Paladin is a “”“hybrid”“” class which sounds find, that they can heal themselves and also deal damage. But in reality (in pvp) casting that extremely long heal combined with classics spell pushback 90% of the time is worthless unless you are in bubble or disengaged from a fight completely.
Not saying to add holy power, but a rune that adds both abilities Templars and WoG that both share a ~10 second cooldown would be great. Either deal a lot of single target damage, which paladin really lacks a “hard hitter” outside of Command procs but nobody uses that because fast weapons are all the rage. or you could sacrifice that damage to hit an instant cast self heal that has 70% the healing power of a holy light? Maybe less for pvp balance
I think adding a whole new system for the class for the sake of Sod would be too much but who knows. I’ve nearly OD’d on hopium dreaming up Paladin class design in a future Classic+
Everybody knows Retribution is the only hybrid class that cannot heal in PvP due to casts and push-back/Holy lockout. This reality is even pointed out in recent content creator videos.
People who whine about not being able to beat a Paladin in 1v1 are simply bad at the game.
It’s also the only Hybrid class with a bubble, a stun, and an incap.
I could see adding Holy Light/Flash of light being instant and cheap/free to AoW but Paladin players that lose 1v1s to anything except MAYBE a Shaman when their bubble is down are pretty awful.
(Which is most of them since they just like to bubble run in, die, and AFK at Stables until bubble is back up.)
shockadin already has AoW heals, they are simply not worth using vs doing damage in the current meta imo, I’m pretty sure the reality is that even if ret had the option to burn art of war procs on heals, you would just press exo anyway because FoL is not very good.
problem is instant flashes being good was something that was carried VERY hard by baseline sacred shield in wrath. (as well as 1h with FAR more spell power than we have in vanilla)
Though…considering they didn’t add Warrior’s Shockwave…maybe Vanilla-compatibility mode doesn’t allow for cone damage that isn’t 90-degrees from the front (so 90 front to left; 90 front to right; total 180).
…was there any fights where the boss cleaves were less than 180 degrees? Pretty sure they all were 180, and to not get hit you had to be no less than exactly at their side.
Correct me if I am wrong, but the Six-Demon Bag is a frontal cone ability and so is the new Shaman Lava Burst which would mean that it’s completely possible to make it work in a Classic setting.
On topic, please can we stay away from anythingclose to Holy Power. It’s a boring and horrible rogue copy of a design and it is one of the laziest concepts Blizzard has ever introduced to WoW.
Would be better for Crusader Strike to have a chance to allow Holy Wrath to be instant cast so the Purifying Power rune could see some use. That or make it tied to Divine Storm and double down on it for AOE pulls.
As for a single target nuke, I think Ret is in a decent, although spam ridden spot. If anything, could make it so Judgment critical strikes cause you to deal 50% weapon damage immediately on your target as long as they are in melee range.
What I would really like to see is Infusion of Light get a modifier for Intellect into Spell Damage/Healing. Make it so that Sheath isn’t the only option.
Could also give Enlighten Judgements some love that depends on the Seal used:
Enlighten Judgements
1Min CD
The effect of this ability is based on the Seal used to judge your enemies. Refer to the individual Seal. Additionally, increases the range of your Judgement by 30 yards and increases your chance to hit with spells by 17% at all times.
Wisdom: your party gains back .5% of their maximum mana every 2 seconds for 10 seconds.
Light: Judging Light causes a burst of Light to erupt from the target, healing up to 5 friendly units within 10 yards of the target to gain 2% of their HP.
Righteousness: Increases the damage of your next harmful spell by 20% or healing spell by 30%.
Crusader: The judgement will also increase the critical strike chance by all Holy spells by an additional 5%.
Justice: Your Judgement will no longer prevent a target from fleeing in fear. Reduces the movement speed of your target to 90% for 10 seconds and does not allow their movement speed to increase over 100% during this time. [Shapeshifting will not remove this debuff. Dispellable.]
Command: Deals an additional 30% of weapon damage as Holy over 10 seconds. If the target is stunned or incapacitated, the damage is increased by an additional 25%. The damage from this will not break Repentance.
Martyr: The damage dealt by the Judgement is increased by the amount of health you are missing, up to 50%.
I think the only reason they went with Holy Power was to give the class more complexity (lol???). Basically they wanted to recreate ‘Death Knight’ but with Light.
Glory is similar to Greater Heal (Priest) in terms of potency…from what I can remember. So it should be somewhere around the 800 mana mark.
LoD I would class to be similar to Circle of Healing (not the Rune, which uses more mana). So the mana consumption should be close to that of CoH in Wrath, which was “21% of base mana”. If it’s uncapped on targets, then up it to 50% base mana.
Templar’s, even though it’s a melee…we should look at a spell so we don’t need ‘another power resource’. I would vote to make the mana cost ‘on par’ with Mage’s Fireball.
As with all Runes, tune the output to not break the game.
I whole-heartedly HATE anything that’s “on chance”. Because even if it’s a PPM ‘on chance’ if the mob dies too fast then you rarely see a use for that ability.
Personally, I never liked LoD or WoG. WoG is just Holy Shock with steps. LoD is clunky as it requires you to aim it. People moving at a bad time means you lose a lot of healing potential. Again, it’s a personal preference, but none of the paladin AOE healing has felt very…paladin-y. I think there was one spell that you would cast and heal nearby targets and that would be a little more in-line with Paladin, but it would be nice if you could make anyone radiate healing like that.
Templar’s Verdict would either need a decent CD, a condition to use it (critical strike, another spell, etc.), or need Holy Power to function as it has in the past. I also believe the rotation is already bloated with Art of War. Maybe Art of War allows the use of Templar’s Verdict, but TV has a 15 second cd and isn’t refreshed by AoW? So AOW would allow Exorcism and TV to be useable, but only the Exorcism can be spammed. Just trying to throw out some fresh ideas.
The problem with guaranteed things is they need a lot more balancing. AOE situations are rarely anything outside of trash pulls these days. If it doesn’t proc, it’s not the end of the world. It’s more of a “for the sweatiest” who already swap to Divine Storm, Hammer of the Righteous, and obviously running Wrath. Could change my idea to Holy Shock crits, that way it’s less spammable, props up Shockadin a bit more, and makes the need for “a chance” to not really be necessary.
Might be thinking of a Glyphed Holy Light, which would heal the 5 (?) nearest allies to the target for 50% (?) of the amount the target was healed. – Which, honestly, wouldn’t be a bad Rune to have; maybe have it reduce healing by 50% but heals 5 nearby allies for 100%. This way Holy Light stops being a “main tank heal” and becomes a group heal like Wild Growth (minus the hot-based heal).
Duuuuuuuuuuuuuude, that’d be sweet…Killer even. AoW would be an issue. Unless Verdict was from Spell crits (ie Exo crits); I’m sure people would cry that we’d be BiS for Naxx though with auto-crit Exos into Verdicts.
I’m thinking of the Boss kill times that are now sub 1 min. Like even Eran and Hakkar are now under 1min 30 seconds to kill. So you’re looking at a ‘cool ability’ being used maybe once per fight at that point…might as well just make it a 5 min. cooldown at that point.
It was called Holy Radiance. It looks like it was/is cast on others. Heals them and nearby allies for 50% of the initial heal. I think that is far more paladin than LoD or WoG.
We’ll already be pretty up there and need to be balanced by Naxx (in PVE) all things considered. The exorcist rune with AoW is pretty ridiculous already. Not to mention keeping the Martyr crit interaction in.
Well, some abilities, especially in Classic, are situational. If applied to the Shockadin route, it would need far less balancing. Currently, Purifying Power is a pretty forgettable rune. Considering it was also the longest rune so far to be discovered since it was not obvious and not very desired.