Paladin talents/spellsand changes as requested by blizz

Dusk

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I have made a post on the EU forums as blizzard is looking at key talents etc.
I was just wondering what you guys think i can add under paladin talents and spells that i might have left out.

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Seal of command – Simply put, its just to unreliable, most of the time Seal of righteousness has preference as it will at least give you some of your mana spent casting it `s worth.I have had it

Seal of Crusader – our white damage is not enough to make this spell worthwhile. The only thing useful about this spell is the judgement that increases the holy damage. I am yet to hear of someone actually recasting it for any other purpose than to just immediately judge it.

Improved Devotion Aura – Usually just a talent spend to get deeper into the tree. Maybe add spell reflect or something similar to it cause as it stand all that armour means nothing anyway against casters

Redoubt – Good spell but definitely not something that you can count on which makes choosing armour harder.

Precision - Maybe change this to a guaranteed castable spell crit on next magic spell cast like the holy divine favour.

Improved Righteous Fury – Does help but in connection with the fact that most our aggro is re – active instead of active. It become hard getting a bonus aggro boost out of this as you just not pushing out enough holy damage through Holy Shield and retribution aura as off tank since most of the time you not getting hit. And not having all the talents and stats necessary to take huge hits , most of the time we have to settle for off tank however as with various other spells counting on being hit , you end up being last on aggro list cause you just simply not getting holy damage out like holy shield and retri aura.

Improved Hammer of Justice – Problem is the amount of immunity around for it to start with coupled with the fact that it has a very short cast radius. It would become usefull if you could use it to stun casters that are far away.

Reckoning – Once again the fact that it is reactive instead of a active spell means that unless you getting hit you will never see it. This makes even off tanking very difficult as the boss is not hitting you but you are expected to be 2nd on aggro list if tank gets polymorph, stunned etc.

Righteous Defense - Just change it to work same as warriors taunt. All paladins that use this spell, macro it anyway to work the same.

Holy Shield & Improved Holy Shield – Cast must be able to overlap. Meaning cool down should be less than spell duration. Playing on 700 ping you just pray very hard that those crush hits don’t come flying through with that moment your holy shield is down. Another option is to maybe add another element to it after you spend 3 or more talents on it could be to add a pro active ability to it to actually hit the mob with the shield, cause at the moment, if you off tanking you have to keep casting holy shield just for when aggro does turn to you . But since you not getting any constant mana you go /oom relatively quickly by casting something that has to be up all the time anyway without actually getting something in return. If you could do something proactive like hit the mob with your shield every now and then, at least the mana is not going to complete waste.

Ardent Defender – Being a leapable talent does not help with hard-hitting bosses. Rather just increase stamina. Or add defence stats.

Avenger's Shield – Love this spell but as a paladin’s only long range in conjunction with holy shock spell it lacks.

Holy Shock – It should jump to close targets as “shock” in nature does. At the moment it lacks as a serious damage or healing spell. (And if we could actually get it to look like a shock as well and not the same as a level 1 priest spell.)






Food for thought…
( note that retri comments are what I have heard as I have not really tried it. I used to be full protection paladin since I started character, but the fact that warriors and druids take huge hits better caused me to have problems getting groups and thus I changed to healing paladin. All the views inside this post are just out of personal opinion of what I can remember at the top of my head)


As paladin, we don’t have a charge, hamstring etc and basically just one stun spell. Fighting against any spell caster makes this very hard because we just got no way possible to catch up with an opponent in PVP or PVE situations.
This means that a any opponent can just kite us to death. .
Having to go into full protection or 40 points into holy (Holy shock) or 50 for avengers shield to get a ranged spell doesn’t help a lot.
I realise that maybe Paladins cant use guns throw items etc. But we are a spell caster none the less. At least give us some more distance on spells like judgement (for pulling when in PVE environment if there is crowd control like rogue sap. Using avenger shield is good until cc is involved, then it become useless cause you cant control to which mobs its going to jump.) and then bigger range on stun so we can at least catch up to the ranged fighters .

Over all I like the paladin but as most paladins I had to drop tanking as we simply cannot compete in the higher end game instances and had to specialise in healing to be any use to groups. Our DPS class just isn’t strong enough. Our tanking doesn’t have enough going for us compared to other tank classes. We cannot off tank because on main encounters we just are not getting hit so aggro generation suffers badly also spells like judgement of wisdom does not contribute to mana recovery so we go OOM very quick , our white dps is not high enough to be 2nd on the aggro list if tank had to loose aggro.

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Any opinions and info that you can think of that i possibly missed?
 
Some good suggestions, I don't think tankadins have it as bad as you say tho. Whilst I agree with a lot of your comments regarding their flaws, they are certainly still viable in 25mans :) 3 things i'd like to see changed would prolly be Redoubt, the Holy Shield overlap and skipping of Argent Defender

Retri tree needs most fixing ^^
 
LMAO !!!

Self-healing tanks (Tankadin) are so weak :D
No matter what you try, rather just re-reroll something else for PvP m8 ;)
 
LMAO !!!

Self-healing tanks (Tankadin) are so weak :D
No matter what you try, rather just re-reroll something else for PvP m8 ;)

Protection paladins are weak in pvp, but does not even come close to the weakness of protection warriors(even with 20k HP)...
Holy paladins on the otherhand need to be tuned down tbh, they are way to good healers to even outheal some holy priests! Best healers in pvp is holy paladins.
I would aggree that retri paladins need some work, but then again paladins are buffed for tanking and healing not dps.
Protection paladins is quite good in pve, I would aggree though that they are not yet on the same level as protection warriors, but they are fine off tanks.
 
If you ever tried OT on a boss mob with paladin , you will quickly see that yur mana doesnt last which is why i posted my comment here...


QOUTE
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We cannot off tank because on main encounters we just are not getting hit so aggro generation suffers badly also spells like judgement of wisdom does not contribute to mana recovery so we go OOM very quick , our white dps is not high enough to be 2nd on the aggro list if tank had to loose aggro.

judgement of wisdom gives you mana back on getting hit.
If you are not MT , you are not getting hit.
Means virtually no mana return as A) no mana from judgement of wisdom B) no healing received as you not taking damage (for that dont know...paladin gets mana when healed by party member).
So oom stumbles accross your path very quickly.
Paldin`s aggro genration comes mostly from holy damage. NO mana = no holy damage.
 
IMHO.

Palas has no DPS what so ever, they can be back up healers :rolleyes:
The only thing they good for is buffs. Appart from that the only time a pala is any fun is Solo PvE. They can tank a little.

Fact is this: in a group I would rather have a nice DPS, Warrior tank, Ranged DPS, Off tank and a Priest

Pala will only fall under the "Off tank" or healer part....

Low lvl instances it's easy for a pala to get a group. Going higher it becomes rather hard if you have people who want to complete the instance quick and flawless. ;)

Just my 2c... never played a pala but pwned them plenty. And notice it in the instances. The hardly top the 4th place on the DM scores
 
Just to clear something out where I think I misunderstand you.
Judgement of wisdom: you said it only gives mana when u get hit. Has this been changed recently as I distincktly recall getting mana for each hit you make and not hits you recieve? or does the paladin get mana for hits made against him while the rest of the group gets mana for making hits? Seal of wisdom may work differently never realy use it on my paladin though.

I can see how being second on the aggro list can be a problem, I just want to tell you that a warrior also struggle to be second on the aggro list due to him not gaining rage from being hit. We usualy have to use our hunters with misdirection to boost the second on the aggro list's aggro so that dps can be at maximum.
 
With blessing of wisdom , you get mana when you hit.
When you judge it , it gives you mana on being hit.
So if you were to cast the following combo then you will get mana on hitting and getting hit.

cast Seal of wisdom
judge seal of wisdom
cast seal of wisdom

So you were not wrong or right but actually both. :P
 
IMHO.

Palas has no DPS what so ever, they can be back up healers :rolleyes:
The only thing they good for is buffs. Appart from that the only time a pala is any fun is Solo PvE. They can tank a little.

Fact is this: in a group I would rather have a nice DPS, Warrior tank, Ranged DPS, Off tank and a Priest

Pala will only fall under the "Off tank" or healer part....

Low lvl instances it's easy for a pala to get a group. Going higher it becomes rather hard if you have people who want to complete the instance quick and flawless. ;)

Just my 2c... never played a pala but pwned them plenty. And notice it in the instances. The hardly top the 4th place on the DM scores

Will forgive you as horde :p with no decent paladins around to show you how it is done :D And again 1v1 pvp against a paladin is a bad comparison, having a paladin by your side is a completely different story in pvp. When you reach 60 take a retri paladin with you to Strat or scholo, and try and keep up with dps in a group. That said there is few good dps paladins out there, and their talents are geared more towards tanking or healing.
 
Now the problem lies that white damage is not enough to get aggro.
So you have to have something like seal of rightiousness doing aggro while judgement of wisdom gives you mana back.
If you of tanking , you will hardly get your mana regenerated as the mob is not hitting you, so judgement of wisdom isnt working.
 
With blessing of wisdom , you get mana when you hit.
When you judge it , it gives you mana on being hit.
So if you were to cast the following combo then you will get mana on hitting and getting hit.

cast Seal of wisdom
judge seal of wisdom
cast seal of wisdom

So you were not wrong or right but actually both. :P

Sorry I am still a bit lost :D Judging results in a buff put on the mob you are attacking. The seal is that 30 sec buff you put on yourself.
Now I recall distinctly that we usualy use judgement of wisdom that the paladin put on the mob so that our casters can recharge their mana *typicaly we would switch to wands and kill the mob slower regaining lots of mana
Now you say that the paladin self dont get mana back when he judges the mob with wisdom? Find it quite strange tbh, guess I need to go have a look on my paladin this evening, never raided with him though nor tanked.
 
Lets draw a picture.

okay paladin tanking:
(lowered ammount of spells mentioned so we dont lose focus :P )
Paladin runs to mob casting seal of wisdom, as soon as he gets into range he judges his seal of wisdom. Now there is a chance on hit received from mob to give paladin mana.
This judgement refreshes everytime the paladin gets hit.
So technically you will carry on receiving mana on hits received as long as mob hits you once every 20 secs.
So now you are free to cast something else like seal of rightiousness to do holy damage which generates aggro while you still getting atleast some mana generation back.
When mana is getting low he can then cast blessing of wisdom and replace seal of rightiousness until he has got back some mana and then change back to seal of rightiousness. Getting hit not only has a chance to proc reckoning , which would not on do more damage genrating more aggro but also help with mana regen if SOW is active as you now have double the chance of receiving mana on hits as you are 2x the speed.


Paladin Offtank.
paladin lets tank pull aggro. As soon as tank has aggro he cast seal of wisdom and then judge it. (NOW THE CATCH) although the mob will give mana to paladin if paladin gets hit. PROBLEM is that paladin is not getting hit. So now he has two choices ...either choice pose problems.
CHOICE 1) Cast seal of wisdom generate mana on hit BUT your holy damage will suffer badly = no aggro.
CHOICE 2) Cast seal of rightiousness and generate aggro but no mana regen. With Quick fights this is the choice you should make imo as you can always just drink mana after fight. In long fights you WILL run out of mana and you aggro generation will have to rely on white damage forth with . As everyone knows , a paladins white damage is laughable.

Make more sense?
 
yes it does.
So JoW (judgement of wisdom) gets refreshed when the paladin takes a hit from the target, or it expires after 20 sec(if the paladin have not impoved judgements talented). You dont actualy gain mana when you get hit, but the judgement simply gets refresed, you still get mana from your hits? You want the judgement to be longer lasting because it is not possible to rejudge it when it expire and it cost a lot of mana?

Having a second paladin keeping JoW up is not an option for you nor is being grouped with a Shadow priest?
 
NO .... you confusing me.

Lets put the spells and what they do .

SEAL of wisdom : has chance to give x amount of mana to paladin on succesfull hit on mob.
JUDGEMENT of wisdom : has change to give x amount of mana to paladin on mob hitting the paladin.
This judgement will refresh (buff timer will start counting down from 20 again.) on every hit that paladin receives.


This means if you get hit the judgement will stay active until either the mob dies or the mob stops attacking paladin for 20 sec. If paladin not hit the judgement expires and paladin has to recast it.
But recasting SOW and judging it when not getting hit is a waste of mana as you dont get hits against you so the JOW will just run out the whole time without doing anything.

By the looks of it you have a misconception on JOW.
It only gives you mana when getting hit.
So If you had attack mob and cast JOW and then stun him you will not receive any mana from the judgement.
 
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NO .... you confusing me.

Lets put the spells and what they do .

SEAL of wisdom : has chance to give x amount of mana to paladin on succesfull hit on mob.
JUDGEMENT of wisdom : has change to give x amount of mana to paladin on mob hitting the paladin.
This judgement will refresh (buff timer will start counting down from 20 again.) on every hit that paladin receives.


This means if you get hit the judgement will stay active until either the mob dies or the mob stops attacking paladin for 20 sec. If paladin not hit the judgement expires and paladin has to recast it.
But recasting SOW and judging it when not getting hit is a waste of mana as you dont get hits against you so the JOW will just run out the whole time without doing anything.

So what is the problem then ?

If you in a group you have no need for mana really :confused:

Buffs now and then and a odd heal here and there.... Why do you need so much mana ?
 
We are talking OT. Idea of OT is to be 2nd on aggro list.
No hits taken = no mana regen = no holy damage = no aggro
 
We are talking OT. Idea of OT is to be 2nd on aggro list.
No hits taken = no mana regen = no holy damage = no aggro

:confused:

Ok so what your saying is because of your personal play style, the pala is under powered ? You don't need mana to be a off tank ;)
 
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:confused:

Ok so what your saying is because of your personal play style, the pala is under powered ? You don't need mana to be a off tank ;)

Hehe,
Guess you need to see this in perspective Pitbull.
There are 25 people
1 Warrior main tank
1 Paladin off tank
5 healers and rest dps

now you have 9 minutes to dish out 10mil damage.
For you to be able to do that much damage in a short time the DPS should be allowed to go full out as much and long as possible. The tank thus need to use all his abilities to stay ahead in aggro or else the boss will target and kill off the DPS. It also do happen that the tank may die near the end of the fight or that the tank get stunned feared, or some other game mechanism and this result in that the sedond highest on the aggro list become the next tank. This next tank is then what is refered to as the offtank. So you can see that in order for the group to still do full dps the offtank need to maintain a lot of aggro aswell.
Now using a paladin as an offtank seems to be tricky as paladins dont have a rage bar but uses mana to gain aggro. If the paladin gets healed he gains mana, but as oftank he dont get hit so no mana there. The argument here is whether the other paladin abilities is sufficient to gain mana or not.
 
So you can seriously offtank with paladin with white damage?
ROFL.
Spell damage is where pala gets aggro from , not white damage. No mana = no spell damage.
 
Hehe,
Guess you need to see this in perspective Pitbull.
There are 25 people
1 Warrior main tank
1 Paladin off tank
5 healers and rest dps

now you have 9 minutes to dish out 10mil damage.
For you to be able to do that much damage in a short time the DPS should be allowed to go full out as much and long as possible. The tank thus need to use all his abilities to stay ahead in aggro or else the boss will target and kill off the DPS. It also do happen that the tank may die near the end of the fight or that the tank get stunned feared, or some other game mechanism and this result in that the sedond highest on the aggro list become the next tank. This next tank is then what is refered to as the offtank. So you can see that in order for the group to still do full dps the offtank need to maintain a lot of aggro aswell.
Now using a paladin as an offtank seems to be tricky as paladins dont have a rage bar but uses mana to gain aggro. If the paladin gets healed he gains mana, but as oftank he dont get hit so no mana there. The argument here is whether the other paladin abilities is sufficient to gain mana or not.

Exactly :) Someone sees the light ,Yayness!!! :P
 
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