Paladin Feedback 1-20 BETA

In general, compared to vanilla blizzard did an amazing job to their base toolkit to make it a lot more enjoyable to level, its similar in terms of button presses considering you just macro Holy Strike into your Judgment, but the feeling is definitely more satisfying, so well done. There are few things id like to see done if possible to smooth out inconsistencies and make it feel more fun for levelling specifically.

Holy Strike as Protection
Holy Strike as protection is extremely lackluster, I am aware there are talents that liven the ability up and scale its threat proportionately which is appreciated but the ability overall feels pretty worthless compared to the rest of your toolkit which is kind of a shame. I believe the best solution is to add an increased weapon damage modifier if a one hand is equipped vs a two-hand.

Hands vs Blessings
One improvement to the functionality of Paladin is bolstering its utility capability without crippling the feeling of using those spells. I wonder if the team is planning on switching the utility spells to Hands but hasn’t been done yet or doesn’t feel like it fits but its definitely interesting. Warlock already got the change where their Agony is separate from their utility options. I dont see why Paladin cant have the same luxury.

Righteous Fury Stance
This one is simple, can we have a toggable righteous fury? One that doesn’t have a duration but can be turned off/on. Its really not a huge deal but would be appreciated.

Exorcism Adjustments
We are not level 60, so its hard to judge the full gameplay loop and rotation, but I think most paladins like the usage of exorcism rotationally, especially when Art of War procs are on the table for Rets, and I think the button would smooth over Protections single target toolkit. I would like to point out, I would still like there to be a benefit to using the spell on undead/demons because its good class fantasy, my opinion is 100% crit chance but maybe thats too OP, so bonus damage or a lesser crit buff would be fine too.

Overall, having a blast and if none of what I list is changed, thats okay and I think the team did a great job with Paladin for this build. I’ve seen Holy Strike is getting buffed for levelling with each rank providing better benefit which is definitely nice. Ret seems like one of the better levellers with the forever changes which I really think fits into their niche. Excited for 30 bracket :slight_smile:

2 Likes

Also at 20 on a Protection Paladin. Done a few dungeons, some pushing deep into the 20s just for fun.

I don’t mind Holy Strike as a mana dump, and it’s very useful for solo, but yeah, the threat is bad. I think the intent is to make it have bad TPS to balance out the blanket threat that makes Classic Trilogy Prot so powerful, but in general it is a flimsy spell without Judgement of the Crusader, which Prot Pal generally can’t afford to cast outside of boss fights. As far as I can tell, the spell lives and dies on Spellpower, JoC has been incresing the damage by 2x for most of my time on the character. Most of Prot Pally’s TPS comes from Spellpower at the moment, and I feel like there should be a bit more value on AP or weapon. Not much more, but more.

Seal of Fury is broadly a success, but I wish it had better scaling with slower weapons, and I wish SoR had a place in the prot pally arsenal. Seal of Fury is dramatically better with a 1.9 speed weapon than a 2.8, and there’s not really an alternative to use while tanking with a slow 1h weapon, because Improved Seal of Fury is strictly non-optional. SoF offers shielding, your taunt, and mana regen, so even if SoR edges out on damage for your weapon, you still shouldn’t use it on any kind of sword-and-board setup. I’d personally like to see SoR get some additional interaction somewhere in the pally kit, because SoF and SoC are both interesting. SoF may be slightly too pushed, but SoR is just too boring and milqtoast at this point.

I definitely feel much, much stronger fighting Demons and Undead. Exorcism feels very good when I have access to it. Exorcism and Holy Wrath being extremely powerful and exclusive is very flavorful and cool, but I’m also somewhat unsure on how I feel about Paladin looking like it’s going to be dramatically better into evil creatures than non-evil. It’s very, very thematic, but I am concerned about the gap in effectiveness beween standard play into humanoids or beasts, and Paladin’s ideal targets. Paladin w/ Holy Wrath and Exorcism will be an entirely different class than Paladin without these spells. It makes a weird tuning situation, if Ret and Prot pally have their damage and threat tuned around non-evil targets, against Evil, they’ll be extremely strong. If Pally is tuned around their ideal targets, then against non-evil, they may suffer in effectiveness. I love the thematic element, but WoW players are lizardbrained optimizers, and I’m not sure how this will actually feel relative to the overall tuning of the class, and how the community engages with World of Warcraft, on both a social and gameplay level. I hope that a good balance is struck here. I’m generally unsure if a class having an extremely strong set of silver bullets into specific creature types is good or bad, or how the tuning needs to go for these abilities, and I don’t know how the community will respond to that hyperspecialization.

I agree on the Hands vs Blessings and Righteous Fury duration points from the OP. With 60m blessings, there’s some intent for buff micromanagement to be less of a thing, but if I have to BoP somebody for aggro control, I don’t enjoy needing to rebuff them during or after combat. If I BoP a healer in a tight and compromised situation, and don’t reapply Wisdom, it can potentially be a wipe or player death (which drops camp buff) for what feels like a dumb reason. Maybe Freedom/Protection being Blessings adds an element of skill expression and crunch, but the interaction feels weird to me, given that buff management is much less of a thing in Forever compared to Vanilla. Righteous Fury should always be up when it needs to be on, so the duration feels pointless. A toggle would just be better. The RF duration is a problem you fix with a tracker addon that yells at you when it’s not up, and to me, that’s not skill.

Dungeon tanking feels relatively feast-or-fammine. If a pull goes well, I have everything absolutely locked down, but if stray mobs are loose, autos and Holy Strike aren’t really enough, and without Retribution Aura or reliable Consecrate ticks hitting the stray mobs, the only tool for loose threat is Judgement. I expect even 2 charges of Judgement may not be enough against non-evil packs to feel super comfortable if DPS players decide to blast, or hit targets you’re not fully established on. Part of this may be the reported Consecrate debuff bug. When I do have access to anti-evil, snap threat is not a problem on any level at all, and the experience is extremely fluid.

My damage is very high between AoR thorns and Consecrate, and SoF mana regen typically allows me to keep a sustained pace without drinking when things are going well. Things feel hectic on the gather comapred to Classic Trilogy Warrior, but once I’m established on threat, threat is locked down hard. I’d trade some of the reliable heavy damage and win-more TPS out for a bit more control over the pulls, because I’m not sure how tanking for Enhance or DPS Warrior will go once they really come online. I’m planning on sticking to spellcleave comps throughout leveling, because huge burst like Stormstrike and Sweeping Strikes seems awful for Prot Pally to deal with. I don’t feel like prot pally is numerically weak at all, but I also feel notably weak at controlling mobs and pulls. It seems way too good in the places where it shines, and absolutely sucks when it’s out of its element. I like the asyemetrical class design, but the design is prompting me to come up with a short list of classes I just don’t want to play with.

1 Like

Pretty much agreed. In some instances I almost wish we had choice nodes on the talent tree. Your statement about slow vs fast weapons and how it feels like you are locked into a choice could easily be solved by a choice node that is buffed consecrate spellpower scaling or getting Hammer of Righteous from wotlk. That way you can be flexible, i understand that although that would be nice the gameplay needs to have friction and everything being solved by player agency will make things feel dull and uninteresting.

My threat is the least concerning component of my beta experience. The fact that I hold extremely competitive threat barring bursty melee specs like hunter or warrior is extremely positive. We get Salv at 26 to keep mobs on us and at 40 we get Holy Shield which ive learned is the WoTLK version which is super exciting. Also, spellpower is scaling extremely generous with most of prot paladins output and my hope is that Blizzard slowly leaned into itemizing for that from lvl 20 and beyond which has me feeling good about the path to 60 for sure.

For greens, ive noticed the Knight suffix is resoundly BiS for us as it gives all relevant stats and is niche so could be cheap on AH as needed, otherwise the only thing im concerned about is my place in the over arching meta in the game for levelling up. I love a mix of dungeons and questing. Usually 50/50 or 60/40 favoring dungeons if i have good friends to play with. Its clear dungeon spamming is not meant to provide signifcant experience which has me quite worried for playing a prot paladin. I hope they reconsider this approach.

1 Like

Ya choice nodes don’t seem to be a part of the overall design ethos overall. Overall some way to get better value out of slower weapons would be good, be that in the form of adjustments to seals, or talents.

The overall threat generation for Prot Pal is fantastic, it’s just lopsided and backloaded. The innitial gather feels rough and failure prone. If Thorns and Conse can properly settle in, Prot Pal will never lose aggro, but the situations where things are hectic, like a resisted taunt into a missed auto on pull, there just isn’t a reliable fallback for passive TPS, and that’s not something that Holy Shield, aka more Thorns, will fix. Apparently Warrior’s Sunder was extremely nerfed, so perhaps there’s a deliberate attempt to make gathering and controlling pulls more difficult as a whole for tanks. If the gather has been nerfed across the board, I think Prot Pally is pretty well off, if not fantastically positioned.

I have noticed that SP is broadly superior to AP across the board entirely. I’d personally want at least some form of AP scaling in the kit, because as it stands, I’m really not seeing any point to care about weapon damage or AP on any level. Seal/Judge damage is unaffected by weapon speed, and white hit damage is the only thing AP actually influences. Maybe it’s by design, and I just have to adjust itemization expectations, and I’m open to that, but having no scaling vector at all for AP or weapon damage seems very sharp.

Meanwhile warriors and druids are getting mobs ripped off them by wands

2 Likes

Sadly it seems like this due to resource generation. Bear and Prot Warrior at this level bracket specifically is having a extremely hard time getting efficent globals out. I feel for them and hope with the later talents its more enjoyable

Warrior is a class that’s notoriously played incorrectly during leveling, so it’s hard for me to say first hand yet, but Sunder was basically gutted from what I’ve read. I’m not sure if I’m expecting stance-dance Arms from the average vanilla warrior gamer, so it’s tough for me to say how bad it is. There seems to be some attempt at neutering the mass-AoE meta that Vanilla Era turned into over time, but some of the measures seem heavy handed, and DPS players will do basically anything to pump damage as fast as possible. I’m genuinely not sure what Warrior is supposed to do to tank without Sunder as a major source of aggro. Druid just doesn’t have enough bear spells until a higher level.

Spellcleave group LF prot paladin RFC - no warriors

Are you so oblivious that you can’t look at talent trees, do SIMPLE math, and realize how ridiculous warriors scale well while paladins do not?

Also, you’re comparing level 20 when paladin FINALLY get consecration, their one and only AOE threat move while warriors have had battle shout, thunder clap, and demo shout for quite a while–most of the warrior and druid issues are rage generating ones, not class problems. Also, most warriors being idiots and not knowing how to play their class is nobody’s problem but their own.

1 Like

Warriors are literally getting their primary targets ripped by wands lol… Warriors, realistically, can’t tank until like lvl 30-40 at this point. The first 2 tiers of prot talents are terrible and thunderclap does nothing for threat. It’s almost as if the 30% threat from def stance isn’t working at all.

No skill warriors who don’t know how to play their class mixed with garbage dps players are not a class issue, it’s a player issue.

I think you are looking through classic era lenses. Rage has been normalized, even more so, crits aren’t modifying rage generation at all. This means warrior is dead in the water as it is.

Oh shut up… I have played warrior for 20 years, I know how the class works you insufferable jerk

leave it to a paladin player to not understand 1+1=2

Yes, yes, you’re different… like everyone else!

you just don’t want paladins nerfed

What? I ask for ret paladins to be nerfed or deleted ALL the time!

SoF and SoR both need to be taking swing speed into account. SoF for both base damage and spellpower coefficient and SoR for spellpower (it already considers swing speed for base). Otherwise, it’s forcing us to prioritize faster swing speed way higher than the really useful stats.

Idk if this is too pedantic, but I’d say other stats are not ‘really useful’ at all for prot pally weapons, aside from weapon speed and spellpower. Those are the only two stats that matter for a Prot Paladin weapon in this iteration. You’re not trading out good items with good stats in favor of a fast weapon, slow AP weapons literally just aren’t good at all, and have no scaling vector to make them good with the kit. If Prot Pal could equip caster daggers, they would in a heartbeat.

Attack Power has 0 value, because white hits are the only thing it modifies, and white hits have no bonus threat modifier. This cascades out into Strength as well, very little reason to actually take STR on Prot Pal. You want defense/mitigation, stam, spellpower, and weapon speed. There’s no scaling vectors for other stats.

Yeah, I just remember that spellpower on weapon doesn’t always mean fast weapon.

Just make sure to report the bug with purify : you can cast it on target with no debuffs at all.