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Skills
Holy
* Seal of Wisdom now deal [ 16% of AP + 25% of Spell Power + 1 ] holy damage when unleashed. (Down from [ 20% of AP + 32% of Spell Power + 1 ] Holy damage)
* Seal of Light now has a chance to heal for [ 15% of AP + 15% of Spell Power ]. (Down from [ 28% of AP + 28% of Spell Power ])
* Seal of Light now deals [ 16% of AP + 25% of Spell Power + 1 ] (down from [ 20% of AP + 32% of Spell Power + 1 ]) holy damage when unleashed.
* Seal of Righteousness now grants each melee attack [ 2.2% of Melee Weapon Speed * AP + 4.4% of Melee Weapon Speed * Spell Power ] additional Holy damage. (Down from [ 2.8% of Melee Weapon Speed * AP + 5.5% of Melee Weapon Speed * Spell Power ])
Protection
* Seal of Justice now deals [ 16% of AP + 25% of Spell Power + 1 ] holy damage when unleashed. (Down from [ 20% of AP + 32% of Spell Power + 1 ])
Retribution
* Judgement of Command Holy damage reduced from 56% to 45%.
* Blessing of Might (Rank 8 ) and Greater Blessing of Might (Rank 3) now increase AP by 306. (Up from 305)
* Seal of Corruption now deals [ 15% of AP + 8.8% of Spell Power ] additional holy damage over 15 seconds. (Down from [ 19.2% of AP + 9.6% of Spell Power ])
* Seal of Corruption now deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage. (Down from [ 17.5% of AP + 28% of Spell Power + 1 ])
* Seal of the Martyr now make all your melee attacks deal [ 22% of mw ] to [ 22% of MW ]. (Down from [ 28% of mw ] to [ 28% of MW ])
* Seal of the Martyr now deals [ 16% of AP + 25% of Spell Power + 36% of mw ] to [ 16% of AP + 25% of Spell Power + 36% of MW ] Holy Damage when unleashed. (Old - [ 20% of AP + 32% of Spell Power + 25% of mw ] to [ 20% of AP + 32% of Spell Power + 25% of MW ] Holy damage)
* Seal of Blood now make all your melee attacks deal [ 22% of mw ] to [ 22% of MW ]. (Down from [ 28% of mw ] to [ 28% of MW ])
* Seal of Blood now deals [ 16% of AP + 25% of Spell Power + 36% of mw ] to [ 16% of AP + 25% of Spell Power + 36% of MW ] Holy Damage when unleashed. (Old - [ 20% of AP + 32% of Spell Power + 25% of mw ] to [ 20% of AP + 32% of Spell Power + 25% of MW ] Holy damage)
* Seal of Vengeance now deals [ 15% of AP + 8.8% of Spell Power ] additional Holy damage over 15 sec. (Down from [ 19.2% of AP + 9.6% of Spell Power ])
* Seal of Vengeance now deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage. (Down from [ 17.5% of AP + 28% of Spell Power + 1 ])
* Judgement of Wisdom now restores 1% of the attacker's maximum mana. (Down from 2%)
* Judgement of Light now has a chance to heal the attacker for [ 10% of AP + 10% of Spell Power ]. (Down from [ 18% of AP + 18% of Spell Power ])
Talents
Retribution
* Divine Storm doesn't deal Holy damage anymore. Now heals up to 3 party or raid members for 25% of the damage caused. (Up from 20%)
* Righteous Vengeance changed to - When your Judgement and Divine Storm spells deal a critical strike, your target will take 8/16/24/32/40% additional damage over 8 sec.
* The Art of War now increases the damage of Judgement, Crusader Strike and Divine Storm by 5/10%. (Old - Increased critical strike damage only, by 10/20%)
* Judgement of the Wise now grants the paladin 15% of his base mana. (Down from 33%)
* Seal of Command now deals [ 16% of AP + 25% of Spell Power + 24% of mw ] to [ 16% of AP + 25% of Spell Power + 24% of MW ] Holy damage. (Down from [ 20% of AP + 32% of Spell Power + 30% of mw ] to [ 20% of AP + 32% of Spell Power + 30% of MW ])
Don't really think that seal dmg nerfs are that serious blow, but Judgments of the Wise nerf really feels baaaaad... Let's hope divine plea will carry us during long fights, but really this nerf sucks big time..
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oO .. the spotlight over already? that was fast.
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Blizzard wants every class to have mana issues, they want you to be concerned about how to use your mana pool, instead of people never going oom. They also like buffing classes like mad, then nerfing them down to a balanced level, because it's easier testing out gameplay mechanics while things are overpowered.
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Ill send some of the comments back that us feral druids got, after our first nerf in TBC:
Finally!
Welcome back to the healing world folks!
Told you so!
flavour of the month
but you know what. It will take some time, things will get nerfed, then buffed again, and at some point you feel like quitting, then you feel like blizz are the best ever.
Sure its fun running around as the OPed class, but right now, ret are just unstoppable and imsure even ret palas can see that.
My blue/green geared ret pala did crazy dmg after the patch, way more than it should with the gear optained.
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tested it, not that bad, except judgement of the wise and
Righteous Vengeance changed to - When your Judgement and Divine Storm spells deal a critical strike, your target will take 8/16/24/32/40% additional damage over 8 sec.
suck monkey
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all reroll rogue and hunter imo
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allow me to savour this moment for a few seconds
AHAHAHAHAAAAAAAAAA!
ok that was great, honestly, i don't understand how blizz could make them so OP
guess it's true.... paladins are the easiest class to play for everyone, even the most clueless players... well, once every year atleast
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did u know that the hunter cant be drained? or cant get oom?
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Argent War Horn http://www.wowhead.com/?item=40492 is mega fun.
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Stocktrader wrote:
did u know that the hunter cant be drained? or cant get oom?
Hunters have to sacrifice alot of dmg.
Palas just run in, faceroll the keybord 2 times and when they looked up, 20 mobs dead, 4 epic drops 60 million honor kills from random bypassers, full mana and health
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I can really feel the love of paladins here
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Mojorising wrote:
Stocktrader wrote:
did u know that the hunter cant be drained? or cant get oom?
Hunters have to sacrifice alot of dmg.
Palas just run in, faceroll the keybord 2 times and when they looked up, 20 mobs dead, 4 epic drops 60 million honor kills from random bypassers, full mana and health
faceroll lol )
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they actually nerfed us more
Hello paladins,
Sorry we didn't get a chance to pre-announce these changes before the data were pushed to the beta. I won't try to sugarcoat it -- these are nerfs.
As I tried to explain before, we concluded a couple of weeks ago that Retribution was doing too much damage in PvP. We tried to nerf the burst damage through the previous changes to Divine Storm etc. Unfortunately, those changes didn't prove sufficient. Not only were paladins still destroying other classes in PvP, but we also found their PvE damage, even at level 80, was too high. Many classes were concluding they were too weak based on comparing their numbers to paladin numbers (and to be fair, hunters and in some cases mages and warriors).
Here are the new changes:
1) Judgements of the Wise: Mana gained reduced from 33% to 15% of base mana. We spent many hours arriving at this number. For example, we did a lot of Patchwerk fights, watching the mana bar to see when and if it ever went down. In BGs, we were seeing paladins able to go from target to target without pausing even when unleashing all of their attacks. While we don't want you to go OOM in a few seconds, we don't want you to ignore the mana bar either. Mana is not rage -- warriors can't typically start a battle with a full bar.
2) Judgement of Wisdom: mana gained reduced to 1% of maximum mana and proc frequency cut by 50%. This ability was flat out better than Vampiric Touch when the mana provided between the two really needs to be close in order for the decision between Shadow priest and Retribution paladin to be a real one.
3) Judgement and Seals: Damage reduced by 20%. This is the major damage adjustment -- a lot of damage was coming from these. We do realize this hurts Holy and Protection as well, and that is something for which we are prepared to offer compensation (particularly if it hurts Protection's threat generation).
4) Hammer of Wrath: Now can’t be used until the target is below 20% health. Our rule of thumb is that core "Execute-style" abilities work at 20% and talented abilities work at 35% health. We originally had Hammer at 35% based on some other limitations of the spell.
5) Art of War: Increased damage bonus to Judgements, Crusader Strike, and Divine Storm. I'll report back on the exact numbers here when we've settled on them.
I also want to add that the token Blessing of Might change wasn't intended as a joke -- it is designed so that Battle Shouts won't cancel the longer and more expensive Blessing of Might in a group setting.
These seem like pretty severe nerfs, but that was the intention. It is difficult for some players to ever be truly objective with issues surrounding their class, but in this case we felt Ret was severely overpowered. This was not in the realm of small tweaks to fix (though we did try originally). We overhauled the paladin class for Lich King, so it is unfortunate but not too surprising that the numbers for the dps spec require a lot of iteration. The mistake is ours, not the fault of the player base or beta testers.
Nerfing a spec or class is never fun. It means that our initial estimates of numbers were off and we know that the community is going to react negatively (to put it mildly). But we have to try and keep the game in a relatively balanced state and that is going to mean making decisions that are unpopular sometimes. If you need to blame someone for the nerfs, blame me.
As always, if we over-compensated, we'll adjust the numbers again. But as I said, our initial round of nerfs wasn't sufficient. Lest you fear that Lich King is upon as and you won't see any additional changes, that is not our point of view. We changed a lot in the game and we need to be able to rectify problems. I would expect early patches or even hotfixes to deal with class or balance problems, and hopefully these will slow down as we get closer to major content releases. But nothing is off the table after we ship, down to rearchitecting talent trees if we think that is called for. This isn't to suggest we aren't happy with the state of the game. Rather, my word that we will continue to iterate on problem areas as they come up.
I also want to stress that we do not make balance decisions based on the QQ of other classes. At most, if there is a pretty vocal outcry that will encourage us to rerun the numbers to see if something is amiss. As vocal, and sometimes passionate and even logical as forum posts can be, they represent a fraction of the entire fanbase and it would be foolish for us to clobber one group of players solely based on the whining from another group.
Go ahead and vent if you have to. We won't delete posts or ban posters in this thread unless they are overly offensive. We do ask that you not launch a thousand other threads so that other paladin issues can still be discussed. Likewise, we have no problem with other classes engaging in the discussion but outright gloating or trolling will be frowned upon.
And I do apologize for putting you through this.
doesnt make much sense to me, by the looks of damage meters and stuff in raids ret palas arent nr1 dmg meter, i know we are way to op in pvp, but nerfing our mana regen will alsoaffect our pve dps, well i cant say that for sure untill ive tested it, but like the post says if its to big a nerf then they will fix it :L i hope
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wow, ive never seen so much QQing and personal insulting in a single post before xD
and because phill fails at providing sources
there you go:
http://forums.worldofwarcraft.com/threa … &sid=1
http://forums.worldofwarcraft.com/threa … p;pageNo=1
btw i dissagree with you phill. Just as GC writes palas where able to go to one target to the other, without having a pause because of the crazy mana regen.
Sure you wasnt nr 1 on dmg meter, but you arent supposed to either in the first place.
(im sure we will see a balance druid nerf incomming within few weeks too)
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Did you guys actually have mana problems in PVE Phill?
Mojorising wrote:
(im sure we will see a balance druid nerf incomming within few weeks too)
Why? Do we need a nerf?
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They already sort of nerfed balance druids with the announced changes to the Starfire glyph and no more mana regen on aoe spells.
Last edited by xzar (2008-10-27 11:56:52)
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they still aint nerfing warrior, atm they are the best dmg dealers, one of the best in WotLK, tho I'm sure enrfs will come for us as well. I've also been lurker your WW's reports! Namino, you're doing quite some dmg out there;o 2.5k on brut is pretty fly, tho I still have to see any of your dps warriors do some srs dmg, as they could go up to 5k dps on brut. its like rageo says tho, it really is easier for them to have them op, and then nerfing them, causes less whine than having them terrible, then buffing them to op so all the other classes can whine. this way they usually only get 1 set of whines instead of 2 sets.
also, bit offtopic: really gz on felmyst and a hopefully twins and muru kill:D
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xzar wrote:
They already sort of nerfed balance druids with the announced changes to the Starfire glyph and no more mana regen on aoe spells.
Abit offtopic but: http://enigmaorder.com/forum/viewtopic.php?id=9896
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Enimusha wrote:
Why? Do we need a nerf?
TO THE GROUND!
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Enimusha wrote:
Did you guys actually have mana problems in PVE Phill?
no, but at level 80 palas have no int on their gear, and JotW gives 15% of base mana back(the nerfed version), and in one minute we use around 200% of our mana on abilities, so it will be interesting to see how it works out.
and blizz stated a while ago they didnt want paladins to have to worry about mana regen, like rogues and warriors cant go oor/ooe, hence the pala gear not having int.
Sure you wasnt nr 1 on dmg meter, but you arent supposed to either in the first place.
why not? any class should be able to be nr1, in vanilla and tbc hybrid classes were blanaced to do 75% dmg of other dps classes, now theyve changed it to 100%
but no namino, we dont have any mana regen problems atm.
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Enimusha wrote:
Did you guys actually have mana problems in PVE Phill?
Depends what you mean Eni. If you mean mana problems in TBC, well playing long boss fights was continous chain potting and usually paladins went OOM even with chaining (at least on fight like brutallus before boss health nerf). During trash clear i needed to sit and drink almost after every pull, so i would say we had mana problems in TBC.
After 3.0.2 we didn't got any mana problems because new talent that gave 33% base mana back after every judgement. That was propably bit over, but current nerf is propably going too much out. There's some target dumies test already done and with normal dps rotation paladins go OOM in 1min 40sec if not using any pots or divine plea. That's just way too soon for most of the fight, especially when we can't anymore chain pot.
I don't mind too much about our dps nerfs nor burst nerfs, as i playing PvP is so minor part of my wow experience. However, i'm pretty concerned about these kind of radical changes just two weeks before launch. Similar things happened just before TBC and most of them was reverted around year later, after blizzard finally admitted they had push it too far away. My biggest concern is that, if these have pushed too far again, it will once again take like year before blizzard takes action to fix errors they have made. So that's why i really hope blizzard will be carefull evaluating changes they have now made and be ready take action to fix, for example upcoming mana problems during pve fights, if it's proven fact. Currently i'm waiting more than anything that this fuzz would start to calm dawn and we could start see some actually reports about beta raiding paladins how they can survive during PvE raids, after these changes
Sure you wasnt nr 1 on dmg meter, but you arent supposed to either in the first place
That's not true mojo, as you should know. Blizzard has stated many times that they changed design philosophy in WotLK and they want every class well played be able to top DPS meters. During TBC hybrids had around 75% lower dmg due the fact that they bring nice buffs to raid. Now there's no these special buffs anymore, so classes should have pretty equal dmg. Though well played mage should beat well playd retadin in minor faction for example. That's why i can't see anything going wrong when namino continously beat our dps meter, he's always been pretty good as player. That's why i wouldn't be too sure about seeing any oomkin nerfs going, overall moonkin spec is quite balanced isn't it?
I'm pretty sure you are familiar with these, but at least i found one blue post about class dps in wotlk
http://forums.worldofwarcraft.com/threa … id=2000#43
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Ok. Lets hope the nerfs arent as bad as they look like, at level 80 that is.
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Ino wrote:
why not? any class should be able to be nr1, in vanilla and tbc hybrid classes were blanaced to do 75% dmg of other dps classes, now theyve changed it to 100%
i havent seen a single place where blizzard states 100%
In the post von linked they say:
We mean unless you are spec'd for healing or tanking, then your dps should be "close" to another class with the same gear and skill.
further down that post he says:
There are reasons we use mushy words like "close", "subjective" and "viable."
He gives great examples of why your dps should be "close" to the pure classes, but its never mentioned that you should be on the top.
It breaks down to idividual skills in the end, not just spamming a rotation, because there are no limitations on mana for retribution paladins.
When i look over the changes i read:
1) Judgements of the Wise: Mana gained reduced from 33% to 15% of base mana. We spent many hours arriving at this number. For example, we did a lot of Patchwerk fights, watching the mana bar to see when and if it ever went down. In BGs, we were seeing paladins able to go from target to target without pausing even when unleashing all of their attacks. While we don't want you to go OOM in a few seconds, we don't want you to ignore the mana bar either. Mana is not rage -- warriors can't typically start a battle with a full bar.
2) Judgement of Wisdom: mana gained reduced to 1% of maximum mana and proc frequency cut by 50%. This ability was flat out better than Vampiric Touch when the mana provided between the two really needs to be close in order for the decision between Shadow priest and Retribution paladin to be a real one.
Has to do with endless mana. Fair change. this meens palas can still give quite some dmg, but there is now a limit of how long they will be able too.
This is a good change. It atleast give ret palas the same limitations as other mana classes.
3) Judgement and Seals: Damage reduced by 20%. This is the major damage adjustment -- a lot of damage was coming from these. We do realize this hurts Holy and Protection as well, and that is something for which we are prepared to offer compensation (particularly if it hurts Protection's threat generation).
that one hurts. But gearwise it will scale down to other classes.
With my crapgeared pala, i killed lvl 70 mobs close to the rate my druid does. I can fraps it, if you think im making it up
4) Hammer of Wrath: Now can’t be used until the target is below 20% health. Our rule of thumb is that core "Execute-style" abilities work at 20% and talented abilities work at 35% health. We originally had Hammer at 35% based on some other limitations of the spell.
Back to pre-patch execute style. This will lower the chance of dominating other players mobs with 15% Not gamebreaking in anyways, but quite the opposite.
Art of war will get some change they dont have the numbers for yet. 20% more critical dmg as it is now + instant heal. Will be a dps nerf as well.
all this isnt game breaking and doesnt meen ret palas wont be able to do dmg anymore. It meens the dmg will be lowered to fit the gear lvl better than it is now + you wont be able to get going forever.
It doesnt meen you will go oom like everyone seems to think. There are still other classes in raids, exept paladins that have mana regen abilities, so you have to rely more on them, than just be a selfsufficient mana machine. Seems fair to me.
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2) Judgement of Wisdom: mana gained reduced to 1% of maximum mana and proc frequency cut by 50%. This ability was flat out better than Vampiric Touch when the mana provided between the two really needs to be close in order for the decision between Shadow priest and Retribution paladin to be a real one.
Has to do with endless mana. Fair change. this meens palas can still give quite some dmg, but there is now a limit of how long they will be able too.
This is a good change. It atleast give ret palas the same limitations as other mana classes.
3) Judgement and Seals: Damage reduced by 20%. This is the major damage adjustment -- a lot of damage was coming from these. We do realize this hurts Holy and Protection as well, and that is something for which we are prepared to offer compensation (particularly if it hurts Protection's threat generation).
This changes will be a GREAT problem for tankadin too. Protection paladin will got his threat reduced by 20% it means there will be no chance for him to tank a single target without the old Blessing of Salvation (which was removed). The other problem will come from the mana refuse by the new JOW means Merobo will go OOM after 1 or 2 consacration (16 seconds fight) cause with the new itemization int is removed from the protection gear.
In few words protection paladin after the new patch will see his treath reduced by 50%, cause he cant keep his TPS rotation up for the full fight anymore.
Ill check if my maths is correct, if it will i think ill park my prot paladin till they will correct this stupid nerf.
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