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#4370705 Is Holinka the worst thing that happenned to WoW PvP ?

Posted ichor on 25 January 2015 - 03:08 AM

You can point out individuals as much as you want but in the end it all sums down to the basics of capitalism/commerce, obnoxiously obvious statement inc:

Activision/Blizzards motivation is not to create the best possible game for the players, that ship sailed the moment the game was established as the #1 mmorpg. From that point on, the motivation have been profitability and maintenance. As long as the existance of the company is relatively safe, they don't necessarily have to give you what you want in order to live.

The most costeffective bullshit is what gives you the highest profit, wich means the optimal product is the one that exploits this concept the most before customers lose interest. No product will be developed first and foremost for the consumers, unless thats the most costefficient state of the product. This is really never ever the case, except if you're trying to establish yourself in the market. If your main concern is maintaining, the optimal state of a product is in nearly any case bullshit. Anything else is a waste, "experimental" or overly idealistic.

So what you can expect from Activision/Blizzard is: bullshit. Hyped bullshit. The rest is psychology.

This is pretty universal, but the gamingindustry is one of the best places to observe the effects of capitalism.If you pay some attention. Another good example is foodproduction and how nutritionvalues suffer as a consequence of more and more costefficient productionmethods. The list is pretty long.

#4364089 Feral/EnhShammy - Need Help dealing with hunters.

Posted Gymtanx on 19 January 2015 - 04:49 AM

Hey mate, unfortunately in 2's there is many comps you will face that even if you play perfectly and they mess up 1000 times they will still most likely win. Hunter/healer right now is strong in 2's, if you are facing a disc priest you could try tunneling into the priest with cc on the hunter.
Spam your purge to remove the priests shields and grief the hunter will all your cc; clone/roots/hex.
Try and save your major cooldowns until after the hunter has used trinket and the priest has used pain suppression, hex the hunter when you burst and the priest will find it hard to heal through you without the hunter peels. Hope this helps a little :)

#4365118 cheaper xfer by switching currecny?

Posted Diasleramo on 20 January 2015 - 05:06 AM

God why can't people just keep stuff life this off of forums? OBVIOUSLY it will get fixed if it's brought to their attention.... You'd think people would want an exploit like this to last a long time. That only happens when people keep their mouth's shut. We've all spent hundreds of dollars on blizzard services, I think we all deserved some of these low prices. Next time something like this comes around don't jump out of your seats to spread awareness of it and ruin it for everyone.

#4359795 Vanguards Retribution Paladin PvP Guide (6.0.3)

Posted Wutangrza on 15 January 2015 - 05:19 AM

I've been considering seraphim vs some comps (particularly the low armor comps that rets have such a hard time with like RMD).

Check these screenshots:

Posted Image
Posted Image

That's a 74520 crit HoW + 61200 from mastery for a total of 135,720 damage in one global. I feel like you have to completely change your playstyle when using Seraphim, but if you can setup a HoJ on a rogue vs RMD you could actually 100-0 him inside a HoJ, and the +1000 versatility and +1000 bonus armor should make you tankier vs RMD burst (1000 armor is more than a shield provides).

I'm planning on trying it out next time I queue into an RMD or maybe even a god comp just to see how it works. Your basic strat would be to play super cautiously till you have 5 HP, then setup cross CC, then seraphim + wings + HA + HoW and then TV, CS, TV, HoW, repeat.

Once seraphim expires, back off and play safe again while building HP, once seraphim is off CD, push in again for miniburst. Repeat till you win.

#4332402 Anyone know when blizzard is going to fix their game?

Posted panooc on 04 January 2015 - 11:22 PM

i see this post every fucking xpac of the first season like get the fuck over it the shit players who are 2400 will still be shit players? no real players will ever go near them it will be easy to tell whos a retard and whos not. are rdruids dumb rn? ya to a certain point but so are 70% of the other classes, you can take away my my double rejuv spam when you nerf conversion and 12 second insta poly from hunters, then you can slap my class around like a ragdoll and i wont give two fucks cause i know i can outplay some fucktard who cant shift a hex.

#4323339 Do you have fun queing arena?

Posted Hudderr on 29 December 2014 - 01:14 PM

I think the main reason behind this feeling underwhelming so far is the difference in which classes are strong now compared to last season of MoP. Many people established themselves as good eles, wws, mages, sp's, sub rogues, rshams, boomys etc during MoP. Now all those specs are underperforming/not performing as well as top specs, meaning people have to find their feet again. Either truck through the struggle with a reduced number of comps/people to play, or succumb to fotm and be one of thousands learning a new spec that you might not find as fun your original mainspec.

There's a few obvious mechanics that needs fixing, and once we see those fixes (double sac, 12sec trap 8sec kidney mainly) I think we'll all have a very enjoyable season. Keep it mind it's not full gear either, so the pace of the game will steadily increase. Purely from a balance/number of broken mechanics this has been one of better starts of an expansion from a PVP viewpoint.

Also, the many of the fotm specs (ret, survival/bm mainly) are ridicilously easy to play decent/good with (still hard to master, as with every other spec). So the top people already playing these specs are underwhelmed at the ease of the mechanics. All these factors definantly plays a part in the boredom many people feel.

I think this post, which I posted on a previous topic similar to this, captures what a lot of you are feeling. I'm having fun queing Godcomp/rmp/rpd/rld so far, finally getting used to the phase of the season =)

#4297497 This game in a nutshell

Posted abolishedtehe on 13 December 2014 - 05:09 PM

Posted Image

Completely worth the 20 minutes it took to make this.

#4247308 Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

Posted Borngood on 30 October 2014 - 07:04 PM

Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

This is my first guide and contribution to this site, aimed towards new and returning players to the Holy Paladin class for Warlords of Draenor PvP. The format for this guide was emulated from Vanguardsz Retribution guide with a bit of a twist of my own, thank you for your work to the community.

All important new changes will be colored with NEW, for those returning to the game and with some experience to the class.

PvP Talents
Level 100 PvP Gear Set Bonuses
Stat Priorities
General Healing Comments
Level 100 Perks
Minor Changes
What race should I play?
Common Team Compositions
Which pieces of gear do I buy first?
Best In Slot Gear List
Final Comments and Thoughts

Major Holy Paladin Changes in 6.0.3?

1) We have to cast Word of Glory and Eternal Flame.

2) At level 100 your only holy power generating abilities are Holy Shock, Crusader Strike, and Holy Radiance.

3) Divine Light has been removed and replaced with Holy Light.

4) All of our healing cooldowns have been combined into avenging wrath for one cooldown.

5) Last of all Turn Evil (fear) cannot be cast on players and has been replaced by Blinding Light in the talent tree.

PvP Talents

There are some mandatory talents which you will never change, but others you will change almost every arena/rbg match depending on the composition of you and your opponent.

Level 15: Mobility

Must have: Speed of Light

A quick burst of movement with a decent duration, can be used offensively and defensively. The main reasoning is that Long Arm of the Law is nonviable, and will probably never see use in PvP for Holy Paladin (until changes are made).

Pursuit of Justice: May see some use, credit to Jimjim.

Level 30: Crowd Control

Every talent in this tier will be used, but mostly Fist of Justice and Repentance.

(Recommended) Fist of Justice: No change since MoP, but generally the default talent of choice for the most part(Also the easiest out of the 3 to use).

Repentance: Good ol' Rep, useful when playing comps such as kittycleave, kfc, tsg (cleaves) pretty much every composition that does not play with a Mage, Warlock, Spriest, and Ele (wizards). The added crowd control Repentance can bring to cleaves is one of the best advantages of bringing a Paladin to your team.

NEW Blinding Light: Turn Evil is gone from the tier, and now has been replaced by our old ability Blinding Light. It is now instant cast and on a 2 minute cooldown. Use when you do not have a short cooldown fear on your team.

Level 45: Healing

Must have: Sacred Shield

It happened, no more instant casting Word of Glory and Eternal Flame. The good news is that Sacred Shield got "buffed". I use quotations because the real change is that now Sacred Shield can crit absorb, which it could not before. Another perk is that while the absorb part can be dispeled, the ability that procs the absorb cannot. The choice is Sacred Shield for now.

Level 60: Defense

My favorite tier of the talent tree, and most important for surviving.
All talents in this tier will be used, but mostly Unbreakable Spirit and Clemency.

Clemency: You gain two charges of Hand of Protection, Sacrifice, and Freedom. Use this talent when you suspect the enemy will be attacking your teammates, and not yourself.

Unbreakable Spirit: Use when you know you are going to get trained, or swapped to frequently. With Divine Protection and Divine Shield on a 50% cooldown reduction, you become more difficult to kill.

Hand of Purity: Only used against Affliction Warlock caster cleaves, nothing else. To be honest this talent is underwhelming with only a 6 second duration, so I recommend sticking with the other 2 talent choices.

NEW Level 75: Healing Cooldowns

Recommended: Sanctified Wrath

Avenging Wrath is now a beast of a cooldown, it increases healing by 100% as well as haste, critical strike chance, and damage by 20% for its duration of 20 seconds. Something I've noticed playing is that with Avenging Wrath up, you top your team instantly and is quite frankly too much healing (no complaint here). So increasing its duration to 30 seconds, is a massive amount of healing, and it feels like your team is invincible for the duration. Your Holy Shock cooldown is reduced by 50%, and critical strike chance of holy shock increased by 20% additionally. For those curious, we can get Holy Shock to be upwards of 160% chance to crit at level 100.

Holy Avenger/Divine Purpose: Sadly with our holy power finishers now requiring a cast time, these talents have become obsolete. Sanctified Wrath is too powerful to pass up.

Level 90: Burst Healing
Must have: Holy Prism

Our largest heal on a 20 second cooldown, use when you need to be on the move and cannot stop to cast. Also can be used on party members or yourself to hit Rogues, Druids, and Mages out of stealth within a 15 yard radius.

I will mention Execution Sentence got buffed with the largest tick of healing immediatly when cast, but Holy Prism still outclasses it.

NEW Level 100: The Boys Are Back

Holy Paladins are back with a vengeance after the season 14 and 15 fiasco, and these talents bring justice to our enemies.

Recommended: Saved by the Light
When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.

You cannot shield the same person this way twice within 1 min.

You know that ability Shamans have called Nature's Guardian that makes them..., well you know, Paladins now have it but in absorb form! You read that right, we can give it to our teammates. So every player on your team is basically a Shaman, how can you lose. All joking aside this is probably the best talent of the tier and will be the most used.

Beacon of Faith:
Mark a second target as a Beacon, mimicking the effects of Beacon of Light.

This talent will be required when fighting against heavy dot cleaves, having 2 beacons out at the same time is amazing. Also can become very mana efficient (explained later). *Very good talent for RBGs against boomkins.*

Beacon of Insight:
Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal, or Holy Radiance, within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. 15 second cooldown.

I'm not sure how I feel about this talent yet, I feel it is the weakest of the 3 choices in the tier at first glance, but there is a possibility to see some use somewhere.

NEW Level 100 PvP Gear Set Bonuses

Paladin WoD PvP Holy 2P Bonus: Denounce grants you 100% of the critical strike chance of the target for 8 sec.

Example- You have a base 15% chance to crit. You Denounce a rogue with 35% chance to crit. For the next 8 seconds you now have a 50% chance to crit. Holy Shock has double the normal critical strike chance. You now have a 100% chance to crit with Holy Shock with the buff active.

That ability we have denounce, it now has a 40 yard range, and steals crit in addition to canceling the targets crit. From play testing on beta, all I will say is get ready to have some fun.

Paladin WoD PvP Holy 4P Bonus: Reduces the cooldown of Hand of Sacrifice by 10 sec.
Pretty underwhelming compared to the 2P bonus, I believe 10 seconds is too little and some tuning may have to be done.

NEW Glyphs

I have some good news, glyphs got a bit complicated for Holy Paladins. There are so many great glyphs to choose from, but there will be default glyphs to use as a starting point.

Default Major Glyphs
Spot 1: Glyph of Beacon of Light
Spot 2: Glyph of Denounce
Spot 3: Glyph of Merciful Wrath

Glyph of Beacon of Light: Removes the global cooldown on Beacon of Light. Same as before but the ability Beacon of Light now has a new design.

Beacon of Light: Your heals, including multistrikes, on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost. Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Tl;dr- Beacon does not generate holy power anymore, you now have 10% increased healing on beacon and save mana when casting on beacon targets. So it is important to use this glyph to be mana efficient.

Glyph of Denounce: Your Holy Shocks reduce the cast time of your next Denounce by 0.5 sec. This effect stacks up to 3 times.

We spam Denounce, the target cannot crit, we gain their crit, everybody wins.

Glyph of Merciful Wrath: Reduces the cooldown and effect of Avenging Wrath by 50%.

I have done a ton of beta play testing, and this glyph is really better than it seems at first. With this glyph activated combined with the talent Sanctified Wrath, Avenging Wrath becomes this:

Healing done increased by 50%.
Haste, critical chance, and Damage done increased by 10%.
Duration 30 seconds.
Cooldown 90 seconds.

From play tests I found 50% healing increase was usually enough to get you out of tight spots, but keep in mind this is just the default. If you are expecting a shorter game, replace this glyph first.

Situational Glyphs (You will use all of these.)

Glyph of Divine Protection: Reduces the magical damage reduction of your Divine Protection by 20% but adds 20% physical damage reduction.

Does the other team have melee? check, apply glyph.

Glyph of Cleanse: Cleanse now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

All healers have this, it is useful against Mages and Warlocks who still have spammable crowd control.

Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%.  Any additional loss of control effects applied within 4 sec have 25% reduced duration.

Are you about to die to a Mage/Rogue opener? Cast freedom while stunned, and /dance with all the time you'll have not stunned. Also you can freedom while trapped, to reduce the trap duration.

Glyph of the Liberator: Hand of Freedom's cooldown is reduced by 5 sec when not cast on self.

Melee will love you, a lot.

Glyphs of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec. (From 3 min to 2 min.)

This glyph will be useful against double wizard teams such as mage/spriest and mage/lock where casting out of cc becomes tougher.

Honorable Mentions:Flash of Light, and Harsh Words.
These glyphs have a use somewhere, just not sure yet.

Final Glyph Thoughts: There will be endless argument over which glyphs replace which, but my personal PREFERENCE in keeping glyphs goes as follows-
Beacon of Light>Hand of Freedom>Merciful Wrath. Which means replace Merciful Wrath first if you need to.

NEW Stat Priorities

Int > Versatility = Haste > Mastery > Crit > Spirit > Multistrike

Try out all of these stats, there is still no best stat yet.

If you start to have mana problems, use 1 spirit trinket.

(Recommended) Enchant Weapon - Mark of the Bleeding Hollow gives 500 mastery, which is about 5% mastery.
Enchant Weapon - Mark of the Thunderlord will be for crit healing output.
Enchant Weapon - Mark of Warsong will be for haste output.
Enchant Weapon - Mark of Shadowmoon will be for mana regen.

NEW General Healing Comments

Things to keep in mind is Flash of Light, Holy Light, and Word of Glory, all do near the same amount of healing. The differences between these abilities are as follows-

Flash of Light: Normal cast time, costs most mana.
Holy Light: Long cast time (reduced to really fast by Infusion of Light), costs roughly half of Flash of Light.
Word of Glory: Normal cast time, no mana cost.

The basic healing rotation is: Holy shock/Holy Prism on cooldown> Fast cast holy light proc > 3 point Word of Glory > Flash of light > Holy Light.

NEW Level 100 Perks

As you level from 90 to 100 you gain perks specific to your class and spec.

Empowered Beacon of Light: Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Enhanced Holy Shock: Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.

Improved Forbearance: Reduces the duration of Forbearance by 30 sec. (60 seconds to 30 seconds.)

Improved Daybreak: Increases the healing from Daybreak by 100%. (Useless)

NEW Minor Changes

Hand of Sacrifice is no longer on the global cooldown.
Divine Plea was removed, and mana regen was buffed.

What race should I play?

Alliance: Dwarf. Stoneform will literally be winning you games. (Removes bleeds and blanket silences I believe.)
Horde: Blood Elf. The Blood Elf silence has become very valuable with most blanket silences removed from the game.

Common Team Compositions- This is where I look at team compositions and place them into their respective tiers, tier 1 for example being the best. (Subject to massive changes, could use input from the community as well to help me out.)

Tier Free Rating:
Aff warlock

Tier 1:
HLP (hunter/warlock/paladin)
Junglecleave (feral/hunter/healer)
WLP (warrior/warlock/healer)

Tier 2:
Shatterplay (mage/spriest/healer)
RLP (rogue/warlock/paladin)
Shadowcleave (dk/warlock/healer)
TSG (warrior/dk/healer)
Ebola (feral/dk/healer)
RMP (rogue/mage/paladin)
KFC (warrior/hunter/healer)
Smokebomb cleave (combat rogue/dk/healer)

Tier 3:
PHD (paladin/hunter/dk)
Kittycleave (feral/warrior/healer)
MLP (mage/warlock/paladin)
dk/ww/paladin (to be named)
LPD (warlock/healer/boomkin)

Tier Do Not Play:
WMP (warrior/mage/healer)
Any spriest comp that is not mage/spriest.

Not sure:


Sacrifice (prevent double sacrifice)

/castsequence reset=10.0 hand of sacrifice, word of glory

Denounce (crit buff while healing current target)

#showtooltip denounce
/targetenemy [noharm]
/cast denounce

Avenging Wrath (healing cooldowns)

/cast avenging wrath
/use Primal Combatant's Badge of Dominance  

Fake Kick Bots

/cast flash of light

Use this macro to stop kick botters instantly locking you, can use on any casted spell not just flash of light. You basically spam it until all the lockouts are gone. This works for kickbots that go for the beginning of the cast.

Which pieces of gear do I buy first?

Which pieces you buy depend on whether you got lucky in RBGs, ashran, or coliseum. You just have to make sure you buy the main hand weapon the first week you achieve 7250 conquest earned for the season.
This guide is made assuming you have bought 0 pieces, and have earned 0 pieces from outside sources.
After you have the main hand weapon, just buy the gear pieces that give the biggest upgrades to versatility and haste stats. Buying cloak early is for the 10% run speed enchant.

Best In Slot Gear List

Main Hand- Primal Gladiator's Gavel (Crit/Mastery)
Off Hand- Primal Gladiator's Barrier (Haste/Multistrike)
Wrist- Primal Gladiator's Armplates of Victory (Versatility/Crit)
Chest- Primal Gladiator's Scaled Chestpiece (Crit/Haste)
Cloak- Primal Gladiator's Drape of Prowess (Haste/Mastery)
Shoulders- Primal Gladiator's Scaled Shoulders (Crit/Mastery)
Neck- Primal Gladiator's Pendant of Prowess (Crit/Haste)
Helm- Primal Gladiator's Scaled Helm (Haste/Mastery)
Gloves- Primal Gladiator's Plate Grips (Haste/Versatility) Non-set Bonus
Belt- Primal Gladiator's Girdle of Victory (Versatility/Mastery)
Legs- Primal Gladiator's Scaled Legguards (Haste/Multistrike)
Boots- Primal Gladiator's Warboots of Victory (Haste/Versatility)
Ring 1- Primal Gladiator's Band of Cruelty (Crit/Haste)
Ring 2- Primal Gladiator's Band of Meditation (Haste/Spirit)

Trinkets- You will use many trinkets depending on the situation. I will narrow it to 2-3 trinkets that you will buy first. Those will have a (*) next to it's name.

For non-humans:
*Primal Gladiator's Medallion of Meditation (Spirit)
Primal Gladiator's Medallion of Cruelty (Crit)
Primal Gladiator's Medallion of Tenacity (Stamina)
*Primal Gladiator's Insignia of Dominance (Versatility with proc intellect)
*Primal Gladiator's Badge of Dominance (Intellect with on use Versatility)
Primal Gladiator's Emblem of Tenacity (Stamina Battlemaster)

*Primal Gladiator's Insignia of Dominance (Versatility with proc intellect)
*Primal Gladiator's Badge of Dominance (Intellect with on use Versatility)
Primal Gladiator's Emblem of Tenacity (Stamina Battlemaster)
Primal Gladiator's Emblem of Mediatation (Spirit Battlemaster)

We will be using 4 pc set bonus when patch 6.1 patch comes out, so buy the gear I listed to have the 4 pc set bonus with best stats possible. If you do not care about 4 pc bonus, replace legs and shoulders with their versatility replacements.

The main reasoning for buying versatility legs/shoulders/gloves, is to avoid multistrike, and prioritize haste and better stats. That being said, as long as you avoid multistrike, versatility chest can be viable, depending on what stats you want.

Final Comments and Thoughts

Things are looking hopeful for Holy Paladins in season 16, but I just want to remind people we are coming off of the worst 2 seasons in arena history for Holy Paladins. So I implore the arena community to make some new Paladin friends, give them a chance because they deserve it. For those who stuck it out through season 15 as a Holy Paladin, you will find season 16 one of the most rewarding seasons ever.

You can message me on btag@ Borngood#1295 if you ever have any questions.
www.twitch.tv/Borngood  I will be streaming once WoD comes out, to showcase some Holy Paladin gameplay to anybody interested.

I hope somebody out there learned something useful, and thank you for reading!

#4294212 PvP Hotfixes 12/11/2014

Posted ysnakewoo on 11 December 2014 - 05:56 PM

Blizzard fails to understand one crucial point. Players LOVE outplaying their opponents, that provides a bigger sense of satisfaction and victory than just swiftying your way on their healer.

However, to outplay your opponents, the game needs to offer counterplay through various mechanics and abilities. The most blatant example of near impossible counterplay is Priest's Guise > Feathers > Fear. Unless you are a Warlock with Shadowfury and can skillshot the Priest while he's in stealth, or a Rogue that can Vanish>Sap him, there is little room for counterplay, it is almost a 100% guarantee chance that the Fear will land.

These types of mechanics are gimmicky and need to be removed or more proper counterplay mechanics introduced, with emphasis on removing the passive mechanics such as Ret 2set bonus. Rets would be perfectly fine if this entire mechanic was removed and replaced with Rude Interruption 2set bonus, that is promoting good play and counterplay. In this case, the Freedom glyph would be perfectly fine since the enemy team is probably just trying to peel the Ret off.

Overall, these are some good changes and should bring some balance to the overall arena community. They are on the right path, but they need to work on the aforementioned mechanics.

#4289676 5 v 5 Titles?

Posted Capstone on 08 December 2014 - 02:59 PM

5s in bc was the true golden era of arena

#3896334 Help salvage s13: We need Hunters fixed!

Posted Pouncedd on 07 June 2013 - 11:20 PM

Without us hunters wizards would rule the world. Can't have this happen now can we.

#3896227 How to achieve dem high ratings?

Posted GrieverZ on 07 June 2013 - 05:58 PM

View PostTwochainz, on 07 June 2013 - 05:15 PM, said:

play with a hunter

While i have no interest in defending the current joke state of BM, you realise that all you had to do for about 10 seasons out of 13 was "play with a Warlock", at least by your logic. I guess that was fine back then as far as you were concerned.

#3896075 Help salvage s13: We need Hunters fixed!

Posted Avengelyne on 07 June 2013 - 06:56 AM

As a melee demonic gateway used by good players is much more absurd than hunters. Hunters CC is counter-able in many forms again by good players, and half the classes in the game atm can do more damage than them.

#3879282 New Aura Mastery change (pala buff)

Posted Warac on 23 April 2013 - 08:53 PM

I'm happy they atleast looked at paladins.

Tbh I would like to see more gamebreaking changes;
This change however effects the class as a whole which I like.

From a holy paladin PoV I feel that there are better ways at going to help us.
I really feel as though a range rebuke for holy only will be game breaking for us. I can line CC for awhile no problem but, once the chain CC starts and forces you into bad positioning its hard to recover like the other classes with out using trinket/bubble. A range rebuke would definitely help with slowing these chains on us and making us someone useful without throwing ourselfs into the wolfpit to die.

Another change I would've recommended would possibly be a hand of protection -25% to -50% Magic DMG buff  as well as its current effect or 50% flat dmg reduction to both physical and magic dmg. Making it beneficial an useful to everyfight. Not just melee as it currently is...(Which TBH it's almost useless one dispel and its gone from no magical protection) I feel as though the HoP changes would be greatly admired and since it's disspellable be completely fair.  

The biggest thing for me which I wished we had would be a Glyph of Repentance which clears dots on reps. Why they gave us a poly without a glyph which is needed so badly is unbelievable.

These changes would not effect PvE and imo help as a whole.

Maybe my tweets to the pvp devs will pay off. I will not leave them alone till they do something useful to our class without breaking them!


#3877984 Holy paladin changes id want

Posted latturalol on 20 April 2013 - 12:37 PM

Logged in played a couple games on paladin today realized why i don't play it anymore logged off.