Shockadin Rework
This is a long one, so either just read the block quotes or TLDR and bullet points to save time.
Shockadin has been becoming more viable in SoD lately as an actual form of DPS. Before SoD, they were mostly just seen for pvp, able to burst, then having to wait for their cooldowns as they would typically heal and support. This of course wouldn’t make a good dps role. To make shockadin DPS would require more attention and redirection to actually come alive and differentiate itself from being too similar to a retribution paladin and the other roles.
The current PTR changes regarding shockadin are pointing us in a new direction for the playstyle and gearing with the changes to Art of War, Infusion of Light and Sheath of Light. Understandably so, many paladins, prot, ret and shockadin were all relying on basically the same runes and being able to utilize a similar playstyle to get SP scaling from sheath and exorcism procs from Art of War.
I’m not sure what they have planned or if there is something planned to continue supporting shockadins, but I wanted to propose another option for shockadins becoming a legitimate form of paladin DPS. So, heads up, keep an open mind, see the big picture, don’t focus too much on details, the numbers are not perfect at all. For some this idea is as groundbreaking as mage healers and rogue or lock tanks, but in reality, it’s just rounding out what’s always existed.
Dual Wield Shockadin and Why
- Unique, Novel, Dual wield Holy DPS instead of 2h Ret DPS Paladin or 1h+Shield like Holy Heals/Prot Tank
- Spell Damage gearing based, not pure strength
- Plays differently - SoR, not SoM/SoC, very fast autos, won’t look/play nearly identical to 2H ret
- Zealot class fantasy and holy battlemage
- Doesn’t conflict with smite priest, paladin not designed for ranged hard casting DPS
- We can add a few more runes, we’re at 34 total now, while shamans have most at 37, even warrior at 36
- Scarlet Avenger NPC:
https://www.wowhead.com/classic/npc=4493/scarlet-avenger
In depth about why dual wield
Some might advocate for a holy ranged caster, a counterpart to elemental shamans, hard casting 1.5 second exorcism or maybe a new holy bolt spell, with holy shock, judgement and hammer of wrath thrown in the mix.
Paladin’s first ability is a seal, we all use seals, which enhance our melee attacks. Shockadins use them, then, Holy Shock/Judgement for big burst. Throw down a consecrate, seal and auto, wait for CDs or execute with Hammer of Wrath. Plus, exorcism in SoD.
Even though I don’t mind this idea of a holy caster DPS at all, I don’t think this fits for the plate armor paladin. Hard casting, especially in vanilla, requires being ranged and having mobility and/or more CC, creating another issue for the immobile juggernaut paladin class. Paladins were never designed from its foundation as a ranged DPS class, this would require more work than. This is like adding another weapon type option like enhance shamans getting DW.
This holy DPS caster idea also steps on the toes of the smite priest, where the smite priest has plenty of tools to work with to make that a reality (surge of light rune, smite, holy fire, penance, holy nova), especially if they double dip into some shadow abilities (SW:P, mind blast, void plague). There really is no need to have both a ranged shockadin and a smite priest as ranged holy caster dps. They overlap way too much and it fits the priest more.
Making shockadins a distinct playstyle will also put more emphasis on designing shockadin as a whole. Otherwise, 2H shockadin and the 2H ret will look virtually the same, more like an afterthought using the same ret gear with a strength to SP conversion rune like it has been.
DW shockadin will fulfill two iconic class fantasies. A fast attacking holy zealot dual wielding weapons and a holy battlemage. Similar to a spellhance shaman, but using a specific school of magic and focusing more on the magic side through seals and spells instead of physical damage and attack abilities (no SS, lava lash, WF physical damage)
Plus, we already have 2 other paladins who use a 1 hand weapon and shield, why does shockadin have to be the same? We don’t need the shield for defense like a healer or a tank would.
Why should we use a 2 hand weapon? Shockadins don’t use our two handed weapons to do damage, we mostly deal it with holy magic and up close, unlike elemental shamans.
At the end of the day paladins use seals to empower and buff our melee attacks. Buffing dual wield with seals will be very interesting and novel.
If you need an in-game dual wielding paladin reference, look at the Scarlet Avenger, NPC https://www.wowhead.com/classic/npc=4493/scarlet-avenger
, an obvious paladin themed name and they are wearing plate and dual wielding maces.
There’s also the Scarlet Inquisitor, typically most inquisitors are akin to paladins in fantasy, but this one doesn’t really look the part when it comes armor, yet they are also dual wielding one hand weapons.
Here’s what I’ll be covering in this post:
- Goals
- Gearing, Stats, and Weapons
- Shockadin Runes
- General Rune Changes and More Options
- Conclusion
Goals
The ideal playstyle of a dual wield shockadin utilizes caster weapons for max spell damage, which typically have fast attack speeds, and our seals, primarily Seal of Righteousness, will do most of the heavy lifting when it comes to auto attack DPS. We’re not building strength for physical damage. Here’s the abilities we have at our disposal to tweak:
- Seal of Righteousness
- Judgement
- Holy Shock
- Exorcism
- Crusader Strike
- Consecration
- Hammer of Wrath
- Holy Wrath (sort of)
So imagine a dual wielding paladin, attacking as fast as dagger rogues, with seal of righteousness dealing damage, lots of crits, some DoTs being applied, Crusader strike potentially being our only melee ability, and the rest of our rotation being filled holy magic ranged abilities from melee range with Judgement, Holy Shock, Exorcism, Hammer of Wrath and maybe Holy Wrath. Maybe another ability to be more of a stim, Righteous Indignation
Seals
Seal of Righteousness is the first choice and it helps that it can crit now. This has always been the iconic shockadin Seal. Not Command. Preferably not Martyrdom, but I could see it in T6 “seal twist” even if our weapon damage is low. There is an argument for switching to command for Judgement, especially when the target is stunned or if the damage could be dealt as if the target was stunned similar to how fingers of frost works for mages.
The one seal SoD has not added yet is Seal of Vengeance, which is traditionally a tanking seal applying a DoT, but this could be a good tool to add for shockadins due to scaling to spell power and more consistent dps.
Gearing & Stats
When I think of a shockadin and their gear, I think primarily of the TBC shockadin pvp sets which had:
- Stamina
- Intellect
- Spell Damage
- Crit
- Plate Armor
- Spell damage Weapon
Some shockadins would opt for even caster cloth gear, but ideally we should be in plate.
Besides just being tacked onto retribution strength gear and sets and using sheath of light’s AP to SP conversion, the alternative option is holy healing gear. I’d rather not take healer’s gear as a dps even if there was some clever conversion. Neither of those will truly feel like a shockadin.
Weapons
Some might have concern with weapons and loot competition. What kind of weapons would we use? Ideally, as we are trying to avoid retribution strength and agility gear, we would use caster weapons. It is unfair though to take two caster weapons, when every other caster just needs one.
One simple solution would be a caster weapon in the main hand and a fast melee weapon in the off hand especially if it has a chance on hit effect that scales with SP (I thought these chance on hit effects also proc a 2nd seal of righteousness, but I may be wrong)
There are very few caster weapons labeled as one-handed (3 at end game and 2 are in naxx). Turning them all to one hand is unnecessary, and that’s loot drama.
Taking melee weapons is also definitely going to be drama when we’re caster oriented. That’s why dividing the two could work.
The other solution is a bit more creative:
You gain dual wield specialization. You gain the ability to conjure a sword or mace of divine light to be wielded in your offhand with the same attack speed and damage as your main hand weapon. When wielding this weapon, you gain double the stats of your main hand.
More info about this implementation
- First, I’m curious if we should allow paladins to dual wield just any weapon, which is why I opted for conjuring a weapon of pure light method. Maybe making it so that this conjured weapon is the only weapon the paladin can wield in the offhand.
- May end up with a meta where two fast weapons with chance on hit effects with sp scaling is better than having a spellcaster weapon.
- The stats being doubled should be restricted to SP, stam, int, crit, hit. No healing. No healing or other unique passives. No double chance on hit effects or else we might end up with dual wield thunderfury shockadin.
- Part of this idea stems from the Lightsmith hero talents from TWW as well as An’she (Tauren paladin sunwalker’s Sun God who uses twin blades). This could go further where it’s almost something like unlocking a light version of runeforging and enchanting chance on hit effects to the shockadin caster weapons, but unnecessary.
- Can use the model of [Teebu’s Blazing Longsword or Argent Avenger]
https://wow.zamimg.com/uploads/screenshots/normal/78845-teebus-blazing-longsword.jpg
, but change the color to yellow/gold/orange. Mace option could be nice. - This also fits thematically, because in your main-hand you wield your spellcaster blade or mace. In your offhand, a weapon forged of light, to physically attack and also be used to instantly cast spells of holy magic to your enemies. You could even make this offhand not deal physical damage, but purely holy damage or both weapons.
Shockadin Runes
I mostly created these runes as additions to current ones. The main idea is still there. These could be shifted around and of course the names are just things I made up on the fly. Definitely could just create new runes. instead
Feet Rune - Holy Crusader
You gain dual wield specialization. You gain the ability to conjure a sword of divine light to be wielded in your offhand with the same attack speed and damage as your main hand weapon. When wielding this weapon, you gain double the stats of your main hand.
While dual wielding, you gain 10% hit with melee and spell abilities and permanently gain the effects of your Seal of the Crusader.
If the Rune is in Hand Slot competing with Crusader Strike:
In addition, your auto attacks restore 1% mana on hit and 2% on crit.
Options for Rune Slot Discovery:
- The Art of War or Divine Storm rune discovery could reward this DW Crusader rune above. A 2 for 1 discovery.
- A new rune discovery
Concerns to Tweak:
- Can reduce healing, threat, and physical damage output on this rune
- Can require holy shock casting to gain benefits.
- Increased AP from SotC and -40% dmg +40% attack speed giving more SP through Sheath of Light
Waist Rune - Infusion of Light
Increases the damage and healing done by your Holy Shock by 50%, reduces the cooldown on Holy Shock to 6 sec, and your critical strikes with Holy Shock reset the cooldown on Holy Shock and refund the cost of Holy Shock. ***In addition, dealing damage with holy shock gives you Holy Guidance, increasing your spell damage by 35% of your Intellect for 60 sec. ***
- Can consider increasing range of Holy Shock here as well as Holy Shock crits resetting Exorcism. If not, another more shockadin dedicated rune to increase the use of Exorcism. Also, the original talent, Holy Guidance, increased healing, as another option.
Helm Rune - Fanaticism
Increases your critical strike chance with Holy spells by 18%. Your critical healing spells heal the target for 60% of the healed amount over 12 sec. In addition, whenever you deal damage with holy shock while dual wielding, you gain the Fanatic Zealot buff, increasing your attack speed by 30% and giving your melee attack’s seal of righteousness’ bonus damage a 30% chance to occur to twice for 4 seconds.
- Now this rune gives 2 things for shockadins and 2 things for healers.
Cloak Rune - Righteous Vengeance
When any of your Seals, Judgement, Holy Shock, Exorcism, Crusader Strike, Holy Wrath Hammer of Wrath deals a critical strike, your target will take 30% additional damage over 8 sec until cancelled. *In addition, Seal of Righteousness from your offhand now provides a stacking debuff, Holy Vengeance, dealing 100 damage over 15 seconds, stacks up to 5 times. Seal of righteousness and its Judgement does 10% increased damage per stack of Holy Vengeance. Casting judgement instantly causes 120 Holy damage per application of Holy Vengeance.
- Holy Vengeance DoT is from Seal of Vengeance
- Still not sure if this is the best choice, this was traditionally a tanking seal, but it felt fitting to combine seal of righteousness and seal of vengeance in the Righteous Vengeance rune.
- This rune does already include all the spells of the first half, the current tooltip doesn’t match in PTR. The only exception being SoR crits, probably a bug due to it being a new SoD addition.
Chest Rune - Hallowed Ground
Your Consecration now also heals party members within its area for 200% as much as it damages enemies. ***Standing within your consecration makes holy shock and judgement ignite for 20% of its damage in a 10 yd radius around the target. Any allies standing within consecration will be cleansed removing 1 magic, 1 disease, and 1 poison effect every 4 seconds.
- AOE synergy for shockadin. It’s heavy mana costing and the original hallowed ground reduced mana cost and increased damage. Added utility to pvp and pve with cleanse mechanic like a cleansing totem. Restrictive in pvp by being forced to be in consecration to gain its benefit.
Similarly for melee:
Cloak - Vindicator
When your Vindication talent is triggered, it also decreases the target’s Attack Power by 70 per talent point and increases your Strength, Agility, and Attack Power by 5% per talent point. Vindication duration increased to 30 sec. Your divine storm also recasts for 50% of the damage and casts cleanse on 3 party or raid members within 8 yds if there is anything to dispel.
Note: buff shield of righteousness prot rune
Wrist - Ricochet of Wrath
Hammer of Wrath is now instant cast with a 12 sec CD and has no health state requirement. Hammer of wrath bounces to 3 total targets reducing damage by 30% each jump.
Melee Option:
Helm Rune - Wrath
Hammer of Wrath is now instant and the cooldown on Hammer of Wrath is reset each time it damages an enemy below 15% health. Your melee critical strikes have a 10% chance to trigger Execution Sentence, allowing you to cast Hammer of Wrath regardless of health state and refunds 50% of the mana cost
or
Wrist - Improved Hammer of Wrath
Hammer of Wrath is now instant and the cooldown on Hammer of Wrath is reset each time it damages an enemy below 15% health. ***After casting Hammer of Wrath, your next melee attack will restore 5% mana and have 10% increased damage and crit chance.
General Rune Changes and More Options
This won’t be about shockadin as much, but more for paladins in general, ret and maybe prot a little, they all need buffs, so these changes aren’t in a vacuum. Mana problems, magic defensive for prot, finding ways to improve talents for pve like reckoning, maybe even eye for an eye.
Feet Rune - Art of War
Reduces the cooldown on Exorcism and Holy Wrath by 50%. Your melee critical strikes reduce the remaining cooldown on Exorcism by 1 sec, and the mana cost of Exorcism is reduced by 80%. Exorcism critical strikes makes your next flash of light within 3 sec instant, deal 50% more healing, but cost 100% more mana.
Exorcist - Baseline skill
Exorcism can now be cast on any target and Exorcism has 100% increased critical strike chance against Undead and Demons. Holy wrath now stuns Undead and Demons for 2 sec.
Divided purifying power into Exorcist and into Art of War. Might not be necessary, if ret can get hammer of wrath in wrath rune, DW shockadins get a new improved hammer of wrath rune and art of war stays same on 15 sec exorcism, pushing DW rune to hands slot.
Mobility, CC, Utility, Repentance in PvP/PvE
Rebuke - Baseline
Mobility Options
Divine Charge
Summon a Divine Steed to ride and charge at your target, dealing holy damage, stunning them for 2 seconds. Enemies caught in the way take damage. 60 sec CD. 25 yd range
Repentance
Penitent One
When repentance breaks, the target is silenced for 2 seconds and slowed by 50% for 8 seconds. Additionally, repentance now causes the target to take increased 10% increased holy damage for 8 seconds regardless of immunity to incapacitate.
Could be a rune to replace repentance to have some PVE use like wyvern strike.
Bring Horn of Lordaeron back, maybe change how it works, the yell animation ability is good. Also, maybe shockadin should get another ability using the roar animation call it “Inquisitor’s Indignation” or “Righteous Indignation”. Shockadin will might need diversity of animation spells/attacks. Edit: Maybe shockadin exclusively have access to windfury, give more windfury options to alliance. Won’t be as crazy as 2h arms, 2h ret, or 2h survival having baseline windfury
Conclusion
Thanks for reading, these are just some ideas about how to go about it so when the shockadin’s abilities are down, we’re still doing some damage, also adding a bit of aoe and little more utility to bring into raid.
There are concerns of making sure this rune for dual wielding wouldn’t be used by healers, tanks or retribution paladins, thus probably abused and maybe hurting those original gameplay. Can do something like reduce threat under the rune, gain 15% holy but 15% less physical damage and does not stack with vengeance or just every shockadin rune requiring holy shock interactions.
Also, many people like vengeance buff, animation and its crit interaction - there should be some type of crit interaction for shockadin too when it comes to melee attacks/SoR. These rune changes cannot be the only changes to paladins, they’re not made in a vacuum. Prot paladins, ret and even holy have issues that need to be addressed and I won’t cover them all here, whether its mana, magic damage reduction for tanking, and the runes themselves. So, if something seems strong for another role it might mean the other rune options need a buff or the rune needs a limitation when used by other roles/specs like Guarded by the Light.
Plus, spell power scaling (sheath of light), prot needs their own version (Touched by The Light - Wrath Talent) just like Holy Guidance. I just wanted to share a full idea about one way this could actually look, had a blast thinking about this and writing it. I know others probably imagine it going full on the Art of War -1 sec and gearing like ret with SoL, but I want to see a different outcome besides becoming ret but now with DW and holy shock.
Let me know what you think, what you like or dislike, any problems and criticisms, how you would you improve it and if you would even play a dual wield shockadin instead of a 2 hand shockadin or would you rather use a 1 hand weapon with any shield or offhand. If people like the idea they might consider it, so express your support and feedback please!
TLDR - Read the quote blocks of runes
-
Dual wield, faster attack speeds and weapons due to being caster weapons (1.8-2.4 before modifiers) rare cases of 1.4 and 2.7 caster weapons.
-
Spell damage focus gear/weapons
-
Seal of Righteousness adds a DoT debuff, Holy Vengeance (from Seal of Vengeance) for 15 seconds. Stacks 5 times. Seal of Righteousness and Judgement does more damage per stack.
-
Holy Shock now provides an attack speed buff for 4 seconds and allows seal of righteousness to proc twice per hit
-
Exorcism spam option could be added to Infusion of Light or CD reduction from another rune like Art of War (differentiating between 1h/2h)
-
Holy Shock procs Holy Guidance for 60 seconds (Increase SP dmg by 35% of Intellect). Holy shock spam can be fun, but I think for the sake of balance it might be better to give this a limit. We also can’t be a class that hits for nothing when we don’t have Shock/exorcism or judge up. That’s just the old shockadin.
-
New Hammer of Wrath (12 sec CD as chain lightning)