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Blessing of Sanctuary

All things related to the expansion

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Postby Griffonheart » Sat Jul 26, 2008 4:40 am

Hon wrote:... make it an offensive hand maneuver that interrupts spell casting?


*Wave hand*

"You do not wish to cast that spell."

At least I had that macroed back when Repentence was a Prot talent XD Pally mind trick?
True Voyage is Return

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Postby Morendin » Sat Jul 26, 2008 7:13 am

Griffonheart wrote:
snowwight wrote:
No sense scaling off a stat we won't have.

If you were going to scale it, make it:

You regain half your current block value as mana whenever you block.


On the contrary, I think we will have int on at least our tier set. The reason being, no matter how much mana we can gain back from being healed, we DO need the initial mana to cast spells, and our talent alone cannot reduce the hefty cost of our AS/Consecration/HW spells to optimal usage. We will see some int on our gears but not enough to become a big impact to our survival, which is why the new 21pt I designed would fit nicely.


No, No, NO.
my blue rage bar lasts 5x longer than a warriors with no addition input already.

NO MORE WASTED ITEM POINTS.
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Postby Soltyr » Sat Jul 26, 2008 7:48 am

Griffonheart wrote:Passive effect is good, perhaps something like:

1) Whenever you block, you gain mana equal to 10% of your intellect.


IMHO, no sense put a mana return/regen ability in a 21points talent.
Paladin does need some kind of scalable mana recovery ability with shorter CD than LoH, but it needs to be baseline for every spec, while every paladin suffers of the same drama: fullHP/zeroMana - zeroMana/nobody heals you.
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Postby Malona » Sat Jul 26, 2008 4:48 pm

Lore wrote:It'd be more of a gesture really.


<3 Eddie Izzard
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Postby illudin » Sat Jul 26, 2008 11:00 pm

Hand of Sanctuary
For 10 seconds all threat generated by the target is redirected to the caster

would make it very hard to lose agro, just cast it on that destrolock and have them searing pain your way to tons of agro, :D
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Postby Lemondish » Sun Jul 27, 2008 5:08 pm

Seal of Protection

Fills the Paladin with the spirit of Protection increasing his/her hit points by 3% on each melee strike, stacking up to 10 times. Lasts 45 seconds, but once the duration is over, the hit points are lost.

Unleashing this Seal's energy will judge the target reducing all damage done by 5%. Lasts 10 seconds and refreshes only on Holy spell damage.

Ability has a 3 minute cooldown.

Or......

Blessed Shields

All targets within 5 yards of the Paladin will focus all their energy on the Paladin during the duration of Divine Shield. However, the Paladins health is drained by 20% of the damage that would have been caused.

Remove Ardent Defender, remove Divine Guardian, and drop this somewhere near Sacred Duty.
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