You are here: Home

Retribution Paladin

JA

Latest Forum Posts

plavix problem kgy
by Poopledyete 2010/07/31 09:35
soma without a prescription qav
by Poopledyete 2010/07/31 04:26
duromine iop ofn
by Poopledyete 2010/07/30 23:25
tramadol prozac interaction
by DoutGoothaz 2010/07/30 20:58
viagra without prescription overnight shipping
by massyillele 2010/07/30 20:27
clomid with saturday delivery
by Cophydaybyday 2010/07/30 20:12
buy viagra cod delivery
by massyillele 2010/07/30 19:08
May28

Retribution in Cataclysm


There are a few basic way classes choose what attack to use next. Some classes are limited by resources. If a rogue has 60 energy, she can choose to spend it on attack A or attack B. If attack A hits harder and attack B doesn't have situational utility, then she'll use A every time.

A warlock generally isn't limited by mana within short time scales. A lock's decisions are more rotational. You want to cast A before you cast B. It's not that B is bad, just that it becomes more powerful if you do A first. For example, there is little point in casting your first Corruption seconds before the target is about to die.

Paladins have a third model, one more based on prioritization. You aren't generally limited by mana, and you don't generally need to do things in a certain order for the mechanics to work, but you do have attacks that you'd rather use when they are available (generally because they hit harder). The decision point comes in because you have a lot of cooldowns, so you can't just spam your hardest hitting attack over and over again. When your Judgements and Hammer and Crusader Strike are on cooldown, then your choice is probably Divine Storm. (Depending on your gear, DS might even trump CS.) If Divine Storm's damage went down, then you might prioritize Consecration or Exorcism higher, but you can't spam those either, so then you're back to Divine Storm or autoattack. That was my point.

There are things we can do as well to make Divine Storm better at single targets without making it overpowered against groups of targets. Off the top of my head, there are mechanics like the meteor where the damage is divided among the targets. What we are trying to chill out on the warrior, paladin and DK particularly is the "free AE" component. When your AE attacks are balanced against single targets (in the absence of some mechanic like I was suggesting above) then you just get free damage when you can AE as well. This means those classes leap dramatically ahead on meters whenever they are in a situation where they can "cleave." It also means they aren't doing anything very differently when faced with groups of mobs over single targets. By contrast the mage might switch to Blizzard or Living Bomb and the rogue has to start using Fan of Knives.

One of the ways we can support more individual abilities on classes is by making them situational. If you use all of your attacks no matter what the situation, then your gameplay tends to get very formulaic and eventually boring. It is also likely to get really complicated if your whole action bar is part of your standard rotation. A better design, we think, is that some abilities get used in AE situations and some get used in single-target situations. There can be overlap, but we'd at least like players to assess the upcoming battle and make some decisions about how to approach it before just going into a tunnel vision button-hitting mode.

Solution: Make CS baseline, put a 1 point 10% dmg to CS buff in its place in the talent tree to replace it.
That is not an announced change. I can understand the frustration of being in a gray area at the moment where you know some information that we have released but much of the details are still under NDA. Unfortunately, if you focus on little tidbits that someone leaked or speculated, then you aren't going to get the full story. In cases like this we had to put something in the talent tree as temporary filler when we pulled CS. Many of the talent trees have talents that say NYI or just plain don't do anything. That's just where we are in the alpha process. If we push data at a stage when someone can't even talent down a tree then the spec becomes unplayable. As such, we have to make talent tree changes in large chunks at once.

GC - "We are nerfing Divine Storm against single targets because we don't want AoE abilities to be used against single targets, but we fully expect Divine Storm to continue to be used against single targets."
More accurate to say that we don't want single target abilities to get free bonus damage when in groups. That's not balance-able. For the warrior the solution is to make Whirlwind not cost-effective against single-targets. For the DK, it's about getting Pestilence back towards a utility role (getting diseases up on groups) and not a massive AE attack. For the paladin, we still want them to use Divine Storm (and you can't cost-effect a Ret paladin anyway) so the solution will have to be something different.

How about something like having Crusader Strike apply some kind of debuff to the target . Then have Divine Storm hit anyone with that debuff harder. I think that would get its damage up on single targets but keep it lower on groups.

Yep, both this and the tie-in to Judgements are good ideas. We also like the T102P bonus.

 

Discussion about the updates: 

http://www.cromfel.com/forums?func=view&catid=5&id=31804#31868

Enjoy!

 

 
Apr15

Legendary Interview

 I'm here to say grats to one of the oldest paladins on my server, and one of the firsts raiding rets in the world.

BIG GRATS MIESNIAK OF PATHFINDERS - BRONZEBEARD EU

 


 Themark: Hello Miesniak, first of I wanna say big grats for your achievment; how do you feel now after such long effort?

Miesniak: Tyvm, this was big stress ;P specially at the end

Themark: I understand you pretty well since I am on the same task as you know XD

Themark: So in your opinion, was all this stress worth for this "legendary"?

Miesniak: OFC ;P

Themark: where do you put in difficulty to obtain this legendary compared to the others we had during those 5 years?

Miesniak: well still I can't belive I did it... at start was very difficult but now with better gear and 10% buff this is easy, just collecting 50 shards take some time

 Themark: So this was more a wait "stress" :)

Themark: We are nearly ended, I always seen you into Pathfinders doing endgame contenent, and you was along with me one of the firsts raiding rets not only on the server but across world too

Themark: Today Blizzard putted out also a preview of the ret paladin in Cataclysm, what do you think about it and is there something you will like to see changed/added to our class/spec?

 Miesniak: I have to be true, I don't even look at this changes, this will be changed many times so I don't wanna be too much angry at blizz ;P

Themark: just cross fingers and hope for best approach then XD

Miesniak: Now is time for fun and gank some hordes ;P

Themark: Agree and i will party with you when we end here ;)

Themark: So as final is there a message you wanna say to other rets, and specially to your guild that helped you to achieve this?

Miesniak: Yeap, without many guild friends, specially officers, I was never able to do this alone, I LOVE THEM!!!

Themark: Well take pics and go gank some green butt :P

 

 

Farewell Brothers, yours Themark EU-Bronzebeard

 

 
Apr14

Paladin Preview for Cataclysm

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.

This concludes this Cataclysm preview for the paladin class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.
 
  • «
  •  Start 
  •  Prev 
  •  1 
  •  2 
  •  3 
  •  4 
  •  5 
  •  6 
  •  7 
  •  Next 
  •  End 
  • »
Page 1 of 7

Login

Polls

Do you like the new website?
 

Statistics

Members : 4977
Content : 27
Web Links : 6