Paladin overall overhaul ideas for a better class (will keep on updating).
Posted: Sun Aug 07, 2022 4:14 pm
Wanted to make suggestions on how to improve the paladin class because there is still a lot of issues with the vanilla paladin that still exists that could have been adressed here in turtle wow instead of repeating retail's own mistakes of releasing and maintaining an broken class (Some suggestions below were or are close to changed implemented at later expansions, why not use such ideias instead of letting it be vanilla broken ?).
General paladin class changes:
- Add five different kinds of judgments to choose from 'Judgment of light' that puts a debuff on the target for 30 seconds that heals everyone that hits it and 'Judgment of Wisdom' that puts a debuff on target that returns mana back to everyone that hits it, 'Judgment of Justice' wich puts runs speed bonuses of other players to 0 and impossibilitates mobs/npc's to run from battle, 'Judgment of the Crusader' that does the respective judged effect and an normal damage 'Judgment' that does the respective damage part of an current seal, yet they do not replace the judgment effects of seals so an paladin can have both an judgment effect and and an judged seal effect active on the same target, also change the duration of all seal judgment effect from 10 sec to an 30 sec duration giving time to refresh through normal melee swings in pve when y need to distance yourself from an boss and than get back in so it doesn't expire and you have to chose an other seal > judge that seal > chose your main seal > judge that seal transforming this down time into mana and dps loss (mana for prot, mana and dps for rettribution). (Utility, an form of helping healing or improvment of mana)
- Add to 'Seal of Justice''s judgment the ability to remove any speed gain of the debuffed target while it persists on the target (if it already isn't ingame tooltips don't explain much and have not tested it yet). (Gains an bit mobility control and distance maintaining or gap closing capability)
- Make the baseline 'Judgment' spell's range bigger so it can pull/attack mobs from afar better, else follow the ideia in the Holy paladin section of this thread. (This will benefit all specs of paladins to be able to pull for tanking, judge healing judgment from afar for holy and judging while not being able to be near the target for retribution in pve, while in pvp it serves to be able to maintain in combat and attack others from afar better because of not having any sprint nor gap closing ability)
- Merge 'Retibution aura' ability into the 'Devotion Aura' ability, and change the 'Retibution aura' to have the current ability of 'Sanctity Aura', also change Devotion Aura to reduce 3% percentage of damage (like in shadowlands). (Better for protection and retribution paladins)
- Merge all resistance auras into one Aura (Better overrall)
- Change Seals to not be consumed when judged and prolong their time to 10-30 min. (This will improve mana usage)
- Change single buffs timers to 30 min and raid buffs to 1 hour if the latter is not already. (This will improve mana usage & quality
of life of all paladin players and other buffed players)
- Remove 'Blessing of life' and rework that the paladin can do that extra healing as talent and not something that can be removed, debuffed or even has to be re-apllied as currently every 5 min, this is something that should be inbuild in the holy paladin and not relying on exterior alterations such as buffs. (Better structured way of playing)
- Rename 'Blessing' of Freedom, Protection, Salvation and Sacrifice to -Hand- as in retail or if you want to be different
-Arm- (as in long arm of the law) to not overwrite the current normal buffing blessings might, wisdom, kings and
sanctuary. (This will improve mana usage)
- Change 'Exorcism' to affect all targets but give bonus damage to undeads or demons and to be an 3 sec castable spell instead of instant with no cd. (This will improve dps with specific talents sugested below and help
holy tree have an schockadin tree cast rotation)
- Change 'Holy Strike' to refresh seals judgment effects (it helps whit keeping the seals judged effect active because how it stands now it forces the paladin to lose the weapon swing timer in potential refresh time having to wait for the next swing) and add an self buff that increases the next weapon swing's in the next 6 - 8 seconds has an addittional percentage (33% ?) to trigger any seal effect that is active, when an seal effect is triggered it consumes the buff (this will atleast give 'Seal of Command' an better chance to proc, as it can go an long period of time without even procing the seal by so stabelising dps a bit more in both environments [a lot of peole have the misconception of the "Big" burst of the paladin when the seal finnaly procs and deals a burst of damage yet they don't fail to acknowledge the truth of the dowtime this rng mechanic can have without any proc for a long time thus in vanilla it was called "Seal of Casino", or simply said they only see what they want to see]), if 'Seal of Righteousness' is the current seal it will strike two additional closeby targets, if 'Seal of Justice' is the current seal it will give an extra percentage of being able to stun the target. (This will improve utility, dps and aoe aggro buildup or interrupt for protection paladins)
- Change 'Divine Protection' to reduce physical damage and spelldamage recieved by 20 percent and still cause forbearance. (Will make the 'Divine Protection' less absolete because you have basicly 'Blessing of Protection' doing the same thing)
- Change 'Crusader strike''s mana cost to be reduced (this depends on how the other mana return mechanism end up being implemented) and add an 5-10 sec cd on it, change the augment holy damage to reduce all magic resist or increase spelldamage taken by the target by an precentage and make it stack. (this talent seems to give the impression that it is op, yet its really mana hungry and really unsustainable for a pvp or pve retribution paladin because in pvp if you use soc y cn or not proc the seal and in less than 15 sec spaming it plus other normal rotation you'l be oom and y defeated probably one player only just to go back to graveyard because your are worthless now unless y have waters wich is dependability on other things outside the mechanisms of the class to support what should be in the mechanisms of the class and in pve try that in raid settings you'l end up starring more time at the boss than probably doing proper damage, it gives a defined damage wich does not scale with weapon damage (in my knowledge) plus possibility of proc of the current seal and adds the debuff (the seal proc does scale with weapon but that it alway's did), more overall utility for benefit of multiple magic classes plus the paladin like the warrior's sunder benefits the warrior and all mellee)
- Add 'Rebuke' ability to base for melee interrupt (Interupt on demand).
- Currently it seems that the shaman mana totem conflicts and overwrites the Blessings of the paladin (overall more group and raid buffs).
- Make auras raid wide (This applies also to totems etc. ...)
- I know that this would probably be a lot to do but changing Naxx's tier sets for all classes to include all specs could be done in two different ways: -> By hybridizing the hybrid sets with strenght, agility and spellpower again, non hybrid dps and healer classes sets's stats would have to be towned down a bit but still the same as it was in previous raid dungeons non hybrid's doing more damage than hybrid ones (better to compare the difference in gear itemization with previous Raiding dungeons so you could see how much each stats would increase from lower dungeons to higher ones). Yet for that you would also have to adjust the whole of Naxx's encounters in regards of hp and damage done by enemies to the now overall hp and damage output of the recalibrated raid gear tier sets of all classes and specs. In theory you would have the same difficulty of how Naxx is now but with all specss being able to have tiered gear that can help them become more viable in Naxx aswell. Or -> Simply change as later expansion you deliver the armor token and choose what class spec tier you would want to buy/make.
Retibution specialization and talent tree changes:
- Add to 'Improved Seal of the Crusader' when an player with points in this talent judges an target that has the Seal of Crusader debuff on them it will put an DoT based on waepon damage (one handed do less than two handed) doing holy damage on the target for 30 sec and can stack till 5 stacks and now seal judgment spells can refresh it aswell. (This will improve dps and quality of life)
- Change 'Seal of Comand', this seal should be the retributions iconic seal for both pvp and pve because 'Seal of Righteousness' is more an holy and in an lesser extent should be the protection seal (thats why it doesn't scale wih weapon damage but instead of speed butting the brakes of scaling damage on to it). Put it in the former position of 'Improved Retribution Aura' with an arrow pointing towards 'Sanctified command'. (This will stabalise and increase the steadyness dps for pve environment yet maintaining still a reduced bursty signature fealing)
- Change the 'Sanctified command''s to return 100 percent base mana cost of 'Seal of Command' back to the player when using Judgment of Command and a 20 percent base mana cost of 'Seal of Command' back for the entire group when using Judgment of Command (this will make the 'Seal of Command' cost no mana to seal up and with 'Benediction' if i'm correct will give an extra mana back on judging 'Seal of Command' to prolonging the duration of maintaining their rotation by spending the extra gained back mana in other abilities and also give something for the party to benefit from, so effectively: for the player only -> [100% base mana that is an fixed value of 'Seal of command' 'ex.10' + 15% 'Benediction' reduction of 'Seal of Command' upon puting up the seal 'ex.1.5' = total mana return 'ex.11.5', wich is the fixed base mana cost '10' + reduction real cost '1.5' better explained you really payed for 'ex.8.5' when applying 'Seal of Command' instead of the 'ex.10' wich is the real base cost without the benediction reduction so you saved 'ex.1.5' mana, but because of Judgment of Command returns the fixed base cost of 'ex.10' instead of the reduced through benediction 'ex.8.5' you get an extra 'ex.1.5' from sealing on top of that fixed ''ex.10' from judging with 'Seal of Command' mana back] + [the 20 percent base mana cost of 'Seal of Command' back for the entire group when using Judgment of Command] 'ex.2'] = an total gain of 'ex.13.5' mana on each Judgment of Command while spending zero on sealing). Add threat reduction to the usages of the seal and also change it into one talent instead of two to loosen up talent points for retribution paladins. It still has the dispell resist. (This will improve mana usage [the percentage of mana return could be adjusted])
- Change 'Improved Retribution Aura' to have an small percentage chance on crit for all affected by the aura (the slower the weapon the higher percentage of triggering) to trigger an temporary buff on weapon swing or casting an offensive spell that says you have an chance to do extra holy damage on your next melee swing equal to an small % of normal weapon damage or your next spell has it's cast time reduced by 1.5 sec, when used one or another to buff is consumed. Make it one talent instead and change places with the 'Vindication' talent. (Overral better talent building posibilities [thinking of shockadin reaching this aswell] and retribution signiture seal like ability for all)
- Change 'Repentance' for pvp to ten seconds and still break on damage and pve an one min duration on targeted humanoid, dragonkin, undead, demons and giants only excluding beasts like in retail, also it does not break on the DoT applied by 'Improved Seal of the Crusader' DoT ideia or 'Holy Strike' mentioned above, and also probably it would be better if it wasn't the 31 talent but an lower tier talent. (For CC purposes)
- Put an talent on an high row (so holy or prot can't reach it) that converts intellect and strenght into an small percentage of holy damage spellpower and that will make retribution paladins an spellpower based melee fighter that damages with Holy abilities that scale from this, this will now make paladins prefer paladin gear that is an mix of intellect and strenght gear instead of plain strenght warrior gear, and an retribution paladin in its definition is an mix of an warrior and an cleric so strenght plus spellpower. Also try to reduce points in other talent (By making them ex.: 5/5 > 3/3) instead of just adding more talents that will cost more points to use it, because you have only so much points to spend.
Protection specialization and talent tree changes:
- Change 'Improved Devotion Aura' to merge with the old 'Improved Retribution Aura' ability and instead of inceasing armor value it reduces an extra 1 percent overall damage for each talent ivested in it. (Better for protection paladins)
- Change the percentage of mana gained values of 'Shield Specialization'. (This will improve mana usage)
- Add to 'Improved hammer of Justice' the ability to silence even when the target is immune to the stun and make it an one talent. (This will give protection an pve interrupt/silence and holy healadins an pvp silence also it will free up talent points)
- Change the 'Improved Seal of Justice' stun percentage to 1/3 of current full talented and make it an one talent. (Will Free up talent points)
- Add to 'Holy Shield' the ability when activated to be able to block spells aswell making the paladin aoe tank an hybrid tank that can tank fairly good melee bosses but falls behind the excelling of melee tanking of the warrior yet they can tank better spellcaster type bosses than the warrior and druid (wich tanks slightly better than the warrior spellcaster bosses and slightly better than the paladin melee bosses but excells in none). (Niche tanking)
- Reduce 'Shield Specialization' talent to one talent point. (Free's up talent points)
- Reduce ''Improved Righteous Fury' talent to two talent points. (Free's up talent points)
- Change 'Antecipation' (to antecipate = use of mind 'intellect' to be ready for something in this case defense) to give an percentage of defense based on paladin's intellect wich will increase their blocking chance a bit more and in conjunction with 'Holy Shield' and 'Blessing of Sanctuary' will cause more damage/threat not mentioning. (Will make tier sets and hybrid gear more enticing because they currently don't have extra defense on them and help on scaling defense also)
- Add a new talent to the fifth row called 'Holy Presence' wich gives an percentage of holy damage spellpower based on the paladin's intellect, and also it increases the changed 'Divine Protection' spell damage mitigation by an extra 20 percent but increases it's cd time by 10 min. (Gives more damage and by so more threat and also improves the changed 'mini shield wall' for the protection paladin)
Holy specialization and talent tree changes:
- Change 'Spiritual Focus' to include 'Exorcism' aswell. (Shockadin build improvments)
- Change 'Improved Seal of Righteousness' to an three point talent increasing damage done by 5/10/15%. (Cleares up talent points)
- If not made it baseline for all paladins as sugested in the General paladin class changes make an new ability called 'Long Arm of The Law' at second row with 2/2 talent points on the second row that will increase the range of all judgments spells, if followed the above ideia of the DoT's of 'Improved Seal of the Crusader' it will help in maintaning in pvp targets in battle else an pve shockadin's long ranged dps, maintain in this position to benefit both shockadin and retribution builds. (New rotation mechanism with refreshing the new two types of base judgments for healing and mana gain debuff on the target so to change the holy paladin a bit away from the healbot)
- Instead of 'Sanctity Aura''s place at row 3 put an new holy talent called 'Sanctity' that has an arrow linked from the above mentioned 'Long Arm of The Law' that allows for judgments to be able trough an percentage chance to trigger an self buff that says the next flash of light or exorcism will be an instant cast, remains an one point talent. (Gives holy a new rotation and playstyle, also helps the shockadin becoming more viable)
- Add to 'Illumination' the 'Exorcism' spell. (Support to the shockadin variant of the holy tree)
- Add to 'Divine Favor' the 'Exorcism' spell (Support to the shockadin variant of the holy tree)
General paladin class changes:
- Add five different kinds of judgments to choose from 'Judgment of light' that puts a debuff on the target for 30 seconds that heals everyone that hits it and 'Judgment of Wisdom' that puts a debuff on target that returns mana back to everyone that hits it, 'Judgment of Justice' wich puts runs speed bonuses of other players to 0 and impossibilitates mobs/npc's to run from battle, 'Judgment of the Crusader' that does the respective judged effect and an normal damage 'Judgment' that does the respective damage part of an current seal, yet they do not replace the judgment effects of seals so an paladin can have both an judgment effect and and an judged seal effect active on the same target, also change the duration of all seal judgment effect from 10 sec to an 30 sec duration giving time to refresh through normal melee swings in pve when y need to distance yourself from an boss and than get back in so it doesn't expire and you have to chose an other seal > judge that seal > chose your main seal > judge that seal transforming this down time into mana and dps loss (mana for prot, mana and dps for rettribution). (Utility, an form of helping healing or improvment of mana)
- Add to 'Seal of Justice''s judgment the ability to remove any speed gain of the debuffed target while it persists on the target (if it already isn't ingame tooltips don't explain much and have not tested it yet). (Gains an bit mobility control and distance maintaining or gap closing capability)
- Make the baseline 'Judgment' spell's range bigger so it can pull/attack mobs from afar better, else follow the ideia in the Holy paladin section of this thread. (This will benefit all specs of paladins to be able to pull for tanking, judge healing judgment from afar for holy and judging while not being able to be near the target for retribution in pve, while in pvp it serves to be able to maintain in combat and attack others from afar better because of not having any sprint nor gap closing ability)
- Merge 'Retibution aura' ability into the 'Devotion Aura' ability, and change the 'Retibution aura' to have the current ability of 'Sanctity Aura', also change Devotion Aura to reduce 3% percentage of damage (like in shadowlands). (Better for protection and retribution paladins)
- Merge all resistance auras into one Aura (Better overrall)
- Change Seals to not be consumed when judged and prolong their time to 10-30 min. (This will improve mana usage)
- Change single buffs timers to 30 min and raid buffs to 1 hour if the latter is not already. (This will improve mana usage & quality
of life of all paladin players and other buffed players)
- Remove 'Blessing of life' and rework that the paladin can do that extra healing as talent and not something that can be removed, debuffed or even has to be re-apllied as currently every 5 min, this is something that should be inbuild in the holy paladin and not relying on exterior alterations such as buffs. (Better structured way of playing)
- Rename 'Blessing' of Freedom, Protection, Salvation and Sacrifice to -Hand- as in retail or if you want to be different
-Arm- (as in long arm of the law) to not overwrite the current normal buffing blessings might, wisdom, kings and
sanctuary. (This will improve mana usage)
- Change 'Exorcism' to affect all targets but give bonus damage to undeads or demons and to be an 3 sec castable spell instead of instant with no cd. (This will improve dps with specific talents sugested below and help
holy tree have an schockadin tree cast rotation)
- Change 'Holy Strike' to refresh seals judgment effects (it helps whit keeping the seals judged effect active because how it stands now it forces the paladin to lose the weapon swing timer in potential refresh time having to wait for the next swing) and add an self buff that increases the next weapon swing's in the next 6 - 8 seconds has an addittional percentage (33% ?) to trigger any seal effect that is active, when an seal effect is triggered it consumes the buff (this will atleast give 'Seal of Command' an better chance to proc, as it can go an long period of time without even procing the seal by so stabelising dps a bit more in both environments [a lot of peole have the misconception of the "Big" burst of the paladin when the seal finnaly procs and deals a burst of damage yet they don't fail to acknowledge the truth of the dowtime this rng mechanic can have without any proc for a long time thus in vanilla it was called "Seal of Casino", or simply said they only see what they want to see]), if 'Seal of Righteousness' is the current seal it will strike two additional closeby targets, if 'Seal of Justice' is the current seal it will give an extra percentage of being able to stun the target. (This will improve utility, dps and aoe aggro buildup or interrupt for protection paladins)
- Change 'Divine Protection' to reduce physical damage and spelldamage recieved by 20 percent and still cause forbearance. (Will make the 'Divine Protection' less absolete because you have basicly 'Blessing of Protection' doing the same thing)
- Change 'Crusader strike''s mana cost to be reduced (this depends on how the other mana return mechanism end up being implemented) and add an 5-10 sec cd on it, change the augment holy damage to reduce all magic resist or increase spelldamage taken by the target by an precentage and make it stack. (this talent seems to give the impression that it is op, yet its really mana hungry and really unsustainable for a pvp or pve retribution paladin because in pvp if you use soc y cn or not proc the seal and in less than 15 sec spaming it plus other normal rotation you'l be oom and y defeated probably one player only just to go back to graveyard because your are worthless now unless y have waters wich is dependability on other things outside the mechanisms of the class to support what should be in the mechanisms of the class and in pve try that in raid settings you'l end up starring more time at the boss than probably doing proper damage, it gives a defined damage wich does not scale with weapon damage (in my knowledge) plus possibility of proc of the current seal and adds the debuff (the seal proc does scale with weapon but that it alway's did), more overall utility for benefit of multiple magic classes plus the paladin like the warrior's sunder benefits the warrior and all mellee)
- Add 'Rebuke' ability to base for melee interrupt (Interupt on demand).
- Currently it seems that the shaman mana totem conflicts and overwrites the Blessings of the paladin (overall more group and raid buffs).
- Make auras raid wide (This applies also to totems etc. ...)
- I know that this would probably be a lot to do but changing Naxx's tier sets for all classes to include all specs could be done in two different ways: -> By hybridizing the hybrid sets with strenght, agility and spellpower again, non hybrid dps and healer classes sets's stats would have to be towned down a bit but still the same as it was in previous raid dungeons non hybrid's doing more damage than hybrid ones (better to compare the difference in gear itemization with previous Raiding dungeons so you could see how much each stats would increase from lower dungeons to higher ones). Yet for that you would also have to adjust the whole of Naxx's encounters in regards of hp and damage done by enemies to the now overall hp and damage output of the recalibrated raid gear tier sets of all classes and specs. In theory you would have the same difficulty of how Naxx is now but with all specss being able to have tiered gear that can help them become more viable in Naxx aswell. Or -> Simply change as later expansion you deliver the armor token and choose what class spec tier you would want to buy/make.
Retibution specialization and talent tree changes:
- Add to 'Improved Seal of the Crusader' when an player with points in this talent judges an target that has the Seal of Crusader debuff on them it will put an DoT based on waepon damage (one handed do less than two handed) doing holy damage on the target for 30 sec and can stack till 5 stacks and now seal judgment spells can refresh it aswell. (This will improve dps and quality of life)
- Change 'Seal of Comand', this seal should be the retributions iconic seal for both pvp and pve because 'Seal of Righteousness' is more an holy and in an lesser extent should be the protection seal (thats why it doesn't scale wih weapon damage but instead of speed butting the brakes of scaling damage on to it). Put it in the former position of 'Improved Retribution Aura' with an arrow pointing towards 'Sanctified command'. (This will stabalise and increase the steadyness dps for pve environment yet maintaining still a reduced bursty signature fealing)
- Change the 'Sanctified command''s to return 100 percent base mana cost of 'Seal of Command' back to the player when using Judgment of Command and a 20 percent base mana cost of 'Seal of Command' back for the entire group when using Judgment of Command (this will make the 'Seal of Command' cost no mana to seal up and with 'Benediction' if i'm correct will give an extra mana back on judging 'Seal of Command' to prolonging the duration of maintaining their rotation by spending the extra gained back mana in other abilities and also give something for the party to benefit from, so effectively: for the player only -> [100% base mana that is an fixed value of 'Seal of command' 'ex.10' + 15% 'Benediction' reduction of 'Seal of Command' upon puting up the seal 'ex.1.5' = total mana return 'ex.11.5', wich is the fixed base mana cost '10' + reduction real cost '1.5' better explained you really payed for 'ex.8.5' when applying 'Seal of Command' instead of the 'ex.10' wich is the real base cost without the benediction reduction so you saved 'ex.1.5' mana, but because of Judgment of Command returns the fixed base cost of 'ex.10' instead of the reduced through benediction 'ex.8.5' you get an extra 'ex.1.5' from sealing on top of that fixed ''ex.10' from judging with 'Seal of Command' mana back] + [the 20 percent base mana cost of 'Seal of Command' back for the entire group when using Judgment of Command] 'ex.2'] = an total gain of 'ex.13.5' mana on each Judgment of Command while spending zero on sealing). Add threat reduction to the usages of the seal and also change it into one talent instead of two to loosen up talent points for retribution paladins. It still has the dispell resist. (This will improve mana usage [the percentage of mana return could be adjusted])
- Change 'Improved Retribution Aura' to have an small percentage chance on crit for all affected by the aura (the slower the weapon the higher percentage of triggering) to trigger an temporary buff on weapon swing or casting an offensive spell that says you have an chance to do extra holy damage on your next melee swing equal to an small % of normal weapon damage or your next spell has it's cast time reduced by 1.5 sec, when used one or another to buff is consumed. Make it one talent instead and change places with the 'Vindication' talent. (Overral better talent building posibilities [thinking of shockadin reaching this aswell] and retribution signiture seal like ability for all)
- Change 'Repentance' for pvp to ten seconds and still break on damage and pve an one min duration on targeted humanoid, dragonkin, undead, demons and giants only excluding beasts like in retail, also it does not break on the DoT applied by 'Improved Seal of the Crusader' DoT ideia or 'Holy Strike' mentioned above, and also probably it would be better if it wasn't the 31 talent but an lower tier talent. (For CC purposes)
- Put an talent on an high row (so holy or prot can't reach it) that converts intellect and strenght into an small percentage of holy damage spellpower and that will make retribution paladins an spellpower based melee fighter that damages with Holy abilities that scale from this, this will now make paladins prefer paladin gear that is an mix of intellect and strenght gear instead of plain strenght warrior gear, and an retribution paladin in its definition is an mix of an warrior and an cleric so strenght plus spellpower. Also try to reduce points in other talent (By making them ex.: 5/5 > 3/3) instead of just adding more talents that will cost more points to use it, because you have only so much points to spend.
Protection specialization and talent tree changes:
- Change 'Improved Devotion Aura' to merge with the old 'Improved Retribution Aura' ability and instead of inceasing armor value it reduces an extra 1 percent overall damage for each talent ivested in it. (Better for protection paladins)
- Change the percentage of mana gained values of 'Shield Specialization'. (This will improve mana usage)
- Add to 'Improved hammer of Justice' the ability to silence even when the target is immune to the stun and make it an one talent. (This will give protection an pve interrupt/silence and holy healadins an pvp silence also it will free up talent points)
- Change the 'Improved Seal of Justice' stun percentage to 1/3 of current full talented and make it an one talent. (Will Free up talent points)
- Add to 'Holy Shield' the ability when activated to be able to block spells aswell making the paladin aoe tank an hybrid tank that can tank fairly good melee bosses but falls behind the excelling of melee tanking of the warrior yet they can tank better spellcaster type bosses than the warrior and druid (wich tanks slightly better than the warrior spellcaster bosses and slightly better than the paladin melee bosses but excells in none). (Niche tanking)
- Reduce 'Shield Specialization' talent to one talent point. (Free's up talent points)
- Reduce ''Improved Righteous Fury' talent to two talent points. (Free's up talent points)
- Change 'Antecipation' (to antecipate = use of mind 'intellect' to be ready for something in this case defense) to give an percentage of defense based on paladin's intellect wich will increase their blocking chance a bit more and in conjunction with 'Holy Shield' and 'Blessing of Sanctuary' will cause more damage/threat not mentioning. (Will make tier sets and hybrid gear more enticing because they currently don't have extra defense on them and help on scaling defense also)
- Add a new talent to the fifth row called 'Holy Presence' wich gives an percentage of holy damage spellpower based on the paladin's intellect, and also it increases the changed 'Divine Protection' spell damage mitigation by an extra 20 percent but increases it's cd time by 10 min. (Gives more damage and by so more threat and also improves the changed 'mini shield wall' for the protection paladin)
Holy specialization and talent tree changes:
- Change 'Spiritual Focus' to include 'Exorcism' aswell. (Shockadin build improvments)
- Change 'Improved Seal of Righteousness' to an three point talent increasing damage done by 5/10/15%. (Cleares up talent points)
- If not made it baseline for all paladins as sugested in the General paladin class changes make an new ability called 'Long Arm of The Law' at second row with 2/2 talent points on the second row that will increase the range of all judgments spells, if followed the above ideia of the DoT's of 'Improved Seal of the Crusader' it will help in maintaning in pvp targets in battle else an pve shockadin's long ranged dps, maintain in this position to benefit both shockadin and retribution builds. (New rotation mechanism with refreshing the new two types of base judgments for healing and mana gain debuff on the target so to change the holy paladin a bit away from the healbot)
- Instead of 'Sanctity Aura''s place at row 3 put an new holy talent called 'Sanctity' that has an arrow linked from the above mentioned 'Long Arm of The Law' that allows for judgments to be able trough an percentage chance to trigger an self buff that says the next flash of light or exorcism will be an instant cast, remains an one point talent. (Gives holy a new rotation and playstyle, also helps the shockadin becoming more viable)
- Add to 'Illumination' the 'Exorcism' spell. (Support to the shockadin variant of the holy tree)
- Add to 'Divine Favor' the 'Exorcism' spell (Support to the shockadin variant of the holy tree)