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10.2.5
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Paladin Talents - 5.0 (MoP)
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Post by
Monday
A quick look at the new talents announced for 5.0. I'll add a few comments here or there (in parenthesis, like this), but I won't extensively analyze them. I'll leave that to pezz and dslg ;)
Also, if an ability mentions pure numbers, I'm just going to leave it out unless it's a percent bonus, as we don't know if those numbers mean for that level, for 85 or for 90.
For these talents, one talent per tier can be chosen every 15 levels (15, 30, 45, 60, 75, 90).
Tier 1
:
Speed of Light
- Increases your movement speed by 60% for 6 seconds. During this time, you radiate healing to nearby allies. 1 min CD. (Seems somewhat like popping holy radiance and a mount for the Firelands daily, da?)
Long Arm of the Law
- A successful Judgement increases movement speed by 45% for 4 secs. (15 yard range requirement was removed).
Pursuit of Justice
- You gain 10% movement speed increase for each current charge of holy power. (Seems somewhat subpar to me, imo.)
Tier 2
:
Fist of Justice
- Stuns the target for 6 seconds. 30 second CD. 20 yd range. (Basically Hammer of Justice with the Prot CD reducer talent built in).
Repentance
- Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead. 30 yd range. 1.5 sec cast time. (1.5 second cast, BUT
NO COOLDOWN
.)
Seal of Justice
- Fills the Paladin with Holy Light, causing direct damage attacks to reduce the target's movement speed by 50% for 5 secs and deal additional holy damage. (Finally, a slower! Seems like it would be essential for PvP).
Tier 3
:
Blessed Life
- You have a 100% chance to gain a charge of holy power whenever you take direct damage or are stunned. This effect cannot occur more than once every 8 seconds. (Seems mandatory for Prot. Constant HP generator).
Sacred Shield
- Identical to current.
Ardent Defender
- Identical to current.
Tier 4
:
Selfless Healer
: Your successful Judgements reduce the mana cost of your next Flash of Light by 50% and increases its effectiveness by 50% when used to heal others. Stacks up to two times. (Focus switched from WoG to Flash of Light. Seems like a good change to me, as not many want to spend the extra HP for a WoG instead of Inquisition/TV).
Eternal Glory
: Your Word of Glory and Light of Dawn have a 30% chance not to consume Holy Power. (Looks like Light of Dawn was added into the original talent. Nice bonus to healers).
Holy Shield
: Shields a friendly target, absorbing damage per charge of holy power for 10 seconds. Instant. 40 yd range. (I'm not sure how effective this will be, to be honest. Seems more like a PvP talent to me, but I suppose it might be better than Eternal Glory for healers).
Tier 5
:
Veneration
- Your Consecration causes the Veneration effect on party and raid members within its area. Veneration (effect) - you are immune to movement impairing effects for for 6 seconds. (Holy !@#$).
Acts of Sacrifice
- Reduces the cooldown by 20% and the mana cost by 20% of your Hand of Freedom, Hand of Protection and Hand of Sacrifice.
In addition, your Cleanse will remove one movement impairing effect if cast on yourself. (identical to current)
Clemency
- When activated, immediately finishes the cooldown on your Hand of Freedom, Hand of Protection and Hand of Sacrifice. Instant. 5 min CD. (Hopefully this isn't on the GCD, so it can be macro'd to those abilities).
Tier 6
:
Holy Avenger
- Summoning your Guardian of Ancient Kings also imbues you with the power of the Holy Avenger. Holy Avenger (ability) - none of your abilities consume Holy Power and cast as if three Holy Power were consumed. Lasts 10 seconds. (So essentially, Zealotry is being folded into Guardian of Ancient Kings).
Sanctified Wrath
- You gain more frequent access to one of your abilities during Avenging Wrath.
Holy - Holy Shock has no cooldown.
Protection - Judgement has no cooldown.
Retribution - You can use Hammer of Wrath.
(this is a somewhat crazy talent. This means that Protection and Holy won't have Hammer of Wrath, and Ret can only use it during Avenging Wrath. Prot/Holy are compensated with no cooldowns on two abilities. Unsure about this.)
Divine Purpose
- Abilities that cost Holy Power have a 15% chance to cause the Divine Purpose effect. Divine Purpose (ability) - Your next Holy Power ability will consume no Holy Power and cast as if 3 Holy Power were consumed. (Change from current. Instead of:
- Judgement
- Exorcism
- Templar's Verdict
- Divine Storm
- Inquisition
- Holy Wrath
- Hammer of Wrath
causing the ability, it's any HP ability.).
Well, what are your thoughts on these? I rather enjoy most of these (from a Ret point of view), though there's a few that I'm torn between.
Post by
pezz
Wait, where are you getting these? I just saw the picture on the liveblog thing.
I think you're reading Sanctified Wrath wrong. Most likely HoW won't change (or be restricted to Ret), but SW will cause wings to make it useable above execute range, as it does now.
Post by
Interest
It's from MMOChampion and a couple other sites.
I really like a LOT of these overall. It's going to be fun mixing and matching these.
Post by
pezz
For fun, I'm going to be a cynic and guess how much Blizzard is going to fail at their mix 'n match goal, by seeing how many talents I think are going to end up being mandatory in PvE.
Tier 1: Long Arm will be mandatory for Ret, and probably anyone else on a fight with extremely frequent 'I need to be somewhere else quickly' moments. Without that SoL will be mandatory for holy.
2: Depends how much CC other classes have in MoP. If Giants consistently need to be CC'd in raids, for example, Repentance will be mandatory. Otherwise HoJ seems like the only sensible choice.
3: SS will be mandatory for everyone. Shorter CD, stronger effect, and automatically procs when you want it, all of which AD can't claim. Such strong passive survivability is so much more important than a small amount of HP.
4:
HS will probably be mandatory for Prot and Ret. They shouldn't be wasting time/HP healing on the off chance it might get refunded and it allows them to boost survivability without without casting FoL, resetting a swing timer and opening prot up to boss swings. Plus, ceterus paribus, absorbs > healing.
Didn't see HS costs HP. Well, they're all fairly lackluster if you aren't Holy, then. Though I still think that ceterus paribus, absorbs > healing.
5: With AoS you can use HoSac (far and away the most useful hand spell except when you need to force a debuff off and HoP actually works for that purpose) 3.125 times every five minutes. Clemency gives you, at best, a little less than 3.5 HoSacs a minute. But that assumes you want to use two back to back, which would be a hell of a long 'tank getting pummeled' phase. Personally I'd rather have more consistent access to an amazing tank CD than the ability to keep it up for a freakishly long time, but fight mechanics could exist which would change my mind on that.
6. Based on the Tier 13 bonus and Blizzard's talk of active mitigation, I wouldn't be surprised if Judgment is a defensive ability for prot. If so, SW will be mandatory for prot.
One of these will be mandatory for Ret, because they're all just damage increases. But until someone runs sims with numbers we won't know which.
Post by
dslg604t
Mixed feelings :/
Post by
Arannia
Repentance doesn't have a cooldown in MoP, though.
Post by
Interest
Repentance doesn't have a cooldown in MoP, though.
It...
WHAAAAA?
Post by
Arannia
I know. I... uh. Well. I became very excited very quickly when I noticed that.
I hope it's not a mistake. It would explain the presense of a 1.5 second cast time, so suddenly.
EDIT: I should make this clear for those of you whom are a little slow:
THIS GIVES US A RELIABLE CC. THIS IS EQUIVELANT TO POLYMORPH IF IT'S ACCURATE. Just without the healing part. (Which arguably makes it better?)
Post by
dslg604t
That's a good point. Funden's comment made me think it retained a CD. I'm more happy about the change now. Repenting a mob to have repentance break to AoE is now fixable!
Post by
pezz
Yeah but you're still screwed if someone puts a DoT on it.
Honestly, barring overtuned or overcrowded trash pulls, I'd almost always rather have a stun than a CC.
Post by
dslg604t
Isn't that fairly obvious? Stuns>CC>=silence/disarm. 1 minute stun would be pretty imbalanced though.
Post by
Arannia
That's synonymous with saying "I'd prefer an effect placable on my target that put them in a state of inactivity and causing them to be oblivious and unresponsive to any nasty tricks I have planned for their health bar".
Stop whining. We whine a lot. :P A consistant and reliable CC is something we've been asking for for a long time.
Post by
pezz
Oh I'm not whining, this is why they give us a choice, etc. Some people can take Repentance and I can take HoJ! Works for me.
Post by
Arannia
Derp, obviously. Some how forgot about the choice. It's so new and interesting.
Post by
Monday
Wow, that whole CD thing sailed right over my head >.>
I didn't even notice, tbh.
Post by
gnomerdon
1.5 sec cast time. (Identical to current EXCEPT FOR THE 1.5 SECOND CAST).
:(
Post by
Arannia
Repentance doesn't have a cooldown in MoP, though.
Post by
dslg604t
Thats actually really saddening. For the PvP snare, we have to give up our CCs.
Edit: Is it me or is the repentance wording a bit weak. It says nothing about only 1 target.
Post by
pezz
Yeah but if you wanted to be useful in PvP you wouldn't be a Ret paladin in the first place.
Post by
dslg604t
Just saying, all the hype about the snare is probs overrated.
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