This discussion of hybridization of the class got me thinking about the past, one which I was a part of for a good while. It's an interesting path that Blizzard has taken with the class.
Ignoring the whole "the original team left and the remaining one bastardized the class" as it's part conspiracy theory, part bitter resentment and a whole hell of a lot of impossible to prove, let's discuss what we were, and what that gave for us.
First off, I'm ignoring the Forsaken-as-undead thing. It was great and fun, but class/race balance being the obsession that it is, was hard to continue to work with for Blizzard. It's gone for a reason, and let's accept that. I want to discuss our skills, and what they provided.
Second off, I'm going from memory and a quick visit of a few beta-era impressions to remind me of some basic things. I played a Paladin to roughly 42, and stopped roughly a few weeks after we first got our lvl 40 free mount (the quest, I might add, has not changed since they first implemented it. Not even a single letter). This is not a thorough guide, but rather an opportunity to expound on the strengths of an alternative combat system.
Paladins in Beta had a completely different combat system. Our blessings did not exist, and most of them were present in the use of auras, with only Devo, Ret and the Resist Auras left over from that original time. For example, Aura of Might, which increased the entire party's attack power for a decent amount. Auras for healing (out of combat only) and mana regen (maybe OOC only, don't remember) were also available, and the Paladin switched Auras frequently, as each benefited a specific group.
Second, Seals were not part of our combat system, but our buffing system. Seals still lasted 30 seconds, but provided a buff to the class we cast them on - we had a buff to massively increase attack power against undead, a buff to increase threat caused by the targeted player, a buff to reduce threat in the same way. These buffs were quick instant casts (one seal per player per Pally) that provided a nice benefit to the target. I believe, however, BoP existed in its current form, though don't quote me on that.
Our combat system was basic, and kind of boring, but it was nice and decently interactive (less so compared to our modern system, thanks to the advent of a useful JoC and the new CS). You had Crusader Strike, and Holy Strike. Crusader Strike did only a little damage, but every application increased Holy damage done to the target by a certain amount and stacked to 5 times. I believe at 42 it was 30 per appication, up to 150 total. Fully spammable, its only weakness was poor mana efficiency, as it generally did less damage than it cost to cast. Thus on trash mobs you'd usually only use 2 or 3, and then follow up with your real weapon, Holy Strike.
Holy Strike was on a 10 sec cooldown, and did instant Holy damage of your weapon damage, plus a set amount, plus however much Crusader Strike debuffed them for. It gave a Pally flexibility. You had the choice of leading off with this, which did a solid amount of damage without any CSs up, or waiting til you stacked a few Crusader Strikes first. It wasn't a lot, but it at least gave you something to think about, and since a huge chunk of your damage came from Holy Strike and Crusader Strike (you had no skills that added damage per swing whatsoever, so auto attack was auto attack), you were left free to think about other things, and quick in-fight decisions were easily available. Drop the threat seal on your tank to give him some early aggro (or on yourself - you regularly tanked), drop the threat redux on the crazy mage. Switch auras to help the rogue out, switch again to get the mage some mana regen.
We were a melee class. We'd throw out heals in support here and there, but I never heard of any Paladin who tried to heal an instance. It was probably do-able, but who would want to take a class like this out of the thick of things? That's where we shined.
This is what made us a hybrid. We could tank pretty well, and would do it, but our tanking buff was just as easily thrown on a warrior. Our goal was to be upfront, buffing people, dropping the strikes and throwing out the occasional heal. Our combat system used primarily instant strikes, which meant between them if we threw out a couple of heals we'd only lose the occasional auto attack, not miss out on the SoC proc that would drop a big hit on the mob.
We have an actual combat system now, what with Crusader Strike, Judgement/Seal, Consecrate, etc. It's not nearly as interactive as a Rogue or Warrior's but it requires enough interaction that we can't ignore it, and using GCDs in the middle of the fight will hurt your damage when you're trying to maximize it.
I believe two things come out of Beta that we need to reconsider - the combat system and the auras. All of this is probably too complex, but I think if it were at least considered on some level the era of the hybrid could return.
Regarding the combat system, if we could reduce the attention paid to our melee swings without reducing our damage, we can use some of our spare time to be hybrid-y. Waiting 8 seconds between your Holy Strikes? Throw a quick heal before your next Crusader Strike. Toss out a few seals to give the tank some breathing room.
People seem to want to be able to heal while fighting - you see the occasional request to make Vengeance improve healing, for SA to improve healing, etc. But we cannot divert attention away from our combat system without weakening our ability to fight, and thus to improve our hybrid abilities, I'd like to see a more simplified combat system, and an increase to the interactivity of buffing. Dropping blessings for a system not unlike the beta seal system would make for some interesting options, assuming you prevent micromanaging each Pally that way (I'm thinking 15 sec cooldown between casting a Seal, and/or 1 minute active seals that buff a group rather than a player).
Second, the reason some Paladins find it hard to get into the melee group in a raid and score the buffs that make our damage hurt (Windfury Totem, Leader of the Pack, Battle Shout, Trueshot Aura, etc) is that what we offer we can offer from any group. The 2% increased damage is a start, but no one will drop you in the group just for that. Our old aura system, where the only way that rogue gets his 200 AP bonus is if you're in his group, would've ensured it. These days Holy Prot and Ret are viable in raids, and it's hardly unheard of to have at least one of each in a run. Devo will be available to the tank, Holy can provide a mana regen aura and Ret could thus offer an AP boost to everyone. Making Auras more valuable would help us dictate our position in the raid, especially if we can spec to improve them based on our talent tree.
I believe the advent of the Blessing system is what first chased us away from our original position. The combat system didn't help, but Blessings turned us into buffbots. While things are better now, with the advent of first 15 and now 30 minute greater blessings, it's still a turn away from the old, on-the-fly buffing system, and means our buffing is purely passive. Kings wore off, so recast. Salv wore off, so recast. Blah.
To condense my long post, I believe the following fundamental shift will create an interactive supporting class whose job is to be on the front lines, while improving the skills of everyone around them, the way a great leader should. And what, other than a great leader, should a Paladin be?
The change: simplified combat system retaining the equivalent damage currently available. Reduce reliance on auto attack and allow the Paladin to fill his time working on other tasks.
Eliminate Blessings and implement a new short-term buff system that allows a Paladin to toss out new buffs to a different group every 15-20 seconds, with some variety (increased mana regen, healing regen, increase threat, reduced threat, etc).
Improve Auras to the point that they dictate which group the Paladin should be in.
I believe if they could took a good hard look at Paladins and implement something along these lines, we can be a good old fashioned melee-focused hybrid with real group utility.
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1 comment:
Well said brother,I didnt play beta but I saw some videos on youtube.Playing a paladin for almost 3 years now (since patch 1.7) I must say that the beta aura and strike system is way more interactive and fun and yes i really have a hard time convincing raid leader why they should take me as ret in raids.Give us utility and strikes back :)
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