The Classes of Môrtifilia: The Paladin

Good again. One more week, and one more class. Today we are going to talk about the Sacer ...

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-Oh no! You're going to talk about the Paladin.
-But, but ... I was going to talk about the paladin later, this week I had planned to talk about ...
- Of the Paladin I have said! A class that has changed a lot in all these years, it is about time that it was known how we were at the beginning (he takes out a Family-size two-handed weapon).
-Well, well ... looking at it from that point of view (looks at the weapon in fear), hehe, you're right, we're going to see the Paladin. (And these are guardians of the light? brown bundle ...).

Type

Tanking, melee dps (physical and magical), healer. Defensive hybrid.

Leveling up

The level up of a Paladin has changed quite a bit for the better, as in all other classes. A paladin, when leveling faced only several enemies and had very few attack options, since he could only use seals and judgments. Seals lasted for a very short time (30 seconds) had a medium mana cost and were depleted if judged (the current equivalent of sentences), which made for a monotonous combat on many occasions.

To this must be added that the damage they caused was ridiculous, even in retribution talents, so the paladin had a hard time killing acting alone. It should also be noted that the paladin had a hard time dying, as he could use the best armor in the game (plates), so the best way to climb for a paladin was in a group, regardless of the chosen talent branch. With what I just wrote you can think that I could go in dungeon groups as the main tank without any problem, but, this is not entirely true. Their way of generating threat depends on the magic damage inflicted, and during WoW classic they did not have the consecration as an instructor, but it was a holy talent (it was changed with the arrival of the Burning Crusade), which implies that they had almost no form of generate threat in groups, and depended more than other classes on crowd control or group threat control.
Now as a healer they could play a better role, if it weren't for the fact that they had no way of healing more than one target at a time. They could keep healing a target, but if the group got a little out of control, they suffered enough to raise people's lives and avoid slaughter.

During the Original WoW, the paladin suffered enough to level up, but, with patience, they could reach their goal.
Now, during the Burning Crusade, the leveling of a paladin was more favored. Although their seals and judgments remained the same (they were spent when sentencing, they lasted a short time, they had a medium mana cost ...), the damage done with talents in return was increased, so they cost less to kill and did not require the help of third parties. To this is added a new attack for talents (crusader blow) and passive regeneration of mana at the time of sentencing (also for talents) makes the climb more enjoyable.
And now, we come to our times, where the damage that a paladin does when climbing makes it perfectly valid to go alone with almost no problem, either with protection talents or retribution talents (in sacred it costs more).

Raiding

Well, we come to the most delicate part of all, a raiding paladin.
During the Original WoWOf the three functions that a paladin could perform, he could only excel in one, healer.

How to Live Aligned with tankHe had a big problem, the threat generation. If he lost an enemy threat, he had no way to regain it, as he lacked Taunt of any kind. On the other hand, to generate threat, they needed spell power, since it is the base of their threat generator, and the equipment that required greater survival (defense, dodge, parry ...) lacked spell power, so they generated very little threat to keep a fixed target. In addition, the fact that the effects activated by talents (procs) required the paladin to receive a critical attack, further complicating this function.

How to Live Aligned with dps they have the same problem, spell power. A paladin needed strength, to increase the damage of melee spells, and spell power, to increase the damage of his sentences and seals. Added to this, they barely regenerated mana as dps, it made them practically unviable as dps.

And we are left as Trustees, which taking into account that they only had 3 healing spells, and compared to a druid or priest, somewhat inferior, they could not perform this function independently either.
So… they were taken to gang dungeons? So that? How many readers will hate me for asking these questions? The answers are: Yes, of course. Now I tell you. I hope not many ...: S

A paladin, as I indicated at the beginning, was a defensive hybrid class. This means that their presence is not for a specific function, but to fill gaps. They could enter close combat, judge the seal they carried, check that the blessings did not leave before their time (before the normal ones lasted 5 minutes and 15 the superior ones), put elemental resistance auras, which were almost essential in some encounters (Remember that before, the paladins could only be in the alliance and the shamans in the horde), bubbles, protect the members who should not be hit by the enemies ... In short, they did a lot of things, even if it seemed that they did not do a lot of. To all this highlight one thing. Although the paladins were better as healers than anything else, you could go as, for example, retribution, since they improved the damage of the rest of the members (and as protection to improve the survival of the tank and other members of the group) .

Now let's take a little jump, and go watch during the Burning Crusade. Here the role of the paladin was greatly improved, and he was not only required as a healer, but also as a tank or dps, although much less was required of the latter. The main problem that both types of paladin still had, since they needed spell power to generate more threat or do more damage. This meant that they had to lose some characteristics to increase spell power and generate more threat or damage (for example, losing the parry, dodge and damage that a tank weapon does, and swapping it for a spellcaster weapon; in fact , this was made by the tank of my old brotherhood). Now, as damagers, they had a big problem. As they remain, although to a lesser extent, defensive hybrids, they have almost no skill or talent to reduce the threat caused (the famous pomp prevented any type of offensive action); To this added that their damage is based on both magic and physical damage, they hardly found equipment that would improve both, so, although they existed, they were a bit rare to find them. And now, of our times I can speak little that is not already known. All the problems they had during the original WoW and Burning Crusade were canceled thanks to several new talents, changing from being defensive hybrids to being dry hybrids, being able to play, in a PVE environment, the role they have chosen without any complications.

Patch to patch

  • Patch 1.1.0
    • Paladin talents are included, along with hunter talents.
    • Spells of Seal, Judgment y Blessings. Some old ones are eliminated and the auras are changed.
  • Patch 1.2.0
    • Feel undead can only be obtained through a quest.
  • Patch 1.3.0
    • All the protection blessings, sacrifice y salvation they can be thrown on gang members, just like divine intervention.
  • Patch 1.4.0
    • The Epic Mount Quest is included, ending in Scholomance.
  • Patch 1.7.0
    • It includes the Hammer of Wrath.
    • La Sacrificial blessing It will no longer affect paladins that have died (You cannot kill ghost paladins ...)
  • Patch 1.9.0
    • Higher blessings are included.
    • The different "bubbles" grant the damage Abstinence.
    • The spell is included Straight Fury.
  • Patch 2.1.0
    • Revenge now deals 1/2/3/4/5% additional damage after a critical hit, but stacks up to 3 times (Previously it directly granted 3/6/9/12/15% more damage).
  • Patch 2.2.0
    • The time of the blessings is increased to 10 minutes and the higher ones to 30 minutes. The Sacrificial blessing has a 1 minute cooldown.
  • Patch 2.3.0
    • The cooldown time of the Crusader Strike to 6 seconds.
    • Vindication now reduces all stats (previously only Strength and Agility).
  • Patch 3.0.2
    • Auras apply to all raid members.
    • Some blessings are exchanged for "hands" (blessing of freedom becomes hand of freedom, for example).
    • Safeguard Blessing (Protection) now has a single rank and reduces damage taken while granting mana / rage / runic power on parry / dodge / block.
    • The spell is removed Judgment and the sentences of Wisdom, Luz y Justice, removing the corresponding stamps.
    • Laying on of hands It no longer costs mana (previously it cost all the mana the paladin had).
    • The time of Repentance to 1 minute (before 6 seconds, even in PVE).
  • Patch 3.2.0
    • Blood Seal y Seal of the Martyr have been removed.
    • It is redesigned Fiery defender so that, the attacks that are made to the paladin that leave his life to less than 35% are reduced. Additionally, every 2 minutes, attacks that cause the paladin to die will instead heal them based on their defense.
  • Patch 3.3.0
    • Laying on of hands causes Abstinence if used on the paladin itself. Does not provoke Abstinence other players.

And so far the paladin.

Keep one thing in mind about patches. I will only comment until patch 3.3.2, otherwise, I would have to modify the previous articles and at the moment I will not do it.

Well, What do you think of the Paladin changes?

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