Tuesday, March 27, 2007
Fear fear and more fear
Blessings
We need a 3rd blessing type and my suggestion is as follows:
- 5 min blessing (stays exactly the same as it is now)
- 15 min blessing (no reagent cost same mana cost as current greater blessing but only effects a single target, not the class)
- 20-30 min blessing (a raised mana cost from current greater blessing and the same reagent cost)
Now this 3rd blessing could be another spell entirely or could maybe be activated by shift-clicking the greater blessing spell. Either way, something needs to be done to allow for unique and long-lasting blessings among the same class.
One final subject that has bothered me for a long time is how the short duration blessings (BoP, BoF, BoSac) overwrite the longer ones, how annoying this can be in raids when you have to BoP someone to save their life and then leaving them without their greater blessing. I propose renaming those short duration blessings to Virtues or something similar and placing them on their own system separate from blessings, seals, and auras. This way paladins can toss out the short duration buffs without regret of having to rebuff the main buff afterwards.
Priests rerolling Paladins
Meanwhile priests are very dangerous because of the damage that can put out, and their utility they bring is also desired yet a retribution paladin has no such luxury on either account. I'm just hoping that Blizzard will understand the logical errors behind the current game class structure.
Cloth wearing master healer brought for damage and utility.
Plate wearing hybrid with a massive two-handed weapon and an assortment of buffs brought for main healing and virtually no utility.
*blink*
Blood Elves rant
Granted there are some that were alliance paladins who switched sides and others who spec protection to tank, both of which I can respect. However it just seems all I run into are Blood Elf paladins who play like an open book.
Saturday, March 17, 2007
The Retribution problem
When looking through the retribution tree I can see that there are some debuff talents that fit with the theme I just mentioned. Namely Vindication and Sanctified Crusader, both of which do what they need to do for their placement in the tree but the tree needs more talents along this line. While playing in Outland I came across NPCs that had a spellbreaker debuff that drastically reduced my spell damage and other units that had a debilitating strike that drastically lowered my physical damage. Both of these abilities would be worthy candidates as retribution talents. Think of it: the ability to lower your opponents damage output whether it be magic or physical, therefore doing your job of guardian and protecting your group, not by heals but by your own weapon.
I think that Blizzard might have already solved the problem that retribution is dealing with currently and don't even know it yet. Retribution doesn't mean mega damage but rather punishment, what better punishment than having hot head damage classes taken down a few pegs? Or hard hitting bosses hitting for less on your MT? Raid and PvP viability achieved while giving the option for paladins that yearn to get back into melee in raids.
Then and now
Rewind a bit to the Molten Core days and how most paladins were a bit taken back that they couldn't melee like they had been doing up to that point in a group setting, their gear being Lightforge at best (still a hybrid set with an assortment of helpful stats for meleeing and spot healing) they weren't the best equipped to be healing but being in melee was too much of a liability. That was a substantial shock to the community and the fault really lies with Blizzard's encounter and dungeon team. This realization spawned the trend of min/max raiding in WoW. A quote that's been passed around for a while "if you have a heal spell you will heal" began to surface and make sense to raid leaders.
During this transition from meleeing first healing second to healing first and waiting to heal again second, the gear began to change as well. I know that both Lawbringer and Judgement sets underwent at least two separate revisions both for individual pieces as well as set bonuses. Crit and other melee stats were replaced or diminished by more intellect and healing bonuses to better fit the new paladin Blizzard was molding (some would title this reference the cleric but I'll refrain from such naming conventions here).
Fast forward a bit to Blackwing Lair and Ahn'Qiraj and the paladin has drastically embraced the role of healer and nothing else in instances (some would further comment that even in PvP this applied since a paladin doing damage was not optimal for victory the majority of the time). Strangely both Judgement and Avenger's weren't quite the healing set to the joy of some and distress of others. It is here where a rift formed between those still clinging to how the class once was and those fully accepting where the class is headed. This conflict still rages today.
The decisions made in the armor sets in addition to the paladin review that introduced some interesting (while short lived) talent specializations gave some hope that there would finally at long last be some of the old brought back.
Enter Naxxramas. The tiered armor set here for paladins was so amazingly one-dimensional it made many players sick. Blizzard had essentially created the ultimate healing set for the class and once again, just so we wouldn't forget, restated what we are: healers. The poor protection paladins (if there were any) and struggling retribution paladins were for the most part forced to take warrior items for their specialization.
Present day Burning Crusade offers another avenue for paladins and that being the tank role. The gear is there the talents/abilities are there (both need tweaking) and it's the best it has ever been for that group of paladins. Although we face stiff competition from warriors and feral druids Blizzard has recently stated that they "aren't happy with the current state of paladin tanking" and want all three classes to be on the same level. This is good news but I wouldn't hold my breath considering the track the class has been running on over the last few years.
Finally one of the biggest topics of discussion among the paladin community is the viability of the retribution tree and how it fits in with the tank/healer hybrid Blizzard has labeled us as. It seems that it can't possibly fit at all in its current form, which is a very big problem for Blizzard that will have to be addressed. The root of the problem lies with a class that is designed to have the lowest damage output (which is still too high according to Blizzard posters) while still having a tree devoted to boosting damage a small amount while sacrificing durability and healing power that the other two trees offer. Specializing retribution now just isn't attractive at all compared to the alternatives. How they should go about fixing the logical problems of having a damage tree for a class that isn't supposed to be focusing on dealing damage is not an easy endeavor, but I will post my thoughts on it next time.
Introductions
With that I began looking at the different classes at my selection and decided that a healing class seemed logical if I wanted to be able to solo effectively. That narrowed it to priest, shaman, paladin, and druid. Shaman I immediately marked off since I wanted to play alliance (I enjoyed their story from Warcraft III and specifically the humans). Next off the list was the priest, being the "master healer" class I figured that was all they'd be good for (not knowing much about their shadow tree at all--in fact paladins didn't even have talent trees until very late beta or live I can't recall) and I wanted more versatility. So now it came down to druid or paladin, I thought about it for a few days prior to the release and came to the conclusion that druids seemed like they could do pretty much anything and survive it however I just liked the image of a knight in plate armor too much to ignore and the ability to use many kinds of weapons appealed to me.
So with that I made my decision and have stuck with it all the way--for better or worse I've tanked it.