The Paladin rework: Holy Strike, a tanking seal and Shockadins
- Holy Strike, cut from the original beta, is back at level 6
- Judgement no longer uses up your Seal
- Seal of Fury is a tanking seal with a 10-yard taunt
- Holy Shock moves to 21 points with a 10-second cooldown
- Still no interrupt, no slow and little range
Paladin is the class Blizzard went deepest on, and it's a good preview of how Forever handles class design in general.
Every Paladin learns Holy Strike at level 6. It was in WoW's original beta and got cut before launch. Now it's back as a weapon-based Holy melee attack, and each of the three trees has its own ways to improve it. Judgement also stops consuming your active Seal, so there's no more reapplying a Seal after every Judgement, while the Seal and Judgement system itself stays.
Tanks get Seal of Fury. It deals damage with every attack, gets better with faster weapons and gives a small absorb shield. Judging it taunts, with a 10-yard range, longer than a Warrior's Taunt or a Druid's Growl. Consecration now does light damage to everything that walks into it, but its heavy, threat-generating damage only hits the first four targets.
Holy: Improved Holy Strike lowers Holy Strike's cooldown. Voice of Truth at 11 points protects you from silences and interrupts. Reverence turns Spirit into mana regeneration in combat, and other mana users get similar ways to value Spirit. Infusion of Light rewards mixing Flash of Light and Holy Light instead of spamming one. Holy Shock moves from 31 points to 21 with a 10-second cooldown, so hybrid and Shockadin builds can reach it. Consecrated Ground makes enemies in your Consecration take more Holy damage from you. The capstone, Light's Vigil, goes on an ally: your next Holy Shock on them heals their whole party and resets Holy Shock. You can prepare several parties before a big hit, or put it on an enemy for extra damage and a reset.
Protection: Improved Seal of Fury at 11 points gives mana back when the seal absorbs or blocks damage, and Shield Specialization helps keep your mana up through long fights. Swift Judgement at 16 points resets Judgement's cooldown if your taunt misses. Templar's Bulwark at 21 points is an absorb shield worth 100% of your health, but it triggers Forbearance, so it competes with Divine Shield. Reckoning can now proc from blocks, and Iron Creed makes Holy Strike cut your damage taken by 10% for a short time.
Retribution: Vindication no longer lowers Strength and Agility. It reduces enemy attack power by the same amount as Demoralizing Shout or Demoralizing Roar. Sacred Arbiter lets a Ret Paladin maintain Judgement effects for other Paladins, so Light, Wisdom and Crusader can all stay up together. Champion of the Light turns Intellect into spell damage and healing, which makes Strength and Intellect gear worth wearing. Instrument of Law makes Hammer of Wrath instant and lowers your threat, since Ret damage is now competitive. Twist of Light turns seal twisting into a real mechanic: swap one damage Seal for another, like Seal of Command for Seal of Righteousness, and an echo of the old Seal stays so your next swings benefit from both.
Not a fan of seal twisting? Skip Twist of Light, take Champion of the Light, put 21 points into Holy for Holy Shock and play a spell-heavy Shockadin instead.
Paladins still have real weaknesses: no interrupt, no slow, very little range, and group healing that needs setting up. What they're good at stays too. They're great against demons and undead, strong single-target healers, very mana efficient and solid defensive tanks.
