- Your Hammer of the Righteous ability deals 20% increased damage.
I’m a very big fan of this bonus. HotR is one the biggest contributors to our total threat in AOE situations (presuming we’re not talking about dealing with 50 whelps here, then obviously Consecrate is king) and any boost to the damage of our cleave will be a nice pad on the threat meters. I especially like the thought of having this as an opener at the beginning of a trash pack, giving dps a higher initial threat window.
- When you activate Divine Plea, you gain 12% dodge for 10 seconds.
There’s a pretty tedious debate roiling the tanking forums over this bonus, with all the Pallies saying it’s pretty “meh” when viewed in comparison to the damage reduction bonuses that the other three tanking classes get, and all the other tanks complaining about how overpowered Ardent Defender is. But then again, that’s the kind of intellectual discourse one can expect out of that hive of scum and whinery.
I’m not surprised that Blizzard didn’t give us a damage reduction bonus, because honestly the furor that would have risen up would have been deafening. All the various aggrieved DKs and Warriors would have whipped out their little calculators and furiously pounded out a myriad of numbers indicating that suddenly Paladins had widened the mystical EH gap (while Druids sat chuckling quietly to themselves in the corner). And so the effigies would be erected once more against us,
So much easier to just give Pallies a so-so avoidance boost (I say so-so because avoidance is still, when reduced to the lowest common denominator, RNG). Less trouble this way.
Don’t get me wrong, 12% dodge is nice, especially with no diminishing returns. But I’d prefer a damage reduction any day of the week. There’s just no comparison between the two kinds of bonuses.
- Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active.
- Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the damage transferred to the paladin is now reduced by 50% before being applied to the paladin. Finally, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases.
This is a lame change. While it may seem like an improvement over the old DivSac (ie, no longer needing to Divine Shield to use it for maximum benefit), it’s a pretty big nerf for all intents and purposes. To get the best version of this spell, Ret and Holy would have to go 17 points deep into the Prot tree, which I sincerely doubt is feasible at this point, so the pool of how many people will be using this will be severely shrunken.
Moreover, it went from a flat 40% raid damage soak to a 20% damage reduction. Again, huge nerf. The only upside is, like I said before, the removal of needing to burden yourself with Forbearance to use the spell, but just about everything else is a downside. Thanks Blizz, for crippling one of our best utilities.
Adgamorix did a great analysis about this change that was a bit more upbeat than my take. I suppose the buff to how damage you can nab from your party is nice, but I’d still prefer a 40% raid damage soak.