reasonable to me. Improved Hammer of Justice could tie a 0.67, 1.33, 2 second silence to the skill too. It would always silence the person when hit with it, but would also lock out the school or 3 seconds if you actually hit them during a cast (which would still be useful against holy paladins to negate bubble, basically). The benefit of the silence would be to give the paladin just enough time to hit someone with a silence and use one instant skill (be it a heal, a damage ability that was on cooldown when the silence was cast, or a repentance or something). Basically it would just buy the paladin a bit of extra time against classes with multiple damage spell schools (warlocks, mages, shamans, druids...).

Again, the issue isn't our burst, it's that we're doing it to people when they can't respond and even if they trinket they can't get away most of the time.

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Dragon's picture

Its actually looking like

Dragon — Thu, 10/30/2008 - 15:43

Its actually looking like overall the gap in pve Kog ain't gonna be that bad, especially with the damage increase on SotM coming out.

That being said, the major issue coming is gonna be the mana drains/burns and viper sting.

As far as the stun, I don't quite think it is as game breaking Divine Shield. Warriors as it is still get a 1 second stun (charge) and a 3 second stun (intercept) not to mention being able to talent for conc blow (which does damage).

Stuns are an unfortunate part of the game. As you say though, given the choice between a spell interrupt on a 10-15 second timer and a stun on 30 seconds, I'd prolly lean toward the interrupt.

I'll come out and say what bothers me the most about the nerfs though is that other classes are being ignored as people focus on the class that used to be a free HK. They don't understand (especially the ranged people) that your best bet is to open first from max range and kite. It is possible given that our longest attack (barring engineering shenanigans which is why so many paladins take engineering) is 20 yards.

PvE I plan on staying with Dragon in the xpac even though arms is hella fun atm. PvP I will try to stay with my paladin, but the latest over nerf to JotW (see only having base mana @ lvl 80) is gonna suck in pvp. Grossly limiting the amount of defensive team gameplay we can do (especially when you figure that MOST of the time Judgement of Justice is the pvp judgement used).

Kognus's picture

I should note that the one

Kognus — Thu, 10/30/2008 - 15:12

I should note that the one nerf that I wouldn't revert is the incoming change that makes Hammer of Wrath usable from 35% to 20%. I don't know. The fact that I can pretty much kill anyone from a third of their health down in one instant cast is a bit rediculous. 20% seems more reasonable. We're more in line with warriors then.

Basically what I want is a spec that works like an arms warrior with a few key differences:
1) Decent backup healing and Vindication in place of a healing debuff: in a group PvP context this is really is about equal. That extra bit of healing throughput that your team can pump out can save someone, but healing debuffs are huge for focus-fire and clearly a lot more valuable than Vindication. Also, the warrior doesn't need to stop their dps in order to use this part of their utility because their healing debuff is part of their normal damage rotation.
2) Judgement of Justice in place of Hamstring/Piercing Howl: which is an edge to the warrior in my mind given the defensive uses that those abilities represent for them.
3) Cleanse/Pursuit of Justice/Hand of Freedom in place of Charge/Intercept/Intervene:which is an advantage to the paladin because of the ability to keep teammates out of CC with Clense, but both have their value.
4) Hand of Sacrifice/Hand of Freedom in place of Berzerker Rage: the paladin's abilities are more versatile, but the warrior's is better at what it does and more frequently useful in an overall sense. This is very close in my opinion, but the synergy with the warrior's gap closers gives them a slight edge.
5) Repentance in place of Intimidating Shout: who's advantage this is really depends on who you're facing, but I'll give a slight edge to Repentance given its shorter cooldown. It is worth noting that while both can be trinketed (or Berzerker Raged) the paladin's Repentance can also be dispelled like any other magic debuff.

The two classes fill similar roles in terms of their damage, but offer different advantages in terms of their utility in PvP. That's the way it should be in my opinion.

Fjork's picture

Concussive Slap "The Paladin

Fjork — Thu, 10/30/2008 - 14:19

Concussive Slap

"The Paladin dismissively slaps the target with the back of his glove for xx% AP + xx% SP + xx% melee-unarmed. Target is shocked for three seconds by this insulting gesture. Has a dimishing return of 25% damage on each successful slap. Chance to anger target causing +1% dmg for five seconds." (10 second CD)

hehe

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