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    Cataclysm Changes - Build 12479

    Paladin



    New Skills
      Spell Level Description
    Healing Hands
    83 Heals all friendly targets within 10 yards for 683.58 every sec. Lasts 10 sec.
    40% of base mana, Instant cast
    Blinding Shield
    81 Your shield glows with a blinding light causing 500 Holy damage to all targets within 8 yards and blinding them for 3 sec if they are facing you.
    12% of base mana, 1.5 sec cast, 1 min cooldown
    Great Exarch's Elekk
    Summon
    40 Summons an Great Exarch's Elekk, which serves as a mount. This is a very fast mount.
    1.5 sec cast
    Great Sunwalker Kodo
    Summon
    40 Summons a Great Sunwalker Kodo, which serves as a mount. This is a very fast mount.
    1.5 sec cast
    Exarch's Elekk
    Summon
    20 Summons an Exarch's Elekk, which serves as a mount.
    1.5 sec cast
    Sunwalker Kodo
    Summon
    20 Summons a Sunwalker Kodo, which serves as a mount.
    1.5 sec cast


    Complete Skill List


      Spell Level Description
    Healing Hands
    83 Heals all friendly targets within 10 yards for 683.58 every sec. Lasts 10 sec.
    40% of base mana, Instant cast
    Holy Mending
    80 Your Holy Shock critical heals now also place a periodic healing effect on the target, healing for 15% of the Holy Shock's heal amount over 9 sec.
    100 yd range, Instant
    Sacred Shield
    80 Each time the target takes damage they gain a Sacred Shield, absorbing 2127.96 damage and increasing the paladin's chance to critically hit with Flash of Light by 50% for up to 6 sec. They cannot gain this effect more than once every 6 sec. Lasts 30 sec. This spell cannot be on more than one target at any one time.
    4% of base mana, 40 yd range, Instant cast
    Divine Plea
    68 You gain 25% of your total mana over 15 sec, but the amount healed by your Flash of Light, Holy Light, Healing Hands, Divine Light, and Holy Shock spells is reduced by 50%.
    Instant, 1 min cooldown
    Light's Beacon
    60 The target becomes a Beacon of Light to all targets within a 60 yard radius. Each Holy Light or Holy Shock you cast on those targets will also heal the Beacon for 100% of the amount healed.
    60 yd range, Instant
    Turn Evil
    58 The targeted undead or demon enemy will be compelled to flee for up to 20 sec. Damage caused may interrupt the effect. Only one target can be turned at a time.
    9% of base mana, 20 yd range, 1.5 sec cast
    Concentration Aura
    54 All party or raid members within 40 yards lose 35% less casting or channeling time when damaged. Players may only have one Aura on them per Paladin at any one time.
    Instant
    Holy Wrath
    50 Sends bolts of holy power in all directions, causing [ 7% of AP + 7% of Spell Power + 582 ] to [ 7% of AP + 7% of Spell Power + 684 ] Holy damage to all Undead and Demon targets within 10 yds and stunning them for 3 sec.
    20% of base mana, Instant cast, 30 sec cooldown
    Charger
    Summon
    40 Summons a Charger, which serves as a mount. This is a very fast mount.
    1.5 sec cast
    Great Exarch's Elekk
    Summon
    40 Summons an Great Exarch's Elekk, which serves as a mount. This is a very fast mount.
    1.5 sec cast
    Great Sunwalker Kodo
    Summon
    40 Summons a Great Sunwalker Kodo, which serves as a mount. This is a very fast mount.
    1.5 sec cast
    Holy Shock
    40 Blasts the target with Holy energy, causing 1399.45 to 1516.07 Holy damage to an enemy, or 3938.43 to 4266.63 healing to an ally.
    8% of base mana, 20/40 yd range, Instant cast, 6 sec cooldown
    Summon Charger
    Summon
    40 Summons a Charger, which serves as a mount. This is a very fast mount.
    1.5 sec cast
    Lay on Hands
    38 Heals a friendly target for an amount equal to the Paladin's maximum health and restores 2175.32 of their mana. If used on self, the Paladin cannot be targeted by Divine Shield, Divine Protection, Hand of Protection, or self-targeted Lay on Hands again for 2 min.
    40 yd range, Instant, 20 min cooldown
    Seal of Wisdom
    38 Fills the Paladin with divine wisdom for 30 min, giving each single-target melee attack a chance to restore 4% of the paladin's maximum mana. Only one Seal can be active on the Paladin at any one time.
    Unleashing this Seal's energy will deal [ 16% of AP + 25% of Spell Power + 1 ] Holy damage to an enemy.

    14% of base mana, Instant cast
    Cleanse
    34 Cleanses a friendly target, removing 1 poison effect and 1 disease effect.
    14% of base mana, 40 yd range, Instant cast
    Seal of Light
    32 Fills the Paladin with divine light for 30 min, giving each single-target melee attack a chance to heal the Paladin for [ 15% of AP + 15% of Spell Power ]. Only one Seal can be active on the Paladin at any one time.
    Unleashing this Seal's energy will deal [ 16% of AP + 25% of Spell Power + 1 ] Holy damage to an enemy.

    14% of base mana, Instant cast
    Redemption
    28 Brings a dead ally back to life with 35 health and 35 mana. Cannot be cast when in combat.
    64% of base mana, 30 yd range, 10 sec cast
    Consecration
    24 Consecrates the land beneath the Paladin, doing [ 32% of AP + 32% of Spell Power + 0 ] Holy damage over 15 sec to enemies who enter the area.
    22% of base mana, Instant cast
    Exarch's Elekk
    Summon
    20 Summons an Exarch's Elekk, which serves as a mount.
    1.5 sec cast
    Sense Undead
    20 Shows the location of all nearby undead on the minimap until cancelled. Only one form of tracking can be active at a time.
    Instant
    Summon Warhorse
    Summon
    20 Summons a warhorse, which serves as a mount.
    1.5 sec cast
    Summon Warhorse
    Summon
    20 Summons a Warhorse, which serves as a mount.
    1.5 sec cast
    Sunwalker Kodo
    Summon
    20 Summons a Sunwalker Kodo, which serves as a mount.
    1.5 sec cast
    Flash of Light
    16 Heals a friendly target for 4830.14 to 5419.5.
    27% of base mana, 40 yd range, 1.5 sec cast
    Exorcism
    9 Causes [ 15% of AP + 15% of Spell Power + 1135 ] to [ 15% of AP + 15% of Spell Power + 1268 ] Holy damage to an enemy target. If the target is Undead or Demon, it will always critically hit.
    8% of base mana, 30 yd range, 1.5 sec cast, 10 sec cooldown
    Holy Light
    5 Heals a friendly target for 3880.99 to 4324.07.
    6% of base mana, 40 yd range, 3 sec cast
    Judgement
    3 Fills the Paladin with divine light for 30 min, giving each melee attack a chance to heal the Paladin for 0. Only one Seal can be active on the Paladin at any one time.
    Unleashing this Seal's energy will judge an enemy for 20 sec, granting attacks made against the judged enemy a chance of healing the attacker for 1% of their maximum health and preventing them from fleeing. Only one Judgement per Paladin can be active at any one time.

    100 yd range, Instant
    Seal of Righteousness
    3 Fills the Paladin with holy spirit for 30 min, granting each single-target melee attack [ 2.2% of MWS * AP + 4.4% of MWS * Spell Power ] additional Holy damage. Only one Seal can be active on the Paladin at any one time.
    ( Judgement of Light : Unleashing this Seal's energy will cause [ 20% of AP + 32% of Spell Power + 1 ] Holy damage to an enemy. )

    14% of base mana, Instant cast
    Flash of Light
    1 Heal over time.
    100 yd range, Instant
      Spell Level Description
    Blinding Shield
    81 Your shield glows with a blinding light causing 500 Holy damage to all targets within 8 yards and blinding them for 3 sec if they are facing you.
    12% of base mana, 1.5 sec cast, 1 min cooldown
    Hand of Sacrifice
    78 Places a Hand on the party or raid member, transfering 30% damage taken to the caster. Lasts 12 sec or until the caster has transfered 100% of their maximum health. Players may only have one Hand on them per Paladin at any one time.
    6% of base mana, 30 yd range, Instant cast, 2 min cooldown
    Resistance Aura
    76 Gives 460.72 additional Fire, Frost and Shadow resistance to all party and raid members within 40 yards. Players may only have one Aura on them per Paladin at any one time.
    Instant
    Shield of Righteousness
    74 Slam the target with your shield, causing 579.6 plus 100% of your attack power as Holy damage.
    6% of base mana, 5 yd range, Instant cast, 6 sec cooldown
    Hand of Salvation
    66 Places a Hand on the party or raid member, reducing their total threat by 2% every 1 sec. for 10 sec. Players may only have one Hand on them per Paladin at any one time.
    6% of base mana, 30 yd range, Instant cast, 2 min cooldown
    Seal of Justice
    64 Fills the Paladin with the spirit of justice for 30 min, giving each single-target melee attack a chance to stun for 2 sec. Only one Seal can be active on the Paladin at any one time.
    Unleashing this Seal's energy will deal [ 16% of AP + 25% of Spell Power + 1 ] Holy damage to an enemy.

    14% of base mana, Instant cast
    Hand of Freedom
    52 Places a Hand on the friendly target, granting immunity to movement impairing effects for 6 sec. Players may only have one Hand on them per Paladin at any one time.
    6% of base mana, 30 yd range, Instant cast, 25 sec cooldown
    Avenger's Shield
    50 Hurls a holy shield at the enemy, dealing [ 7% of AP + 7% of Spell Power + 1218 ] to [ 7% of AP + 7% of Spell Power + 1489 ] Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec.
    26% of base mana, 30 yd range, Instant cast, 30 sec cooldown
    Divine Shield
    48 Protects the paladin from all damage and spells for 8 sec, but reduces all damage you deal by 50%. Once protected, the target cannot be targeted by Divine Shield, Divine Protection, or Hand of Protection again for 2 min. Cannot be used within until cancelled. of using Avenging Wrath.
    3% of base mana, Instant cast, 5 min cooldown
    Hand of Protection
    42 A targeted party or raid member is protected from all physical attacks for 10 sec, but during that time they cannot attack or use physical abilities. Players may only have one Hand on them per Paladin at any one time. Once protected, the target cannot be targeted by Divine Shield, Divine Protection, or Hand of Protection again for 2 min. Cannot be targeted on players who have used Avenging Wrath within the last until cancelled.
    6% of base mana, 30 yd range, Instant cast, 5 min cooldown
    Righteous Defense
    36 Come to the defense of a friendly target, commanding up to 3 enemies attacking the target to attack the Paladin instead.
    40 yd range, Instant, 8 sec cooldown
    Divine Protection
    30 Reduces all damage taken by 50% for 12 sec. Once protected, the target cannot be targeted by Divine Shield, Divine Protection, or Hand of Protection again for 2 min. Cannot be used within until cancelled of using Avenging Wrath.
    3% of base mana, Instant cast, 5 min cooldown
    Devotion Aura
    22 Gives 4075.6 additional armor to party and raid members within 40 yards. Players may only have one Aura on them per Paladin at any one time.
    Instant
    Vindication
    Rank 1
    20 Gives the Paladin's damaging melee attacks a chance to reduce physical damage done by the target by 5% for 10 sec.
    100 yd range, Instant
    Vindication
    Rank 2
    20 Gives the Paladin's damaging attacks a chance to reduce physical damage done by the target by 10% for 10 sec.
    100 yd range, Instant
    Blessing of Kings
    18 Places a Blessing on the friendly target, increasing Strength, Agility, Stamina, and Intellect by 5%, and all magical resistances by 269.34, for 1 hr. If target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.
    6% of base mana, 30 yd range, Instant cast
    Hand of Reckoning
    14 Taunts the target to attack you. If the target is tauntable and not currently targeting you, causes [ 50% of AP + 1 ] Holy damage.
    3% of base mana, 30 yd range, Instant cast, 8 sec cooldown
    Righteous Fury
    12 Increases the threat generated by your Holy spells by 80%. Lasts until cancelled.
    Instant
    Hammer of Justice
    7 Stuns the target for 6 sec and interrupts non-player spellcasting for 3 sec.
    3% of base mana, 10 yd range, Instant cast, 1 min cooldown
      Spell Level Description
    Avenging Wrath
    72 Increases all damage and healing caused by 20% for 20 sec.
    8% of base mana, Instant cast, 3 min cooldown
    Holy Vengeance
    64 Holy damage every 3 sec.
    100 yd range, Instant
    Judgement of Vengeance
    64 Deals [ 14% of AP + 22% of Spell Power + 1 ] Holy damage to an enemy, increased by 10% for each application of Blood Corruption on the target.
    100 yd range, Instant
    Crusader Aura
    62 Increases the mounted speed by 20% for all party and raid members within 40 yards. Players may only have one Aura on them per Paladin at any one time. This does not stack with other movement speed increasing effects.
    Instant
    Divine Storm
    60 An instant weapon attack that causes 55% of weapon damage to up to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused.
    12% of base mana, Instant cast, 10 sec cooldown
    Blessing of Might
    56 Places a Blessing on the friendly target, increasing attack power by 10% and restoring 326.05 mana every 5 seconds for 1 hr. If target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.
    5% of base mana, 30 yd range, Instant cast
    Hammer of Wrath
    46 Hurls a hammer that strikes an enemy for [ 15% of AP + 15% of Spell Power + 1254 ] to [ 15% of AP + 15% of Spell Power + 1386 ] Holy damage. Only usable on enemies that have 20% or less health.
    12% of base mana, 30 yd range, Instant cast, 6 sec cooldown
    Seal of Vengeance
    44 Fills the Paladin with holy power, causing single-target attacks to apply Holy Vengeance, which deals [ 13% of AP + 6.5% of Spell Power ] additional Holy damage over 15 sec. Holy Vengeance can stack up to 5 times. Once stacked to 5 times, each of the Paladin's attacks also deals 33% weapon damage as additional Holy damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 min.
    Unleashing this Seal's energy will deal [ 14% of AP + 22% of Spell Power + 1 ] Holy damage to an enemy, increased by 10% for each application of Holy Vengeance on the target.

    14% of base mana, Instant cast
    Retribution Aura
    26 Causes 121.48 Holy damage to any enemy that strikes a party or raid member within 40 yards. Players may only have one Aura on them per Paladin at any one time.
    Instant
    Judgement
    3 Unleashes the energy of a Seal spell to judge an enemy for 20 sec, granting attacks made against the judged enemy a chance of healing the attacker for 1% of their maximum health, preventing the enemy from fleeing, and limiting their movement speed. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.
    5% of base mana, 10 yd range, Instant cast, 10 sec cooldown
    Crusader Strike
    1 An instant strike that causes 100% weapon damage.
    5% of base mana, 5 yd range, Instant cast, 4 sec cooldown


    Masteries


      Mastery Description Per point Max (51)
      Healing Increases healing done. 0.155% 8.01%
      Meditation Regenerate mana in combat based on total Spirit. 0.98 50.03
    Critical Healing Increases healing done on critical hits. 0.355% 18%
      Mastery Description Per point Max (51)
      Damage Reduction Reduces damage taken by a percentage. 0.155% 8.01%
      Vengeance Increases attack power by a percentage of damage taken, up to a maximum of a percentage of the character's health. 0.1% 5.0%
    Block Amount Increases damage absorbed by blocks. 0.31% 16.01%
      Mastery Description Per point Max (51)
      Melee Damage Increases melee damage. 0.155% 8.01%
      Melee Critical Increases melee critical strike chance. 0.155% 8.01%
    Holy Damage Increases holy damage. 0.39% 20.04%


    Talents


      Talent Tier Col Description
    Divine Illumination
    Rank 1
    7 2 Increases your chance to critically hit with all spells and attacks by 30%.
    Instant, 3 min cooldown
    Purifying Power
    Rank 1-2
    6 1 When you Cleanse a harmful effect, you have a [50%/100%] chance to strike the the caster of the harmful effect with your Judgement ability.
    Selfless Healer
    Rank 1-3
    6 3 Your healing spells have a [2%/4%/6%] increased chance to critically hit when cast on others.
    Improved Concentration Aura
    Rank 1-3
    5 1 Increases the effect of your Concentration Aura by an additional [5%/10%/15%] and while any Aura is active reduces the duration of any Silence or Interrupt effect used against an affected group member by [10%/20%/30%]. The duration reduction does not stack with any other effects.
    Aura Mastery
    Rank 1
    5 2 Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of all other auras by 100%. Lasts 6 sec.
    Instant, 2 min cooldown
    Sacred Cleansing
    Rank 1
    5 3 Your Cleanse spell now also dispels 1 Magic effect.
    Infusion of Light
    Rank 1-2
    4 1 Your Holy Shock critical hits reduce the cast time of your next Flash of Light by [0.75/1.5] sec or increase the critical chance of your next Holy Light or Divine Light by [10%/20%].
    Blessed Life
    Rank 1-2
    4 3 All attacks against you have a [5%/10%] chance to cause half damage.
    Enlightened Judgements
    Rank 1-2
    4 4 Increases the range of your Judgement spell by [15/30] yards and grants you hit rating equal to [50%/100%] of any Spirit gained from items or effects.
    Illumination
    Rank 1-3
    3 1 After getting a critical effect from your abilities you gain mana equal to [10%/20%/30%] of the base cost of the spell.
    Divine Light
    Rank 1
    3 2 Heals a friendly target for 7761.99 to 8648.14.
    30% of base mana, 40 yd range, 2.5 sec cast
    Beacon of Light
    Rank 1
    3 3 The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each Holy Light or Holy Shock you cast on party or raid members will also heal the Beacon for 100% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 1 min.
    6% of base mana, 60 yd range, Instant cast
    Inspired Judgement
    Rank 1-2
    3 4 Your Judgement spell also heals your Beacon of Light target for [50%/100%] of the damage caused.
    Healing Light
    Rank 1-3
    2 1 Increases the amount healed by your Holy Light, Flash of Light, Divine Light and the effectiveness of Holy Shock spells by [4%/8%/12%].
    Improved Lay on Hands
    Rank 1-2
    2 2 Grants the target of your Lay on Hands spell [10%/20%] reduced physical damage taken for 15 sec. In addition, the cooldown for your Lay on Hands spell is reduced by [2/4] min.
    Judgements of the Pure
    Rank 1-3
    2 3 Your Judgement spell increases your casting and melee haste by [3%/6%/9%] for 1 min.
    Unyielding Faith
    Rank 1-2
    2 4 When you are affected by a Fear or Disorient effect your next spell cast within 15 sec sec has its cast time reduced by 50%.
    Sanctified Light
    Rank 1-3
    1 1 Increases the critical effect chance of your Judgements and Holy Shock spells by [5%/10%/15%].
    Spiritual Focus
    Rank 1-2
    1 2 Reduces the pushback suffered from damaging attacks while casting Flash of Light, Holy Light and Divine Light by [35%/70%].
    Divinity
    Rank 1-3
    1 3 Increases all healing done by you and all healing effects on you by [2%/4%/6%].
      Talent Tier Col Description
    Hammer of the Righteous
    Rank 1
    7 2 Hammer the current target and up to 2 additional nearby targets, causing 3 times your main hand damage per second as Holy damage.
    6% of base mana, 5 yd range, Instant cast
    Sacred Duty
    Rank 1-3
    6 2 Increases your total Stamina by [5%/10%/15%], reduces the cooldown of your Divine Shield and Divine Protection spells by [1/2/3] min.
    Improved Crusader Strike
    Rank 1-2
    6 3 Reduces the cooldown of Crusader Strike by [2/4] secs and increases the damage caused by [50%/100%].
    Ardent Defender
    Rank 1
    5 1 Activate to reduce damage taken by 20%. While active, attacks which would otherwise kill you cause you to be healed for 15% of your maximum health. Only useable when your health is below 35%.
    Instant, 2 min cooldown
    Divine Guardian
    Rank 1-2
    5 2 Reduces the cooldown of your Divine Sacrifice and Divine Plea abilities by [30/60] secs.
    Holy Shield
    Rank 1-3
    5 3 Reduces the chance you'll be critically hit by melee attacks by [2%/4%/6%], and deals [97.8/195.6/293.41] Holy damage for each attack blocked.
    10% of base mana, Instant cast, 8 sec cooldown
    Hallowed Ground
    Rank 1-2
    4 1 Increases the duration of your Consecration spell by [15/30] secs and the damage it causes by [10%/20%].
    Vindication
    Rank 1-2
    4 3 Gives the Paladin's damaging attacks a chance to reduce physical damage done by the target by [5%/10%] for 10 sec.
    Shield of the Templar
    Rank 1-2
    4 4 Your Avenger's Shield has a [50%/100%] chance to silence your targets for 3 sec.
    Spiritual Attunement
    Rank 1-2
    3 1 A passive ability that gives the Paladin mana when healed by other friendly targets' spells. The amount of mana gained is equal to [5%/10%] of the amount healed.
    Divine Sacrifice
    Rank 1
    3 2 30% of all damage taken by party members within 30 yards is redirected to the Paladin (up to a maximum of 40% of the Paladin's health times the number of party members). Damage which reduces the Paladin below 20% health will break the effect. Lasts 10 sec.
    Instant, 2 min cooldown
    Improved Exorcism
    Rank 1-2
    3 3 Reduces the cast time of your Exorcism spell by [0.75/1.5] secs and increases the damage by [10%/20%].
    Improved Devotion Aura
    Rank 1-3
    3 4 Increases the armor bonus of your Devotion Aura by [17%/34%/50%] and increases the amount healed on any target affected by any of your Auras by [2%/4%/6%].
    Judgements of the Just
    Rank 1-2
    2 1 Increases the duration of your Seal of Justice effect by [0.5/1] sec and your Judgement spells also reduce the melee attack speed of the target by [10%/20%].
    Sanctuary
    Rank 1-3
    2 2 Reduces damage taken from all sources by [1%/2%/3%] and when you block, parry, or dodge a melee attack you will gain [1%/2%/3%] of maximum mana.
    Guardian's Favor
    Rank 1-2
    2 3 Reduces the cooldown of your Hand of Protection by [60/2] [sec/min] and increases the duration of your Hand of Freedom by [2/4] sec.
    Sacred Oath
    Rank 1-3
    2 4 Increases the damage you cause while using a one-handed weapon by [4%/7%/10%] and increases the amount absorbed by your Sacred Shield by [10%/20%/30%].
    Toughness
    Rank 1-3
    1 1 Increases your armor value from items by [3%/6%/10%].
    Seals of the Pure
    Rank 1-3
    1 2 Increases the damage done by your Seals and their Judgement effects by [5%/10%/15%].
    Improved Hammer of Justice
    Rank 1-2
    1 3 Decreases the cooldown of your Hammer of Justice spell by [10/20] sec.
      Talent Tier Col Description
    Divine Retribution
    Rank 1-2
    7 2 [NYI/]
    Conviction
    Rank 1-3
    6 2 Gives you a [1%/2%/3%] bonus to Physical and Holy damage you deal for 30 sec after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to 3 times.
    Sanctity of Battle
    Rank 1-2
    6 3 Increases the damage caused by Exorcism by [10%/20%] and reduces the cooldown by [2/4] secs.
    Repentance
    Rank 1
    5 1 Puts the enemy target in a state of meditation, incapacitating them for up to 1 min, and removing the effect of Righteous Vengeance. Any damage caused will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.
    9% of base mana, 20 yd range, Instant cast, 1 min cooldown
    Sanctified Retribution
    Rank 1-3
    5 2 Increases the damage caused by Retribution Aura by 50% and all damage caused by friendly targets affected by any of your Auras is increased by 3%.
    Sanctified Wrath
    Rank 1-2
    5 3 Increases the critical strike chance of Hammer of Wrath by [25%/50%], reduces the cooldown of Avenging Wrath by [30/60] secs and while affected by Avenging Wrath you can use Hammer of Wrath as if the target had 20% or less health.
    Swift Retribution
    Rank 1-3
    4 2 Your auras also increase your party and raid's melee and ranged attack speed by [7%/14%/20%].
    Fanaticism
    Rank 1-3
    4 3 Increases the critical strike chance of your Judgement spell by [6%/12%/18%] and reduces threat caused by all actions by [10%/20%/30%] except when under the effects of Righteous Fury.
    Judgements of the Wise
    Rank 1-3
    3 1 Your damaging Judgement spells have a [33%/66%/100%] chance to grant the Replenishment effect to up to 10 party or raid members mana regeneration equal to 1% of their maximum mana per 5 sec for 15 sec, and to immediately grant you 25% of your base mana.
    The Art of War
    Rank 1-2
    3 2 Your critical melee attacks reduce the cast time of your next Holy Light or Exorcism spell by [50%/100%].
    Seals of Retribution
    Rank 1
    3 3 Your damaging Seals now also deal 15% weapon damage each time you swing, and your Seal of Righteousness now hits up to 2 additional targets.
    Eye for an Eye
    Rank 1-2
    2 1 All damaging attacks against you have a [5%/10%] chance to cause you to strike your attacker with your Judgement ability. This effect cannot occur more than once every 2 secs.
    Righteous Vengeance
    Rank 1-3
    2 2 When your Judgement, Crusader Strike, Hammer of the Righteous, and Divine Storm spells deal a critical strike, your target will take [10%/20%/30%] additional damage over 8 sec.
    Pursuit of Justice
    Rank 1-2
    2 3 Increases movement and mounted movement speed by [8%/15%]. This does not stack with other movement speed increasing effects.
    Improved Judgements
    Rank 1-2
    1 1 Decreases the cooldown of your Judgement spells by [1/2] sec.
    Heart of the Crusader
    Rank 1-3
    1 2 In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by an additional [1%/2%/3%].
    Crusade
    Rank 1-3
    1 3 Increases the damage and healing of your Crusader Strike, Hammer of the Righteous and Holy Shock by [5%/10%/15%] and an additional [5%/10%/15%] against enemy Humanoids, Demons, Undead, Dragonkin and Elementals.






    Official Class Preview
    Originally Posted by Nethaera (Blue Tracker)
    In World of Warcraft: Cataclysm we.ll be making several changes to class talents and abilities across the board. While this list only outlines some of our plans for the paladin class, we want to give you a look at the new high-level abilities and an overview of how the new Mastery system will work with each talent spec.

    New Paladin Spells

    Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin.s shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.

    Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration.

    Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).

    Next you will find a list of some of the paladin spell and ability changes, followed by our intentions for improving each talent tree for the release of Cataclysm. There will be further changes, but those revealed below should offer some insight into our goals.


    Changes to Abilities and Mechanics

    • Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely.
    • Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.
    • Blessing of Might will provide the benefit of Wisdom as well. If you have two paladins in your group, one will do Kings on everyone and the other will do Might on everyone. There should be much less need, and ideally no need, to provide specific buffs to specific classes.
    • Holy Shock will be a core healing spell available to all paladins.


    New Talents and Talent Changes

    • We want to ease off the defensive capabilities of Retribution and Holy paladins slightly. We think the powerful paladin defenses have been one of the things holding Retribution paladins back, especially in Arenas. One change we.re considering is lowering Divine Shield.s duration by a couple of seconds. Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards. Furthermore, the healing environment of Cataclysm is going to be different such that a paladin may not be able to fully heal themselves during the duration of Divine Shield to begin with, so this may not be a problem.
    • We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either doing decent burst damage, or just being good at staying alive.
    • We want to increase the duration of Sacred Shield to 30 minutes and keep the limit to one target. The intention is that the paladin can use it on their main healing target. That said, we would like to improve the Holy paladin toolbox and niche so that they don.t feel quite like the obvious choice for tank healing while perceived as a weak group healer.
    • We want to add to the Holy tree a nice big heal to correspond with Greater Heal. Flash of Light remains the expensive, fast heal and Holy Light is the go-to heal that has average efficiency and throughput. Beacon of Light will be changed to work with Flash of Light. We like the ability, but want paladins to use it intelligently and not be constantly healing for twice as much.
    • Holy paladins will use spirit as their mana regeneration stat.
    • Protection paladins need a different rotation between single-target and multi-target tanking. Likewise, we're looking to add the necessity to use an additional cooldown in each rotation.
    • Holy Shield will no longer have charges. It will be designed to improve block chance while active, and will continue to provide a small amount of damage and threat.


    Mastery Passive Talent Tree Bonuses

    Holy
    • Healing
    • Meditation
    • Critical Healing Effect

    Meditation: This is the spirit-to-mana conversion that the priest, druid, and shaman healers also share.

    Critical Healing Effect: When the paladin gets a crit on a heal, it will heal for more.

    Protection
    • Damage Reduction
    • Vengeance
    • Block Amount

    Vengeance: This is the damage-received-to-attack-power conversion that all tanks share.

    Block Amount: We want to keep the kit of the paladin as a tank who blocks a lot. So by contrast, the warrior tank will sometimes get critical blocks, but the paladin will absorb more damage with normal blocks.

    Retribution
    • Melee Damage
    • Melee Critical Damage
    • Holy Damage

    Holy Damage: Any attack that does Holy damage will have its damage increased.

    This concludes this Cataclysm preview for the paladin class. The development of these changes will continue to evolve in the coming months. Please be sure to provide any feedback and thoughts you might have on what was covered here.


    Blue Posts
    Originally Posted by Blizzard Entertainment
    Flash of Light
    We've updated the Flash of Light reference to make it a bit more clear in the original post as follows.

    • Flash of Light remains a fast heal, but will be more expensive to justify the cast speed. Holy Light will be the go-to heal that has average efficiency and throughput. Beacon of Light needs to be changed so that its benefit is letting the paladin heal two targets at once, not letting the paladin get two heals for the mana cost of one. It.s intended to save GCDs and targeting time, not mana.

    In addition we.re changing the paladin heal design to match that of the other healers. Holy Light is the middle heal. It.s very efficient, but not particularly fast and doesn.t have a lot of throughput. Flash of Light will be the faster heal that costs more mana. (Currently paladins sort of flip the model around by having a fast, efficient heal.) Holy paladins can talent into an additional heal that is like a giant Holy Light. It might take three of these big heals (or two crits) to get a tank from death.s door back to 100% health. (Source)

    Beacon of Light
    Currently on live, Beacon of Light is a tool that allows paladins to target more than just the main tank. In Cataclysm if it just doubles their healing, it is going to be overpowered. We have two ways we might handle this and we.ll experiment to see which feels better. The first is that Beacon only works on some heals, such as Flash of Light or Holy Light (but not the big one). An alternative idea is that Beacon increases the mana cost of a heal cast on a beaconed target, since you.re essentially getting a double heal. Under this model, Beacon itself would cost no mana. (Source)

    Guardian of Ancient Kings
    As for the Guardian of Ancient Kings. First, it's important to understand that this is not a pet nor does it have a pet bar associated with it. Second, it's also not meant to last for very long. So, it's not a pet in the traditional sense. It's a friend in need when you need it, but not a permanent companion.  (Source)

    Single Target Healing / Huge Mana Pool
    Also on the live realms currently, paladins have huge mana pools and massive throughput. The trade-off is that they are excellent single target healers and much weaker in other roles. We want paladins to be slightly more interchangeable with other healers. In Cataclysm, you should be able to have a Holy priest on the tank and a Holy paladin on the raid. We.re not sure we.ll back off of the current healing roles completely, but we definitely want to add more breadth to those whose roles are currently too narrow. (Source)

    Paladin Healing model
    We talked a lot about keeping the paladin model inverted, where the small heal is super efficient. There is probably a way it could still work. In the end we were just concerned that it would end up biting us in the rear. Somewhere along the way we'd have to make special rules to handle the paladin, who would risk being too mana efficient or too incapable of healing when forced to heal outside of their mana-efficient comfort zone. Could we have designed it? Probably. But frankly I'd rather spend our time on more interesting mechanics and spells. I'd rather the new AE heal really make paladins feel like they can AE heal rather than really making sure FoL felt small, cheap and fast. I agree it erodes a little bit of distinction among the classes, but only a little bit. There are far more interesting ways to make healers feel unique than in the relative mana efficiency of their small spell. (Source)

    Divine Storm
    Divine Storm will get the Whirlwind treatment (less damage per target but unlimited targets).

    The difference is that paladins fit their rotations around cooldowns while warriors do so around a limited resource. So it's entirely possible a paladin will still use DS when other attacks are on cooldown. (It will depend on what exactly the Ret rotation looks like, which we're still developing.) Divine Storm also provides a little healing too, so it's not exactly the same as Whirlwind. We probably wouldn't want to get to the point where Rets feel the need to have their single target spec without DS and the cleave spec with DS. (And without knowing the numbers, it's going to be difficult for any of you to insist that this will or will not happen.)

    In general, we don't want buttons that are good against single targets to just be better against groups of targets. It makes rotations too static and makes numbers hard to balance since "cleavey" specs can do so much more damage against tight packs of enemies. Some higher damage is fine. It just too extreme right now.

    These are previews, not patch notes. Just because we didn't mention anything doesn't mean there is no chance of it changing. (Source)

    Blessings / Blessing of Sanctuary
    Kings and Might can just be raid wide. There should be no need to target individuals. We're trying to make sure there isn't a circumstance where one dude would prefer the opposite buff to everyone else.

    Bo Sanc could just be Kings with an extra mana component (for the paladin). We're also considering making it a passive that gives the paladin mana and provides the 3% damage reduction buff raid-wide which is currently brought by Renewed Hope (the Disc talent). (Source)

    Scaling back AoE Tanking Capabilities of Paladins
    That's still the goal. I guess I'm unclear of what part of the paladin preview you took to mean that we're keeping the same or even enhancing the ability for paladins to AE tank.

    We tried to stay away from numbers as much as possible in the previews, except to give you a vague sense of the intent for some of the new abilities in terms of whether something has a short cooldown or a long cooldown.

    [...] No, it's not really that. We just have a couple of different avenues we're exploring and we didn't want to have say models A, B and C in different large paragraphs. The ideas just need a little more time to bake.

    And I'm not entirely sure how you're using "niches" but I am talking about wanting Prot paladins to use slightly different rotations against single targets than against groups. The addition of Crusader Strike (and maybe Holy Shock?) alone start to provide that. (Source)

    Critical Healing Effect
    There also seems to be some confusion about Critical Healing Effect which simply means a critical heal can do more than 150%. (Think of talents like Ruin for warlocks.) We wanted to keep some of the feel of Holy paladins getting big critical heals and caring about crit in general. This mechanic wouldn.t really have worked in Wrath of the Lich King because big crits just translated into overhealing. In Cataclysm that shouldn.t be the case. (Source)

    Twitter Dev Chat - 04/16 (Source)
    Q: Will healing hands be a paladin-centered tranquility, or something we have to run around to keep people in range of?
    A: The idea is that it matters where the paladin is, so it won.t be raid-wide like Tranquility will be in Cataclysm. We will make sure the magnitude of the heal is sufficient that it.s a button the paladin wants to use. The cooldown and duration aren.t set in stone either.

    Q: Now that paladin's Holy Shock is baseline is there any plans to change the Art of War talent?
    A: We like Art of War, so we don.t expect it will go away. We understand the concern that Holy Shock might compete with Art of War a little bit in terms of role (an instant damage spell) and that.s something we.re going to have to address.

    Q. What information/ideas can you share on PvP utility in the Retribution tree? Mandatory gap closer/interrupt question. Not having a cleanse will hurt. :\
    A. Retribution paladins will be getting an interrupt. Smiley

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