Blizzard recently published a set of bug fixes that are going into the next Patch. This isn’t an exhaustive list, more just covering the ones that I feel impact me.
Auras: Any paladin aura active at the time of the paladin's death now automatically reactivates when the paladin returns to life.
Nice little ‘quality of life’ improvement. There actually have been times where I’ve had to put Devotion Aura back up halfway through a Boss fight. I’m sure nobody noticed though.
Blessing of Sanctuary: This talent and Vigilance will now both be able to be cast on the same target without sometimes overwriting each other.
This is welcomed news. I don't feel that a Warrior should be casting Vigilance on a fellow tank. Vigilance should go on the highest threat DPSer. I recommend you macro a /cancelaura Vigilance into your Shield of the Righteousness if you are running any PuG raids, or have an uncooperative Warrior in your guild. That will remove Vigilance from you.
Not to turn this into a discussion of Vigilance, but I would at least like to acknowledge that many Warriors really don't like the Vigilance mechanic. They feel it causes them to be balanced around things innately outside of their control, i.e. the threat output of a chosen DPSer. I can certainly understand their position. The Developers should increase the range of Vigilance and Hand of Salvation to 40 yards.
Hammer of Justice: Tooltip now specifies that the Interrupt effect only occurs on non-player targets.
Nice change for PVP, now can we have it OFF the Global Cooldown so it can actually be an quasi effective interrupt for PVE?
Judgements: All paladin judgements are now properly considered as melee attacks that cannot be dodged, blocked or parried. Previously Seal of Light, Seal of Wisdom, Seal of Justice and Seal of Righteousness would cause the judgement to be considered a ranged attack.
This doesn’t have much impact on Tanking Paladins, but further underscores why we don’t value Expertise as much as our fellow Plate Tanks. When Judgment can't be dodged, blocked or parried it kind of removes the benefit of Expertise.
Judgement accounts for about 8 to 10% of my threat depending on the fight.
•Heart of the Crusader & Judgement of the Just: The effect from this talent will no longer be removed if a paladin without this talent overwrites the judgement placed by a paladin who does have the talent.
Thank you, Blizzard Development Team.
This is a much needed change, and with the normalization of Judgement of Light, greatly simplifies Judgments. Judgement of Light on Live determines how much it heals based on the Attack Power and Spell Power of the Paladin judging, making a Ret Paladin’s Judgement of Light heal more than Holy or Prot. On the PTR, Judgment of Light heals 2% of the attackers maximum health, regardless of which Paladin put it up. In 3.2 Raids, just make sure at least one of your Paladins is covering Wisdom and one is covering Light, and everyone else can judge whatever they feel like.
Sacred Shield: This buff blah blah duel, blah blah stand, and it is no longer possible for two paladins to both have the spell active on one target.
This means you really need to know if the Holy Paladin in your raid is putting his Sacred Shield on you. If he is, you don’t want to use your own. Since it is highly likely a Holy Paladin will be assigned to heal a tank, and the Holy needs a Sacred Shield up on that tank for his new sexy HoT, it’s pretty safe to assume he’s going to have his Sacred Shield on you which really makes Divine Guardian loose a great deal of its appeal for Tanking Paladins.