So what do you say to this 11pt?
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On the OP's idea I would make sure that the healing counted as coming from the spellcaster, so it would regen our mana too.
Would be nice for helping us un-oom when on low health and faced with a caster.
Would it work on DOTs, etc? The warrior refelct just refelcts the DOT back on the caster, would our one add a HoT, do nothing, instant-heal for the total damage etc?
Would be nice for a warlock to give us a massive HoT rather than a dot
Could just buff us with "Redeaming Light" which would tick for the same as the dot would have, for the same duration or something.
Having it as a hand rather than a bubble would add incentive for holy to spec into prot for pve too, which might be a good idea to add alternatives to the +8% crit in the ret tree.
What would it do to status affects?
Would it absorb fear, slow, cyclone affects too?
How about:
Hand of Redeaming etc
130 mana
instant cast
20s cooldown
10s duration
The next spell cast on you is absorbed, healing you for any damage it would have dealt and adding a HoT effect if a DoT would have been applied, and making you immune to any slowing or control remocing affects that would have been applied for 10s.
This means if you pop it before a fear lands, you are now immune to fear for 10s. if you use it before cyclone you are now immune to banish for 10s. Etc.
Would be nice for helping us un-oom when on low health and faced with a caster.
Would it work on DOTs, etc? The warrior refelct just refelcts the DOT back on the caster, would our one add a HoT, do nothing, instant-heal for the total damage etc?
Would be nice for a warlock to give us a massive HoT rather than a dot
Could just buff us with "Redeaming Light" which would tick for the same as the dot would have, for the same duration or something.
Having it as a hand rather than a bubble would add incentive for holy to spec into prot for pve too, which might be a good idea to add alternatives to the +8% crit in the ret tree.
What would it do to status affects?
Would it absorb fear, slow, cyclone affects too?
How about:
Hand of Redeaming etc
130 mana
instant cast
20s cooldown
10s duration
The next spell cast on you is absorbed, healing you for any damage it would have dealt and adding a HoT effect if a DoT would have been applied, and making you immune to any slowing or control remocing affects that would have been applied for 10s.
This means if you pop it before a fear lands, you are now immune to fear for 10s. if you use it before cyclone you are now immune to banish for 10s. Etc.
- Candiru
- Posts: 2479
- Joined: Mon May 28, 2007 12:21 pm
ShaiHulud wrote:Holy Charge
Instant Cast
Mana usage here
Absurd Cooldown here
You charge the enemy causing them to be stunned for 1 second.
It'd also work well for an interupt perhaps? Obviously not for most bosses but atleast on trash/caster mobs
Shares cooldown with Hammer of Justice.
Vaze - 70 Paladin, Dragonmaw
- Vaze
- Posts: 22
- Joined: Wed Aug 13, 2008 9:29 am
To be honest I'd rather see something like:
Hand of the Pure:
Mana cost - TBD
Cooldown - 35 sec
harnesses the Holy energy that surrounds all things, drawing the targeted enemy towards the Palladin and forcing the enemy to attack the Pally for 3 secs.
Lets stop going after the warrior abilities and look at the Death Knight since they are actually our negatives.
Fixes single target taunt
Fixes targets getting out of range
Pretty much everything we are looking for.
Hand of the Pure:
Mana cost - TBD
Cooldown - 35 sec
harnesses the Holy energy that surrounds all things, drawing the targeted enemy towards the Palladin and forcing the enemy to attack the Pally for 3 secs.
Lets stop going after the warrior abilities and look at the Death Knight since they are actually our negatives.
Fixes single target taunt
Fixes targets getting out of range
Pretty much everything we are looking for.

- Tensen
- Posts: 22
- Joined: Tue Jul 29, 2008 8:55 am
Tensen wrote:To be honest I'd rather see something like:
Hand of the Pure:
Mana cost - TBD
Cooldown - 35 sec
harnesses the Holy energy that surrounds all things, drawing the targeted enemy towards the Palladin and forcing the enemy to attack the Pally for 3 secs.
Lets stop going after the warrior abilities and look at the Death Knight since they are actually our negatives.
Fixes single target taunt
Fixes targets getting out of range
Pretty much everything we are looking for.
Death Grip != taunt
Mocking Blow != taunt
Death Grip = Mocking Blow
Hand of the Pure (your idea) = Death Grip = Mocking Blow
So in the end your idea is not a taunt its mocking blow
-

Notorius101 - Posts: 71
- Joined: Sat Dec 22, 2007 11:57 am
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