This is basically an expansion of a post I made over at EJ. In a nutshell, I feel like while blizzard has buffed the shit out of us, they've failed at really fixing us. Now, why is this so? First, let's take a look at the problems with paladins in both PvE and PvP, broken down by spec:
Holy:
PvE:
-Only three healing tools, all of which are single target direct heals. This complete lack of versatility makes it tough to justify a holy paladin over a priest/shaman/druid, who all have solid single-target healing while also bringing other useful tools to the table.
-Mana regen has fallen behind shaman, and way, way, way behind priests and druids. Only a year ago, we were the kings of longevity, now we need a shadow priest and chain mana pots just to sustain a reasonable level of healing.
PvP:
-Extreme reliance on the cast bar makes holy paladins much easier to shut down than druids/priests.
-"Spend mana to get mana" may work in PvE, but when you get feared off a pillar and eat 3 burns, you're pretty much SoL. All other healers have some sort of active regen to get them out of these situations.
-Holy paladins aren't a threat. Every other healer has something nasty that they can do when you leave them alone: Priests will burn, druids will CC, and shaman will shock/purge. Paladins will... heal. We bring solid healing output to the table (probably the best healing output), but the metagame heavily favors healers that can do more.
Prot:
PvE:
-Useless when not tanking. Prot paladin DPS is pathetic, healing even more so. In contrast, wariors and druids both do worthwhile damage while maintaining nice raid buffs/debuffs when they aren't tanking.
-No "Oh Shit" buttons. This is huge. Prot paladins have no control over their own fate beyond healthstones and active trinkets. No last stand, no shield wall, nothing. This is why most guilds use warrior MTs.
-Mana regen makes being a secondary tank considerably tougher than it needs to be, and can slow pulling to a crawl because your MT needs to drink every other trash pack.
PvP:
-lol
Ret:
PvE:
-Ret's damage+utility makes it worthwhile to bring a ret paladin to 25 man raids. 10 mans and 5 mans, the utility goes out the window without nearly enough damage to make up for it.
-Alliance paladins are stuck with an inferior DPS seal.
-Mana, mana, mana.
-DPS is terrible without windfury.
PvP:
-A ret paladin cannot stand on his own, he needs other classes to snare, interrupt, and provide a healing debuff, while himself bringing only damage, BoF, and cleanse.
-Mana runs dry fast, killing damage output and eliminating support after a few minutes (I'm noticing a theme here)
Now, let's take a look at what each tree gets (Full talents/abilities/changes here: http://elitistjerks.com/f31/t28560-paladin_wotlk_talent_trees_abilities_discussion/ )
General:
-Health and mana returns from seal/judgment of Light/Wisdom scale with AP/SP (ret mana issues alleviated in PvE)
-BoP, BoSac, and BoF no longer overwrite other blessings
-BoSac changed to 20% damage for 12 seconds, 2 minute CD.
Holy:
-Heavily improved Holy Shock that procs instant Holy Lights when it crits
-10% haste when you judge, and 30 yd judgments to make that less of a pain
-A heavily limited, extremely expensive, but situationally good AoE heal.
-A weird combo of earth shield and PW:S
-Cleanse sucks slightly less in PvP
Prot:
-Two new threat moves that aren't reactive
-Thunderclap Judgments
-Stamina -> Spellpower
-Mana reduction on some of the more expensive threat moves
-Raid-wide damage reduction when you bubble
Ret:
-AP -> Spellpower, and fixed scaling on judgments
-Ret aura = Jesus
-A new instant, AoE attack
-Way more damage overall
-A raid-wide mana return on judgments
-Seal of Blood for Alliance
-Hammer of Wrath doesn't reset swing timer, making it a good spell
-Repentance now a viable PvE CC
Now, every single one of these things kicks some serious ass. The lowest CD instant heal (which can proc more instant heals) in the game? Awesome. 20% melee haste reduction for tanks? Freakin' sweet. WTFJESUS damage and even more utility for ret? Do I even need to go on?
But many of our core problems still rear their ugly heads:
-Prot still has no emergency buttons, and is worthless in PvP.
-Holy still has the most limited healing options, and still has no offensive utility in arenas.
-Ret still doesn't stand on its own in PvP.
-All specs will have huge fucking mana issues (Holy/Prot always, ret in PvP)
Over half of our core problems remain almost totally un-addressed. With Holy especially, blizzard buffed the hell out of what we're already pretty good at, without hardly touching what we're bad at. With 10 mans becoming a serious form of raiding and 3v3 becoming the focus of competitive arena, paladins need to stand on their own, being a 1-trick pony that depends on several other classes to cover our weaknesses isn't going to cut it anymore.
And that is why, even though Blizzard gave us a ton of power with these talents, they need to go back to the drawing board.
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