Anorian wrote:For the love of god, why dont they just give us the mana in righteous fury and dump that stupid sancblessing, or make it a selfbuff or put it in our kings.
I really fail to see the point to have 2 blessings that prot wants still, the agi and str provided by kings is still very nice, so I still want both...
I've seen some other suggestions of what to do with BoS and BoK and the best one I've seen so far:
Remove BoS from the game, new talent replaces it "Improved BoK" that basically bolts on the mana regen and 3% damage reduction to BoK, if you have a Protadin then awesomesauce 3% damage reduction all around, if you don't then you don't loose Kings (if you've only got the one paladin). If there were concerns regarding PvP holy paladins with their new prot/holy spec they could make the mana regen scale with defense, at base 400 defense you get no mana regen, at 540 you get the current 2%.
In regards of the new Argent Defender I'm still very uncomfortable with this, as I still feel a tank that can prevent it's own death without having to do anything feels overpowered, even with loss of AD for 2 minutes the result of a proc. I feel that losing AD for 2 minutes is a big price to pay and would prefer they removed the Guardian Spirit in exchange for something else.
My suggestion would be to keep the current rework of AD - sans guardian spirit effect. We already have a 20% damage reduction in the form of Glyph of salvation, they could either bolt onto this effect "if used upon self does not cause threat reduction" or even just create a minor glyph for this. I feel that the new and improved AD in combination with a 20% reduction would be enough to survive the big hitters like Vezax enrage as i'm currently already doing this when my Divine Protection is on CD, it's just my healers hearts skip a beat if he leapfrogs the current AD and the threat reduction can start to cause a few problems later in the fight after 1-2 uses and a mage forgets to invis :p
If you wanted to get really technical and if the devs thought 20% extra wasn't enough, they could make glyph of salvation a base 20% reduction, with additional reduction scaling with defense value upto a capped value of say 30% for example, or whatver the maths showed was necessary.
I realise a lot of my suggestions involve making things scale with defense, but they're already doing that and I feel its a good way to seperate damage reduction for us in PvE and PvP - hopefully leading for less chance of a nerf based upon something the PvPers are getting upto.