Saturday, February 26, 2011

Patch 4.1 Prot Paladin Changes

PTR now has 4.1 up and I'm downloading the client. I hope to have videos of the revamped ZA and ZG.  ZA was one of my favorite places to raid because it was fast and had a lot of fun mechanics. I wonder how many of those mechanics they kept? Along with this came a sort-of-nerf of Protection Paladin survivability, and made hit worth even less as a stat than it was before which "kicks" butt. What did they do to Rebuke and Word of Glory?

Now updated: 4/26/2011

Full patch notes here.

Word of Glory: We want Retribution and Protection paladins to have reasonable healing on themselves or others, but we know paladins sometimes feel like they can’t use their Holy Power on anything but their heals in some situations. We’d rather these two specs spend most of their Holy Power on damage-dealing abilities, with occasional healing.

OMG there went me helping my healer conserve mana. Once I got to a certain threat level I'd just start randomly help heal the raid or myself so I became much easier to heal. 20 second cooldown is quite a "fix" for something they found broken. If Protection Paladins were using Word of Glory because "sometimes feel like they can't use their holy power for anything but their heals in some situations." how about we get less of those situations? Ugh.

This also makes Eternal Glory and Guarded by the Light to now be iffy in terms of what to take as base talents. I'd still keep them simply because you'd just use a Shield of the Righteous right after Word of Glory, but it's still a raw deal to those of us who like having the ability to heal while tanking.

Let's look at the rest of the class notes all classes:
  • All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities.
Ok this says to me, "STOP WASTING STATS ON HIT AND GET MORE EFFECTIVE HEALTH!"  I don't mind this at all because missing an interrupt on something is a pain in the butt, and now we won't have to worry about it anymore, yay! I'd grade this as a slight buff because we don't have to go for hit what-so-ever because expertise will do what we need.

What about Protection Paladin specific changes?
  • Judgements are now useable while silenced.  
  • Righteous Fury now persists through death.
  • Word of Glory now has a 20-second cooldown. Boo! I use this to raid heal and help heal myself.
  • Talent Specializations
    • Protection
      • Divine Guardian cooldown is now 3 minutes, up from 2.
      • Grand Crusader will now generate a charge of Holy Power if the Avenger's Shield it procs is used within 6 seconds.
      • Sacred Duty can now be activated by Avenger's Shield in addition to judgements. The effect now lasts 10 seconds, down from 15.
Bug Fixes
  • Avenger's Shield can no longer be blocked.
  • Casting Guardian of Ancient Kings no longer resets the auto-attack swing timer.

I guess raid wall was too awesome to let stay a Paladin ability.  Now that we know all the other classes will be getting raid wide buffs as cooldowns it makes the nerf above less important. The change to Grand Crusader is nice, they give it the same amount of time as Crusader Strike's cooldown so you can use either or if it procs and still get holy power. The addition of Avenger's Shield to the list of abilities with a 50% chance to activate sacred duty means even more Shield of the Righteous crits.  

So all in all the DPS of Protection Paladins will be greater and the healing will be less, our 20% raid cooldown is one minute longer, but two other classes get new raid wide cooldowns. This is simply a "get used to some minor changes" patch for us, but I can't tell you how happy I am for Rebuke not missing anymore, I'm tired of getting the whole raid hit with corruption from adds on Cho'gall because my Rebuke missed.

P.S.

Note:  Archaeology 150 Fossil Fragments.
Dodge 114
Mastery 134
I now have a reason to level Archaeology

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