Sure, we can cast heals, but this is world of interruptcraft at the moment, EVERYONE has a silence, EVERYONE has an interrupt, it's just incredibly hard to get any casts off. You would have to fake cast twice to be able to cast, then you cast a flash of light and the 1st interrupt from the enemy team is ready once again. Of course good paladins manage to get FEW casts in, but regardless of that, it's all about the instant spells that only become awesome, I'd say even overpowered, if you have RNG luck with crits and stuff like that.
Also, I'd love some kind of HoT, I don't know, something that wouldn't make us useless while we are blanket CSed. At the moment I've yet to see a mage that tries to counterspell me full. However, I don't have many suggestions about how to fix this problem to be honest, mostly cause I'm afraid I would influence PvE too much. At the moment paladins in pve are fine, if not great, and they're incredibly fun to play, and I don't know what blizzard plans to do about them.
Now let's have a look at paladin's utility:
Aura Mastery - This is an incredibly good spell, I love it. I don't think there should be any major changes about it, but I would honestly love to not make it work if I'm silenced already. It's been too many times where I'm expecting a strangulate from the enemy team and I use aura mastery, but then the dk was gonna silence me in the same second so seeing as he was either 0,1 sec faster than me, or he has a better connection, he silences me and I waste my aura mastery.
Maybe a nice buff to it would be making AM get you out of the long 8 seconds lockouts if you get CSed full etc, but I don't think that's really needed anyways. Everyone just uses blanket silences and it would probably make the spell overpowered.
Hammer of Justice - Good stun, but the range is too short. It's just really really hard and risky to go in the arena and stun the healer and stuff like that. Positioning is incredibly important for holy paladins so using a sprint and going in the middle of the arena just to get a HoJ isn't really good. Sure, sometimes HoJ is just awesome, but it doesn't really bring that much to the table in 90% of the matches you're going to use it in.
Freedom - I think there's not much to change about it, it's fine.
Hand of Protection - ^
Hand of sacrifice - MAKE IT UNDISPELLABLE FOR GOD'S SAKE. It's REALLY annoying to get it dispelled as soon as I cast it to avoid a polymorph and stuff like that. Could just add a talent to the holy tree about this.
Rebuke - Good but extremely rarely used.
All of this makes paladins decent in arena, but there's one major problem: CC.
You can have very good positioning, you can sacrifice blinds/polymorphs if you face a retarded team that doesn't dispell it before casting the CC, but you're not going to avoid all CC. It's just pathethic how many times I try my best to avoid all sorts of CC against me but I just have NO way to do that. Outranging fears sometimes can work, it's good, but in all fairness standing ALL the time at max range isn't really that awesome cause if your partner over extends for a little bit, you have to go in, cast holy shock, pray that it crits, and then go max range again. It's fine if you get procs like I said in the first part of the post, but if you don't..well, it gets really frustrating.
na, ez teljesen jol leirja az én véleményemet a holy palárol
inb4 tldr, leszarjuk, nerf holy pala, sirj csak, sirjál, sirj, csicska retri, a pala leggusztustalanabb cast, bubi, hs, cigány, ci-
asszem ennyi.
bold rész: !!!!!!
This post was edited by sylke on Oct 13 2011 01:57pm