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Post Patch 3.2 In-Game Fixes – August 2009
Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.
To review previous in-game fixes, please visit: http://forums.worldofwarcraft.com/thread.html?topicId=18031081949&sid=1
8/5/09
* The weapon damage and armor of items dropped in the 5-man Coliseum Heroic version have been updated to match their item level.
* Using Braxley’s Backyard Moonshine will no longer trigger the regurgitation animation.
* Wintergrasp Commendation and Commendation of Bravery can no longer be used inside any battlegrounds.
* Kel’Thuzad should no longer cause some players to disconnect during the encounter.
* Reginald Arcfire will no longer grant Horde players access to the Alliance auction house.
* Epic gem recipes are now available from the following vendors in Shattrath:
Kirembri Silvermane (Scryer)
Nemiha (Aldor)
Inessera (Aldor)
* XT-002 Deconstructor will now spawn in fewer adds.
* The Black Knight will now drop a Frozen Orb in heroic difficulty.
* Razorgore can once again be controlled multiple times and defeated appropriately.
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Patch 3.2 Wintergrasp Raid Changes
Once again, all these changes making WG more like an instanced BG are all a figment of your imagination. It’s not an instanced BG, it’s an outside world, instanced-uninstanced battlefield. I can respect what they’re trying to do and I kind of hope that it’ll work out for the best so we can have more innovation in the way PvP works but I fear that these changes are simply an isolated situation to fix an otherwise botched concept.
In the next PTR build we will be implementing several changes to how the Wintergrasp queue and group formations will work.
- While in the queue for Wintergrasp, you will have an icon on your mini map that will allow you to leave the queue. This will function much like the current battleground queue button that is present on the mini map.
- Players that queue for the Wintergrasp battle and are selected to join will be placed into raid groups upon entering the zone. These raid groups will function similarly to the battleground raid groups with a few exceptions. Players can leave it at any time, the leader can issue invites, etc. The only restriction is that if a player leaves Wintergrasp while the battle is active, they will be removed from the raid (to make room for the player that will take their place).
- If the battle is not active this does not happen.
Thank you all for your feedback and bugs so far, it is incredibly helpful to us.
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3.2 PTR build 10083 Patch notes updated

PvP
Arenas
- Beginning with season 7, players will no longer have access to the newest season’s weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season’s items will remain available to players in all brackets (standard rating restrictions still apply).
Items: General
- Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
Death Knight
Frost
- Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
Druid
- Swift Flight Form: Druids who have acquired a mount able to go 310% flight speed will now also go that speed while in this form.
Hunter
- Snake Trap: The Mind-numbing Poison effect has been reduced to a 30% increase in casting time, down from 50% to match similar effects.
Mage
- Mirror Image: Images will no longer trigger the death sound when their time expires.
Paladin
- Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player’s level and caps the maximum damage benefit from shield block value at 34.5 times the player’s level.
Shaman
- Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
- Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
Enhancement
- Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.
Warrior
- Shield Slam: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player’s level and caps the maximum damage benefit from shield block value at 34.5 times the player’s level.
Professions
Engineering
- Flying Machine: The level requirement needed to learn how to build and use this machine has been reduced to level 60, down from level 70, and the engineering skill level reduced to 300, down from 350. Material costs reduced.
Items
- Tome of Cold Weather Flying: New heirloom item. Players who have reached level 80 can now purchase this book for 1,000 gold from Hira Snowdawn, the Cold Weather Flying Trainer in Dalaran. Similar to other heirloom items, this item can be mailed to other characters of the same realm, account and faction. The book is consumed when read training the character in Cold Weather Flying. Requires level 68.
- Val’anyr, Hammer of Ancient Kings: This item’s stats and level have been increased to match the power level of healer weapons coming from the Coliseum 25-person normal difficulty instance. In addition, each time Val’anyr is equipped, Blessing of Ancient Kings will be placed on a 45-second cooldown before it can occur.
Bug Fixes
Warlock
- The visual for Demonic Circle should now despawn when the warlock dies or when the warlock otherwise loses the aura that allows transport to the circle.
Also the Isle of Conquest BG has received new changes:
The following changes have been made to Isle of Conquest. Some of these changes may appear in the build going live today, while others might not make it in until the next build.
- Added a new powerful AoE attack to the Generals.
- Added bonus honor for destroying a gate (note: this honor is only given out once when the first gate is destroyed. Destroyingadditional gates does not grant additional honor).
- Increased the range of the Flame Turrets on the Siege Engines.
- Decreased the starting reinforcement count from 400 to300.
- Achievements for the zone should all work correctly now.
- Fixed a bug that could cause the Keep Cannons to be unable to be repaired and despawn.
- Fixed a bug that was causing the alliance gate to not have collision at the start
- Lowered the movement speed of the glaive thrower (again).
Posted by Spooner | 9 Comments
Patch 3.2 Class Changes! There’s a lot…
Alright ladies here’s the breakdown. If you see blue test, Blizzard wrote it. If you see orange text, I wrote it. Look for the orange text because you know, hot shit right there. Feel free to call me a know nothing idiot in the comments if you disagree.
- DK damage seems to have been nerfed some, same for tanking. It looks more like a shift in focus than a straight up nerf.
- Innervate will be half as powerful but can be used twice as many times in respect.
- Feral DPS was also nerfed slightly.
- Hunter traps got buffed in that you can use one of each “type” and cooldowns were tweaked.
- BM hunters might get some more love from ultra fast Kill Shots.
- Fire mages will have some better mana regen with Empowered Fire causing ignite ticks to grant mana.
- Rogues can use one handed axes what the fuck?
- Blessing of Sanctuary will grant 10% more stamina and does not stack with Kings.
- Hand of Reckoning will now deal damage equal to 50% of your attack power if the target is not currently attacking the Paladin.
- Judgement of Light now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
- Retribution Paladins won’t do as much burst but seem to have a lot more strong steady DPS.
- Most healing talents that increase armor from receiving a crit now instead reduce damage taken by a certain %.
- Shaman are getting their new totem bar and some better mobility in PvP through ghostwolf.
- Destro warlocks got a DPS nerf (tiny).
Death Knight
- Due to significant talent changes, all death knight talents will be reset for players.
- Blood Strike: The bonus damage this ability receives from diseases on the target has been increased to 50% per disease.
- Chains of Ice: Now reduces movement by 95% instead of 100%. The main effect of this change will be that targets of Chains of Ice will not have to re-issue a movement command to continue moving.
- Frost Presence: 10% bonus health reduced to 6% bonus stamina.
- Frost Strike: This ability can now be dodged, parried, or blocked. Weapon damage bonus reduced to 55%, down from 60%.
- Icebound Fortitude: Cooldown increased to 2 minutes.
- Talents
- Blood
- Dancing Rune Weapon: This ability now has a fixed duration of 12 seconds (which can still be modified by its glyph) and a fixed cost of 60 runic power.
- Veteran of the Third War: Stamina bonus reduced to 1/2/3%.
- Frost
- Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 5/10/15%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
- Lichborne: Duration reduced to 10 seconds, and cooldown reduced to 2 minutes.
- Threat of Thassarian: New 3-point talent. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a 30/60/100% chance to also deal damage with your off-hand weapon. Off-hand strikes are roughly one half the effect of the original strike.
- Toughness: This talent now grants 2/4/6/8/10% armor instead of 3/6/9/12/15%, placing it in line with similar abilities of other classes.
- Unholy
- Desecration: This talent has been reduced to 2 points for 25/50% snare and no longer increases damage done by the death knight. It has also been moved one tier earlier in the tree and its spell effect has been made more transparent.
- Desolation: New talent. This talent is in the position formerly occupied by Desecration. It causes Blood Strikes to increase all damage the death knight deals by 1/2/3/4/5% for 12 seconds.
- Scourge Strike: Weapon damage bonus reduced to 40%, down from 45%. Damage increased by 10% per disease on the target, down from 11%.
- Summon Gargoyle: The gargoyle now flies lower to the ground, making it susceptible to melee attacks. This ability now has a fixed duration of 30 seconds and a fixed cost of 60 runic power.
- Unholy Blight: This talent has been redesigned. It no longer deals damage to nearby targets. Instead, when you deal damage with Death Coil, the target will take periodic damage for 10 seconds equal to 30% of the damage done by Death Coil. This damage accumulates in the same way as Ignite and Deep Wounds.
- Blood
Druid
- Flight Form: Can now be learned at level 60. Flight speed increased to 150%.
- Innervate: Duration reduced to 10 seconds, and cooldown reduced to 3 minutes. This means each use of Innervate will give half as much mana as before, but it will be available twice as often.
- Lifebloom: The final heal that occurs when this spell blooms has been reduced by 20% on the base and on the spell power coefficient.
- Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
- Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
- Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
- Savage Defense: The animation for gaining this buff will no longer make the bear stand upright
- Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
- Swipe (Cat): Percent of weapon damage done reduced from 260% to 250%.
- Travel Form: Can now be learned at level 16.
- Talents
- Balance
- Balance of Power: Now reduces all spell damage taken by 3/6%, rather than reducing the chance to be hit by spells by 2/4%.
- Eclipse: The Starfire and Wrath buffs from this talent are now on separate 30 second. cooldowns. In addition, it is not possible to have both buffs active simultaneously.
- Owlkin Frenzy: Now also restores 2% base mana every 2 seconds for the duration (10 seconds) in addition to its current effects.
- Restoration
- Empowered Touch: Now also increases the amount of bonus healing effects for Nourish by 10/20%.
- Improved Barkskin: No longer provides dispel resistance to all effects on the druid, but now reduces the chance your Barkskin is dispelled by an additional 35/70%.
- Balance
Hunter
- Aspect of the Cheetah: Can now be learned at level 16.
- Deterrence now has a new visual spell effect.
- The time that traps will exist in the world after being put down has been reduced to 30 seconds, down from 1 minute.
- Traps now have separate 30 second cooldown categories: Fire (Immolation Trap, Explosive Trap and Black Arrow), Frost (Freezing Trap, Frost Trap) and Nature (Snake Trap). A hunter can have one trap of each category placed at one time.
- Talents
- Beast Mastery
- Catlike Reflexes now also reduces the cooldown of your Kill Command ability by 10/20/30 seconds.
- Survival
- Entrapment: This talent no longer works with Immolation Trap or Explosive Trap.
- Lock and Load: Now has a 22 second cooldown. The Lock and Load effect cannot be obtained on targets immune to snare effects when Frost Trap is used.
- Pets
- Roar of Sacrifice: Redesigned. This ability can now be used on any friendly target to make that target immune to critical strikes, but the Hunter pet takes 20% of all damage taken by that friendly target. Cooldown increased to 2 minutes.
- Beast Mastery
Mage
- Arcane Blast: Mana cost reduced by 12%.
- Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3 second fade time, however an invisible mage can still be stunned or silenced.
- Talents
- Fire
- Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 1% of base mana each time the Ignite talent deals damage.
- Fire
Paladin
- Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
- Charger: Can now be learned at level 40.
- Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
- Hand of Reckoning: Redesigned. Now does damage only when target does not currently have the caster targeted, but damage done increased to 50% of attack power, occurring after the taunt effect is applied.
- Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
- Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor.
- Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
- Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
- Seal of Blood: This ability has been removed.
- Seal of the Martyr: This ability has been removed.
- Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
- Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
- Warhorse: Can now be learned at level 20.
- Talents
- Holy
- Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
- Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
- Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
- Protection
- Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin’s health to 10/20/30% of maximum.
- Retribution
- Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
- Crusader Strike: Damage reduced to 75% weapon damage to match the new 4 second cooldown.
- Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
- Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
- Holy
Priest
- Prayer of Healing: The percentage of spell power this spell gains in healing (per target) has been reduced from 80.7% to 52.6%.
- Talents
- Discipline
- Penance: Cooldown increased to 12 seconds, up from 10 seconds.
- Holy
- Inspiration: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
- Discipline
Rogue
- After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.
- Talents
- Combat
- Sword Specialization: This talent is now called Hack and Slash and applies to axes as well as swords.
- Subtlety
- Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.
- Combat
Shaman
- A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
- All Shocks now have a default range of 25 yards, up from 20 yards.
- Base health increased by approximately 7% to correct for shamans having lower health than other classes.
- Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
- Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
- Talents
- Enhancement
- Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
- Restoration
- Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
- Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
- Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
- Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
- Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
- Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30 second internal cooldown, and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
- Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
- Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
- Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.
- Enhancement
Warlock
- Banish: Effect will now be canceled if Banish is recast on a banished target.
- Dreadsteed: Can now be learned at level 40.
- Felsteed: Can now be learned at level 20.
- Soulshatter cooldown reduced to 3 minutes, down from 5 minutes
- Talents
- Affliction
- Pandemic: Now also increases the critical damage bonus of Haunt by 100%.
- Demonology
- Fel Domination cooldown reduced to 3 minutes, down from 15 minutes.
- Destruction
- Empowered Imp: The warlock’s critical hit chance is increased to 100%, up from 20% for the next spell cast after the Imp critically hits a target.
- Fire and Brimstone: Reduced to 2/4/6/8/10% increased damage from Incinerate and Chaos Bolt on targets afflicted with Immolate, down from 3/6/9/12/15%.
- Affliction
Warrior
- Talents
- Fury
- Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.
- Fury
Posted by Spooner | 3 Comments
Upcoming Paladin changes for Patch 3.2
I’ll update and edit as I finish reading through, just posting naked as is now for you guys to see it faster. Eyonix posted massive wall of text I’ll break down for you now.
Tanks - Ardent Defender will now be like Last Stand without having to push a button. Blessing of Sanc will add stamina as well as the current effect. Block effects will be doubled on items except shields.
Healers - Flash of Light will add a hot like Regrowth does if the target has Sacred Shield on it. Beacon will now be able to be stacked on a target by different paladins and will not ignore overhealing. Illumination is being nerfed so you can’t just bomb heal all the time.
DPS - Exorcism has a 1.5 cast timer but can be used on players now. Art of War procs can also make Exorcism instant as well as Flash of Light. Seal of Blood/Martyr is being removed from the game. Seal of Vengeance/Corruption is being buffed. Seal of Righteousness is somehow going to be the new tanking seal. Seal of Command is going to be changed/buffed to be the PvP seal. Vindication debuff now works like demoralizing shout.
We have several big changes coming up for the paladin class in patch 3.2. The paladin class Q&A is still in progress, so rather than making you wait, we wanted to give you a preview of what we’re trying to do with all three paladin talent trees. We thought some of the patch notes might not make sense until you understand the design goals.
Caveats: Some of these changes are still in progress and may ultimately end up in a different form or with different numbers. We definitely want to see these changes in action on the PTR and we will iterate on them accordingly based on player testing and feedback. None of this is set in stone. Furthermore, assume that talents, glyphs or set bonuses that affect any impacted abilities will also be changed accordingly. Finally, don’t expect that every class will see this many changes. We are making far fewer changes to class mechanics overall in 3.2, but paladins in particular have some issues we feel are in need of being addressed.
Protection: Currently, we think paladin tanks are almost there and that they just need slightly better cooldowns to handle some of the tougher boss fights. Rather than add a new ability that felt like a clone of another class’s ability, we decided to buff an existing talent that was no longer cutting it. Ardent Defender has two important changes. The first is that the damage can no longer “skip over” the 35% health level – it will always be reduced. Secondly, it has a new effect that if a blow would kill you, it instead sets you to 30% health. This portion of the ability cannot occur more than once every 2 minutes. Think of it as a Last Stand that you don’t have to push.
A second change to Protection is we want to make sure Blessing of Sanctuary is always the tanking blessing of choice. A likely change here is to have it boost stamina as well.
We also recognize that block does not provide the mitigation it once did. While we have long-term plans to change the way block works entirely, in the short term we are doubling the effect of bonus block value on items (so jewelry, but not shields).
Holy: We like that Holy paladins have a niche as single-target healers. The problem is we think this niche is a little too narrow at the moment. Furthermore, paladins don’t have a wide arsenal of healing spells so it’s important that all of them are being used.
First, we are changing Flash of Light so that it places a heal-over-time effect on any target with Sacred Shield on them (the effect will be similar to Sheathe of Light). This should make Flash see a little more use.
Second, and more importantly, we are changing the way Beacon of Light works. Currently, it does not count over-healing on the target. We are changing that. In other words, if you place Holy Light on a rogue who is already at full health, it will still have the full effect on a tank with Beacon of Light on them. This is a huge buff, particularly when you consider the Holy Light glyph which allows for a small amount of “splash” healing. This effect isn’t common when you use Holy Light on a tank because the tank is often standing alone. But if you heal the melee, you are likely to get a lot more total healing from this effect (while still healing the tank through Beacon of Light). We are also going to try to allow a target to have more than one beacon (i.e. from different paladins) on them.
Many players may surmise that this change would make paladins far and away the best healers in the game. This is partially because paladin mana regeneration is so potent. That isn’t an issue when the paladin can generally only heal the tank. With the Beacon of Light change, the paladin can provide a lot more raid or party healing. To adjust for this, we are going to reduce the amount of mana returned by Illumination. If you use Holy Light too recklessly (such as on targets who don’t require that much healing) you do risk burning out of mana too quickly. Of course, they will still have Divine Plea and other mana regeneration mechanics.
As a footnote, we are also likely to slightly adjust Replenishment and buff the amount of MP5 on gear.
These changes should lead to healing as Holy being more dynamic – you are going to be targeting a lot more group members than just the tank, while still providing massive healing on the tank. However, you won’t be able to just constantly spam your biggest heals, at least not on the more challenging encounters. There is an opportunity here for skilled players to really do some outstanding healing as paladins, but it’s going to take a little more effort. This is something a lot of players have been asking for so we hope that it delivers without completely changing what some paladins enjoy about their healing style.
Retribution: Depending on who you ask, Retribution paladins are either perceived as being in need of improvements to make them stronger or are in need of changes to make them less powerful. We are really happy with the overall changes to the Seal and Judgement system from Lich King. However, Ret still has some problems. There aren’t enough buttons to push and they are all limited by cooldowns, allowing Ret paladins to have a lot of up-front burst without requiring a lot of skill or timing to actually hit those buttons (now after the opening moves of a fight, we think things get a lot more interesting because now the paladin’s defenses, healing and dispelling can come into play). We have other problems to fix as well. Exorcism currently can’t be used on players, which we think is a weak design. We have also become less enamored with the drawback to Seal of Blood / Seal of the Martyr causing damage to the paladin.
Here are the design changes we hope will fix all of these problems:
First, Exorcism has a cast time of 1.5 seconds but can be used on players again. This will let paladins use it in PvP, but not while moving towards a target.
Second, we are changing The Art of War to make not only Flash of Light instant, but also Exorcism. Choose healing or damage. Paladins will have to watch for this proc and use Exorcism when it happens. The spell itself is still ranged, but the proc will only occur when the paladin is already in melee.
Third, we are lowering the cooldown and damage of Crusader Strike to four seconds from six seconds. This accomplishes a few things. It lowers burst, it gives the paladins more buttons to push since they aren’t always waiting on cooldowns, it requires a little more skill since the player will have to choose between Crusader Strike and other attacks more often (such as the new Exorcism procs), and it gives Retribution a chance to get more damage out of their Seals (providing a sustained DPS boost for PvE).
Fourth, we are removing Seal of Blood and Seal of the Martyr. The damage recoil increasingly felt like a liability in PvE, and wasn’t serving to offset the massive burst damage capable in PvP. We are buffing Seal of Vengeance / Corruption and redesigning Seal of Command with the expectation that these are now the seals of choice for PvP and PvE. Righteousness can remain a tanking seal.
Finally, we are replacing the current effect of Vindication with an attack power debuff that works like Demoralizing Shout. In PvP, Ret paladins can still debuff melee targets, while in PvE they can provide another necessary debuff in the case that the tank is not a warrior or druid. In addition, the talent may be more attractive to Protection paladins.
These changes do not close the door on adding additional attacks, PvP utility or even the oft-requested Crusader Strike debuff. If the changes outlined above finally accomplish the goal of balancing Retribution in PvE and PvP, then we can start exploring those other design issues.
Again, these are our current plans and they may change based on testing and feedback. The changes to all three trees are things we are working on right now. Some of them might not work out quite the way we intended and will have to undergo iteration before finally showing up in 3.2. Even once the patch goes live, we are still likely to have to tweak numbers. This is simply a preview of what may yet come and we hope that it will be viewed as such.
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