Compared to other cloth classes, Mages have a considerably high survivability rate, with Ice Block, Blink, and Invisibility at their disposal. In an environment where burst damage is king (except in higher level Arenas, where healing is once again proving to be dominant), a Mage's high burst (Arcane Barrage, anyone?) and unaltered survivability keeps Mages in a good place. Paladins
I wrote about how Paladins
must feel like kings right now
, and Patch 3.0.8 makes them even better. Paladins are just about the best class for PvP right now -- almost overpowered, I'm ashamed to admit. Simply that in the current environment where so many abilities can remove HoTs, direct heals are pure win. With haste and talents that reduce healing cast time, a 6-second Holy Shock, and incredible survivability
, Holy Paladins are simply the best healers in Arenas right now.
Patch 3.0.8 revised a few things, the biggest buff being the removal of Forbearance from Avenging Wrath. This should see the spell see more use in Arena play. Holy Paladins' offensive capabilities were also buffed, with Judgements of the Pure
increasing damage done by seals and judgements. Not only can Paladins throw out 18k Holy Lights in about 1.5 seconds, they can poke you with judgements and stuff, too. Divine Shield
was reworked to apply a 50% damage penalty instead of an attack speed penalty, making it more balanced. It won't be as frightening to see a Retribution Paladin rush in all bubbled and swinging her mace around. But the best buff to Paladins isn't actually a buff to the class but a change in dispel resistance mechanics
. This means the abominable Cleanse
just got a little better. It might actually work now instead of being a waste of the GCD.Glyph of Turn Evil
was nerfed to add an 8 second cooldown to the spell. A freely spammable crowd control was just too powerful against Unholy Death Knights
and Demonology Warlocks
. It was possible to shut down a ghoul or gargoyle entirely and waste Metamorphosis
. Diminishing returns and the new cooldown should see this ability toned down in Arena play. Glyph of Hammer of Justice
is now a range increase, instead of an additional second of stun. Not a terrible nerf, and will prove to be useful in allowing Retribution Paladins catch up to opponents, their kitability being their biggest weakness right now.
Hopefully we'll see class representation balance out a bit more as the seasons progress. Otherwise, if Paladins continue to dominate, I'm afraid we might see nerfs to impair Paladin healing, which wouldn't be good for the class at all. It will be Season 1 all over again, where nerfs to the class because of Arena representation had repercussions in PvE gameplay.