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New & Updated Paladin Covenant Legendaries in Patch 9.1 PTR Build 38511 - Paladin Guide Writers Review Effects
02/05/2021 alle 05:13
New Covenant-Specific Class Legendaries
were discovered for Paladins in
build 38511 of the 9.1 PTR
that arrived on April 29th. Our Paladin Guide Writers will examine these new and updated legendaries to provide an early look at how they compare. Are any of them strong enough to change your legendary or covenant choice?
New Paladin Covenant-Specific Legendaries in Patch 9.1 PTR Build 38511
Our Guide Writers have given their thoughts on the Patch 9.1 PTR Class Changes and new Legendaries for Build 38511. Check out all of our released opinion articles for the build below.
Class Tuning Opinions Build 38511
Blood Death Knight Changes - Guide Writer ThoughtsSurvival Hunter Changes - Guide Writer ThoughtsShadow Priest Changes - Guide Writer ThoughtsAffliction Warlock Changes - Guide Writer ThoughtsArms Warrior Changes - Guide Writer Thoughts
Covenant Legendary Opinions Build 38511
Paladin Covenant Legendaries - Guide Writer Thoughts
Venthyr Paladin Legendary in Patch 9.1
: This spell is uncategorized at the moment and is more likely to see tuning changes before it becomes an official Legendary.
(Venthyr) Ashen Hallow's duration is increased by 50%. If you leave its area, its cooldown is reduced by up to 50%, proportional to its remaining duration.
Retuned Paladin Legendaries in Patch 9.1
These Legendaries were datamined in the last build and are also uncategorized and Blizzard is doing some retuning on them.
: All of these Paladin Legendaries are still
and are more likely to see tuning changes.
(Kyrian) Every 10 secondssec after casting Divine Toll you cast it again at 60%20% effectiveness. This effect lasts 30 secondssec.
(Night Fae) Casting Blessing of Summer or Blessing of Winter grants Solstice to you and up to 4 allies, increasing Haste by 5% and increasing cooldown recovery by 10% for 10 sec.
(Necrolord) Vanquisher’s Hammer now has 2 charges and empowers an additional cast of . Vanquisher's Hammer gains 1 charge. empowers twice.
Paladin Writer Opinions & Feedback
Holy Paladin Writer Opinion & Feedback
About the Author
This page is being updated and maintained by
. A Holy Paladin with over 10 years experience raiding in various top end guilds. He is also part of the Holy Staff of
Hammer of Wrath Paladin Discord
. If there are any questions, feel free to contact him on
The Night Fae and Necrolord legendaries saw some minor tooltip wording changes, so I won’t discuss them much.
The Kyrian legendary
unsurprisingly got nerfed (Is it really a nerf if it was not even testable?) but is in a more reasonable space. Keep in mind these aren’t even testable yet. Ultimately, we do not know exactly what “20% of a
" means. is it just one extra
? Is it 5
s at 20% power? Does it still generate 5 Holy Power? Does it proc
? We don’t really know for sure. If it works as 5
at 20% effectiveness, it would still be good. If it's just one extra
on a random target, it’s a middle of the pack legendary.
The real talk however is in Venthyr’s
. Previously when we spoke on the
new Paladin Covenant legendaries
, we did not know what the Venthyr one would look like. But now we have an idea, and from a Holy Paladin perspective, this legendary is very good. Venthyr Paladins are very common in high-end raiding and Mythic+ due to how powerful
is. Having an extra 50% duration is massive, as on some fights this could cover an entire other damage event, or in raid-rot style encounters just increases a powerful cooldowns value by 50%. This also warrants the possibility of stacking additional paladins as the more paladins you have, the higher uptime you now have on this spell. What if you can cover every single damage event with an
now? Combine this with the large damage potential of Venthyr Holy Paladin, though it seems hyperbolic, it's possible you could just run 4 Holy Paladins in a raid team for massive uptime using this legendary.
We have not even spoken about the other portion of this legendary effect which reduces the cooldown while not in
. We are not sure how this looks because this legendary is not even available yet. The unlikely but drastic possibility is when you just leave
, it disappears and you get a chunk of its cooldown back. I doubt this would be the case because it brings a ton of obvious issues. The more likely way this Legendary works, is that for every second you are not in your
, your cooldown recharges slightly faster. This could very easily be abused to have even higher uptime on
if you just forego
s and stand outside of your
. You would get a lot of cooldown reduction for it, at the expense of not being able to
. Or, depending on how it works, if you stand on the edge of the circle, you can dip in to
, then dip out to still use
s. Either way, there is potential problems with how this cooldown reduction mechanic works in terms of gameplay.
It seems like the purpose of this effect is to minimize instances where you cannot be in your
. For example in PvP people may run away from it, or if you have to run a mechanic out and miss
s which is certainly a pain point of the spell. But currently it seems like the implementation of this (again I remind you, it's a not yet implemented legendary effect) is too open to abuse, or un-fun gameplay.
Holy Paladin Guide
Protection Paladin Writer Opinion & Feedback
About the Author
This content was written by Lincoln. He is a moderator for the
Hammer of Wrath Community
where he helps players on a daily basis get better at playing Protection. Feel free to message him questions, comments or concerns about what you read here.
You can find him posting random opinions on
The Paladin legendary items are still not available on the PTR but it looks like Blizzard is iterating behind the scenes before making them available for testing. Here are my impressions on the latest changes in build 38511. Just keep in mind that this is still speculative until they are actually testable.
It looks like Blizzard added their first iteration of the Venthyr legendary to spell data:
. We'll have to test how the cooldown reduction actually works. It's very possible that you have to trade uptime for cooldown reduction making this legendary generally net neutral in its effect.
However, taking the tooltip at face value, this legendary could be super toxic in terms of gameplay. A lot of the damage value from
comes from the
damage bonus and that is definitely one aspect you'll want to take advantage of as much as possible. With this legendary, you'll want to try to min-max both the cooldown reduction of
damage bonus at the same time. That will involve very specifically placing your
so you can be on the edge, moving out for cooldown reduction, moving in for
, then rinse/repeat until
is gone. It will involve a lot of small movements to properly min-max. And as anyone who has dealt with the Pac-man of
can tell you, it's annoying to move so much as a tank. But the tooltip implies that you might have to do it because the cumulative CDR would be significant.
Numbers wise, if
actually works out to be a DPS increase over
for single target is yet to be determined. My hope is that Blizzard will eliminate how gamey it sounds so it would have a clear role for high movement situations without creating potentially toxic gameplay you would have to do for min/maxing.
was nerfed from 60% to 20% "effectiveness" on the extra
casts. My instinct is that this nerf isn't an actual nerf for how this legendary might work for Protection. As I discussed in the
, there is a lot more to this legendary than just the extra AoE damage you gain. There is a lot of value in the potential for
, Holy Power or AoE Silence and any of these interactions will make this legendary top of the class for M+.
It turns out that
is worse than I expected! In my
, I assumed it would last for 30s and that nets to 4s of cooldown reduction on your average two-minute burst cd. However, Blizzard updated the tooltip to show that the legendary will last a measly ten seconds! This makes it worth less than 1 second of cooldown reduction on average. It's just a very poor legendary and Night Fae Protection Paladins will not use it at this tuning as it has no clear niche.
It doesn't look like anything actually changed with
. They redid the tooltip and kept the functionality the same. My opinion remains that it will be surpassed by other legendary options.
Protection Paladin Guide
Retribution Paladin Writer Opinion & Feedback
About the Author
Hi, I'm Bolas, I've played Ret since WotLK and am a former top 10 raider. You can find me on
or in the
Hammer of Wrath
discord if you have any questions or are interested in more information about Retribution.
Although we still can't actually test the new Paladin covenant Legendaries on the PTR yet, they've had some changes nonetheless.
- Since it was first datamined, the "effectiveness" of the extra
s has been reduced from 60% to 20%. Although this might seem like a very large nerf, a lot of the strength of
for Ret is tied to its Holy Power generation, especially on AoE, so this might not end up significantly changing its overall value. Same as before, the bigger questions are how it interacts with
, and those interactions are more likely to determine how strong the Legendary ends up being.
- This is one of the most bizarre Legendary designs so far. Rather than helping to improve some of the issues that
has with its playstyle, it makes all of them much worse. It's not entirely clear how the cooldown reduction is supposed to work, but it seems that if you don't stand in it at all you'll end up with a 2 min cooldown on
. If you can take full advantage of the cooldown reduction then it's an incredibly powerful effect,
its uptime. However, increasing its duration has negative gameplay impacts, since on many bosses it was already difficult to find situations to get full value from its normal 30s duration, and with double the cooldown.
The design of the cooldown reduction is also incredibly confusing - if you just place the ability so that it still damages an enemy but you're not physically standing in it, you'll get the bulk of its damage while only sacrificing the damage bonus to
. Even then, you could just walk into its area just before you cast
then immediately walk out to keep reducing its cooldown. If it goes live as is it could make Venthyr the best option for Ret for raiding, but due to the very unfun gameplay repercussions I think that it would be better if it were completely redesigned.
has now been clarified to be a 10 second buff. This basically leaves this Legendary dead on arrival, since a 10s duration 5% haste buff every 90 seconds or so is not going to come anywhere close to making it worth giving up a better covenant and Legendary to use. The cooldown reduction is also pretty laughable, since it only reduces cooldowns by
each time it's applied. This Legendary and even Night Fae as a whole really need large buffs to be considered competitive at this point.
- No actual changes this build, only how the ability is worded. This Legendary still seems somewhat underwhelming, and is pretty unlikely to suddenly make Necrolord a good covenant choice.
Retribution Paladin Guide
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