So I just finnished putting together my new talent tree. A few new spells, they made Holy Fire suck. Decreased it's dps duration and increased it's CD to like 10 seconds. They also said they decreased the Holy Nova mana cost, but it doesn't seem to be noticable. Devouring Plague is pretty cool, more dps plus heals the caster for a percentage of damage done. I don't have exact numbers, couldn't play for long yesterday.
It also looks like I lost out on some bonus healing after they merged Bonus Damage/Bonus Healing into Spell Damage or whatever it's called. Around 30-40 if I remember correctly. I thought it said in the patch notes that it wouldn't actually affect how much you heal. Anyone wanna confirm?
Also I found out during a raid yesterday that Pallys don't have Salvation anymore =(. It's called something else.. Hand of Salvation I think, but it only lasts for like 10 seconds.
Also I took up Inscription yesterday.
Last edited by Sullyman2007; 10-16-2008, 12:45 PM.
It also looks like I lost out on some bonus healing after they merged Bonus Damage/Bonus Healing into Spell Damage or whatever it's called. Around 30-40 if I remember correctly. I thought it said in the patch notes that it wouldn't actually affect how much you heal. Anyone wanna confirm?
Basically the way they did it was to make it work the exact same way on the backend but visually it does look like you lose out. It's like "Healing 60 and damage 30" and "healing and damage 30" both now read "Spellpower 30" but you get like a 50% bonus to your spellpower when you cast healing spells.
Obviously that's not -exactly- how it works, but that's basically the gist of the concept. The numbers for your BH went down, but you get boosts to spellpower for healing through various means.
Also I found out during a raid yesterday that Pallys don't have Salvation anymore =(. It's called something else.. Hand of Salvation I think, but it only lasts for like 10 seconds.
Hand of Salvation reduces your total threat by 2% per second for 10 seconds, it's more of an emergency measure if you need to have the DPS or healer going way full out at a major boss and you're worried they might pass you in threat, rather than something you need to use all the time.
To make up for the fact that Salvation was basically how most pally tanks kept threat, I know personally my DPS went up about 50% from the patch and my threat generation on single targets about 80-100%. Basically they replaced "Make everyone else generate less threat" with "Finally make your own damn threat"
Avenger's shield is instant cast now, so you can use it in combat without dealing with the 1.5 second casting time plus pushback; Hammer of the Righteous is basically a melee range avenger's shield, also instant cast, and only on a 6 second cooldown. You can hammer now like paladins used to use judgement, only more frequently. Whichever seal you're using, the judgement now deals damage straight up in addition to whatever the judgement debuff on the mob is.
All told, I was running some heroics last night with some DPS that -far- outgeared me, and I don't think we had -any- deaths from "Tank loses aggro, someone dies" and I never once lost aggro more often than my righteous defense cooldown pulled them right back on me, and at that, only when it wasn't safe to AoE to keep building more threat.
Also, sweet jesus the spellpower. I went from like 250 to 550 just from new talents, the ability of a protection paladin to solo grind and deal reasonable damage without going OOM every single fight got a HUGE boost.
Basically the way they did it was to make it work the exact same way on the backend but visually it does look like you lose out. It's like "Healing 60 and damage 30" and "healing and damage 30" both now read "Spellpower 30" but you get like a 50% bonus to your spellpower when you cast healing spells.
Obviously that's not -exactly- how it works, but that's basically the gist of the concept. The numbers for your BH went down, but you get boosts to spellpower for healing through various means.
Also, with the vast VAST improvement to Blessing of Sanctuary, the only thing that can possibly slow me down when grinding/soloing is that I didn't aggro enough guys.
Screw high blocking percentage, I could crank up my dodge to 90% and still never ever run out of mana.
My least favorite is shaman truthfully. Maybe if they had a CC and their healing wasn't downranked Chain Heal I would be interested. They just need a way to spice up the play style of shamans. Enhancement is probably the only tree I would find interesting but it's pretty gimp at the moment.
I know this is an old post you made but... What are you smoking? Shamans are amazing, but yeah Enhance is the best to roll, I've done enhance and elemental. I've heard resto shamans are good at pvp but never switched to that.
New post-patch resto shamans are also fantastically awesome.
My friend switched to resto in blue gear and he can heal practically every heroic. He never gets aggro and our tank has never died. Riptide and earthliving weapon kick so much ass
Originally posted by the sun fan
I'd be too tiny to be a bouncer
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