Increased HP on Cataclysm creatures (Source Re: Upcoming Level and Zone Changes)
The speed at which a green geared level 80 coming out of Northrend kills
creatures in these zones is more in line with what we expect for and
from combat times. Raid geared level 80s will still kill level 80 NPCs
in under 10 seconds, but at least they will be able to fire off a few
abilities before the creature is killed.
Furthermore, upon completion of the first series of quests in Hyjal or
Vashj'ir, quest geared level 80 from Northrend should see a significant
jump in power due to quest reward itemization.
Optional and Situational Talents (Source Re: Ret pally build 12604 feedback)
Exactly. This is the kind of thing a lot of players are going to have to
get used to, and frankly, it's a paradigm shift we are still adjusting
too as well. We want there to be some talents where you say "Hmmm. I'm
not sure I want that." The "Hmmm" is key.
If everyone can instantly can dismiss a given talent as garbage, then
it's not a decision. It's also not a decision if you are comparing say
Selfless Healer to a +10% self damage talent on a primary ability.
[...] There are going to be non-negotiable talents. We don't really want
to make the Prot spec that skips Hammer of the Righteous to be
competitive. We don't want every talent to feel like that though.
Glyphs on Beta (Source Re: Ret pally build 12604 feedback)
You'd be better off just ignoring glyphs completely at this point.
Trying to view the talent changes through the lens of old glyphs is just
going to lead to strange feedback. This is true of every class. We have
turned off some glyphs in beta that really change gameplay to the
extent that it will mess up feedback. Perhaps we should just turn them
all off until we work on glyphs.
Tanks Stamina curves (Source Re: Thoughts on the current Prot Pally tree)
Since I am sure it will be asked based on that info, paladins and
warriors have the same Stamina curves now. A naked warrior and paladin
of the same race will have the same health at 85. Both Protection trees
get the same amount of Stamina as a passive. That number will likely be
something like 10 or 15% Stamina depending on tuning. (In our current
build it is 15%.) In similar gear, their health should be very similar.
We'll provide the differences in their cooldowns and how they tank. DKs
and druids are likely to have different amounts of health as well.
Again, this could change.
Shield and Tanking Weapons Itemization (Source Re: Thoughts on the current Prot Pally tree)
We are making two kinds of shield (healer and tank) and one-handed
tanking weapons. We are trying to make all of the tanking weapons about
the same speed (no slow vs. fast). With all of the changes, using a
one-handed Str weapon might be a reasonable substitute in many cases. We
might eventually decide to no longer make tanking weapons (since druids
and DKs don't really have them) but we're still doing it for now.
Crusader Strike (Source Re: Ret pally build 12604 feedback)
We have been trying Crusader Strike out at both 3 seconds and 4 seconds
to see what fits the best. At the moment it is 3 sec (talented) for Ret
and 4 sec for Prot and Holy. It all depends on how many other things are
going on that you have to juggle. Inquisition, Zealotry and Exorcism
and Divine Purpose procs in addition to the basics of CS, TV and
Judgement with Holy Wrath filling in any holes can add up to a lot.
While we definitely want Ret to have an actual rotation in the sense
that you aren't just hitting things when they come off of cooldown, we
don't want to make it more complex than the other dps specs in the game.
Haste effect on Seal of Vengeance and Judgement of the Wise (Source Re: Ret pally build 12604 feedback)
Excellent question. It isn't a talent, but Seal of Truth (Seal of
Vengeance) will tick faster with haste and Judgement of the Wise's
periodic mana energize will tick faster with haste. A Ret paladin with
enough haste might have enough mana to throw out the occasional
Consecration, while a fresh 85 might not be able to afford it often.
Divine Guardian / Divine Protection (Source Re: Ret pally build 12604 feedback)
Divine Guardian doesn't affect the paladin. Otherwise we feared it would
just get used as another tank cooldown instead of for the raid utility
for which it was intended.
We're strongly considering changing Divine Protection into a short
cooldown. It is currently a clone of Shield Wall. Considering the
paladin 85 also offers strong emergency damage reduction, we thought
they could use a short cooldown ability (say 30-60 sec). Shield Block
for warriors is being repositioned more as a short cooldown ability.
Avenger's Shield (Source Re: Thoughts on the current Prot Pally tree)
Avenger's Shield silences as a baseline effect. It no longer dazes,
since all that seemed to accomplish was making pulling take longer.
Righteous Fury (Source Re: Thoughts on the current Prot Pally tree)
Righteous Fury now affects all threat.
Holy Shield and Glyph of Salvation (Source Re: Thoughts on the current Prot Pally tree)
I'm not optimistic that we'll keep the Salv glyph, but we'll see. As to
Holy Shield, it is going through rapid iteration. Our current
implementation has it providing 5% block per stack of Holy Power, up to a
max of 15%. So you can use Holy Power for threat, healing or mitigation
depending on current circumstances. You should be able to keep the 15%
block up all the time with a very small amount of effort.
Warriors get 15% block baseline, so this means the paladin has to work
harder for it. Seeing as how the paladin doesn't have to maintain Demo
Shout or Thunderclap's debuff, this doesn't seem too great a burden.
Let Holy Wrath apply Vindication (Source Re: Thoughts on the current Prot Pally tree)
This is, in fact, exactly what we did.
Is Paladin getting too complicated? (Source Re: Thoughts on the current Prot Pally tree)
As a response to some of the sky falling rhetoric in this thread (not
specifically the post I quoted, which was worded quite reasonably) and
others like it, allow me to offer the following:
We have said many times in the past several months that we don't think
paladins have enough going on. Now that we're starting to deliver on
that, it doesn't surprise me at all to see some concern that things are
changing. I'm sure there are some players out there that just really
liked the 6969 rotation, but in a game as large as WoW, there are some
players who like anything. We need to do what we think is right for the
game, and that includes adding some depth to the paladin class. Our goal
is to make the class more fun. We don't expect every forum poster is
going to 100% agree that we're going about that in the same way they
would. We think in the end though that the class will be more fun.
Holy Power: Will this get a new UI element similar to the Warlock shards or Rogue combo points? (Source Re: Thoughts on the current Prot Pally tree)
Touched by the Light (Source Re: Thoughts on the current Prot Pally tree)
Prot paladins get it as a passive. It converts Str to spell power but
does not affect healing. Part of what we're trying to do is get paladins
to specialize more and be less capable of doing everything with one
Word of Glory and Inquisition (Source Re: Thoughts on the current Prot Pally tree)
All paladins can use the heal (Word of Glory) and the self-buff
(Inquisition). Prot paladins have a talent to allow them to get a
defensive use (Holy Shield). Proper use of Holy Power will distinguish a
good paladin from a bad, but the system is far more forgiving than
combo points. Consider that if you totally ignored Holy Shield you'd be
giving up 15% block. Decent, but not life-threatening.