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Quitsx

Member Since 16 Dec 2012
Offline Last Active Jun 22 2013 06:42 AM
*****

#3883107 Mages the Overlords of 5.3

Posted Braindance on 02 May 2013 - 05:55 AM

Don't use that title again; I almost had a heart attack thinking that mages got more buffs in 5.3.


#3882987 Holy paladin changes id want

Posted Absolutely on 01 May 2013 - 11:13 PM

Since Holy paladins are dying in stuns mainly to mages (lets be honest now, we have no way to mitigate damage except bubble or BoP which is only good for physical stuns every minute while stunned); why not change it so unbreakable spirit also remove stuns upon casting hand of freedom? Seems like a good trade; 1 sac, 1 freedom, 1 hop for stun dispels like it did in S5.


#3882694 2k Triple DPS vs Rank 1 Team What is this game

Posted snugglebunny on 01 May 2013 - 02:54 AM

get fucked by the better KFC


#3880532 Considering to merge Bg's to 1 ladder

Posted Reedztv on 26 April 2013 - 10:44 AM

but how will i retain my bongwater r1????? blizzard plz


#3880234 New Aura Mastery change (pala buff)

Posted Violatrix on 25 April 2013 - 09:53 PM

View PostCrawthz, on 22 April 2013 - 07:58 PM, said:

Yay more get-out-of-the-cc cards into the game

You mean like blink? Honestly, where does a mage get off bitching about holy paladin survivability?


#3880273 Necrotic bugged apparently

Posted Another on 25 April 2013 - 10:45 PM

View PostAyrasaurus, on 25 April 2013 - 10:38 PM, said:

My current main is DK and it's fine stop bitching. Just been playing 3s and my pressure even being undergeared seemed more than fine on healers i don't see your problem. It's a heavy nerf to a ability which should have never been in the game what is your problem?

please stop talking when you have 0 clue about the game


#3879853 New Aura Mastery change (pala buff)

Posted Radejjj on 24 April 2013 - 11:16 PM

View PostQuitsx, on 24 April 2013 - 10:40 PM, said:

THANK YOU. AGREE COMPLETELY

Paladin: Can you not dot the healer so I can cc him?
Deathknight: CANNOT BE DONE, DISEASING THE WORLD


#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!

PALLY POWER (:


#3879220 New Aura Mastery change (pala buff)

Posted pyrellael_3428244 on 23 April 2013 - 07:43 PM

I don't understand anyone anymore. Paladin instant cast heals are.
Holy shock 6 second CD.
Holy prism 20 second CD.
EF/Wog requires holy power.
Divine purpose 25% chance to proc essentially a free EF/Wog. Very RNG I rarely get them
We don't have many instant casts and this doesn't stop you from healing through burst easily either.

I constantly cast Infact the most frustrating thing is when I aura mastery and my .8 second infused divine becomes 1.2 from non shiv'd mind numbing... then 4.6 from all the PUSHBACK. because I think I can't say this enough PALADINS DON'T HAVE PASSIVE PUSHBACK RESISTANCE. Maybe the caps will make someone else see me say this. All other casters have passives in their talents to reduce pushback from abilities and spells by 70% Paladins DO NOT.

Unless i'm blind I don't see it but I'm almost positive we don't because my under 1 second cast gets pushback so much I go from AMing at 60% and then dying because this cast that I THINK Is going to go off super quick and heal me for a ton just get stopped by being meleed and I've died MORE times this way than ever or I'm forced to bubble when I shouldn't have to.


#3879001 New Aura Mastery change (pala buff)

Posted Miluu on 23 April 2013 - 12:44 PM

think they need to buff sacred shield or eternal flame, they we will become viable again :P so sick of being "outskilled" aka dead in a deep or die in a garrote silence :(


#3878953 New Aura Mastery change (pala buff)

Posted Mirionx on 23 April 2013 - 10:11 AM

View PostColdizzle, on 23 April 2013 - 10:05 AM, said:

paladins can insta heal all day

what game are you playing


#3878927 New Aura Mastery change (pala buff)

Posted Nightmonkey on 23 April 2013 - 08:30 AM

It will certainly come in handy but it's not a real game changer.  I'd be okay with them leaving devo aura alone if they would give us a glyph that reduced the duration of Eternal Flame but made each tick heal for a lot more.  Something along those lines would help a lot more, I think.


#3875852 Holy paladin changes id want

Posted diglett23 on 15 April 2013 - 10:36 PM

View PostMirionx, on 15 April 2013 - 06:36 PM, said:

  • Mastery: Illuminated Healing now places an absorb shield for 10% of the amount healed, down from 12%.
  • Daybreak is now a stackable effect with a duration of 10 seconds, stacks up to 2 times, and causes the next Holy Shock to also heal other allies within 10 yards of the target for an amount equal to 75%/150% of the original healing done.
http://blue.mmo-cham...notes-april-15/


Just what we needed, a shield nerf, something that absorbs a small amount of damaged while we are cced. What a joke.


#3874284 Holy paladin changes id want

Posted Nightmonkey on 12 April 2013 - 09:45 AM

Let's get down to brass tacks - these are the reasons why Holy Paladins are underperforming in comparison to their peers.

Paladin Problems:

1) Paladins cannot survive quick swaps.  Especially when stunned or silenced.  Every other healer except Paladins has a built in mechanism to survive a quick switch.  Bubble is not a sufficient mechanism because of it's long cooldown and the fact that several classes can dispel it.

2) Paladins cannot keep their team alive if they get CC'd.  Other healers have tools which continue to work even when they cannot play their character.  Paladins do not.

3) Paladins have no reliable means of avoiding CC.  Hand of Sacrifice is consistently dispelled against good teams.  This problem is not exclusive to Paladins, but when combined with #2 things get ugly fast.

Possible Solutions

My suggestion for a solution that could be applied with a regular balance patch lies in modifying both talents and abilities.  The genie is out of the bottle when it comes to being able to use abilities while stunned/silenced and passive abilities being strong enough to keep you alive on a rough swap.  If removing other healers' abilities that fit Talbadar's description is on the table, I'm all for it.  Let them suffer as we suffer.  Otherwise, ease our pain.

1) Buff Sacred Shield and Eternal Flame.  These are our tools that keep working when we are CC'd.  These are the big ones, and they need help.  These serve to keep either our teammates or ourselves alive when somebody stops us from controlling our character.  I propose a glyph that would reduce the duration of Eternal Flame by 50% and increase it's healing by 100% or some other absurd amount.  

Maybe force Sacred Shield to proc every time the person who has it gets stunned/silenced.  Maybe make it scale 500% better with PvP Power.  Right now, quite frankly, Sacred Shield is underwhelming - and I used to absolutely love this ability.  I used to feel confident that if I had it on somebody and I got CC'd, they would have a much better chance at surviving than if I didn't have it on them.  Right now this talent is so miserable I can't tell the difference between using it and not using it.

These two abilities are what Holy Paladins are missing in PvP the most.  If they could be significantly improved for PvP, I think the following points would not be such a big deal.

2) Remove the 50% debuff from Divine Plea. This should be obvious.  As far as I know Druids don't suffer a debuff for using Innervate, Shaman don't suffer for using Mana Tide or Water Shield, and Priests don't suffer for using Shadow Fiend.  Those abilities can be countered - but so can Plea - you can just dispel it, so why the extra punishment?

3)  Give Paladins passive defenses.  Plate armor just isn't cutting it anymore.  I really think Paladins need something extra to help them live through swaps that come with stuns and/or silences.  Something similar to Nature's Guardian or Angelic Bulwark.  A little extra safety net for those Deep Freeze ----> Blanket CS swaps.

4) Some Paladin talents are just bad.  Unbreakable Spirit, Light's Hammer, Execution Sentence, and believe it or not - Holy Prism.  Unbreakable Spirit will never compete with Clemency in it's current form.  Light's Hammer and Execution Sentence have far too long of a cooldown for what they do for a Holy Paladin.  I would personally much rather use Execution Sentence instead of Holy Prism.  I hate Holy Prism because it breaks CC if I use it on a friendly target, and it is unreliable if I use it on an enemy target.  If I cast it at an enemy, sometimes they will just be too far away from my allies that no healing will be done.  I would like to see Execution Sentence with a 20 second cooldown for Holy.  This point also ties in with #1.

I think allowing Divine Protection to be used while stunned/silenced should just be baseline.  These are just suggestions I came up with off the top of my head after brainstorming for 5 minutes.  Doing all of them together would most likely end up making Paladins overpowered, but it is food for thought.


#3863087 I'll just leave this here...

Posted Braindance on 17 March 2013 - 11:08 PM

Mage scum turned into a shish kebap
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