Blizzard Is Not Concerned with Prot Pally Viability in PVP


Back in November, Ghostcrawler said:

We’re hoping that Rated BGs give Prot specs a useful role similar to tanking in defending towers, carrying flags, etc. A tank in an Arena needs to have a lot of control and damage just like everyone else to be competitive, which coupled with their inherent survivability and resistance to being controlled got us into trouble.

GC’s comments back then made sense – they wanted Prot specs to have a “useful role” in PVP, but they were concerned about balance. I can totally appreciate and respect that.

Last night, Daxxarri posted that Blizzard is not concerned with keeping Protection Paladin viable in PVP. Here are the sections related to PVP (bold emphasis mine) for Prot and Ret:

We’re not too concerned with keeping Protection viable in PvP. We know some players enjoy it, but the majority of Prot paladins are more concerned with their ability to tank, and that’s where we spend most of our Protection design effort. It’s a great goal to make all of a class’s specs viable in PvP, but it’s not always possible to do so and paladins have other options.

We think the 4.06 changes overall gave Retribution too great a buff for PvP. We realize that there are those that disagree, but we’re pretty firm on that point and we needed to make some adjustments. Given that Ret is primarily a dps spec, we thought it made more sense to reduce their off-healing capacity, which had become quite strong, rather than their damage.

That’s not to say that we mind a hybrid dps spec occasionally helping out with healing – that feels cool, and it’s appropriate. On the other hand, we want damage focused specs to be primarily focused on dps. It’s true that there were other ways we could have reduced Retribution healing. We could have changed Selfless Healer or even Word of Glory itself. As I mentioned earlier, after looking things over, we arrived at the conclusion that having a powerful heal you can use infrequently is more compelling than having a weak heal that you can use more often.

The things said by GC and Daxxarri are not aligned – Prots are either viable or not viable. If they are not viable, they are not useful.

Let me make a few points here:

  1. Blizzard has not yet implemented “tanks” effectively in PVP in WoW compared to other games
  2. The WoW community, which consists of a lot of players who have only played WoW, doesn’t have a lot of experience or perspective on what well-implemented tanks in PVP look like
  3. Retribution in 4.1 is still screwed

Blizzard has not yet implemented “tanks” effectively in PVP in WoW compared to other games

WoW back in Vanilla was largely a PVE game, with limited PVP content. In TBC, Arenas were introduced. In WotLK, it got even easier to grind out PVP gear with Honor. In Cata, most of the Rating requirements were removed from PVP gear. So WoW has gradually been increasing its PVP content and accessibility. These are all good changes.

That being said, WoW is lacking mechanics for tanks in PVP, relative to rest of the market.

For example back in 2008 Warhammer implemented tanks with the following features:

  • Against players, Taunt acted as an interrupt and buffed the tank’s damage on that target
  • Tanks had a Guard mechanic, which was a buff they could put on a single player, to re-direct some of the incoming damage on the Guarded player to the tank. This was an awesome mechanic. A tank could put Guard on squishier DPS or Healer to help keep them alive under focus fire
  • Tanks had Hold the Line, which was an avoidance buff that the tank could channel (while moving) that would affect players behind them. So you could do mass charges or defend against assaults

Mechanics like these made tanks highly relevant and fun in Warhammer PVP. Other modern games such as Rift are borrowing these mechanics.

The issue with WoW is that a lot of abilities either have only a PVE application (e.g. Taunt) or are imbalanced in PVP (e.g. CC effects). This will continue to be an issue until Blizzard sorts out how to balance PVE and PVP for a given spec – which is totally doable but needs to be supported by intention and good design.

It’s noteworthy that WoW has copied good non-PVP ideas from other games, such as Achievements and Guild Achievements/Rank, which were ideas innovated by Warhammer.

The WoW community doesn’t have a lot of experience or perspective on what well-implemented tanks in PVP look like

Most WoW players when you ask them about a tank spec only say that it’s relevant for PVE. This is a notion enforced by both the game mechanics and the fact that for many players, WoW is the only MMORPG they’ve played.

Therefore, you see a lot of backlash from players about tanks in PVP.

Retribution in 4.1 is still screwed

The reason why Ret is viable for BGs and competitive PVP (Arena, Rateds) is because it has good offhealing capability. This is necessary IMO because Ret does not have the amount of CC that most DPS classes possess.

To quote myself from a post on the WoW forum:

IMO Prot and Ret will be steeply nerfed PVP if the WoG nerf goes in with even a 5-sec cooldown let alone 20-sec, without some other strong compensating mechanics, e.g. increased CC.

Back-to-back WoG heals (via Eternal Glory for either spec, or Divine Purpose for Ret) or WoG heals cast within 2 GCDs of each other (e.g. WoG, Divine Plea, WoG) are a huge part of what make Prot and Ret viable in PVP.

Anyone who debates that point IMO is either ignorant about the mechanics of those specs in PVP or biased against Paladins.

I’m very perplexed by the reasoning for the nerf mentioned by Blizzard. Granted, Blue posters often get skewered / nitpicked by players for anything they say, but this is one case where I think the concerns of the playerbase are entirely warranted.

I have read some inane arguments that Prot and Ret shouldn’t be able to have offhealing capability in PVP, but what the people saying those things fail to take into account is that relative to other DPS classes, we lack CC. As such, we heal because that’s what is needed in some situations to help friendly players, because we can’t peel to the extent other classes do.

Anyway, it is what it is. I’m glad I’ve moved on to Rift, because based on what I’m reading, I don’t believe Blizzard understands how to design mechanics for non-Holy Paladins in PVP.

Posted in Paladin, PVP, RIFT, Warhammer Online, World of Warcraft

Rift Warrior PVP Video, Volume 1: Riftblade / Paladin @ 15


Woot! I’ve published my first Rift PVP video:

This HD video is narrated footage of my level 15 Warrior in a PVP “battleground” in the new MMORPG Rift.

As I mentioned in the video, in Rift each class for a given spec can choose 3 out of 9 talent trees, which provides a huge amount of customization.

Here is my spec:
http://rift.zam.com/en/stc.html?t=0c_Lh..t0s0b.xbo

My particular build relies on the following synergistic mechanics:
1. some key Riftblade abilities – e.g. Fiery Burst DoT, Flamespear, etc) do not scale based on weapon damage, therefore using a 1H isn’t a significant DPS loss
2. many Riftblade abilities deal non-Physical damage, which I like, as all targets (including Plate wearers) feel equally squishy
3. it’s a reasonably durable build given that I have a shield and points in the “tank” Paladin tree

Tips:
1. Build APts (Attack Points) from range using Flamespear
2. Remember that Flamespear can apply Fiery Burst
3. Make decisions on what abilities don’t synergize with your spec. For example, I use Punishing Blow instead of Righteous Blow, because PB has a larger static damage component
4. Reactive abilities often have favorable mechanics – e.g. Retaliation has a low mana cost, is off the GCD, and delivers good damage – so make sure to hotkey/macro them accordingly.

Errata:
1. as I mentioned in the video at level 15 I should have 12 points in the Riftblade tree not 10
2. my friend Cas (Nathan) is a Warden not Warrior. He plays a melee healer similar to Warhammer Warrior Priest but I don’t really know any class mechanics yet aside from Warrior

Obviously I have a LOT to learn about Rift, given that I only starting playing on Feb 24th.

Stay tuned for more videos! I may eventually write a Riftblade / Paladin 1H Guide.

If you have questions/comments/feedback, post ’em!

Posted in PVP, RIFT, Video, Warrior

Rift, Here I Come!


TLDR: I’ve desubbed from WoW to play Rift in the Head Start, which started today. I know this news will disappoint Paladins who have been following my PVP Guide and videos :( For me it’s time to move on. Keep in touch!

It’s still very early in the Cataclysm expansion – barely 2.5 months since it launched. In my opinion Cataclysm is WoW’s best expansion so far:

  • Class re-designs have been largely well done
  • PVE is challenging again (not that I really care but at least it made leveling not completely tedious)
  • The PVP system is accessible and is about as skill-based as it has ever been.

Despite all this, recently I have felt restless / bored with WoW PVP. I don’t want to get into too much detail, but I will simply say I haven’t taken to Retribution as much as I had hoped, and I simply miss meaningful World PVP.

Earlier this week a gaming friend from the UK, Nathan, sent me a couple messages about Rift, a game which is launching in Head Start today.

Rift Logo

Up until now I’ve largely ignored the Rift chatter / hype. I’ve had no reason to check it out, and I’ve been burned by hyped MMORPGs before, e.g. in 2008 with Warhammer (WAR), in 2009 with Aion, and in 2010 with Allods Online.

However, what Nathan wrote was very compelling to me, especially the following excerpts:

It is the perfect amalgam of WAR and Aion, honestly. What I like about it: customization…finding classes and roles that match something you would enjoy playing.

http://rift.zam.com/en/stc.html

I cried wolf when Blizzard ‘simplified’ talent trees, and this REALLY gets me pumped! Graphics are lovely, sound is great.

Battles are VERY Warhammer-esque (same engine I think too). I’ve played beta since the second phase, spent a couple of weeks getting feedback and to this day (beta just finished), I still have no idea what to play!

I played around with a Rift Spec Calculator. Each class can invest talent points in 3 of 9 different talent trees. The degree of customization is nuts, and this will generate a ton of fun discussion in the community. It’s clear that Rift has borrowed good mechanics from other games, such as the Guard and Hold the Line mechanics from WAR. The Guard mechanic enabled a tank to put a Guard buff on a friendly player that split damage on that player between them – so in essence tanks could protect targets when needed. HtL was a buff that tanks provided to players behind them, e.g. for mass charges or defenses. These were awesome mechanics that made tanks very relevant in WAR PVP.

The only thing that I noticed of concern is that Rift has only 2 factions – and in every game I’ve played that had concentrated server-based PVP (e.g. LOTRO, WAR), population imbalances tended to affect mass PVP outcomes. That is, the more populated side would tend to win, and this sometimes created a vicious cycle: the losing side tended to shrink as people got frustrated with losing and re-rolled, while the winning side got bored due to facerolling. I am still waiting for another game to copy Dark Age of Camelot (DAoC) which had a 3-faction system – from what I’ve heard this was very healthy for PVP and created ebbs and flows in terms of faction strength that the playerbase enjoyed.

Yesterday my best friend from high school told me the reason he hasn’t been on WoW is because he’s been playing Rift Beta with a co-worker, and they bought the Rift pre-order because they were very impressed with the Beta. Net-net, the game mechanics in Rift sounded attractive enough and I heard good things from people whose opinions I respect, so I bought the Rift pre-order and cancelled my WoW subscription – I don’t have the time to play multiple games and I plan on chronicling my experience with Rift just as I did with WAR.

I will be playing Taugrim the Warrior, Defiant faction, on the Sunrest Harrow server (RP-PVP).

P.S. my reason for making the decision to switch from WoW to Rift has nothing to do with the 4.1 Patch nerfs that were announced on Feb 24. I made the decision before that:

Rift Game Account Email

Of course, I hope the 4.1 WoG nerf gets revisited, I just won’t be around to see it.

P.P.S. if you are playing Warrior in Rift let me know what specs you’ve tried so far and your take on them.

Posted in Aion, Allods Online, Paladin, PVP, RIFT, Warhammer Online, World of Warcraft

First Impressions of Ret and 2H Prot PVP in Patch 4.0.6


Before I discuss Ret and 2H Prot, let me first talk briefly about Prot.

Viability of Prot in 4.0.6

I can now beat comparably skilled/geared (2k+ Rated) Shadow Priests and Warlocks in duels, largely due to two changes:

  1. the faster stacking of Seal of Truth, esp from ranged attacks (Judgement and AS), and
  2. Rebuke

Previously those classes beat me consistently in 4.0.3a, because I couldn’t deal much damage from range nor interrupt/lockout casting while meleeing aside from AS. Comparably skilled/geared Mages still beat me consistently, but Mage continues to be an imbalanced class, so it is what it is.

I am experimenting with glyphing SoT over CS for the Expertise buff, which reduces the target’s avoidance. I’m not clear yet whether SoT glyph is the better choice, but it feels like the more conservative play in terms of maintaining HoPo generation.

In BGs, my damage and killing blow numbers are higher relative to other classes in 4.0.6. In PUGs, I’ve put up over 3 million damage and led killing blows by a significant margin.

Prot still faces the same dynamic in Arena that it always has:

  1. opponents will focus-fire your team mates because Prot is so durable, and
  2. we can be kited due to our lack of Cleanse for Magic-based roots

That being said, AS is still a great counter to kiters due to its mechanics (damage/silence/daze). And we deal more DPS now than we did before. Prot is still very 2k viable IMO – but your main challenge will be finding a skilled/geared partner willing to run with Prot.

Net-net: In 4.0.6, Prot is excellent for BGs and duels and is slightly improved in Arena relative to 4.0.3a.

First Impression of 2H Prot

I decided with the 4.0.6 changes to give Ret a try, as my main concerns with Ret were addressed (squishiness and vulnerability to dispels). So I saved up 3400 Conqueror points and bought the Vicious Gladiator’s Greatsword.

If you read the WoW Pally forum regularly, you have probably seen Vir’s thread:

2 Handed Prot – The New Hotness?

While I was skeptical about 2H Prot, I figured since I had bought a 2H PVP weapon I should try it out.

The spec leverages 2H for the higher CS (and SoT) damage and weapon swaps to 1H+shield to use abilities such as AS and SotR. The spec also relies on opponents mistaking you as Ret and not dispelling the Vengeance AP buff.

The crits from CS with 2H are significantly higher than with 1H – e.g. on a 3800 Resil target ~14k vs ~9k. It’s entertaining to see such large CS crits. However, the spec feels “stiff” because of the need to weapon swap to unlock key abilities such as AS and SotR.

To address the weapon swapping issue, I wrote macros that both cast an ability and perform a weapon swap. So for example, if AS is coming off cooldown in 1 global cooldown (GCD), in this GCD I would use a macro that fires CS and swaps to 1H+shield. Then  I can use AS the next GCD because I have a shield equipped. While this creates some hotkey clutter, it does work, except for one significant issue: if Grand Crusader procs and resets the cooldown for AS, I have to use a macro that fires an ability and weapon swaps to 1H+shield, and this uses a GCD before I am able to cast AS. This is not good against kiters, whom you want to hit with AS as often as possible to refresh the Daze effect and apply the silence/interrupt, or against MDPS that can be silenced (Pallies and Shamans).

On a target dummy 2H Prot generates higher DPS than 1H Prot, but against the same live opponents in duels, 1H Prot felt much more smooth and effective than 2H Prot, especially against Casters.

Net-net: 2H Prot has some fun factor, but I found the weapon swap and waiting on GCD to be both annoying and limiting, and as such I don’t plan on experimenting with it any further.

First Impression of Ret

Let me first state that Ret’s mechanics are significantly different from Prot, and I am still very much learning how to play Ret.

Based on ~60 Arena matches this weekend, here are the primary differences compared to Prot:

  • Ret has much stronger WoG offhealing per HoPo, however…
  • Ret’s HoPo generation is much slower (due to 4.5 base cooldown on CS) except when Zealotry is up, in which case each CS generates 3 HoPo
  • Ret is much more squishy on the “frontend” of the health bar – Prot has passive 10% damage mitigation from Sanctuary, 2 more mitigation abilities, and a shield to block against physical attacks – but at the backed of the health bar Sacred Shield provides an excellent boost to survivability
  • Ret has a lot more RNG which means it’s a lot more unpredictable. Ret has procs such as Divine Purpose and Art of War that have to be thoughtfully worked into the rotation
  • Ret has better sustained DPS than Prot and when cooldowns are used (e.g. AW, Zealotry, GoAK) it has very good on-demand burst damage
  • Ret can Cleanse magic-based roots/slows on itself and gets a speed buff from long-range Judgement casts – this allows better on-demand counters to kiters

I found Prot to be stronger than Ret in duels, simply because it is not as dependent on cooldowns. That being said, I was able to make some incredible comebacks in duels as Ret by kiting (HoJ, Repentance) and waiting for Zealotry/AW/SS to come off cooldown.

In Arena, Ret is able to provide strong burst offhealing. The ironic thing is that opponents know this, so as Ret you will often get tunneled (focus-fired).

I ran a Ret/Unholy DK/Disc 3v3 comp and about 80% of our matches I was the primary focus-fire target by the other team. So I had to play defensive a lot. We went 8-5 at ~1900 TR, and my team mates got their 1550 achieves. AFAIK they have not done Arena at 1800+ previously so this is a learning experience for the 3 of us.

Would we have gone 8-5 if I had gone Prot? I don’t know. If we ran Prot/Unholy/Disc, the healer would likely have been the focus-fire target for many of those matches instead of me. I will likely try some matches with our team as Prot.

I ran with a skilled/geared Shadow Priest (Thinkimrich) as Prot and we went 5-5 at about ~1850 TR. Those were our first 10 matches together so we were trying to sort out our comp’s mechanics. He was almost always the focus-fire target. I switched to Ret and we went 15-10, but that was starting with another team that had a 1742 TR, and we got up to the low 1800s for TR.

Keep in mind I’m relatively new to Ret, so I am still sorting out the timing of cooldowns and such.

My initial (and therefore don’t read too much into this) impression is that Ret as a spec can run with a wider variety of specs in 2v2 compared to Prot. Does that mean Prot sucks and we should all re-roll? Not in my opinion. I love Prot and it is a blast to play in BGs in 4.0.6. If you are a hardcore Arena player who is obsessed with getting the highest rating possible, you’ll probably find it easier to stick with Ret, especially as team mates will not believe (correctly or incorrectly) that losses are due to your spec.

These days, given that players can get the same stat gear regardless of rating – with the exception of the 2200 weapons – therefore, IMHO players should play whatever spec they enjoy most.

Net-net: In 4.0.6, the major flaws of Ret were addressed (namely survivability and vulnerability to dispels), and we are seeing Rets climbing the Arena ladders.

I leveled to endgame to play “Protribution” but the bottom-line is I am a Paladin first and foremost, so I will continue to play Ret and Prot and let you folks know how it goes. People have been bugging me about making more videos, and I’m almost ready – I’ve been experimenting with Ret and waiting until my 3v3 team is at 1900+ TR before making Ret Arena videos. This week I hope to publish a BG video with Prot that highlights the mechanics changes in 4.0.6.

Posted in Paladin, PVP, World of Warcraft

First Impressions of Protection Paladin PVP in Patch 4.0.6


Prot Pally in 4.0.6

Here are the notable changes based on my PVP’ing in BGs and 2v2 Arena tonight:

  • CS/HotR no longer generates HoPo on a target that avoids the attack (i.e. via dodge or parry). This was not documented in the Official 4.0.6 Patch Notes. A Blue poster said it shouldn’t generate HoPo against blocks either (http://us.battle.net/wow/en/forum/topic/2046735514?page=2#29) but I haven’t noticed that yet. This is a significant nerf against MDPS but isn’t that noticeable against Casters. EDIT (2009/02/09): per Cassan’s comment below, Blue corrected their post: HoPo still generates even when the target blocks
  • Dazing Shield glyphs seems bugged, it doesn’t apply the daze effect (credit: Darthmullett). I would expect this to get fixed soon, as it’s crippling in PVP. EDIT (2011/02/10): this has been hotfixed :)
  • Rebuke as expected is very helpful against cast-time classes. I am now able to kill 2K rated Shadow Priests in duels, which I was not able to do in 4.0.3a. I haven’t had the chance to duel skilled/geared Mages. I’m having to re-train my brain to use Rebuke over any other ability when a RDPS starts casting in melee range
  • The buff to SoT – it stacks from any single target attack (excluding FS-glyphed AS) – is excellent for continuing to whittle away targets that are kiting. The change in the SoT mechanic is another reason why the Improved Judgement talent is a must-have for PVP, as Judgement now stacks SoT up to 30 yards away with IJ. EDIT (2011/02/10): correction, FS-glyphed AS does stack SoT :)

Please share what your experience has been thus far!

2v2 Arena in 4.0.6

I started running 2v2 with other players tonight. So far the team is 11-14 for the week and the Rating has dropped from 2K to ~1870. I went 0-4 with a Mage and then 11-10 with an Enhancement Shaman (Kømuri) who needs to get enchants on 7 slots (*hint hint*).

I am going to be trying various classes in 2v2 and am hoping to find skilled/geared partners. I’m planning on running with a skilled/geared Rogue this week so I’ll post my thoughts on that comp.

Posted in Paladin, PVP, World of Warcraft
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