I am a consultant in the IT industry. For those of us whose workdays pass in front of a workstation only to relocate to a different one when they arrive home, the concept of “testing” is often met with a collection of barely audible grunts followed by a symphony of lethargic sighs. It’s okay. I’m right there with you and can both empathize and sympathize. The fundamental shortcoming of “testing” as a concept is that its enjoyability (I made that word up) is limited by the enjoyability ((c) Synovia, 2008) of the system being tested. Fortunately for us, the bandwagon for World of Warcraft testing has many seats and the ride itself is not at all uneventful.
As with any large-scale beta testing, changes can be assumed, tweaks can be expected and deviations from original intention should not arrive unconsidered. World of Warcraft stands as no exception and in Blizzard’s latest round of fine-tuning they have kicked off a game of musical talents.
Let the music begin!
Recent Beta Updates
What I’m going to do here is present the recent changes factually and without explanation but then follow it up with my take on the changes and their effect on the Paladin. As of this morning (although I don’t claim these changes to have been implemented “this morning”), the following updates have been made:
- Divine Strength now increases Strength by 3% per rank (up from 2%)
- Vindication now only has 2 ranks with each rank reducing the afflicted player’s statistics by 10% for a total of 20% reduction (down 1 rank but up 5% in reduction)
- Pursuit of Justice now only has 2 ranks for an 8/15% movement and mount speed increase. However, it now only provides 1/2% chance to not be hit by spells (down 1 rank but down 1% chance to be hit by spells)
- Improved Blessing of Might now increases the effectiveness of your Blessing of Might by 10% per rank (up from 4% per rank)
- Guarded by the Light has been simplified to now give a 15/30% mana cost reduction Consecration, Holy Wrath and Avenger’s Shield (changed from 10/20% chance when you parry or dodge and attack to cause your next Consecration, Holy Wrath OR Avenger’s Shield to cost 25/50% less mana)
- Holy Shield now has 6 charges inherently (up from 4)
The Change to Divine Strength
Without a doubt, this change was implemented to equalize it with “Divine Intellect” from the Holy tree which was already set to be 3% per rank. Whereas Intellect is the Holy Paladin’s primary base statistic, Strength is the Retribution Paladin’s base statistics.
The Change to Vindication and Pursuit of Justice
With respect to both of these talents, I believe they were adjusted to receive a maximum of 2 talent points each in attempt to free up 2 talent points out of a seemingly bloated Retribution tree. Concerning Vindication specifically, however, I believe a secondary point of logic behind this change was an attempt to make this debuff a bit more potent given the absence of any healing reduction effects in the Retadin’s PvP arsenal. I, personally, have never been a supporter of the “let’s give another class a healing debuff” movement and as a result, I am happy to see this well-deserved buff to an ability to gets little mention in the PvP community.
The Change to Blessing of Might
I’m going to be completely forthright with you here: I haven’t the slightest idea what motivated this enormous buff to an already excellent talent. Well, perhaps claiming lack of even a “slightest” idea is misleading given I can somewhat understand the motivation to assign it more effectiveness. However, this is a first-tier talent and although I’m not at all complaining about its recent update, I was content with the 20% increase it gave to the blessing.
The Change to Guardian of the Light
This high-tier Protection talent was initially yet another proc in the Paladin arsenal (or should I say “pain in the Paladin arse”) but since has been reworked to be a static 15/30% mana cost reduction to three of the Tankadin’s aggro-generation abilities. I believe this was done as part of Blizzard’s stated effort to usher the Paladin towards less reliance on procs and chance (i.e. Seal of Command supposedly moving to a fixed 50% proc rate as opposed to 7 procs per minute). All in all, I feel this is a solid change for this talent and now results in a respectable bucket in which to place talent points.
The Change to Holy Shield
Holy Shield is already one of a Tankadin’s proverbial “bread and butter” skills but at only four charges it has assisted in sending quite a few Paladins to the back of the tanking bus when it comes to solo-tanking raid bosses. This is due to the fact that since Holy Shield is a very large source of a Tankadin’s overall mitigation, their cause is hurt by the fact that even against a single-targetting raid boss their cooldown for Holy Shield would still be ticking at the time its final charge came off. This left the Paladin somewhat susceptible to extra damage during these small intermissions and thus assisted in the decision of many raiding guilds to lean the way of Druids and Warriors for solo-target tanking. I believe the intent of this change is to not only strength the Tankadin’s “niche” (niches being something Blizzard has clearly stated they desire each tanking class to have) but also give them more viability with respect to raid boss tanking.
Some Clarifications
Recently, I made a post on the official Paladin forums requesting clarification on various WotLK Paladin mechanics. What I got in reply was a collection of steadfast, definitive answers to a few of my questions and a collection of wavering assumptions regarding some others. After some research of my own and some conversations with folks currently in the WotLK beta, I have arrived at a concrete (as of the moment) list of things I would like to clarify:
- Contrary to my previous post about the new Seal/Judgement system, casting any one of the three Judgement spells does NOT trigger the GCD
- A Judgement spell (any of them) cannot be cast unless you have a Seal up
- Although the 3% raid-wide crit granted by Heart of the Crusader applies to any of the three Judgement types, it is NOT stackable
- Retribution Aura now scales with AP/SD (whichever is greater) and currently, for Retadins in Beta, hits for around 130-150 per proc
- Spell Power is replacing both “+damage and healing” as well as just “+healing” effects on items. What this means is that a Shadow Priest and a Holy Priest, for example, may both have the exact same amount of “Spell Power”. However, the coefficients for healing spells are being increased to compensate. The net result is that, say, 1300 Spell Power will “feel” as though it were somewhere around 2500 “+healing”
No doubt further changes will come necessitating further clarifications. Beta testing within the World of Warcraft is an exciting time. It allows us theorycrafters the opportunity to whet our enormous appetites for the science behind our passion. As updates are made and changes are implemented, you can expect to hear about them promptly right here on WoWPaladin.org.
This is Synovia, taking her leave.