SoM also limited encounter design that put a player at really low hp of which SoM would kill the paladin.
There were only two fights where the self damage was really significantly worse than a Warlock's life tapping. One was Melcazar at the top of Karazhan (cause he reduced you to 1 HP and you couldn't be healed temporarily), the other was Loatheb because when you Judged at the end of the mind control, it would do like 300k damage and instantly wreck you (not that you needed to, but I did it anyway just to see how hard I could hit myself).
I never had issues on Hodir, even doing the hard mode. Honestly never had issues in general because of things like Sacred Shield and Art of War Flash of Light critting monstrously hard. I really liked Seal of Blood.
blizzard has stated in the past that having mechanics like this is bad. One of these things was indeed seal of blood. things like life tap are also not as mandatory to warlocks as they once were for the same reason, the same reason why warriors dont gain rage for being hit and take damage. Having players take damage to deal damage has always been used to such extremes that it caused issues in the past. this also why most people dislike equality.
You're thinking of Razuvius. On Loatheb, the problem was that the fight was designed around not receiving heals for long periods of time. So we had suicidal self-castigation on top of NO MANA.
Curiously, neither of you mentioned one-shotting yourselves on Thaddius. Or taking a judge crit right after a cinder on Sarth+.
OMG 13:37 - Then Jesus said to His disciples, "Cleave unto me, and I shall grant to thee the blessing of eternal salvation."
And His disciples said unto Him, "Can we get Kings instead?"
I liked seal of blood. For scenarios like Loatheb and Melcazar there was an option to pick seal of command, loosing DPS alittle but having no problems with survivability.
Copying from forums:
Couple of things.
As we all know, class fantasy is a big thing for Legion. With that in mind, can someone explain to me the fantasy behind justicar's vengeance healing? A strike that heals for damage dealt seems much more like a death knight ability to me.
Also some thoughts on animations. I think it'd be cool if crusader strike had 2 or 3 animations. As cool as it is, watching the same golf swing animation over and over gets kind of boring after a while.
Justicar's vengeance ought to have a different, more powerful animation, since it's supposed to be a big damage ability, costing 5 holy power. The jumping attack that death knights use for death strike with the holy weapon glow would work really well I think.
April 1. 2017:
Retribution Paladin
We saw the errors in our way of handling Retribution Paladins and will make them vailable in the next big patch.
Whilst I quite agree that their primary issue was Ret's frontloaded burst, I do wonder if fights like Anub'arak also contributed to Seal of Blood's demise. I mean, the final phase of that fight involved keeping everyone on low health, which obviously Ret would have had quite an advantage with if the two emo seals had remained.
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You forgot Thaddius. You could suicide on him when stacking the buff lots.
Same. On Prince Malchezzar... well I was Alliance so I had to use Seal of Command anyway, but it's not like kekadins in TBC couldn't do the same. Once Alliance got Seal of the Martyr though, I just made sure to be careful at Thaddius et al, and whilst it was fun seeing myself top or nearly top the damage taken meters, I can't recall dying accidentally much, if at all.
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There is a colossal difference between Life Tap, Seal of Blood and rage mechanics or Equality though... namely the amount of damage it does to you. To maximise the effectiveness of Equality you need to be on 1HP. To maximise the effectiveness of rage generation based on damage taken, you need to take a huge amount of damage too.
Life Tap is also rather different from Seal of Blood, because it occurred in much bigger chunks. Back in WotLK it was something like (1490 + 300% SP) health into mana, whereas the reflected damage of Judgement of Blood was, at its highest (ie upon release, before the nerfs to it), (12% AP + 15% WD + 19% SP). The actual seal damage that was reflected was equal to about 12% weapon damage at the same time.
But to maximise the damage of Seal of Blood, you don't need to stand in fire, taunt the boss, or anything like that. You just behave as if it was an ability like Seal of Truth, Righteousness, Command, etc etc etc, except when under buffs that massively increase your damage done or taken.
It was/is literally impossible to deal extra damage with SoB by engaging in the kind of behaviour encouraged by Equality, old rage generation, etc.
So please, enough with the "it encourages bad gameplay" stuff. It's not true and never was.
Just a couple of questions:
*Have seals gone?
*If you use Holy Wrath at full health, does it do no damage at all?
*What talents are most people going to take at 110? I'm going with the below (swapping out GJ@30 with any of the other two and switching to VB@60 if we want to stack Crit):
http://legion.wowhead.com/talent-cal...tribution/Mny0
37 + (3*7) + (3*7)W/L/T/Death count: Wolf: 0/1/0/1 | Mafia: 1/6/0/7 | TPR: 0/4/1/5SK: 0/1/0/1 | VT: 2/5/2/7 | Cult: 1/0/0/1
I can't believe Holy Wrath is still in. It's there to stay isn't it? Why on earth is it in the PvE tree? This makes my head hurt.
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Seals are kill
Holy Wrath does no damage at full health
Can't know yet, number balancing isn't done, plus someone will simcraft it to figure out what's best.