http://www.wowhead.com/?spell=1044Originally Posted by RogueScythe
*Awesomeface*
http://www.wowhead.com/?spell=1044Originally Posted by RogueScythe
*Awesomeface*
--Hennrehhright wel i can insurance u i dnt hav down syndrome so u can stop sayin stupid stuff lyk that
Originally Posted by ElektrikJust remember, folks. If you use Armory to look up my character, just to make your e-peen larger, it just makes my points more valid.
I do believe that Blizzard has stated that they don't balance the game around duels which is why we have no 1v1 Arenas.Originally Posted by distantarray
It's true you don't have a gap closer, but don't pally's have a dispel, bubble, reliable self heals and a ranged execute as melee?
"Clearly every aspect of one's life, from financial stability to social popularity, to sexual prowess can be boiled down to 4 numbers: One's Arena rating" ~ Xandamere
I totally just facepalmed for like the first time. I know you meant frost shock, but can you be that dumb to actually say Earth Shock, which should be quite obvious to ANYONE that it does nothing but interrupt? >_> (And slight damage)Originally Posted by distantarray
And Rogues spec into shadowstep... they do have sprint though, but in what way does SLOWING THEIR MOVEMENT SPEED with stealth help close?
As you said, Ret has repentance. You may not like it, but it's a closer, one way or another. It's like Death Grip, just it incapacitates them instead of pulling you to them.
True, my was made to point out the falsehood stated above, not to argue counters.Originally Posted by RogueScythe
Between cleanse, hand of freedom, and divine shield paladins have many ways other than a trinket to remove such things.
7 button class need decent nerf. retards burst dmg is annoying..., shorter HoF sounds good, not great but still better than nothing ;D
Mmm d33pz now just what does a pally have to stay on their target? Oh wait.... glad I'm a rogue.Originally Posted by Terrab
As much as I hate to bump this tread more, the "exorcism nerf" was immediately following a exorcism buff. All they did was take bake some of what they buffed. Also at the same time as those judge nerfs where judge buffs. They changed it from crit to more steady damage. Most of the nerfs you mentioned had buffs that went right alongside them. Not to mention the recent haste buff. Which as far as i know had no complementery nerf to go with it. When you list things off like this you lose perspective.
wow you must suck really bad around usOriginally Posted by qsubt05
I personally love how people think that a 100% speed limiter and a 15% run speed increase is the same thing as oh... hamstring, crippling poison, intercept, charge, intervene, feral charge, infected wounds(+30% speed increase...). Depending on who you're trying to catch, the 100% limiter can be nearly useless(against a holy paladin or a disc priest who can remove it with one GCD, because you have no other dots up on the target).Originally Posted by distantarray
Oh, and let's not even talk about deathknights, which have so many ways to stay on their target that it's not even funny anymore, and a decent portion of their damage can be done at range anyway.
I'm not saying ret isn't strong... but you guys really have to try it for awhile to get a sense of how difficult it can be to play without a charge or an actual slow/root. Honestly. Go play ret for awhile(for realz, not just smashing people in battlegrounds) and then reenter this discussion.
It's like Death Grip, only not in any way shape form or fashion like Death Grip, at all. Wow.Originally Posted by Myzou
Give me your password and I'll get right to it.Originally Posted by tjanson
Planning is for amateurs.
Maybe you should play another class. My problem with ret paladins is they think they're the only ones with problems. An enhancement shaman doesn't have any closer (and they lack HoJ or repentance) but you don't hear them whine as much and they end up eating way more CC than paladins. They don't have cleanse, hand of freedom, or a bubble to help removed debuffs.Originally Posted by tjanson
For someone unknown reason ret paladins think they should have awesome defensive abilities and amazing offensive abilities. I get that many of you would gladly trade some of your defensive abilities such as HoF for more offensive abilities but thats not how Blizzard wants the class. If you want more offensive abilities and less defensive ones roll a warrior or a death knight (Heck the even pretty good defensive abilities).
Of course all classes would love to see there weakness buffed but it's retarded to think you have no weakness ever against another class. I for one hate getting stun locked to death from a rogue something a good ret paladin seldom has to deal with. Your class like others has their strengths and weaknesses. If you don't like the weaknesses of your class roll another, you'll find out very quickly that your new class has weaknesses you don't like.
I also love how people think that gap closers or PvP tools in general don't count because they are talented or have a cooldown. You must have the brain power of a Mirror Image.Originally Posted by distantarray
Planning is for amateurs.
Or they don't count cause it can be dispelled.Originally Posted by Jaska
Everything that can be countered doesn't count?Originally Posted by Terrab
Right, let's do some PvP!
Planning is for amateurs.
I really dont think these nerfs have nearly any impact on arena as a whole, you run ever so slightly faster than your opponent, that last 4 seconds isnt gonna get you to your opponent, or stop your opponent from running away again, HoF is used to dispel stuns and to keep spamstring, crippling, and desecrate from annoying you. You are going to either stick to the person like glue, or that 4 seconds isnt gonna mean dick. Any comp with a priest or shaman, which to be fair is a large portion of comps, is gonna dispel your HoF before you need to give a damn about that 4 seconds. It doesnt prevent any real CC, since you are still subject to Death Grip, stuns, fears, poly, cyclone, blind, etc, if you were ever going to catch that fleeing target, 4 secs less crippling poison isnt gonna make or break it. Besides, 95% of the time, the thing snaring you is NOT the thing you wish to be chasing.
That being said, Ret is weak in arena, but stop acting like this nerf is gonna send all those pallies in the 2k+ brackets back down with the rest of the scrubs. FFS, there's a dozen other reasons why Ret is failing in arena, and we dont need to lose sight of them and focus on a worthless nerf.
It's like Death Grip, only not in any way shape form or fashion like Death Grip, at all. Wow.
[/quote]
So quick to dismiss Myzou's comparison of Death Grip and Repentance(even when he states the differences to notify that they are not the same, but used with the same intent of closing the distance), they are both a ranged distance closing ability with only a difference of 10 yards in the ranged casting aspect. Repent from 20 yards is more than enough to get you within distance for a judge and its on like donkey kong from there. If you are not a paladin and not posting relevant you are fail and troll. You don't see me jumping to the shaman forums and posting irrelevant nonsense. Stay on topic/appropriate class please(/target Terrab + Rogue)! It seems everyone forgets the rock, paper, and scissors effect. Giving us Paladins a movement impairing ability would definitely make us OP hence why they aren't giving us one, so it would probably be best if it got dropped. IT WON'T HAPPEN, if you think I'm wrong come back to this forum 6 months from now and let me know if there has been any new abilities or redesigns of current spells added for closing the gap.
Halloween (2007) (Dr. Samuel L. Loomis):
These eyes will deceive you, they will destroy you. They will take from you, your innocence, your pride, and eventually your soul. These eyes do not see what you and I see. Behind these eyes one finds only blackness, the absence of light, these are of a psychopath
http://www.wowwiki.com/Ghost_WolfOriginally Posted by Terrab
I may be a rogue, but I'm defending the fact that this was an unneeded nerf. Also forget rock paper scissors right now, because what would DK be? A rock that can cut paper and serve its main purpose which is smashing scissors? Giving a Ret pally a movement impairing effect would make them a rogue in plate without the stuns. However how about lowering their over all damage as a sacrifice to actually being a decent class over all and not just strong in the "omgwtfbbqinstantpwnageroflstomperz" category of major burst that they are now. And if they don't balance around 1v1 then why was it again that exorcism was nerfed in the first place? It was an extra attack from a distance which isn't that OP, sure it did nice damage but to completely remove it from being used on players is beyond a dumb idea. Why not do that to every move that is slightly OP then... Why not make Chains of Ice or Death Grip not to be used on players, I'd say either one of those is more game breaking then giving a ret pally some range with an attack that's more then 15 yards.Originally Posted by potatersalad
Also aren't you trolling bub?
I don't think you're playing the same game I am. Ret paladin's aren't weak in arena - check the sk-100 the ret spec is the 5th highest represented spec. The paladin class as a whole is #3 over representing hunters, warlocks and rogues COMBINED. Learn to play - ret is very strong.
it depends on which brackets..2v2 is gonna be a problem with range kitter but 3v3/5v5 yea i agree it wont hurt much since other rets tossing hands on you time to time if your being snar alot i assume you went through some of those encounters where snares is a big problemOriginally Posted by Bluerelic
Now it not a big frustration but it big enough to ask why nerf it if it not that big of a deal oh wait here the reason:
Hand of Freedom nerf in Patch 3.1.3
Holy and Ret paladins have in some form been on top of the current and previous Arena season. Furthermore, we think part of the reason some players, especially casters, feel like they are dying so quickly in PvP is because they can't use their crowd control abilities without them getting quickly removed. Freedom was a big part of that. It's supposed to be "Get out of jail free" card, not "you can't ever cc me" card. If that makes sense.
It is still a very potent ability, especially talented, which almost all PvP paladins do. To be honest, we're concerned the duration is still too long.