Paladin Righteous/Zelous Might - Mechanics Discussion

Woot

Dalayan Adventurer
Righteous and especially Zealous (R2) Might are must-have buffs for the Paladin both for +Aggro for tanking, as well as +DPS, but mechanically these spells have conflicting intentions as well as frustrating use case scenarios while playing a paladin in various circumstances. In many ways this spell feels less like a buff that is great to cast and more like a problem to maintain effective power that needs special attention by the paladin to work around when using it. The intention of this post is to outline problematic cases with the buff's mechanics, as well as provide potential solutions. For the purposes of this discussion let's focus on the Paladin R2 (Zealous Might) as the end-game example.

Zealous Might:

Mana cost: 100Range: 0Spell skill: Abjuration
Cast time: 1 secondsAE radius: 0Resist type: Unresistable
Recharge time: 12 secondsAE duration: 0Resist adjust: 0
Duration: 3 ticks (18 seconds)Target type: SelfRestrictions: None

Spell Type: Detrimental
Slot 1: Increase ATK by 50
Slot 2: Decrease Strength of Healing Spells by 50%
Slot 4: Increase DEX by 50
Slot 7: Increase STR by 50
Slot 8: Increase Melee Haste v2 by 40%
Slot 9: Increase Aggro by 125%
Slot 10: Damage Modifier: Increase Melee Damage by 20%

This acts as a massive aggro boost, necessary for generating and holding aggro as a Paladin. It also acts as a massive DPS bonus, granting ATK/DEX/STR, 40% overhaste, and 20% increased melee damage. As a tradeoff for this aggro and DPS increase, the Paladin's heals are reduced by 50%. It is extremely powerful, and it is necessary power (for tanking especially, but also for doing effective DPS) because without it the paladin has extremely weak/inaffective aggro and much lowered DPS.

The spell is detrimental so it counts as a detrimental spell and cannot be clicked off. It is short duration so needs to be recast frequently (~every 18 seconds). Potentially with careful timing, heals can be woven briefly in between recasts while the debuff is down.

Mechanics Problems

(1) Detrimental Spell


The first mechanics problem this poses is that this buff is a debuff despite it otherwise acting like a beneficial spell. Generally, the paladin will want to cast this spell prior to engaging on a fight/boss, but if the paladin has a proc on detrimental spell bracer equipped it can potentially cause the bracer to proc, hitting the paladin if there is no target, or hitting the boss if the boss is targeted. This is not an intuitive and a very annoying/dangerous mechanic to have to be constantly aware of as a paladin for a spell that is supposed to be a "buff".

(2) It feels like an extra step needed to start/maintain effective aggro/dps

Having to initially cast / constantly maintain a short buff prior to being effective at generating aggro / doing DPS feels like a burden to have to cast first in order to be effective in various scenarios rather than a benefit.

Let's say the paladin is acting as the off-tank in the raid and is not keeping Zealous Might up, but suddenly adds come and start to aggro members in the raid. A paladin is now forced to either

A: try to generate aggro on the adds immediately (use an AE blind/stun, or other spell) but be far less effective at generating that aggro (less than half as effective),
or
B: first spend ~2 seconds casting and recovering from casting Zealous Might, then cast their aggro spells to generate aggro, effectively becoming over 2X as effective at generating that aggro, but leaving their group/raid hanging for 2 seconds while they buff while adds are attacking squishy people.

Choosing between these two options just does not feel good when it's the difference between generating very little aggro that may pick up the mobs right away, or may not, and likely won't hold aggro on them for very long vs. generating the aggro needed to be sure to pick up and maintain initial aggro on mobs. The paladin has a clear intention -- get aggro, save party, but to do that at proper effectiveness currently they have to basically say "hold on 2 secs, buffing first".

Additionally, by this being a short buff to constantly recast, it constantly takes 1-2 seconds away from the paladin's normal attack rounds / casting just to keep the buff up, and poses the potential to constantly have this sort of a predicament when tanking while trying to maintain the buff (the buff is fading and needs a recast but there are now also adds to pick up, same predicament). It feels like something needed to be maintained in order to be effective with an extra step of casting it, rather than a boost that is immediately useful and fun to go through the process of casting / maintaining it.

(3) +Aggro for tanking vs. +DPS for when not tanking

This spell effectively has 2 uses. The first is for being able to hold aggro at all as a paladin when tanking, the second is for greatly increased DPS. Because these go hand in hand, it's nearly impossible to use this spell as an effective DPS boost when not tanking without pulling aggro from the main tank. When not tanking this puts the paladin in an extremely difficult position of trying to do DPS while not pulling aggro from the tank.

(4) Juggling Healing vs. Aggro & DPS

For such a great tanking/dps buff, the tradeoff is far less effective healing, but trying to juggle casting effective heals between the buff fading and recasting the buff isn't the most fun mechanic to try and work with especially considering that the buff fading isn't an exactly set / specific time (depends on global timing).


Possible Solutions

(A) Rework Spell Mechanics


What if we change how Zealous Might works. Instead of the buff (debuff?) it gives being cast directly, lets make it operate as a special type of spellcast proc buff. Zealous Might would then instead be a long-lasting self buff that would have no direct effect other than the following:

When casting a Blind spell, prior to the spell landing the Paladin will receive Zealous Might Recourse (100% proc chance on casts of Blind).

Zealous Might Recourse will be effectively the same thing as the current Zealous Might, but instead triggered prior to Blind spells landing (would also work if resisted) if you have the long lasting Zealous Might buff up.

This would solve mechanics problems (1) and (2), now instead of requiring the extra step of buffing Zealous Might prior to trying to trying to generate aggro instead when you cast a blind spell (a spell specifically used to generate aggro), you get the Zealous Might Recourse effect (the current Zealous Might buff). This would still let you potentially juggle heals in-between casts, but wouldn't require that extra step between you having aggro effectiveness and getting the aggro you need. It would make casting a blind (an aggro spell you'd cast anyway to generate threat) automatically cause you to go into Zealous Might, rather than require you to cast / keep up Zealous Might in order to be effective at casting your aggro spells; this changes the spell from a model of "I need to cast this first to be effective at generating aggro" to a model where "Casting an aggro spell has become more effective and gives me added bonuses I'd want to have in this situation anyway"

This would also free up a much needed spell slot for the paladin (if the paladin uses blinds already), or just maintain the same spell slots for paladins who don't use blinds.

A problem with this is that if you're looking to just DPS and not draw aggro, this would make that even more difficult due to needing to cast blinds, but this is a separate problem based on the dual-use of Zealous Might as both an aggro boost and a DPS boost, let's see if we can tackle that another way (see (B) Rework Stances)

(B) Rework Stances

What if paladins had a new stance (or perhaps replace the mez/charm immune stance that doesn't seem to work against any conceivable fear/charm/mez) that does not drain stamina so it can be properly maintained, and does the following:

Aggression bonuses from Spells and Items lower aggression instead while reducing armor class.

This would effectively allow the paladin to DPS with Zealous Might without stealing aggro while having the tradeoff of reduced armor class (not a crazy reduction making them paper.. but some to offset the -aggro +dps they'd get).

The exact way +aggro modifiers would actually cause -aggro would need to be tweaked I'm sure, but if done properly would allow the paladin to have Zealous Might without it causing the paladin to steal aggro, and would also work for spell mechanics rework (A) allowing Zealous Might Recourse on casts of blinds without stealing aggro.

A downside of this is that paladins wouldn't be able to use other stances when in the de-aggro stance, but being able to effectively use Zealous Might when not trying to generate aggro makes up for that, barring a further redesign of how paladin stances work.

If (A) is also implemented, this would still require the paladin to occasionally cast a blind to maintain their DPS when in the de-aggro stance, but at least the blind has some utility / added dmg when used to maintain Zealous Might Recourse and feels better than needing to cast a buff just for the sake of maintaining Zealous Might.


(C) Rework Healing Debuff / Beneficial Spell

Making Zealous Might (or Zealous Might Recourse in the case of spell mechanics rework (A)) a true beneficial spell, allowing it to be clicked off may be a solution to mechanics problems (1) and (4), though it is likely the intent that this be a tradeoff-buff (debuff?) that cannot be clicked off once committed to. While making it a beneficial spell may help, I'm not sure what the best solution is here, as even going over to the buffs window to click off the buff isn't really a fun mechanic either. One of the benefits of paladins is the ability to add a bit of healing to themselves and the group. Zealous Might makes paladins far less effective at that unless it is juggled, and juggling it (having to wait and hold off heals until it clears to cast an effective heal) is almost as stressful a position to be in as having to cast the buff in order to be effective at generating aggro. Perhaps casting a heal could cause Zealous Might to automatically come off, losing its beneficial effects requiring a recast rather than reduce healing effectiveness? I'm not sure here.. very open to suggestions on this to make this less mechanically frustrating.


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I'd be very interested to hear comments on these ideas, as well as any other ideas on the mechanics of this spell and possible ways to fix conflicting mechanics / intended uses / frustrating use case scenarios for this spell line for the paladin.

Thanks!
 
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