Last night I was finally taking some time "off" from both work and the game to read some blogs I enjoy and have neglected for too long. I also discovered that through the summer (ok I know I'm very late) some have closed or changed names or have just fallen into slumber. So it is time to update the Blog Roll List (on the right part of the page).
I'm going to point a few changes for those used to it:
Holy Paladin .net: I'm finally repairing a grave miss in my blog roll, I discovered yesterday that, even though I've linked it numerous time here holypaladin.net was not in my blog roll, when it is the home of the Holy Paladin blog list.
Critical QQ: one of the "fun" blogs I enjoyed to read has changed name to Preposterous Pretentious Prattle, this is not much about wow anymore but has some nice (though often sad) fanfiction on it, go give it a look.
PorkchopsnHolysauce: a new entry into my blog roll, I just discovered this informative and lighthearted blog, give it a go, it's worth your time.
Divine Plea: yet another Holy Paladin site for your reference, I think I'll soon need to make 2 blog rolls, one for paladins, and another for general blogs :)
Have fun reading :)
And see you next post.
Showing posts with label holy. Show all posts
Showing posts with label holy. Show all posts
Thursday, December 30, 2010
Monday, December 27, 2010
Holy Paladin Cataclysm Build at level 85
This is an update of my previous posts about Holy Paladin builds since patch 4.0.1:
Cataclysm Holy Paladin Build
Patch 4.0.1 is going live. You are not prepared!
Holy Raiding with a ToR build.
Several things have changed since, especially the launch of Cataclysm and the fact that you are probably all lvl 85 now (at least the readers interested into my previous articles for lvl 80 Holy raid healing).
So here is the update, for patch 4.0.3a with the recent change (nerf? :p) to Tower of Radiance and Light of Dawn. I have said before that LoD strength could create the opportunity for 2 different raid healing builds, but it's recent cut by 40% most probably closes this idea.
I must remind you that I'm not playing a Holy Paladin anymore and that my paladin is still 80, so this post is more for the sake of not leaving people with a 80 build, and written from the views I get both from elitist jerks holy paladin forum and the holy paladins from my guild (that are raiding now).
This post will also be limited to Holy talent tree, targeted at raiding. I will not cover itemization, this will be covered into a general healer's post that should happen later this week if I get enough time for that.
Holy Paladin Talent tree
Here I will detail the talent points at level 85, which means 41 points, 31 of which (at least) have to be into the Holy tree before you can look at the other paladin trees.
This build is a 31/3/7 it is a stricly PvE build, intended at raiding & instances. I will try to comment and justify the choices that can be done in the build. the mandatory PvE talents will not be commented upon. All comments are at the end of the talent list.
Holy Tree (31)
Protector of the Innocent (3/3) Casting a targeted heal on any target, except yourself, also heals you for 3722 to 4282.
Judgements of the Pure (3/3) Your Judgement increases your casting and melee haste by 9% for 1 min.
Clarity of Purpose (3/3) Reduces the casting time of your Holy Light and Divine Light spells by 0.5 sec.
Last Word (2/2) Gives your Word of Glory a 60% increased critical chance when used on targets with 35% or less health.
Divine Favor (1/1) Increases your spell casting haste by 20% and spell critical chance by 20% for 20 sec.
Infusion of Light (2/2) Increases the critical effect chance of your Holy Shock by 10%. In addition, your Holy Shock critical effects reduce the cast time of your next Holy Light or Divine Light by 1.50 sec.
Daybreak (2/2) Your Flash of Light, Holy Light and Divine Light have a 20% chance to make your next Holy Shock not trigger a cooldown if used within 12 sec.
Enlightened Judgements (2/2) Grants hit rating equal to 100% of any Spirit gained from items or effects, and increases the range of your Judgement by 10 yards. In addition, your Judgement instantly heals you for 2481 to 2853.
Beacon of Light (1/1) The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each heal you cast on party or raid members will also heal the Beacon for 50% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 5 min.
Speed of Light (3/3) Grants 3% spell haste and reduces the cooldown of Holy Radiance by 30 sec. Casting Holy Radiance increases your movement speed by 60% for 4 sec.
Sacred Cleansing (1/1) Your Cleanse spell now also dispels 1 Magic effect.
Conviction (3/3) Gives you a 3% bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.
Aura Mastery (1/1) Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of all other auras by 100%. Lasts 6 sec.
Tower of Radiance (3/3) Healing the target of your Beacon of Light with Flash of Light or Divine Light has a 100% chance to generate a charge of Holy Power.
Light of Dawn (1/1) Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone for an amount depending on your charges of Holy Power.
Protection Tree (3)
Divinity (3/3) Increases all healing done by you and all healing effects on you by 6%.
Retribution Tree (7)
Crusade (3/3) Increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by 30%, and the damage and healing of your Holy Shock by 30%. In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional 300%.
Improved Judgement (2/2) Increases the range of your Judgement by 20 yards.
Pursuit of Justice (2/2) You have a 100% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by 15%. This effect does not stack with other movement speed increasing effects.
Comments and possible changes
The goal of this build is both maximizing the hps and getting Pursuit of Justice. The main sacrifice done to get this talent is Eternal Glory in the protection tree.
This is a discutable choice, but with the recent nerf to Tower of Radiance, you will generate Holy Power much slower, mostly by using Holy Shock. Hence you will use Word of Glory less often, hence getting less use from Eternal Glory. Because of that I think a 15% speed increase at all times with a speed boost after using a judgement is more profitable. Especially during raids, but even in heroic instances, you will have to move a lot, and you all know that Holy Paladins aren't the best at healing in movement.
So being able to move faster and start to heal again faster after a movement will always be a nice thing for us.
There is a small leeway in the build though, in the Holy tree.
When you will be comfortable with raid encounters and know where to be at the right moment to limit damage to yourself, and/or can recast your judgement a little more often than every minute, you can drop points into Protector of the Innocent or Enlightened Judgements. To get some in:
Paragon of Virtue (2/2) Reduces the cooldown of Divine Protection by 10 sec, Hand of Sacrifice by 15 sec and Avenging Wrath by 30 sec.
If you can use Avenging Wrath on every cooldown with this talent it will result in about 2% gain of free hps. PotI is a very nice free survivability talent though, chose what you prefer.
The other debatable point is trading one point from Last Word to get:
Blessed Life (1/2) You have a 50% chance to gain a charge of Holy Power whenever you take direct damage. This effect cannot occur more than once every 8 seconds.
This talent, though not useful on every encounter, can give you some free Holy Power when you need it the most (aoe raid damage phases). And Last Word use is very situational and was more suited to LK spiky healing style. Though still nice for heroics when you can have to save an overzealous dpser, Last Word is definitely less useful in raids and unless you are strictly a tank healer this switch could be better for you.
Here is a direct link at the basic build: Holy Paladin 85 build - 31/3/7
Keep in mind the small changes discussed before and modify it according to your preferred playstyle.
I hope this article can help some of you, and as always comments will be much appreciated.
edit (12/27):
I am still waiting to get some more raid logs to analyze pondering if Tower of Radiance is worth keeping at all now that it does not affect Holy Light.
If you are purely a tank healer, you will probably use Divine Light from time to time on your Beacon target and it could still be worthwhile. But I think that any paladin not being on tank duty should ponder about dropping it completely.
Some first raid logs are showing that ToR could result in very few Holy Power gain, so low as 3 HP per boss fight. It should be clear that 3 talent points to get 3 HP in a whole fight is definitely not worth the investment, Blessed Life gives more for only one point in several encounters.
Cataclysm Holy Paladin Build
Patch 4.0.1 is going live. You are not prepared!
Holy Raiding with a ToR build.
Several things have changed since, especially the launch of Cataclysm and the fact that you are probably all lvl 85 now (at least the readers interested into my previous articles for lvl 80 Holy raid healing).
So here is the update, for patch 4.0.3a with the recent change (nerf? :p) to Tower of Radiance and Light of Dawn. I have said before that LoD strength could create the opportunity for 2 different raid healing builds, but it's recent cut by 40% most probably closes this idea.
I must remind you that I'm not playing a Holy Paladin anymore and that my paladin is still 80, so this post is more for the sake of not leaving people with a 80 build, and written from the views I get both from elitist jerks holy paladin forum and the holy paladins from my guild (that are raiding now).
This post will also be limited to Holy talent tree, targeted at raiding. I will not cover itemization, this will be covered into a general healer's post that should happen later this week if I get enough time for that.
Holy Paladin Talent tree
Here I will detail the talent points at level 85, which means 41 points, 31 of which (at least) have to be into the Holy tree before you can look at the other paladin trees.
This build is a 31/3/7 it is a stricly PvE build, intended at raiding & instances. I will try to comment and justify the choices that can be done in the build. the mandatory PvE talents will not be commented upon. All comments are at the end of the talent list.
Holy Tree (31)
Protector of the Innocent (3/3) Casting a targeted heal on any target, except yourself, also heals you for 3722 to 4282.
Judgements of the Pure (3/3) Your Judgement increases your casting and melee haste by 9% for 1 min.
Clarity of Purpose (3/3) Reduces the casting time of your Holy Light and Divine Light spells by 0.5 sec.
Last Word (2/2) Gives your Word of Glory a 60% increased critical chance when used on targets with 35% or less health.
Divine Favor (1/1) Increases your spell casting haste by 20% and spell critical chance by 20% for 20 sec.
Infusion of Light (2/2) Increases the critical effect chance of your Holy Shock by 10%. In addition, your Holy Shock critical effects reduce the cast time of your next Holy Light or Divine Light by 1.50 sec.
Daybreak (2/2) Your Flash of Light, Holy Light and Divine Light have a 20% chance to make your next Holy Shock not trigger a cooldown if used within 12 sec.
Enlightened Judgements (2/2) Grants hit rating equal to 100% of any Spirit gained from items or effects, and increases the range of your Judgement by 10 yards. In addition, your Judgement instantly heals you for 2481 to 2853.
Beacon of Light (1/1) The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each heal you cast on party or raid members will also heal the Beacon for 50% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 5 min.
Speed of Light (3/3) Grants 3% spell haste and reduces the cooldown of Holy Radiance by 30 sec. Casting Holy Radiance increases your movement speed by 60% for 4 sec.
Sacred Cleansing (1/1) Your Cleanse spell now also dispels 1 Magic effect.
Conviction (3/3) Gives you a 3% bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.
Aura Mastery (1/1) Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of all other auras by 100%. Lasts 6 sec.
Tower of Radiance (3/3) Healing the target of your Beacon of Light with Flash of Light or Divine Light has a 100% chance to generate a charge of Holy Power.
Light of Dawn (1/1) Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone for an amount depending on your charges of Holy Power.
Protection Tree (3)
Divinity (3/3) Increases all healing done by you and all healing effects on you by 6%.
Retribution Tree (7)
Crusade (3/3) Increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by 30%, and the damage and healing of your Holy Shock by 30%. In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional 300%.
Improved Judgement (2/2) Increases the range of your Judgement by 20 yards.
Pursuit of Justice (2/2) You have a 100% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by 15%. This effect does not stack with other movement speed increasing effects.
Comments and possible changes
The goal of this build is both maximizing the hps and getting Pursuit of Justice. The main sacrifice done to get this talent is Eternal Glory in the protection tree.
This is a discutable choice, but with the recent nerf to Tower of Radiance, you will generate Holy Power much slower, mostly by using Holy Shock. Hence you will use Word of Glory less often, hence getting less use from Eternal Glory. Because of that I think a 15% speed increase at all times with a speed boost after using a judgement is more profitable. Especially during raids, but even in heroic instances, you will have to move a lot, and you all know that Holy Paladins aren't the best at healing in movement.
So being able to move faster and start to heal again faster after a movement will always be a nice thing for us.
There is a small leeway in the build though, in the Holy tree.
When you will be comfortable with raid encounters and know where to be at the right moment to limit damage to yourself, and/or can recast your judgement a little more often than every minute, you can drop points into Protector of the Innocent or Enlightened Judgements. To get some in:
Paragon of Virtue (2/2) Reduces the cooldown of Divine Protection by 10 sec, Hand of Sacrifice by 15 sec and Avenging Wrath by 30 sec.
If you can use Avenging Wrath on every cooldown with this talent it will result in about 2% gain of free hps. PotI is a very nice free survivability talent though, chose what you prefer.
The other debatable point is trading one point from Last Word to get:
Blessed Life (1/2) You have a 50% chance to gain a charge of Holy Power whenever you take direct damage. This effect cannot occur more than once every 8 seconds.
This talent, though not useful on every encounter, can give you some free Holy Power when you need it the most (aoe raid damage phases). And Last Word use is very situational and was more suited to LK spiky healing style. Though still nice for heroics when you can have to save an overzealous dpser, Last Word is definitely less useful in raids and unless you are strictly a tank healer this switch could be better for you.
Here is a direct link at the basic build: Holy Paladin 85 build - 31/3/7
Keep in mind the small changes discussed before and modify it according to your preferred playstyle.
I hope this article can help some of you, and as always comments will be much appreciated.
edit (12/27):
I am still waiting to get some more raid logs to analyze pondering if Tower of Radiance is worth keeping at all now that it does not affect Holy Light.
If you are purely a tank healer, you will probably use Divine Light from time to time on your Beacon target and it could still be worthwhile. But I think that any paladin not being on tank duty should ponder about dropping it completely.
Some first raid logs are showing that ToR could result in very few Holy Power gain, so low as 3 HP per boss fight. It should be clear that 3 talent points to get 3 HP in a whole fight is definitely not worth the investment, Blessed Life gives more for only one point in several encounters.
Wednesday, December 15, 2010
"To the "Scorched" Ground, Baby !"
You'll have to pardon me the reference to this now legendary (more than epic) phrase from Ghostcrawler, adapted for Cataclysm. I read the info on MMO Champion this morning, and even though I'm not playing my Holy Pally lately, it still made me sad for all of you that are reading this blog.
Holy Paladin Nerfing 101
Stage 1 - Destruction of the ToR build/gameplay: Holy Light will not give Holy Power anymore when cast on your Beaconed target.
The ToR buile was based on generating as much Holy Power as you could for as cheap as you could to use Word of Glory as often as possible. This gave you a good amount of "free" healing as long as you kept your rotation up (HS/HL/HL/WoG ...repeat). As I said before this was a mean of mimiccing what has always been the Holy Paladin effectiveness: longevity during encounters. It was used with all our other tricks (like going to melee and hitting a boss when you could to generate mana) to try keeping your mana up during a raid. When other healing classes are based on their mana going down and then blowing big cds to get it up again, Holy Paladins are based on trying to "free heal" as much as they can to stay roughly at teh same mana level during all an encounter. We have few mana regen abilities, so if our mana goes down, it is hard to get it up again, and we want to be able to burst heal if needed, so we have to keep it as high as we can during a whole fight.
What does that mean? It means that, if shit doesn't happen during a raid, a Holy Paladin playing
correctly will stay at a very high mana level during a whole raid encounter. That is what blizzard is "reproaching" us, that paladins finish a fight with 90% mana too often ... so yes, you're just all
playing too well my friends, you whouls be clumsier with your gameplay and blizzard would then let us live :P
Stage 2 - Light of Dawn healing is reduced by 40%
They could have just halved it, but it's "only" 40%, what a joke. LoD was not strong enough before being linked to Holy Power. when they changed it they buffed it and removed the CD, not enough testing on their side clearly, but to nerf it that strongly two weeks after ... must have been a serious missjudgement on their side.
In the end what do I think of all that?
I don't bother much, mostly because I'm playing shaman now, and also because I've seen too many of these nerfs. My grin is ... you know what? Arena season 9 is starting at the same time ... and Bliz is, once again, trying to convince us that these changes are because of PvE, when I directly see them targeted as PvP nerfs.
Call me a cynic, think what you want, I hate how PvP always influence PvE balance. We've asked them for a looooong time now to separate how abilities work in PvE and PvP so that they can do whatever they want with PvP without influencing PvE balance. But they are not doing it (I accept it's hard to code especially for "world pvp") and it still pollute the PvE experience of everyone.
Holy Paladin Nerfing 101
Stage 1 - Destruction of the ToR build/gameplay: Holy Light will not give Holy Power anymore when cast on your Beaconed target.
The ToR buile was based on generating as much Holy Power as you could for as cheap as you could to use Word of Glory as often as possible. This gave you a good amount of "free" healing as long as you kept your rotation up (HS/HL/HL/WoG ...repeat). As I said before this was a mean of mimiccing what has always been the Holy Paladin effectiveness: longevity during encounters. It was used with all our other tricks (like going to melee and hitting a boss when you could to generate mana) to try keeping your mana up during a raid. When other healing classes are based on their mana going down and then blowing big cds to get it up again, Holy Paladins are based on trying to "free heal" as much as they can to stay roughly at teh same mana level during all an encounter. We have few mana regen abilities, so if our mana goes down, it is hard to get it up again, and we want to be able to burst heal if needed, so we have to keep it as high as we can during a whole fight.
What does that mean? It means that, if shit doesn't happen during a raid, a Holy Paladin playing
correctly will stay at a very high mana level during a whole raid encounter. That is what blizzard is "reproaching" us, that paladins finish a fight with 90% mana too often ... so yes, you're just all
playing too well my friends, you whouls be clumsier with your gameplay and blizzard would then let us live :P
Stage 2 - Light of Dawn healing is reduced by 40%
They could have just halved it, but it's "only" 40%, what a joke. LoD was not strong enough before being linked to Holy Power. when they changed it they buffed it and removed the CD, not enough testing on their side clearly, but to nerf it that strongly two weeks after ... must have been a serious missjudgement on their side.
In the end what do I think of all that?
I don't bother much, mostly because I'm playing shaman now, and also because I've seen too many of these nerfs. My grin is ... you know what? Arena season 9 is starting at the same time ... and Bliz is, once again, trying to convince us that these changes are because of PvE, when I directly see them targeted as PvP nerfs.
Call me a cynic, think what you want, I hate how PvP always influence PvE balance. We've asked them for a looooong time now to separate how abilities work in PvE and PvP so that they can do whatever they want with PvP without influencing PvE balance. But they are not doing it (I accept it's hard to code especially for "world pvp") and it still pollute the PvE experience of everyone.
Friday, November 05, 2010
Light of Dawn with more flashy flashy light ?
Two new builds hit the beta servers this week, I'm not going to detail everything but I want to notify you a change for one of the new spells we got with 4.0.1.
For detailed infos you can look at the build 13241 on MMO Champion.
No more cooldown is a buff, even if dependent on Holy Power, getting 3 stacks of HP is usually much faster than waiting 30s.
It can now only heal 5 targets, whatever the positioning of your raid. This is clearly intended as a 25-Man raid healing nerf, you will never get more than 5 people in your "aoe cone" in a 10-Man. Blizzard is nerfing most aoe healing recently, especially the paladins which seemed to do too much of their raid healing via aoes (that's a change ...) no surprise LoD finally got the shaft too.
All in all I think that it's an interesting change, at least for 10-Man raiders which will not suffer from the nerf.
Now ... Light of Dawn is a crappy situational heal as it is right now on live. Will it be strong enough with a 3 Holy Power stack to justify its use is to be verified once these changes are live.
Up to now, most paladins are just playing with their "disco ball" and getting silly giggles on vent for using it, it's pimp, it's flashy, it's also near from useless in 10-Man where you will rarely heal even only 3 people with it (but for Festergut perhaps, if you're a lucky healer and sticking to the melee range, usually not the case of a paladin in hard mode).
We'll see what it will be.
For detailed infos you can look at the build 13241 on MMO Champion.
Light of Dawn now uses Holy Power instead of Mana. Now heals up to 5 targets. No longer has a cooldown - Consumes all Holy Power to send a wave of healing energy before you, healing up to 5 of the most injured targets in your party or raid within a 30 yard frontal cone for 1008.96 to 1124.15 per charge of Holy Power.What does that changes do? Both a buff and a nerf.
No more cooldown is a buff, even if dependent on Holy Power, getting 3 stacks of HP is usually much faster than waiting 30s.
It can now only heal 5 targets, whatever the positioning of your raid. This is clearly intended as a 25-Man raid healing nerf, you will never get more than 5 people in your "aoe cone" in a 10-Man. Blizzard is nerfing most aoe healing recently, especially the paladins which seemed to do too much of their raid healing via aoes (that's a change ...) no surprise LoD finally got the shaft too.
All in all I think that it's an interesting change, at least for 10-Man raiders which will not suffer from the nerf.
Now ... Light of Dawn is a crappy situational heal as it is right now on live. Will it be strong enough with a 3 Holy Power stack to justify its use is to be verified once these changes are live.
Up to now, most paladins are just playing with their "disco ball" and getting silly giggles on vent for using it, it's pimp, it's flashy, it's also near from useless in 10-Man where you will rarely heal even only 3 people with it (but for Festergut perhaps, if you're a lucky healer and sticking to the melee range, usually not the case of a paladin in hard mode).
We'll see what it will be.
Labels:
holy,
holy power,
light of dawn,
paladin,
patch 4.0.1
Tuesday, November 02, 2010
Word of Glory and Holy Power stacking
Busy weekend, Halloween and all, not much sleep, not much wow time, but I found enough to do a Word of Glory testing regarding Holy Power.
The Question:
It has been said on very serious sources (like elitist jerks) that Word of Glory healing power is exponential regarding the number of stack of Holy Power you have, hence asking us to only use it with 3 stacks if you don't want to lose serious hps.
So I did two batches of tests, one with a nooby lvl 13 Holy Paladin created for the occasion, and one with my lvl 80 ilevel 264 main. Each character used WoG 5 times with each 1, 2 and 3 HP stack, and I compared the results between each other, and between character to see the influence of the spellpower coefficient part of WoG.
The Result:
WoG healing of mostly linear in the number of HP stack. Which means that a one HP stack WoG is roughly 1/3 of the healing of a 3 HP stack WoG. It seems that with more than 3K spellpower stacking is slightly more interesting, but at low level you really see WoG being linear in the number of HP stacks.
The Conclusion:
So you can use WoG with 1 or 2 Holy Power, the healing is not exponential. Though remember using WoG is a use of a global cooldown too, so a slight loss of hps in the end. But considering it is not exponential, you should not refrain from using it in emergencies when moving, even if not at full Holy Power.
The Question:
It has been said on very serious sources (like elitist jerks) that Word of Glory healing power is exponential regarding the number of stack of Holy Power you have, hence asking us to only use it with 3 stacks if you don't want to lose serious hps.
So I did two batches of tests, one with a nooby lvl 13 Holy Paladin created for the occasion, and one with my lvl 80 ilevel 264 main. Each character used WoG 5 times with each 1, 2 and 3 HP stack, and I compared the results between each other, and between character to see the influence of the spellpower coefficient part of WoG.
The Result:
WoG healing of mostly linear in the number of HP stack. Which means that a one HP stack WoG is roughly 1/3 of the healing of a 3 HP stack WoG. It seems that with more than 3K spellpower stacking is slightly more interesting, but at low level you really see WoG being linear in the number of HP stacks.
The Conclusion:
So you can use WoG with 1 or 2 Holy Power, the healing is not exponential. Though remember using WoG is a use of a global cooldown too, so a slight loss of hps in the end. But considering it is not exponential, you should not refrain from using it in emergencies when moving, even if not at full Holy Power.
Thursday, October 28, 2010
Healing Balance Discussion - Part 1
A new build hit the beta servers yesterday: Cataclysm Beta - Build 13221. You can read the details on MMO Champion, as always thx Boubouille.
I'm here going to discuss the major healing balance changes for all classes:
Druids - not affected yet, but GC already announced that they think druids use too much Rejuvenation and will probably see their mana regen nerfed to limit this.
Priests - mostly small buffs, priests are a little lower on raid recounts (even if Blizzard say you should look at them, they obviously do :p)
Shaman - Chain Heal now costs 20% of base mana, up from 17% of base mana. This is a mana nerf supposed limiting the use of chain heal by shamans.
Paladin - ok here comes the big stuff:
A Global View on the Changes
If you look at all the changes on a global scale, most aoe healing is nerfed, either directly or by mana limitation (as for chain heal). Analyzing the first raid logs clearly shows that there are some massive raid damage and that aoe heals were very strong, if not dominant, because of that.
Balance seems to be the issue though as Holy Priests still are getting buffs when they already have strong group/raid healing abilities.
What about Holy Paladins ?
In our specific case, our big aoe heal Holy Radiance is nerfed, probably strongly enough for it to get more in par with other classes aoe heals, the priests being what is considered the "good balanced" reference right now.
My concern is that, looking at logs Holy Paladins healing is crap but for Holy Radiance. Our Beacon isn't strong enough, or our direct heals aren't, but clearly we're not on line with other healers on the direct heals side.
Now I'm complaining about something which as already been addressed, as you can read before all our direct heals are getting a 30% base healing buff. My question is: is this enough? My second question is: will it still be enough in tier 13 gear?
A Little Bit of Healing Theorycrafting
I'm going to explain these two questions here, and will probably do a dedicated post about healing theorycrafting later.
A heal strength can only be compared by using HPS: healing per second, which means the healing output a spell gives you per second if you're spamming it. If I take a regular direct heal, it's healing can be obtained by this formula:
We got a buff to the base healing, which means a 30% buff to the first part of the equation. Now, if your gear improves, the only thing that makes your heals stronger is that your spellpower increases. What that means is that with better gear what you consider to decide of the strength of a heal is the spell coefficient and not the base healing.
Now you see where I want to go. Buffing the base healing is perhaps enough to get us in line with the other healers at 85 in blues, even with the nerf to Holy Radiance. But if the spell coefficients are not changed, we will again be lower when gear improves. On the other hand, the Holy Radiance nerf will affect it as strongly at high gear level than in blues, because it affects the global hps and not only the base coefficient.
Conclusion
I can understand that aoe healing could looks mindless and unskilled. And I can understand that Blizzard wants to see more dedicated healers having to target people to heal them. I have nothing against that.
My fear is that the nerf to Holy Radiance will put the paladins back down where they are right now in ICC at lvl 80. And even if I don't really like the idea that most of our hps is a single spell on a 30s cooldown, it's never fun to always be the lowest on the charts.
My second concern is that the direct heal buffs that are supposed to balance that aoe nerf are probably not right. Increasing only the base spell healing could be enough right now, but it won't last as I explained.
I understand that some could not be familiar with theorycrafting, and I'm not posting too often about it, most of the time only giving you my conclusions.
But an educated healer can better understand the problems of spell balance, and how nerfs/buffs affect it, so I will try to write a complete and more detailed / easy to understand post about spell balance later.
On a side note, my resto shaman is close to 70 now :P
I'm here going to discuss the major healing balance changes for all classes:
Druids - not affected yet, but GC already announced that they think druids use too much Rejuvenation and will probably see their mana regen nerfed to limit this.
Priests - mostly small buffs, priests are a little lower on raid recounts (even if Blizzard say you should look at them, they obviously do :p)
Shaman - Chain Heal now costs 20% of base mana, up from 17% of base mana. This is a mana nerf supposed limiting the use of chain heal by shamans.
Paladin - ok here comes the big stuff:
- Holy Radiance's effectiveness now diminish on targets farther than x yards away.
- Lay on Hands no longer restores mana.
- Beacon of Light now lasts 5 min, up from 1 min.
- Divine Light base healing has been increased by 30%. From 8538-9512 to 11100-12366
- Flash of Light base healing has been increased by 30%. From 5313-5961 to 6907-7750.
- Holy Light base healing has been increased by 30%. From 3202-3567 to 4162-4637.
- Holy Shock base healing has been increased by 30%. From 3033-3285 to 3943-4271.
- Mastery: Illuminated Healing now absorbs 10% of the amount healed, up from 8%. Now lasts 8 sec, up from 6 sec. Each point of mastery increases the absorb amount by an additional 1.25%, up from 1%.
A Global View on the Changes
If you look at all the changes on a global scale, most aoe healing is nerfed, either directly or by mana limitation (as for chain heal). Analyzing the first raid logs clearly shows that there are some massive raid damage and that aoe heals were very strong, if not dominant, because of that.
Balance seems to be the issue though as Holy Priests still are getting buffs when they already have strong group/raid healing abilities.
What about Holy Paladins ?
In our specific case, our big aoe heal Holy Radiance is nerfed, probably strongly enough for it to get more in par with other classes aoe heals, the priests being what is considered the "good balanced" reference right now.
My concern is that, looking at logs Holy Paladins healing is crap but for Holy Radiance. Our Beacon isn't strong enough, or our direct heals aren't, but clearly we're not on line with other healers on the direct heals side.
Now I'm complaining about something which as already been addressed, as you can read before all our direct heals are getting a 30% base healing buff. My question is: is this enough? My second question is: will it still be enough in tier 13 gear?
A Little Bit of Healing Theorycrafting
I'm going to explain these two questions here, and will probably do a dedicated post about healing theorycrafting later.
A heal strength can only be compared by using HPS: healing per second, which means the healing output a spell gives you per second if you're spamming it. If I take a regular direct heal, it's healing can be obtained by this formula:
base healing + (spell coefficient * spellpower) = global spell healing
You then divide that by its casting time and you get the spell HPS.We got a buff to the base healing, which means a 30% buff to the first part of the equation. Now, if your gear improves, the only thing that makes your heals stronger is that your spellpower increases. What that means is that with better gear what you consider to decide of the strength of a heal is the spell coefficient and not the base healing.
Now you see where I want to go. Buffing the base healing is perhaps enough to get us in line with the other healers at 85 in blues, even with the nerf to Holy Radiance. But if the spell coefficients are not changed, we will again be lower when gear improves. On the other hand, the Holy Radiance nerf will affect it as strongly at high gear level than in blues, because it affects the global hps and not only the base coefficient.
Conclusion
I can understand that aoe healing could looks mindless and unskilled. And I can understand that Blizzard wants to see more dedicated healers having to target people to heal them. I have nothing against that.
My fear is that the nerf to Holy Radiance will put the paladins back down where they are right now in ICC at lvl 80. And even if I don't really like the idea that most of our hps is a single spell on a 30s cooldown, it's never fun to always be the lowest on the charts.
My second concern is that the direct heal buffs that are supposed to balance that aoe nerf are probably not right. Increasing only the base spell healing could be enough right now, but it won't last as I explained.
I understand that some could not be familiar with theorycrafting, and I'm not posting too often about it, most of the time only giving you my conclusions.
But an educated healer can better understand the problems of spell balance, and how nerfs/buffs affect it, so I will try to write a complete and more detailed / easy to understand post about spell balance later.
On a side note, my resto shaman is close to 70 now :P
Labels:
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Wednesday, October 27, 2010
Bugs & Blogs & Misc
Just an update slash news post today.
As you all know we had a bug patch on live today (or yesterday if you're a US player). The description is on MMO champion (as all other sorts of goodness about Cataclysm that I won't cover), I'm just putting the bug fixes here:
On another note you have perhaps read my ranty post about the state of pally healing at the moment. Also a bit ranty but very interesting and informative is a post from Tarinae on her blog: A Healadin's Tear. You should go check out that blog, good things to read there.
That's all for today, short post, I'm still working on number analysis about holy at 85 using raid logs and videos from the beta (a bit postponed by Blizzcon), and on Word of Glory healing per stack of holy power at low level / high level / high gear level. I'll post that probably later this week.
As always, have fun, and if healing as a paladin isn't fun right now well, try leveling a rogue, they just destroy everything in bgs right now :P
As you all know we had a bug patch on live today (or yesterday if you're a US player). The description is on MMO champion (as all other sorts of goodness about Cataclysm that I won't cover), I'm just putting the bug fixes here:
- Using a "/cast!" command no longer disconnects players.
- Mousing over objects that generate a cogwheel should no longer cause the client to freeze or disconnect.
- Guild Tabards should no longer display on characters not actually wearing the Guild Tabard.
- Floating combat text should always appear.
- NPC Health Bars/Nameplates are now appearing correctly.
On another note you have perhaps read my ranty post about the state of pally healing at the moment. Also a bit ranty but very interesting and informative is a post from Tarinae on her blog: A Healadin's Tear. You should go check out that blog, good things to read there.
That's all for today, short post, I'm still working on number analysis about holy at 85 using raid logs and videos from the beta (a bit postponed by Blizzcon), and on Word of Glory healing per stack of holy power at low level / high level / high gear level. I'll post that probably later this week.
As always, have fun, and if healing as a paladin isn't fun right now well, try leveling a rogue, they just destroy everything in bgs right now :P
Sunday, October 24, 2010
Healing 5-Man after patch 4.0.1.
I have already commented enough of my views about Holy in raids since patch, but I've not said much about 5-Man. And as it seems some are struggling with them, I'll try to give a few hints about how to handle a rushing instance group. And trust me, my guildies are not stopping for more than bosses ... and most of our dpsers seem to be completely suicidal to me lately, so healing 5-Man can be intense :P
First, you should have the right spec. I advise you to read my earlier posts:
Patch 4.0.1 is going live. You are not prepared!
First impressions on 4.0.1
You should have a 31/2/3 spec with an emphasis on Holy Shock and Word of Glory. The reason for that is that they will be your main tools for any 5-Man.
The ToR style is perfect for instances, it is very rare that your tank will need more than the Beacon influx added to the occasional direct heal used to get Holy Power. Perhaps more will be need if your tank is slightly low geared or if you're into heroic HoR, but on a regular basis you'll be perfectly fine with a regular ToR build.
That means that you will be doing that, with that rough priority order:
1. Beacon of Light on your tank;
2. Use Word of Glory when you have 3 Holy Power stacks (and only 3 !), repeat if you get an Eternal Glory proc;
3. Use Holy Shock on cooldown, if only your tank is hurt, use it on him, if anyone in the group is hit, and unless your tank is in critical, heal the group member (+1 Holy Power);
4. Direct heal your tank with a Holy Light if you're not in a hurry, with a Flash of Light if you're in a hurry, with a Divine Light if he's very badly hurt (+1 Holy Power);
5. Direct heal one of the group members if your HS is on cooldown and you don't have 3 stacks of Holy Power and it's urgent.
Now if you have enough crit/haste your HS/WoG + Beacon will handle 75% of your healing. I don't think you should have any mana issues with this "rotation" as WoG is free, can sometimes be used like 3 times in a row thx to Eternal Glory, and because HS is our most efficient heal per mana skill.
If your mana is going down, use Divine Plea while running between pulls, but that should really not be an issue. Don't forget to judge for speed and a bit of mana too.
If you are still not at ease, I suggest that you test this "rotation" on yourself for a little while, it's easy to maintain once you get used to it, as any dps "rotation" (yes several paladins are saying we are now pew pew dpsers ;p).
Have fun and if you ever encounter issues, don't hesitate to comment here :)
First, you should have the right spec. I advise you to read my earlier posts:
Patch 4.0.1 is going live. You are not prepared!
First impressions on 4.0.1
You should have a 31/2/3 spec with an emphasis on Holy Shock and Word of Glory. The reason for that is that they will be your main tools for any 5-Man.
The ToR style is perfect for instances, it is very rare that your tank will need more than the Beacon influx added to the occasional direct heal used to get Holy Power. Perhaps more will be need if your tank is slightly low geared or if you're into heroic HoR, but on a regular basis you'll be perfectly fine with a regular ToR build.
That means that you will be doing that, with that rough priority order:
1. Beacon of Light on your tank;
2. Use Word of Glory when you have 3 Holy Power stacks (and only 3 !), repeat if you get an Eternal Glory proc;
3. Use Holy Shock on cooldown, if only your tank is hurt, use it on him, if anyone in the group is hit, and unless your tank is in critical, heal the group member (+1 Holy Power);
4. Direct heal your tank with a Holy Light if you're not in a hurry, with a Flash of Light if you're in a hurry, with a Divine Light if he's very badly hurt (+1 Holy Power);
5. Direct heal one of the group members if your HS is on cooldown and you don't have 3 stacks of Holy Power and it's urgent.
Now if you have enough crit/haste your HS/WoG + Beacon will handle 75% of your healing. I don't think you should have any mana issues with this "rotation" as WoG is free, can sometimes be used like 3 times in a row thx to Eternal Glory, and because HS is our most efficient heal per mana skill.
If your mana is going down, use Divine Plea while running between pulls, but that should really not be an issue. Don't forget to judge for speed and a bit of mana too.
If you are still not at ease, I suggest that you test this "rotation" on yourself for a little while, it's easy to maintain once you get used to it, as any dps "rotation" (yes several paladins are saying we are now pew pew dpsers ;p).
Have fun and if you ever encounter issues, don't hesitate to comment here :)
Wednesday, October 20, 2010
Feedback about Holy at 80, and beyond.
I won't hide it, Holy right now is crap. Perhaps I'm a bit strong with this word, but that's what I feel when I look at a recount after a raiding night. Sure most of the time we're doing fine, but I'm raiding with 2 very good druids and they're doing like 85% of the healing (call me a bad healer if you want, I know what I'm doing).
Before 4.0.1 I was confident in my healing, even when I wasn't pushing the numbers. I knew that I could do it and that if it was needed I could jump into power healing mode and start keeping all our 10-Man raid up for one minute or two just spamming Holy Light like crazy with my Beacon on our tank. None would die as long as I got enough mana, and I was playing conservatively. That saved us on Lich King, and I was proud of that.
Now I'm crap on numbers, but the sad part is that I'm not better than other healers on the mana side, unless I'm just using ToR, which seriously can't keep a tank/raid up by itself. If I need to start spamming Divine Light ... well things start to go wrong. My DL cost more than a holy priest Greater Heal and heals for seriously less at equal spellpower. We don't have any raid healing tool at 80, no more Sacred Shield & hot, no more judgement healing. Light of Dawn is cute but crap and way too situational.
That can sound like whining, and it probably is. But I'm dead serious on it, I can't support my raid anymore, or at least not enough to justify a healer spot on hard modes.
What about the future for Holy Paladins?
So I'm considering going ret until Cataclsym, at least I can perhaps do enough dps to be useful. But what about the future of pally healing?
Some perhaps remember how prot paladins were during most of TBC, and how holy paladins were during half of it, after being op at start. The answer for me is simple, balance is hard to achieve and when a class get shafted it often last for several months. Be it bad design, or a producer choice to balance the number of players on that specific class, it's not a fun spot to be in.
And I don't want to be playing a useless class/spec when we rush for 85 and raiding during Cataclysm, I don't have the time needed to rush two characters, so I need to pick-up the right healing class before Cataclysm goes live.
To answer that question I looked into how holy paladins are doing during the first raids that started this weekend on the Beta test realms. You can find very good videos on MMO Champion, I'm going to advise you two of them, that are being casted by holy paladins. You can watch them on Youtube following these links:
Paragon vs Halfus Wyrmbreaker
Paragon vs Chimaeron
I also read the elitist jerks holy paladin forum (always a good source of up-to-date information).
The answer is: Holy Paladins are doing great at lvl 85. Most 25-Man raids seem to be using something like 5-6 healers, 2 of them being Holy Paladins which are most of the time topping the meters. So what? Let's rejoice?
Not so fast my friends. If you look at the recount, and the timing of the heals, the holy paladins are using a pure ToR rotation with Light of Down and Holy Radiance inserted during raid damage periods. These raid damage timings are big, often requiring the healers to top the whole raid from 5% to 100% in about 30s. and if you look at the recounts, the paladins are far behind until these huge raid damage happen. So why are they topping the meters, because of Holy Radiance, our new raid healing spell that we won't get before Cataclysm.
Yes it seems HR is too strong, but what would they be without it, because they are clearly only helping on the raid/tank with a ToR rotation beside using HR and that is not pulling the numbers.
Now let us read the last comment of Blizzard after these first raid tests:
So the devs decided to nerf Holy Radiance, which will bring the paladins probably way lower than what you can see on the two raids I invited you to watch. The questions for me are: will the buffs to our direct heals be enough to keep us competitive at 85, and give us back a healer spot at 80 in any serious raid encounter?
I'll keep looking at raid reports/logs/videos of the beta and try to analyze the buffs comparing them to the "old number" that you can find on Ophelie's blog (thx Ophelie ^^).
I'm kind of sad to say it, but I'm seriously considering switching class for the launch of Cataclysm if Holy Paladins can't be effective healers, at least at 85.
Before 4.0.1 I was confident in my healing, even when I wasn't pushing the numbers. I knew that I could do it and that if it was needed I could jump into power healing mode and start keeping all our 10-Man raid up for one minute or two just spamming Holy Light like crazy with my Beacon on our tank. None would die as long as I got enough mana, and I was playing conservatively. That saved us on Lich King, and I was proud of that.
Now I'm crap on numbers, but the sad part is that I'm not better than other healers on the mana side, unless I'm just using ToR, which seriously can't keep a tank/raid up by itself. If I need to start spamming Divine Light ... well things start to go wrong. My DL cost more than a holy priest Greater Heal and heals for seriously less at equal spellpower. We don't have any raid healing tool at 80, no more Sacred Shield & hot, no more judgement healing. Light of Dawn is cute but crap and way too situational.
That can sound like whining, and it probably is. But I'm dead serious on it, I can't support my raid anymore, or at least not enough to justify a healer spot on hard modes.
What about the future for Holy Paladins?
So I'm considering going ret until Cataclsym, at least I can perhaps do enough dps to be useful. But what about the future of pally healing?
Some perhaps remember how prot paladins were during most of TBC, and how holy paladins were during half of it, after being op at start. The answer for me is simple, balance is hard to achieve and when a class get shafted it often last for several months. Be it bad design, or a producer choice to balance the number of players on that specific class, it's not a fun spot to be in.
And I don't want to be playing a useless class/spec when we rush for 85 and raiding during Cataclysm, I don't have the time needed to rush two characters, so I need to pick-up the right healing class before Cataclysm goes live.
To answer that question I looked into how holy paladins are doing during the first raids that started this weekend on the Beta test realms. You can find very good videos on MMO Champion, I'm going to advise you two of them, that are being casted by holy paladins. You can watch them on Youtube following these links:
Paragon vs Halfus Wyrmbreaker
Paragon vs Chimaeron
I also read the elitist jerks holy paladin forum (always a good source of up-to-date information).
The answer is: Holy Paladins are doing great at lvl 85. Most 25-Man raids seem to be using something like 5-6 healers, 2 of them being Holy Paladins which are most of the time topping the meters. So what? Let's rejoice?
Not so fast my friends. If you look at the recount, and the timing of the heals, the holy paladins are using a pure ToR rotation with Light of Down and Holy Radiance inserted during raid damage periods. These raid damage timings are big, often requiring the healers to top the whole raid from 5% to 100% in about 30s. and if you look at the recounts, the paladins are far behind until these huge raid damage happen. So why are they topping the meters, because of Holy Radiance, our new raid healing spell that we won't get before Cataclysm.
Yes it seems HR is too strong, but what would they be without it, because they are clearly only helping on the raid/tank with a ToR rotation beside using HR and that is not pulling the numbers.
Now let us read the last comment of Blizzard after these first raid tests:
Yes, we buffed the 5 paladin direct heals (FoL, HL, DL, HS, WoG). This is a change for both level 80 and 85. We are going to tone down Holy Radiance as I described in the other thread. It can be powerful without being 75% of paladin healing.You can read the two blue posts about the state of Holy Paladins (look for the 18/10 post) and the hotfix deployed thanks to Boubouille blue tracker.
So the devs decided to nerf Holy Radiance, which will bring the paladins probably way lower than what you can see on the two raids I invited you to watch. The questions for me are: will the buffs to our direct heals be enough to keep us competitive at 85, and give us back a healer spot at 80 in any serious raid encounter?
I'll keep looking at raid reports/logs/videos of the beta and try to analyze the buffs comparing them to the "old number" that you can find on Ophelie's blog (thx Ophelie ^^).
I'm kind of sad to say it, but I'm seriously considering switching class for the launch of Cataclysm if Holy Paladins can't be effective healers, at least at 85.
Labels:
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nerf,
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patch 4.0.1
Friday, October 15, 2010
Holy Raiding with a ToR build.
So the build I discussed in this post has received a name on elitist jerks forums, the ToR build. ToR stands for our Tower of Radiance talent.

Tower of Radiance (rank 3) : Healing the target of your Beacon of Light with Flash of Light, Holy Light or Divine Light has a 100% chance to generate a charge of Holy Power.
The concept is simple: use Holy Shock on cooldown, use Holy Light on your beacon to gain holy power and then use Word of Glory when you reach 3 holy power. The rotations have been analysed on elitist jerks and the optimal hps seem to be: Holy Shock, Holy Light, Holy Light, Word of Glory. If you get a Daybreak proc then Holy Shock twice on your next shock, if you get en Eternal Glory proc then WoG twice (or thrice, or four times ... you get the idea).
Raiding with ToR
I have raided last night with this build. ICC 10-Man regular with achievements (makes it slightly harder on some fights, or at least it did before patch). About 2 and a half hours raiding, 10 bosses down (Sindragosa and LK left). We wiped once on ... a bug after the ship battle, we were still killed by the opponent boat after having finished the battle and reached Saurfang spot ...
Usually we 3 heal ICC, at least on some fights. Last night we 2 healed it (me and a resto druid) but for Marrowgar because we were not sure of raid healing, and Festergut because we only had 1 ranged dps and had to put 2 healers on Vile Gas range.
As always before I was dual tank healing, though my druid friend was Lifeblooming the tank not having my beacon at all times and helping me with hots. Nearly all I used all night was the ToR rotation, Daybreak is huge, and Eternal Glory "proced" 4 times in a row for me once ... crazy 5x10K free heals.
I never went under about 80% mana, and lost a tank once during the princes because he was tanking Keleseth and lost his purple balls (hey dpsers, calm down please).
Discussion and changes
They are nerfing Speed of Light today in the new beta build (see MMO champion).
Speed of Light has been revamped to only affect Holy Radiance - Speed of Light - Grants 1/2/3% spell haste and reduces the cooldown of Holy Radiance by 30 sec. Casting Holy Radiance increases your movement speed by 20/40/60% for 4 sec.
So Holy Light won't be hastened after your Holy Shock anymore, this is a slight nerf to the whole ToR idea. We'll have to see if it's enough to change it.
I had fun with Light of Dawn too, it's cute, it's ... mostly useless. It doesn't heal for enough when serious raid damage happens and the aoe is too situational / the cd is too long, for it to be really a good utility talent. Right now I'll continue to test it, but I'm wondering about skipping it in the talent tree.
Divine Light is strong, even stronger than Holy Light was before. It is an emergency heal, but with the hp pool of tanks right now, a DL crit will heal for about 50% hps of your tank.
Overall view on Holy raiding with ToR
The ToR build is fun to play, it's more reactive and dynamic than before, and we've gained a lot of mobility, which is a really nice change.
You can keep up a tank with this gameplay and a few Divine Lights tossed on your tank here and there while helping for emergency raid healing (HS & WoG).
Your global healing will be ... quite low. I was at about 1/2 to 2/3 of the effective healing of our druid last night, hot spam is still easy to achieve with the mana pool druids have right now, and their hots seem to be stronger than before.
So don't worry if you're a bit low on the meter, have fun with the new gameplay, and wait until Cata to go live to see how healer mana will be impacted by going to 85. The nice thing of this build is that about 50% of it's healing is mana free (Beacon + WoG) and another part is low mana (HL) so even at 85 it should still be very mana effective.
Now a last word ... ICC normal mode is a joke now, even relatively serious bosses like Putricide or Lanathel are going down so fast that you'll never go out of mana or anything. We're definitely going hard mode next time without any fear for mana or tanks.
Btw our tanks had nearly no problem with aggro. Took them one day to adapt to the new talents/rotations, and warrior need to be very cautious with their rage when engaging, but beside that no boss ever left them.
Dps is crazy in ICC, some classes got just shafted (fury warriors and ret paladins come to mind and are buffed today on live it seems), but most others especially casters are all around 15K+ dps when they were around 11-12K before. I tell you, bosses are going down fast.
I guess it is now time for all of us to go get our frostwyrm. I'll be happy to get it, and wasn't sure we could down hard mode LK before this patch, now I don't doubt anymore at all. It's just a matter of a few weeks at most.
I just hope we won't get burned too fast, and pre-cataclysm event will be enough to keep people on until the extension.
Have fun, go go disco paladins ... grin grin.

Tower of Radiance (rank 3) : Healing the target of your Beacon of Light with Flash of Light, Holy Light or Divine Light has a 100% chance to generate a charge of Holy Power.
The concept is simple: use Holy Shock on cooldown, use Holy Light on your beacon to gain holy power and then use Word of Glory when you reach 3 holy power. The rotations have been analysed on elitist jerks and the optimal hps seem to be: Holy Shock, Holy Light, Holy Light, Word of Glory. If you get a Daybreak proc then Holy Shock twice on your next shock, if you get en Eternal Glory proc then WoG twice (or thrice, or four times ... you get the idea).
Raiding with ToR
I have raided last night with this build. ICC 10-Man regular with achievements (makes it slightly harder on some fights, or at least it did before patch). About 2 and a half hours raiding, 10 bosses down (Sindragosa and LK left). We wiped once on ... a bug after the ship battle, we were still killed by the opponent boat after having finished the battle and reached Saurfang spot ...
Usually we 3 heal ICC, at least on some fights. Last night we 2 healed it (me and a resto druid) but for Marrowgar because we were not sure of raid healing, and Festergut because we only had 1 ranged dps and had to put 2 healers on Vile Gas range.
As always before I was dual tank healing, though my druid friend was Lifeblooming the tank not having my beacon at all times and helping me with hots. Nearly all I used all night was the ToR rotation, Daybreak is huge, and Eternal Glory "proced" 4 times in a row for me once ... crazy 5x10K free heals.
I never went under about 80% mana, and lost a tank once during the princes because he was tanking Keleseth and lost his purple balls (hey dpsers, calm down please).
Discussion and changes
They are nerfing Speed of Light today in the new beta build (see MMO champion).
Speed of Light has been revamped to only affect Holy Radiance - Speed of Light - Grants 1/2/3% spell haste and reduces the cooldown of Holy Radiance by 30 sec. Casting Holy Radiance increases your movement speed by 20/40/60% for 4 sec.
So Holy Light won't be hastened after your Holy Shock anymore, this is a slight nerf to the whole ToR idea. We'll have to see if it's enough to change it.
I had fun with Light of Dawn too, it's cute, it's ... mostly useless. It doesn't heal for enough when serious raid damage happens and the aoe is too situational / the cd is too long, for it to be really a good utility talent. Right now I'll continue to test it, but I'm wondering about skipping it in the talent tree.
Divine Light is strong, even stronger than Holy Light was before. It is an emergency heal, but with the hp pool of tanks right now, a DL crit will heal for about 50% hps of your tank.
Overall view on Holy raiding with ToR
The ToR build is fun to play, it's more reactive and dynamic than before, and we've gained a lot of mobility, which is a really nice change.
You can keep up a tank with this gameplay and a few Divine Lights tossed on your tank here and there while helping for emergency raid healing (HS & WoG).
Your global healing will be ... quite low. I was at about 1/2 to 2/3 of the effective healing of our druid last night, hot spam is still easy to achieve with the mana pool druids have right now, and their hots seem to be stronger than before.
So don't worry if you're a bit low on the meter, have fun with the new gameplay, and wait until Cata to go live to see how healer mana will be impacted by going to 85. The nice thing of this build is that about 50% of it's healing is mana free (Beacon + WoG) and another part is low mana (HL) so even at 85 it should still be very mana effective.
Now a last word ... ICC normal mode is a joke now, even relatively serious bosses like Putricide or Lanathel are going down so fast that you'll never go out of mana or anything. We're definitely going hard mode next time without any fear for mana or tanks.
Btw our tanks had nearly no problem with aggro. Took them one day to adapt to the new talents/rotations, and warrior need to be very cautious with their rage when engaging, but beside that no boss ever left them.
Dps is crazy in ICC, some classes got just shafted (fury warriors and ret paladins come to mind and are buffed today on live it seems), but most others especially casters are all around 15K+ dps when they were around 11-12K before. I tell you, bosses are going down fast.
I guess it is now time for all of us to go get our frostwyrm. I'll be happy to get it, and wasn't sure we could down hard mode LK before this patch, now I don't doubt anymore at all. It's just a matter of a few weeks at most.
I just hope we won't get burned too fast, and pre-cataclysm event will be enough to keep people on until the extension.
Have fun, go go disco paladins ... grin grin.
Thursday, October 14, 2010
First impressions on 4.0.1
First evening playing Holy with the 4.0.1 patch. My guild decided to only do heroics tonight, to tune and test our new specs / gear / reforging ... etc. Seeing how it was hard for our warrior tanks (my alt among them) to keep aggro, I think it was a good decision.
Several other paladins are also posting their first impressions, some have raided last night (well, on the US servs Wednesday is the second night after patch :p). I'd advise you to read Ophelie on The Bossy Pally and the Giant Spoon, there are several others you can always follow Holy pally activity on HolyPaladin.net.
I was lazy and went for the easy Holy Shock / Word of Glory build with 25 yards judgements (see my previous post about 4.0.1). You can see it below.
Learned the new abilities at the trainer, put my talent points where they should be, changed one gem to get back my meta activated (silly enough I didn't had any yellow gem anymore ... yes int gems are red now).
And then went directly into heroics with a guildies group (we had 2 5-Man groups nearly all night until 1am ... I think people liked the patch for most of it). I did about 4 heroics, 2 with a 264 geared warrior tank and 2 with a 245 geared DK tank.
First thing to say, warriors have been severely hit by the patch, they are rage deprived and if they can't charge a pack they just can't tank it at all. DKs have it much easier, Death and Decay and even more Blood Boil seem to be no-brain aggro tools.
Second thing, tanks are squishier. We'll see tonight how hard they were hit by going into hard mode ICC, but it really seemed to me they were taking more damage (at least when they could get all the mobs on them).
Now what about pally healing?
I was worried about mana ... forget it. If you go for a Holy Shock & Word of Glory spec (the one I posted) and try to abuse it, you'll never ever go under 90% mana. I'm sure it won't be true anymore at level 85 but at 80 in 251-264 gear ... it's just crazy fun. Even when doing heroic Hall of Reflections with a warrior tank my mana never fell under 90% ... and for a healer I consider this instance as entry raid level.
We don't have Flash of Light anymore (it's still in our talents but please get used to ... not use it, it's crap) and Beacon was halved, which means that when party/raid damage happens we have a harder time to get 3+ people to max life while healing the tank in less than 10s. The Holy Shock / Word of Glory works ok for that, but don't hesitate to use Light of Dawn, our new "group heal" I'm not going to say "raid heal" because it's too situational to be reliable in raids, in my opinion (will see tonight how it goes about that).
Beacon was halved and tanks are squishier (their armor was lowered among other things), that means that you will have to directly heal your tank now. Once again, abuse Word of Glory by casting a Holy Light on your tank as soon as he's not full life and you don't have an urgency anywhere else. Holy Light doesn't heal much, but it's crazy cheap and if you cast it on your Beacon, it gives you 1/3 of a Word of Glory, which means about 3K free heal in a few seconds (WoG heals for about 9K for me between regular and crits).
Use Holy Shock as soon as it's up (especially if you have a Daybreak proc). And use Wod of Glory when it's at 3 charges, you'll have about 1/3 chances of having another one free just after thanks to Eternal Glory.
I'm saying it: SPAM HEALS. Seriously do it people!
As long as you only use Holy Light / Beacon + Holy Shock / Word of Glory and Light of Dawn when needed, you'll never see your mana go seriously down, even with a nearly 0 bonus spirit on your gear, I have less than 150 bonus spirit myself (having avoided mp5 gear that was the stat changed to spirit).
I'm not sure our mana will live that easily when casting Divine Light and that will probably be necessary on tanks during raids seeing that they take more damage. Especially that now our Beacon won't heal the second tank for as much.
What does that means for us ? Well, I'll see that tonight but I think paladins aren't the best tank healers anymore (druids will perhaps be). Considering our 50% Beacon, mana efficiency when using small heals constantly instead of big heals, and our mastery (Divine Ageis is huge for raid healing), I think we'll just beacon the tank, and use the gameplay style I tested tonight in heroics on the raid/tank. We'll give a regular healing infusion to the tank, and help to keep the raid up. We're more something like an infinite mana raid support healer in that scenario. More on that later once I'll have tested raiding.
Last point ... Light of Dawn is so pimp, you're being the disco ball every 30s ... silly fun to look at. I was having everyone laugh on vent last night because as soon as my cd was up I was using it and saying "Pimp Light On" ... I tell you it's so pimp and silly I can't resist to have fun with it.
Anyway, have fun, test things and don't hesitate to post comments :P
See you later for some raid feedback.
Several other paladins are also posting their first impressions, some have raided last night (well, on the US servs Wednesday is the second night after patch :p). I'd advise you to read Ophelie on The Bossy Pally and the Giant Spoon, there are several others you can always follow Holy pally activity on HolyPaladin.net.
I was lazy and went for the easy Holy Shock / Word of Glory build with 25 yards judgements (see my previous post about 4.0.1). You can see it below.

And then went directly into heroics with a guildies group (we had 2 5-Man groups nearly all night until 1am ... I think people liked the patch for most of it). I did about 4 heroics, 2 with a 264 geared warrior tank and 2 with a 245 geared DK tank.
First thing to say, warriors have been severely hit by the patch, they are rage deprived and if they can't charge a pack they just can't tank it at all. DKs have it much easier, Death and Decay and even more Blood Boil seem to be no-brain aggro tools.
Second thing, tanks are squishier. We'll see tonight how hard they were hit by going into hard mode ICC, but it really seemed to me they were taking more damage (at least when they could get all the mobs on them).
Now what about pally healing?
I was worried about mana ... forget it. If you go for a Holy Shock & Word of Glory spec (the one I posted) and try to abuse it, you'll never ever go under 90% mana. I'm sure it won't be true anymore at level 85 but at 80 in 251-264 gear ... it's just crazy fun. Even when doing heroic Hall of Reflections with a warrior tank my mana never fell under 90% ... and for a healer I consider this instance as entry raid level.
We don't have Flash of Light anymore (it's still in our talents but please get used to ... not use it, it's crap) and Beacon was halved, which means that when party/raid damage happens we have a harder time to get 3+ people to max life while healing the tank in less than 10s. The Holy Shock / Word of Glory works ok for that, but don't hesitate to use Light of Dawn, our new "group heal" I'm not going to say "raid heal" because it's too situational to be reliable in raids, in my opinion (will see tonight how it goes about that).
Beacon was halved and tanks are squishier (their armor was lowered among other things), that means that you will have to directly heal your tank now. Once again, abuse Word of Glory by casting a Holy Light on your tank as soon as he's not full life and you don't have an urgency anywhere else. Holy Light doesn't heal much, but it's crazy cheap and if you cast it on your Beacon, it gives you 1/3 of a Word of Glory, which means about 3K free heal in a few seconds (WoG heals for about 9K for me between regular and crits).
Use Holy Shock as soon as it's up (especially if you have a Daybreak proc). And use Wod of Glory when it's at 3 charges, you'll have about 1/3 chances of having another one free just after thanks to Eternal Glory.
I'm saying it: SPAM HEALS. Seriously do it people!
As long as you only use Holy Light / Beacon + Holy Shock / Word of Glory and Light of Dawn when needed, you'll never see your mana go seriously down, even with a nearly 0 bonus spirit on your gear, I have less than 150 bonus spirit myself (having avoided mp5 gear that was the stat changed to spirit).
I'm not sure our mana will live that easily when casting Divine Light and that will probably be necessary on tanks during raids seeing that they take more damage. Especially that now our Beacon won't heal the second tank for as much.
What does that means for us ? Well, I'll see that tonight but I think paladins aren't the best tank healers anymore (druids will perhaps be). Considering our 50% Beacon, mana efficiency when using small heals constantly instead of big heals, and our mastery (Divine Ageis is huge for raid healing), I think we'll just beacon the tank, and use the gameplay style I tested tonight in heroics on the raid/tank. We'll give a regular healing infusion to the tank, and help to keep the raid up. We're more something like an infinite mana raid support healer in that scenario. More on that later once I'll have tested raiding.
Last point ... Light of Dawn is so pimp, you're being the disco ball every 30s ... silly fun to look at. I was having everyone laugh on vent last night because as soon as my cd was up I was using it and saying "Pimp Light On" ... I tell you it's so pimp and silly I can't resist to have fun with it.
Anyway, have fun, test things and don't hesitate to post comments :P
See you later for some raid feedback.
Labels:
5-Man,
heroics,
holy,
holy shock,
paladin,
patch 4.0.1,
word of glory
Tuesday, October 12, 2010
Patch 4.0.1 is going live. You are not prepared!
It's announced on MMO Champion (you can read the official announcement here) :
If you have not yet downloaded the 6.5Gb of prepatch data, it's probably a good idea to start now if you don't want to be out of the game for hours once the patch is live.
As one of our good friend would say "You are not prepared!" and I think he's right, I'm really not prepared for the huge change coming.
This post will be extended today with all the changes to expect for Holy Paladins: talent tree, gear, glyphs, librams ...
see you later for all of that.
Part I - Gear changes
A lot of stats change with patch 4.0.1 but the main impact for Holy Paladins is that spell power disappear and will come straight from your intellect (not that we usually lack on that), and that all your mana regen based on crits is now something of the past (I can't tell you how much I'm worried about my mana right now) and you'll be based on spirit as all other mana classes.
Intellect will probably remain our main stat, spirit will probably be second as we won't have other sources of mana, I think haste will be vastly preferred to crit now even though a "small heals" build could benefit from some crit (more on that later).
Reforging is also introduced and will allow you to change between haste/crit and mastery, even perhaps remove things like hit rating if you're using a dps weapon right now, for example.
A note on mastery.
We have three ranks as you can see on the empty Paladin talent calculator from wowtal. The three ranks will be gained simply by having 31pts in the Holy tree. The two first are fixed, the efficiency of the third one will be based on your mastery rating:
Obviously anyone having ever looked at the stats of a Disc Priest in raid knows the potency of Divine Aegis, which is roughly what our third rank of mastery does. Putting a shield on anyone we heal. I definitely like this ability.
Now if we think about our usual role in raiding, tank healing, spamming heals on the tank will not use this ability to the fullest as shields will erase each other.
If your mostly a tank healer, skip mastery, if you're raid healing, invest as much as you can into it.
So to conclude on gear and how you should use reforging:
Intellect > Spirit > Haste (tank healer) or Mastery (raid healer) > Crit
Part II - Talent Tree and Gameplay Mechanics
Talent trees change *a lot* with patch 4.0.1. They are reduced from 51pts depth to 31pts depth, and we'll roughly gain one point every 2 levels starting at 11. At level 80 (79 exactly) you'll have 36 talent points and 41 at lvl 85.
I'm not going to discuss talents points at lvl 85, because I think they will change until the release of Cataclysm, and we still have 2 months to learn to play and adapt to the probable numerous changes to come (remember the end of TBC anyone ?).
My goal is to give you inputs on a lvl 80 Holy Talent Tree and the reasons for my choices.
First thing to know is that you have to invest 31pts into a tree before being able to put any point into another. Which means we'll need 31pts at least into Holy, and hence only 5pts at most into others.
Second thing to know is that our mana regen has been Nerfed to the Ground Baby! (thx GC)
We don't get any mana back from critical heals anymore, Divine Plea has been nerfed hard from 25% to 10% of our total mana while still having the 50% heal cut nerf attached to it, and to add the last stone, Divine Favor doesn't cut heal costs by 50% it's now just a panic button to burst heals for 20s.
Third thing to know is the introduction of Holy Power. This new "resource" is similar to combo points capped to 3 that you'd get when using some abilities and that allow you to use special abilities linked to that resource.
How do you get Holy Power? You get one when using Holy Shock (so we'll shock as often as we can) and when casting a regular heal (Flash of Light, Holy Light or Divine Light) on the target of our Beacon of Light.
How will we use Holy Power? For Holy Paladins the answer is quite straightforward at lvl 80: Word of Glory. So we will now have 2 instant heals (aka usable while moving) one on a cd and one depending on our Holy Power stack.
Fourth thing to know (yes yes there are quite a lot of changes) is that all healing classes are now based on the same basic core abilities:
Holy Light will be our regular spam heal and Divine Light will be the "emergency" big heal that will probably not be used much before Cataclysm is out with its huge life pools (expect more than 100K hps for a tank starting raids in there).
Now that we have cleared all the general changes to the gameplay mechanics for Holy Paladins, let's look at the talents. First look at the non holy talents to decide if we want to invest 5pts out of the Holy tree. Id advise you to open another window and use wowtal to look at the talents while reading this section.
The Protection Tree
Divinity: 6% bonus to healing is good, we already had it and we liked it, if we can we'll want to get these 3 points.
Eternal Glory: 30% chance to not use your Holy Power when casting Word of Glory will be a huge boost, if you've read the section before you know we will use WoG a lot, as much as we can but most of the time only with 3 Holy Power, these 2 talent points can give us 3 free points of Holy Power 30% of the time we use WoG
The Retribution Tree
Crusade: 30% boost to the healing of Holy Shock, considering we will use it on nearly every cooldown, that is also a no-brainer talent to take.
Improved Judgement: give you an increased range for your Judgements, will be necessary to reach the distance we have right now it's a filler to get the other talents more than a necessity.
Rule of Law: 15% more crit to Word of Glory, once again WoG will be used as much as we can, 15% crit will help turn it into a strong burst heal ability.
First analysis here: it is clear reading these talents that they are very nice to get, there are a lot of synergies with the Holy Shock / Word of Glory combo that we've discussed before and that will probably be the core of our healing.
At lvl 80 we only have at most 5 points to invest into these two trees, I will definitely invest these 5 points and for me the choices are: 2 points into Eternal glory, 3 points into Crusade.
The Holy Tree
Now we know we'll have 31 points to put into the Holy Tree, and we'll want to reach the top of the tree to get our mastery and the last new ability: Light of Dawn.
I'm not going to analyze all the talents, most of them are just no-brainers. I'll list the ones that I consider as PvP talents or talents for other specs, and that should be avoided into a Holy PvE spec: Arbiter of the Light, Blazing Light, Denounce, Blessed Life.
Now I'll discuss about 3 talents:
Protector of the Innocent - Casting a targeted heal on any target, including yourself, also heals you for 1241 to 1427 / 2482 to 2854 / 3722 to 4282.
Enlightened Judgements - Grants hit rating equal to 50% / 100% of any Spirit gained from items or effects, and increases the range of your Judgement by 5 / 10 yards. In addition, your Judgement instantly heals you for 1241 to 1427 / 2481 to 2853.
Paragon of Virtue - Reduces the cooldown of your Divine Protection by 10 / 20 sec and the cooldown of your Avenging Wrath by 30 / 60 sec.
The choice here is to go PotI 3, EJ 2 or PotI 2, EJ 1, PoV 2. Most trees I have seen are going for the PotI 3, EJ 2 build. Going for 2 points into Paragon of Virtue will give change your Avenging Wrath CD from 3 minutes to 2 minutes which is about a 1.1% healing increase if you use AW on cd in both cases.
You lose mostly 5 yards range for your Judgements and gain 1% healing. The amount healed by PotI is strong with our lvl 80 health pools and having 2 or 3 points into it isn't meaningful much in PvE, 2 points will be mostly enough to keep you up in most encounters without even having to heal yourself.
The only problem is that, not having Improved Judgements from the ret tree yet at 80, we would have to get into 20 yards from a boss to judge with only one point into Enlightened Judgements.
I guess it's more a question of testing both, and choosing what you feel the more comfortable with. Just be aware that the two choices exist and I can't say right now if one is strictly better than the other, especially at 80 with short range judgements.
So here are the 2 Holy talent trees that I would advise at lvl 80, both are 31/2/3 trees.
Extended maintenance will begin tonight at midnight, Tuesday, October 12 for the release of patch 4.0.1.Patch 4.0.1 is going live on the US servers, it should be the same on the EU servers tomorrow. Time to work on your new talent tree if you have not yet, to get all the glyphs you can get your hands on before their price explodes (glyphs cost 3 times more ink to make after the patch), and all the jazz.
If you have not yet downloaded the 6.5Gb of prepatch data, it's probably a good idea to start now if you don't want to be out of the game for hours once the patch is live.
As one of our good friend would say "You are not prepared!" and I think he's right, I'm really not prepared for the huge change coming.
This post will be extended today with all the changes to expect for Holy Paladins: talent tree, gear, glyphs, librams ...
see you later for all of that.
Part I - Gear changes
A lot of stats change with patch 4.0.1 but the main impact for Holy Paladins is that spell power disappear and will come straight from your intellect (not that we usually lack on that), and that all your mana regen based on crits is now something of the past (I can't tell you how much I'm worried about my mana right now) and you'll be based on spirit as all other mana classes.
Intellect will probably remain our main stat, spirit will probably be second as we won't have other sources of mana, I think haste will be vastly preferred to crit now even though a "small heals" build could benefit from some crit (more on that later).
Reforging is also introduced and will allow you to change between haste/crit and mastery, even perhaps remove things like hit rating if you're using a dps weapon right now, for example.
A note on mastery.
We have three ranks as you can see on the empty Paladin talent calculator from wowtal. The three ranks will be gained simply by having 31pts in the Holy tree. The two first are fixed, the efficiency of the third one will be based on your mastery rating:
Your healing spells also place an absorb shield on your target for x% of the amount healed lasting 6 sec. Each point of Mastery increases the absorb amount by an additional x%.
Now if we think about our usual role in raiding, tank healing, spamming heals on the tank will not use this ability to the fullest as shields will erase each other.
If your mostly a tank healer, skip mastery, if you're raid healing, invest as much as you can into it.
So to conclude on gear and how you should use reforging:
Intellect > Spirit > Haste (tank healer) or Mastery (raid healer) > Crit
Part II - Talent Tree and Gameplay Mechanics
Talent trees change *a lot* with patch 4.0.1. They are reduced from 51pts depth to 31pts depth, and we'll roughly gain one point every 2 levels starting at 11. At level 80 (79 exactly) you'll have 36 talent points and 41 at lvl 85.
I'm not going to discuss talents points at lvl 85, because I think they will change until the release of Cataclysm, and we still have 2 months to learn to play and adapt to the probable numerous changes to come (remember the end of TBC anyone ?).
My goal is to give you inputs on a lvl 80 Holy Talent Tree and the reasons for my choices.
First thing to know is that you have to invest 31pts into a tree before being able to put any point into another. Which means we'll need 31pts at least into Holy, and hence only 5pts at most into others.
Second thing to know is that our mana regen has been Nerfed to the Ground Baby! (thx GC)
We don't get any mana back from critical heals anymore, Divine Plea has been nerfed hard from 25% to 10% of our total mana while still having the 50% heal cut nerf attached to it, and to add the last stone, Divine Favor doesn't cut heal costs by 50% it's now just a panic button to burst heals for 20s.
Third thing to know is the introduction of Holy Power. This new "resource" is similar to combo points capped to 3 that you'd get when using some abilities and that allow you to use special abilities linked to that resource.
How do you get Holy Power? You get one when using Holy Shock (so we'll shock as often as we can) and when casting a regular heal (Flash of Light, Holy Light or Divine Light) on the target of our Beacon of Light.
How will we use Holy Power? For Holy Paladins the answer is quite straightforward at lvl 80: Word of Glory. So we will now have 2 instant heals (aka usable while moving) one on a cd and one depending on our Holy Power stack.
Fourth thing to know (yes yes there are quite a lot of changes) is that all healing classes are now based on the same basic core abilities:
- a fast and costly heal : Flash of Light,
- a medium slow and cheap heal : Holy Light,
- a strong long and costly heal : Divine Light.
Holy Light will be our regular spam heal and Divine Light will be the "emergency" big heal that will probably not be used much before Cataclysm is out with its huge life pools (expect more than 100K hps for a tank starting raids in there).
Now that we have cleared all the general changes to the gameplay mechanics for Holy Paladins, let's look at the talents. First look at the non holy talents to decide if we want to invest 5pts out of the Holy tree. Id advise you to open another window and use wowtal to look at the talents while reading this section.
The Protection Tree
Divinity: 6% bonus to healing is good, we already had it and we liked it, if we can we'll want to get these 3 points.
Eternal Glory: 30% chance to not use your Holy Power when casting Word of Glory will be a huge boost, if you've read the section before you know we will use WoG a lot, as much as we can but most of the time only with 3 Holy Power, these 2 talent points can give us 3 free points of Holy Power 30% of the time we use WoG
The Retribution Tree
Crusade: 30% boost to the healing of Holy Shock, considering we will use it on nearly every cooldown, that is also a no-brainer talent to take.
Improved Judgement: give you an increased range for your Judgements, will be necessary to reach the distance we have right now it's a filler to get the other talents more than a necessity.
Rule of Law: 15% more crit to Word of Glory, once again WoG will be used as much as we can, 15% crit will help turn it into a strong burst heal ability.
First analysis here: it is clear reading these talents that they are very nice to get, there are a lot of synergies with the Holy Shock / Word of Glory combo that we've discussed before and that will probably be the core of our healing.
At lvl 80 we only have at most 5 points to invest into these two trees, I will definitely invest these 5 points and for me the choices are: 2 points into Eternal glory, 3 points into Crusade.
The Holy Tree
Now we know we'll have 31 points to put into the Holy Tree, and we'll want to reach the top of the tree to get our mastery and the last new ability: Light of Dawn.
I'm not going to analyze all the talents, most of them are just no-brainers. I'll list the ones that I consider as PvP talents or talents for other specs, and that should be avoided into a Holy PvE spec: Arbiter of the Light, Blazing Light, Denounce, Blessed Life.
Now I'll discuss about 3 talents:
Protector of the Innocent - Casting a targeted heal on any target, including yourself, also heals you for 1241 to 1427 / 2482 to 2854 / 3722 to 4282.
Enlightened Judgements - Grants hit rating equal to 50% / 100% of any Spirit gained from items or effects, and increases the range of your Judgement by 5 / 10 yards. In addition, your Judgement instantly heals you for 1241 to 1427 / 2481 to 2853.
Paragon of Virtue - Reduces the cooldown of your Divine Protection by 10 / 20 sec and the cooldown of your Avenging Wrath by 30 / 60 sec.
The choice here is to go PotI 3, EJ 2 or PotI 2, EJ 1, PoV 2. Most trees I have seen are going for the PotI 3, EJ 2 build. Going for 2 points into Paragon of Virtue will give change your Avenging Wrath CD from 3 minutes to 2 minutes which is about a 1.1% healing increase if you use AW on cd in both cases.
You lose mostly 5 yards range for your Judgements and gain 1% healing. The amount healed by PotI is strong with our lvl 80 health pools and having 2 or 3 points into it isn't meaningful much in PvE, 2 points will be mostly enough to keep you up in most encounters without even having to heal yourself.
The only problem is that, not having Improved Judgements from the ret tree yet at 80, we would have to get into 20 yards from a boss to judge with only one point into Enlightened Judgements.
I guess it's more a question of testing both, and choosing what you feel the more comfortable with. Just be aware that the two choices exist and I can't say right now if one is strictly better than the other, especially at 80 with short range judgements.
So here are the 2 Holy talent trees that I would advise at lvl 80, both are 31/2/3 trees.
First one is based on PotI 3, EJ 2.
Second one is based on PotI 2, EJ 1, PoV 2.
Second one is based on PotI 2, EJ 1, PoV 2.
Part III - Glyphs
And we're nearly done, what a wall of text today. Last point we need to address are glyphs. With patch 4.0.1 changes to talents glyphs had to change, but even more we get 3 ranks of glyphs now instead of 2: Prime Glyphs, Major Glyphs and Minor glyphs. As their name states, they go from stronger to weaker.
I'm going to list all of the glyphs relevant for Holy and discuss them.
Prime Glyphs
Divine Favor - Increases the duration of Divine Favor by 10 sec.
Holy Shock - Increases the critical effect chance of Holy Shock by 5%.
Seal of Insight - While Seal of Insight is active, the effect of your healing spells is increased by 5%.
Word of Glory - Increases the healing done by Word of Glory by 10%.
I'm going to skip Divine Favor and go for the 3 other glyphs. SoI is obvious and HS/WoG are going to be the core of our healing "rotations".
Major Glyphs
Beacon of Light - Increases the duration of Beacon of Light by 30 sec.
Cleansing - Reduces the mana cost of your Cleanse by 20%.
Divine Plea - Your Divine Plea provides an additional 5% of your total mana.
Divinity - Your Lay on Hands grants twice as much mana as normal and also grants you as much mana as it grants your target.
Light of Dawn - Reduces the cooldown of Light of Dawn by 10 sec and the amount healed by 20%.
Hand of Salvation - Hand of Salvation no longer permanently reduces threat over time but instead reduces all threat as long as Hand of Salvation lasts.
Long Word - Your Word of Glory heals for 50% less up front, but provides an additional 50% healing over 6 sec.
Harder to chose here, as we have more choices. I'm going to skip Light of Dawn because I need to test that spell that seems very situational to me. Long Word seems to be a protection glyph to me as the hot would erase itself if you recast WoG on the same target, but once again as we discussed in the gear section, if you're a raid healer more than a tank healer, that glyph could be very strong for you (shield + hot with a single WoG that's just really huge).
I have said that I expect strong mana issues so I'll definitely go for Divinity. On the mana side, Divine Plea and Cleansing are also contenders. I would probably go for Cleansing because the mana cost of all dispel abilities has been increased. I'm not sure about Divine Plea because it is now so weak I'm wondering if we'll use it at all in a raid encounter (50% less heal for just 10% mana over 15s isn't that attractive).
Beacon of Light could be a good idea, it would save you mana, and reduce the chore of recasting it every minute.
In the end I'll go Divinity/Cleansing for sure, and perhaps Beacon third, or Light of Dawn if it's nice to use after some testing.
Minor Glyphs
Blessing of Kings - Reduces the mana cost of Blessing of Kings by 50%.
Blessing of Might - Reduces the mana cost of your Blessing of Might by 50%.
Insight - Reduces the mana cost of Seal of Insight by 50%.
Lay on Hands - Reduces the cooldown of your Lay on Hands spell by 2 min.
Lay on Hands, Insight for sure, and Kings probably as a filler for third. I hope we'll get more choices later on, the only one I really like is Lay on Hands for the combo with Divinity.
And that will be all for now. Probably long enough for a single post. You can find more info on Coriel's blog, he's also discussing talents and glyphs though we differ on some small points.
Next one will be about the changes of gameplay after I'll have experienced them on live myself. Until then if you want some inputs from the PTRs, go read the elitist jerks thread about Holy Paladins :P
Take care, have fun people.
And we're nearly done, what a wall of text today. Last point we need to address are glyphs. With patch 4.0.1 changes to talents glyphs had to change, but even more we get 3 ranks of glyphs now instead of 2: Prime Glyphs, Major Glyphs and Minor glyphs. As their name states, they go from stronger to weaker.
I'm going to list all of the glyphs relevant for Holy and discuss them.
Prime Glyphs
Divine Favor - Increases the duration of Divine Favor by 10 sec.
Holy Shock - Increases the critical effect chance of Holy Shock by 5%.
Seal of Insight - While Seal of Insight is active, the effect of your healing spells is increased by 5%.
Word of Glory - Increases the healing done by Word of Glory by 10%.
I'm going to skip Divine Favor and go for the 3 other glyphs. SoI is obvious and HS/WoG are going to be the core of our healing "rotations".
Major Glyphs
Beacon of Light - Increases the duration of Beacon of Light by 30 sec.
Cleansing - Reduces the mana cost of your Cleanse by 20%.
Divine Plea - Your Divine Plea provides an additional 5% of your total mana.
Divinity - Your Lay on Hands grants twice as much mana as normal and also grants you as much mana as it grants your target.
Light of Dawn - Reduces the cooldown of Light of Dawn by 10 sec and the amount healed by 20%.
Hand of Salvation - Hand of Salvation no longer permanently reduces threat over time but instead reduces all threat as long as Hand of Salvation lasts.
Long Word - Your Word of Glory heals for 50% less up front, but provides an additional 50% healing over 6 sec.
Harder to chose here, as we have more choices. I'm going to skip Light of Dawn because I need to test that spell that seems very situational to me. Long Word seems to be a protection glyph to me as the hot would erase itself if you recast WoG on the same target, but once again as we discussed in the gear section, if you're a raid healer more than a tank healer, that glyph could be very strong for you (shield + hot with a single WoG that's just really huge).
I have said that I expect strong mana issues so I'll definitely go for Divinity. On the mana side, Divine Plea and Cleansing are also contenders. I would probably go for Cleansing because the mana cost of all dispel abilities has been increased. I'm not sure about Divine Plea because it is now so weak I'm wondering if we'll use it at all in a raid encounter (50% less heal for just 10% mana over 15s isn't that attractive).
Beacon of Light could be a good idea, it would save you mana, and reduce the chore of recasting it every minute.
In the end I'll go Divinity/Cleansing for sure, and perhaps Beacon third, or Light of Dawn if it's nice to use after some testing.
Minor Glyphs
Blessing of Kings - Reduces the mana cost of Blessing of Kings by 50%.
Blessing of Might - Reduces the mana cost of your Blessing of Might by 50%.
Insight - Reduces the mana cost of Seal of Insight by 50%.
Lay on Hands - Reduces the cooldown of your Lay on Hands spell by 2 min.
Lay on Hands, Insight for sure, and Kings probably as a filler for third. I hope we'll get more choices later on, the only one I really like is Lay on Hands for the combo with Divinity.
And that will be all for now. Probably long enough for a single post. You can find more info on Coriel's blog, he's also discussing talents and glyphs though we differ on some small points.
Next one will be about the changes of gameplay after I'll have experienced them on live myself. Until then if you want some inputs from the PTRs, go read the elitist jerks thread about Holy Paladins :P
Take care, have fun people.
Labels:
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patch 4.0.1,
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Thursday, October 07, 2010
Yet another PTR build for patch 4.0.1
I though they were finished with the patch build as the last one was tagged release., but I was wrong. A new PTR Build 13156 was announced on MMO Champion yesterday, and I want to discuss a few things about it.
First changes for Holy Paladins:
Now the other part of this patch:
Blizzard told us that tanking would not be trivial anymore, I guess it was just too hard. Will this change turn tanking into a simple gearing problem with no skill as it was during Lich King? Or will it remain harder and hence more interesting?
I'm sure that change was necessary, but it's a strong increase and I'm surprised it happens so late in the testing process. As many things (like strange talent trees with talents obviously intended for another tree which are too deep to be taken, Fury of Stormrage anyone ?) it makes me feel that this patch is far from being thoroughly tested and ready for live.
I guess we'll have 2 months to "live test" these changes before the release of Cataclysm. When the new talents came out at the end of BC they were also strongly unbalanced and a lot of nerfs/buffs happened during the early days of Wrath ... we'll probably see these times again.
Ok I'm done grumbling about these changes, in the end only good news for us so we should rejoice :P
As always, have fun raiding guys.
First changes for Holy Paladins:
- Divine Light base healing increased by 10%
- Flash of Light base healing increased by 10%
- Holy Light base healing increased by 10%
- Holy Shock base healing increased by 10%
- Walk in the Light (Passive) now increases healing by 15%, up from 10%.
Now the other part of this patch:
- Righteous Fury now increases threat by 200%, up from 125%.
Blizzard told us that tanking would not be trivial anymore, I guess it was just too hard. Will this change turn tanking into a simple gearing problem with no skill as it was during Lich King? Or will it remain harder and hence more interesting?
I'm sure that change was necessary, but it's a strong increase and I'm surprised it happens so late in the testing process. As many things (like strange talent trees with talents obviously intended for another tree which are too deep to be taken, Fury of Stormrage anyone ?) it makes me feel that this patch is far from being thoroughly tested and ready for live.
I guess we'll have 2 months to "live test" these changes before the release of Cataclysm. When the new talents came out at the end of BC they were also strongly unbalanced and a lot of nerfs/buffs happened during the early days of Wrath ... we'll probably see these times again.
Ok I'm done grumbling about these changes, in the end only good news for us so we should rejoice :P
As always, have fun raiding guys.
Labels:
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holy,
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patch 4.0.1,
Protection
Tuesday, September 28, 2010
Paladin Tier 11, first Cataclysm armor set
Keep in mind that as my previous posts, these are only Beta PTR versions and could be changed before coming to live (which was postponed to early/mid December it seems).
The Holy Paladin set is here (from MMO Champion):
Head - Reinforced Sapphirium Headguard
Shoulders - Reinforced Sapphirium Mantle
Chest - Reinforced Sapphirium Breastplate
Hands - Reinforced Sapphirium Gloves
Legs - Reinforced Sapphirium Greaves
About the set bonus mmm ... I'll have to see it live to decide. The crit bonus isn't bad but I wonder if Holy Light will be of much use in raids, remember that it is now our "medium" heal hence not useful for emergencies neither for big pushes on the tank.
The 4 pieces bonus seems to be a nice mana regen bonus, though Holy Radiance is both on a 1mn cooldown and consumes 40% of our base manapool to cast. Once again, has to be tested.
Not much comments from my part, but if you wanted to look at our next gear set, that's a first view of it.
See you soon for more cataclysmic news.
edit (10/13):
Patch 4.0.1 is now live. You can find the last update concerning gear, stats and reforging on this post: Patch 4.0.1 is going live. You are not prepared!
It is worth noting that Spirit is considered a secondary stat and can be reforged into. It is hence possible to change half the crit rating of an item into spirit. I'll probably do that on most of my gear.
edit (12/30):
I'd advise you to read the neat Home | Best in Slot Holy Paladin Resource. You will find there a complete list of BiS items for Holy Paladins and for each slot an alternative to our poorly itemized T11 with some greatly needed haste rating.
The Holy Paladin set is here (from MMO Champion):
Head - Reinforced Sapphirium Headguard
cost is one head token from raids
+281 Intellect
+281 Intellect
+512 Stamina
+228 Spirit
Meta Socket Socket Bonus: +30 Intellect
Equip: Improves critical strike rating by 168.
Shoulders - Reinforced Sapphirium Mantle
cost is one shoulder token from raids
+233 Intellect
+233 Intellect
+380 Stamina
+149 Spirit
Red Socket Socket Bonus: +10 Critical Strike Rating
Equip: Improves critical strike rating by 169.
Chest - Reinforced Sapphirium Breastplate
cost is 2200 valor points (gained in raids and probably daily heroics)
+301 Intellect
+301 Intellect
+512 Stamina
+228 Spirit
Yellow Socket Socket Bonus: +20 Intellect
Equip: Increases your mastery rating by 188.
Hands - Reinforced Sapphirium Gloves
cost is 1650 valor points (gained in raids and probably daily heroics)
+233 Intellect
+233 Intellect
+380 Stamina
+169 Spirit
Yellow Socket Socket Bonus: +10 Mastery Rating
Equip: Increases your mastery rating by 149.
cost is 2200 valor points (gained in raids and probably daily heroics)
+301 Intellect
+301 Intellect
+512 Stamina
+213 Spirit
Red Socket Socket Bonus: +20 Intellect
Equip: Improves critical strike rating by 203.
All are epic ilevel 359 plate armor items. The set bonus is:
The items themselves reflect the changes to spirit regen, though int will stays a very important stat as it now provides you with the equivalent of spellpower.
If you've followed my last posts about Holy Paladin talents, you know that crit does not provide us with any sort of mana regen anymore. Hence I am sad to find 3 pieces with a huge amount of crit on this set and only one with haste. I guess a lot of us will be reforging them into more haste, at least we have this option now.
All are epic ilevel 359 plate armor items. The set bonus is:
- (2) Set: Increases the critical strike chance of your Holy Light spell by 5%.
- (4) Set: Whenever your Holy Radiance spell is active, you gain 1620 Spirit.
The items themselves reflect the changes to spirit regen, though int will stays a very important stat as it now provides you with the equivalent of spellpower.
If you've followed my last posts about Holy Paladin talents, you know that crit does not provide us with any sort of mana regen anymore. Hence I am sad to find 3 pieces with a huge amount of crit on this set and only one with haste. I guess a lot of us will be reforging them into more haste, at least we have this option now.
The 4 pieces bonus seems to be a nice mana regen bonus, though Holy Radiance is both on a 1mn cooldown and consumes 40% of our base manapool to cast. Once again, has to be tested.
Not much comments from my part, but if you wanted to look at our next gear set, that's a first view of it.
See you soon for more cataclysmic news.
edit (10/13):
Patch 4.0.1 is now live. You can find the last update concerning gear, stats and reforging on this post: Patch 4.0.1 is going live. You are not prepared!
It is worth noting that Spirit is considered a secondary stat and can be reforged into. It is hence possible to change half the crit rating of an item into spirit. I'll probably do that on most of my gear.
edit (12/30):
I'd advise you to read the neat Home | Best in Slot Holy Paladin Resource. You will find there a complete list of BiS items for Holy Paladins and for each slot an alternative to our poorly itemized T11 with some greatly needed haste rating.
Sunday, September 26, 2010
Build 13066 does change everything.
Or Not :P
You can find all the details on MMO Champion, but for Holy Paladins here is the only change that concern you:
Spiritual Focus no longer gives you hit based on your Spirit. Renamed to Paragon of Virtue - Reduces the cooldown of your Divine Protection by 10/20 sec and the cooldown of your Avenging Wrath by 30/60 sec.
Enlightened Judgements now also grants hit rating equal to 50/100% of any Spirit gained from items or effects.
Nothing linked to PvE though Spiritual Focus can have PvE uses, they are very limited. It won't change the 31/5/5 build I gave before much, though if Enlightened Judgements grant range to our judgements as the mmo talent calculator says, then it'll replace the 2 points into the Improved Judgements ret talent. As the calculator has changed, you can find the new build here. It will be a 33/5/3 or a 31/5/5 depending on range being linked to Enlightened Judgements or not.
For another view of our new talents, you can find a Prot analysis of build 13033 on Rhidach website Righteous Defense.
If you want more analysis of Holy Talents and skills, I'd advise you to read the detailed article on Paladin Schmaladin and the healing "tips" and comments on Blessing of Kings.
See you soon hopefully patch 4.0.1 will hit live soon, for good and bad :)
You can find all the details on MMO Champion, but for Holy Paladins here is the only change that concern you:
Spiritual Focus no longer gives you hit based on your Spirit. Renamed to Paragon of Virtue - Reduces the cooldown of your Divine Protection by 10/20 sec and the cooldown of your Avenging Wrath by 30/60 sec.
Enlightened Judgements now also grants hit rating equal to 50/100% of any Spirit gained from items or effects.
Nothing linked to PvE though Spiritual Focus can have PvE uses, they are very limited. It won't change the 31/5/5 build I gave before much, though if Enlightened Judgements grant range to our judgements as the mmo talent calculator says, then it'll replace the 2 points into the Improved Judgements ret talent. As the calculator has changed, you can find the new build here. It will be a 33/5/3 or a 31/5/5 depending on range being linked to Enlightened Judgements or not.
For another view of our new talents, you can find a Prot analysis of build 13033 on Rhidach website Righteous Defense.
If you want more analysis of Holy Talents and skills, I'd advise you to read the detailed article on Paladin Schmaladin and the healing "tips" and comments on Blessing of Kings.
See you soon hopefully patch 4.0.1 will hit live soon, for good and bad :)
Labels:
build 13033,
build 13066,
holy,
paladin,
patch 4.0.1,
skills,
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Friday, September 24, 2010
Cataclysm Holy Paladin Build
Good News Everyone !
I'm sorry for the lack of activity on my blog for such a time, summer job isn't easy (fewer people and often as much work to do), and summer raiding isn't either (same reasons ;p).
On the plus side, my small guild is now on Putricide hard mode in 10-Man, reason for the silly intro. I've had a lot of fun with ICC hard modes, more than normal modes from what I recall of them so many months ago ... (yes one year on a single instance is way too long Blizzard :p).
But I'm not here to discuss ICC, I guess most of people reading blogs are close to the end anyway now. A new build has been deployed on the PTR (news on MMO Champion as always). Paladin talents have been modified as always too (hybrid classes are those that give the most problems to Blizzard clearly). And as you can guess the Holy build has changed accordingly. If it wasn't completely true before, I now can say that there is a cookie cutter build for PvE Holy Paladins in this PTR Build 13033.
You can use MMO champion talent calculator to look at my 31/5/5 build, that I guess most paladins will get as soon as the patch is out (assuming talents don't change until then).
Why am I so sure it's cookie-cutter ?
The reason is very simple, it contains all +heal talents and not a single pure PvP talent like Arbiter of the Light, Blazing Light, Denounce, Blessed Life and Spiritual Focus from the Holy tree.
I'm a bit sad that Blizzard didn't keep their words saying we would have choice, but I guess it's too hard to do on an hybrid class with PvP talents required in nearly every tree.
Feel free to discuss, and as always have fun :)
Can't wait to roll a Goblin Squig Herder myself, oh sorry .. hunter :P
edit:
The talent builder has changed since this post on MMO Champion due to new patch builds. You can find the build on this link. Future builds/patches will probably break it again follow the blog updates to find the last build.
edit 2 (10/13):
Patch 4.0.1 is now live. You can find the last version of my build and a detailed discussion of the talents and gameplay on this post: Patch 4.0.1 is going live. You are not prepared!
edit 3 (12/27):
The update for Cataclysm and lvl 85 is finally up, you can find it here:
Holy Paladin Cataclysm Build at level 85
I'm sorry for the lack of activity on my blog for such a time, summer job isn't easy (fewer people and often as much work to do), and summer raiding isn't either (same reasons ;p).
On the plus side, my small guild is now on Putricide hard mode in 10-Man, reason for the silly intro. I've had a lot of fun with ICC hard modes, more than normal modes from what I recall of them so many months ago ... (yes one year on a single instance is way too long Blizzard :p).
But I'm not here to discuss ICC, I guess most of people reading blogs are close to the end anyway now. A new build has been deployed on the PTR (news on MMO Champion as always). Paladin talents have been modified as always too (hybrid classes are those that give the most problems to Blizzard clearly). And as you can guess the Holy build has changed accordingly. If it wasn't completely true before, I now can say that there is a cookie cutter build for PvE Holy Paladins in this PTR Build 13033.
You can use MMO champion talent calculator to look at my 31/5/5 build, that I guess most paladins will get as soon as the patch is out (assuming talents don't change until then).
Why am I so sure it's cookie-cutter ?
The reason is very simple, it contains all +heal talents and not a single pure PvP talent like Arbiter of the Light, Blazing Light, Denounce, Blessed Life and Spiritual Focus from the Holy tree.
I'm a bit sad that Blizzard didn't keep their words saying we would have choice, but I guess it's too hard to do on an hybrid class with PvP talents required in nearly every tree.
Feel free to discuss, and as always have fun :)
Can't wait to roll a Goblin Squig Herder myself, oh sorry .. hunter :P
edit:
The talent builder has changed since this post on MMO Champion due to new patch builds. You can find the build on this link. Future builds/patches will probably break it again follow the blog updates to find the last build.
edit 2 (10/13):
Patch 4.0.1 is now live. You can find the last version of my build and a detailed discussion of the talents and gameplay on this post: Patch 4.0.1 is going live. You are not prepared!
edit 3 (12/27):
The update for Cataclysm and lvl 85 is finally up, you can find it here:
Holy Paladin Cataclysm Build at level 85
Labels:
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build 13033,
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cookie-cutter,
holy,
paladin,
patch 4.0.1
Tuesday, November 24, 2009
Icecrown Citadel raid loot for Holy Paladins
From a Holy Paladin view, what will be hot loot in Icecrown Citadel Raid ? That's the question I'm trying to answer here, starting with a list of all armor (plate only) & other items from the raid loot tables we have.
Discussion will come in later once we have more loot from the PTR.
That's a first compilation of Icecrown Citadel raid loot, taken from the PTR data you can get on MMO Champion loot post from November 20th, updated on Nov 26th.
10-Man (ilevel 251)
Sword Frost Needle marrowgar-10 -- hit/haste
Plate Feet Ancient Skeletal Boots marrowgar-10 -- crit/mp5
Plate Hands Festergut's Gaseous Gloves festergut-10 -- crit/mp5
Plate Wrist Bracers of Pale Illumination gunship-10 -- haste/mp5
Plate Legs Corrupted Silverplate Leggings marrowgar-10 -- crit/haste
Plate Shoulder Emerald Saint's Spaulders valithria-10 -- crit/mp5
Finger Signet of Putrefaction festergut-10 -- haste/mp5
Neck Soulcleave Pendant saurfang-10 -- crit/haste
Trinket Sliver of Pure Ice -- spell power, mana regen
10-Man hard (ilevel 264)
Plate Wrist Bracers of Pale Illumination gunship-10-hard -- haste/mp5
Finger Signet of Putrefaction festergut-10-hard -- haste/mp5
Neck Soulcleave Pendant saurfang-10-hard --
25-Man (ilevel 264)
Mace Trauma rotface-25
Shield Bulwark of Smouldering Steel marrowgar-25 -- crit/haste
Plate Head Faceplate of the Forgotten festergut-25 -- crit/mp5
Plate Shoulder Rusted Bonespike Pauldrons marrowgar-25 -- crit/mp5
Plate Waist Waistband of Righteous Fury gunship-25 -- crit/mp5
Plate Chest Rot-Resistant Breastplate rotface-25 -- crit/haste
Plate Waist Belt of the Lonely Noble trash-25 -- crit/haste
Plate Wrist Crypt Keeper's Bracers bloodprinces-25 -- crit/haste
Plate Feet Boots of the Funeral March -- crit/mp5
Plate Hands Fallen Lord's Handguards deathwhisper-25 -- crit/haste
Finger Ring of Rapid Ascent gunship-25 -- crit/haste
Finger Marrowgar's Frigid Eye marrowgar-25 -- haste/mp5
Neck Holiday's Grace festergut-25 -- crit/mp5
Neck Bone Sentinel's Amulet marrowgar-25 -- haste/spirit
Trinket Althor's Abacus gunship-25 -- spell power additional heal
25-Man hard (ilevel 277)
Plate Waist Waistband of Righteous Fury gunship-25-hard -- crit/mp5
Finger Ring of Rapid Ascent gunship-25-hard -- crit/haste
Trinket Althor's Abacus gunship-25-hard -- spell power additional heal
Emblems (ilevel 264)
Plate Chest Chestplate of Unspoken Truths -- crit/mp5
Plate Hands Gauntlets of Overexposure -- crit/haste
Plate Waist Lich Killer's Lanyard -- crit/haste
Cloak Drape of the Violet Tower -- crit/mp5
Cloak Volde's Cloak of the Night Sky -- crit/spirit
Trinket Purified Lunar Dust -- spell power, mana regen
Libram Holy Libram of Blinding Light
As a first rough analysis you can just take into account basic Holy Paladin facts, spirit is nearly useless for us, hit is marginally useful, mp5 is a useful but weak stat, crit and haste are good (and obviously int and spell power but all the items above have them :P).
This time I chose to order the items by 10-Man, 25-Man and hard (heroic) rather than by slot. I think it's easier for people to see quickly what they can have access to depending on their guild raids. On a common basis heroic items are remake with better stats of the non heroic items and 25-Man is half a tier better than 10-Man as always.
Hence mp5 is a plus, crit and haste are big pluses on an item. More in deapth analysis once we have more boss loot.
Last Update Nov. 26th
Discussion will come in later once we have more loot from the PTR.
That's a first compilation of Icecrown Citadel raid loot, taken from the PTR data you can get on MMO Champion loot post from November 20th, updated on Nov 26th.
10-Man (ilevel 251)
Sword Frost Needle marrowgar-10 -- hit/haste
Plate Feet Ancient Skeletal Boots marrowgar-10 -- crit/mp5
Plate Hands Festergut's Gaseous Gloves festergut-10 -- crit/mp5
Plate Wrist Bracers of Pale Illumination gunship-10 -- haste/mp5
Plate Legs Corrupted Silverplate Leggings marrowgar-10 -- crit/haste
Plate Shoulder Emerald Saint's Spaulders valithria-10 -- crit/mp5
Finger Signet of Putrefaction festergut-10 -- haste/mp5
Neck Soulcleave Pendant saurfang-10 -- crit/haste
Trinket Sliver of Pure Ice -- spell power, mana regen
10-Man hard (ilevel 264)
Plate Wrist Bracers of Pale Illumination gunship-10-hard -- haste/mp5
Finger Signet of Putrefaction festergut-10-hard -- haste/mp5
Neck Soulcleave Pendant saurfang-10-hard --
25-Man (ilevel 264)
Mace Trauma rotface-25
Shield Bulwark of Smouldering Steel marrowgar-25 -- crit/haste
Plate Head Faceplate of the Forgotten festergut-25 -- crit/mp5
Plate Shoulder Rusted Bonespike Pauldrons marrowgar-25 -- crit/mp5
Plate Waist Waistband of Righteous Fury gunship-25 -- crit/mp5
Plate Chest Rot-Resistant Breastplate rotface-25 -- crit/haste
Plate Waist Belt of the Lonely Noble trash-25 -- crit/haste
Plate Wrist Crypt Keeper's Bracers bloodprinces-25 -- crit/haste
Plate Feet Boots of the Funeral March -- crit/mp5
Plate Hands Fallen Lord's Handguards deathwhisper-25 -- crit/haste
Finger Ring of Rapid Ascent gunship-25 -- crit/haste
Finger Marrowgar's Frigid Eye marrowgar-25 -- haste/mp5
Neck Holiday's Grace festergut-25 -- crit/mp5
Neck Bone Sentinel's Amulet marrowgar-25 -- haste/spirit
Trinket Althor's Abacus gunship-25 -- spell power additional heal
25-Man hard (ilevel 277)
Plate Waist Waistband of Righteous Fury gunship-25-hard -- crit/mp5
Finger Ring of Rapid Ascent gunship-25-hard -- crit/haste
Trinket Althor's Abacus gunship-25-hard -- spell power additional heal
Emblems (ilevel 264)
Plate Chest Chestplate of Unspoken Truths -- crit/mp5
Plate Hands Gauntlets of Overexposure -- crit/haste
Plate Waist Lich Killer's Lanyard -- crit/haste
Cloak Drape of the Violet Tower -- crit/mp5
Cloak Volde's Cloak of the Night Sky -- crit/spirit
Trinket Purified Lunar Dust -- spell power, mana regen
Libram Holy Libram of Blinding Light
As a first rough analysis you can just take into account basic Holy Paladin facts, spirit is nearly useless for us, hit is marginally useful, mp5 is a useful but weak stat, crit and haste are good (and obviously int and spell power but all the items above have them :P).
This time I chose to order the items by 10-Man, 25-Man and hard (heroic) rather than by slot. I think it's easier for people to see quickly what they can have access to depending on their guild raids. On a common basis heroic items are remake with better stats of the non heroic items and 25-Man is half a tier better than 10-Man as always.
Hence mp5 is a plus, crit and haste are big pluses on an item. More in deapth analysis once we have more boss loot.
Last Update Nov. 26th
Friday, November 06, 2009
Lay on Hands change (again ?)
In this forum post Ghostcrawler explained that they didn't intend to prevent Holy Paladins to use Lay on Hands on paladin tanks. I really think this change is pvp intended and that they didn't think about all the implications at first, though as discussed in my previous post Protection Paladins are still screwed, but they're considered as too strong right now so it was expected.
Here is the remedial change to this nerf, so that Holy Paladins don't feel like they nearly lost one of their tool (our best "oh sh*t" button) when healing a tankadin :
It seems that deep Holy will more and more be the biggest "toolbox" of any healing tree. With the changes to Sacred Shield and now Lay on Hands, more and more is pushed down there. It won't change much for us in term of gameplay, but I sort of feel it shows how much "problems" the uniqueness of the paladin class is giving Blizzard right now.
Here is the remedial change to this nerf, so that Holy Paladins don't feel like they nearly lost one of their tool (our best "oh sh*t" button) when healing a tankadin :
Sanctified Light: This talent now also has a 33/66/100% chance to prevent Lay on Hands from causing Forbearance when Lay on Hands is used on others.Considering how many times LoH saved my tank (perhaps he would have survived with only a Holy Shock, but LoH sure is reassuring). I'm happy to not have to worry if I'm healing a warrior, or a paladin.
It seems that deep Holy will more and more be the biggest "toolbox" of any healing tree. With the changes to Sacred Shield and now Lay on Hands, more and more is pushed down there. It won't change much for us in term of gameplay, but I sort of feel it shows how much "problems" the uniqueness of the paladin class is giving Blizzard right now.
Wednesday, September 30, 2009
Raid Healing for Holy Paladins post 3.2
This post ended being much much longer than I thought at first when I started it. But I was always adding new views and after a few hours it got quite gigantic. I organized the ideas so that you can pick up what you're interested in or find back some points more easily after reading the whole thing. I'll try to post better inputs on some parts of it later in separate posts if I can find some time for that.
Now let's start with the beast.
It is no news that patch 3.2 changed a lot for Holy Paladins. I have already written several posts on the topic: Patch 3.2 will change just everything ...
You can also find very good analysis of the changes on: Banana Shoulders and Holypaladin.net.
Now what did it changed for me after a few weeks of raiding? Though my experience is limited to Ulduar and Trial of the Crusader 10-Man, I think it is enough to see the big changes that 3.2 brought us.
At first I was very worried with the mana regen nerfs, and for a good reason, I was right. But in the end patch 3.2 gave us so much that I'm not complaining at all, as long as you can adapt to a new style. Let me explain my views, and then talk about gameplay changes.
What changed with 3.2 and how does it impact us?
First big mana & mana regen nerf, Divine Intellect was nerfed from 15 to 10% (about 5% total mana loss) and Illumination was nerfed from 60% to 30% regained from the mana cost of the spell that crits (second nerf it was 100% before WotLK). You can also add the small nerf to Replenishment affecting all mana users. On paper a severe nerf to our mana and regen, and in the game too. Depending on how you played, it will affect you more than others. I had an intellect & crit build so it had a strong impact on my regen and I use Holy Lights much more carefully now while I was sometimes "splash raid healing" with the glyph before, which was an obvious overshot but affordable.
Second change of Beacon of Light and addition of a hot to Sacred Shield, Beacon of Light now works with overhealing and has a 60m range, and if you cast a Flash Light on the target of your Sacred Shield it will gain a hot. The Sacred Shield hot is fine, it is not strong, but it is free, doesn't really cost you any global cooldown (though you have to recast a direct Flash Light on your tank here and there) and helps with maintaining a constant healing influx to your tank (the obvious target of your Sacred Shield). Now the real big boy here is the change to Beacon of Light. It was useful before, and helped you to do a bit of raid healing while still covering your tank. It is now very powerful and allows you to become a full (or nearly) raid healer while at the same time being as reactive as before on your tank and able to land one of these life-saving healing bombs at all time. I'm explaining more clearly that in the next paragraph.
Beacon of Light is your new best friend.
The job of a main tank healer is to always be able to react quickly and do his best to save his tank if a damage spike occurs, which you all know is very common in WotLK. Beacon of Light was created to allow you to do some healing on other members of your raid while still healing your tank, *but* you had to retarget your tank in case of damage spike as any overhealing done was not sent to the Beacon (and hence there was no way to heal your tank for 15K but to target him, unless another member of the raid was also injured for at least 15K, and in a 30m range from your tank). This meant some heavy macro building, using right click to target your focused main tank for example. Or some target change delay, and delay is bad when it's an urgency.
Now all overhealing is also transferred and the range is 60m. You don't have to retarget your tank anymore for this 15K healing bomb, and you can even do it while being too far to even be able to target him, by targeting a member of your raid between you and him.
This is such a strong change that I'd say I'm enjoying raid healing again, it's not any more complex than before (even probably easier if you're following the tips I'm giving later on) but you have much more freedom in who you heal, and it's much less frustrating in the sense you don't have to make this Cornelian dilemma of keeping the strong heals on your mt rolling or trying to help with raid healing.
New Beacon require a new gameplay.
Mostly you have to maintain 4 effects at all time now. Before patch 3.2, depending on who you were healing, the Beacon was not always mandatory, and the Sacred Shield hot didn't exist. So mostly it was only Sacred Shield on your tank & Judgement of Light/Wisdom for your raid. Now a Holy Paladin not using Beacon of Light at *all* times is just a dreadful dumb monkey :P It is just too strong to not be used at all times, unless, perhaps, you're completely sure that only the mt will take damage as in some old vanilla boss fights.
So what do you have to maintain? Beacon of Light (B) on your tank, Judgement of Light/Wisdom (J) on the main raid target (if possible each 20s for the raid heal), Sacred Shield (S) on your main healing target (not necessarily the main tank, I will give an example of that), and the Flash of Light hot (F) on your Sacred Shield target. It requires more attention than before and I strongly advise you to use an add-on to track these 4 mandatory effects that I will name the BSFJ effects.
Gameplay by examples.
As nothing is better than examples, I'll give you what I see as the two gameplay configurations we have now, depending on the boss encounter. As you could guess, I assume that as a Holy Paladin you are assigned to tank healing.
So let's take these examples, the two first beasts of the Northern Beasts trio from Trial of the Crusader.
Gormok the Impaler
This is what I call a single tank situation, it can still require tank switching but at any given time there is only one tank.
Focus you tank (use a focus macro with a shortcut to help if there is some tank switching) and keep at all time Beacon of Light and Sacred Shield on him. When the Flash of Light hot goes down, recast a Flash of Light on the tank. Keep the Jugement of Light/Wisdom up on the boss. And now all you have to do is heal the raid and keep the BSFJ effects up.
The two Jormungars
This is what I consider as a 2 tanks situation (if more than 2 tanks are required, you'll need another Paladin buddy to cover the 3rd tank and helps you on the MT), at any given time at least 2 tanks are taking strong damage, one being the MT usually taking more damage.
The idea is to heal both tanks at the same time, using the Beacon. It was possible before, but it's way more effective now. Cast the beacon on the one you are not assigned to as main healer, and the Sacred Shield on the one you will be targeting most of the time (to maximize the Flash of Light hot uptime). Then cast Judgement of Light/Wisdom on the boss and maintain a regular influx of Flash of Light on your target (with the occasional Holy Light if him or your BoL target needs it).
You're set for double tank healing, and with some training and getting used to it you can mostly heal the two tanks from this encounter alone in 10-Man.
But what about mana regen now?
If you follow the gameplay guidelines I've given earlier, you will see that your tank (which should be your main target during a raid) is receiving a strong and regular flux of healing even if you're mostly casting only Flash of Light on the raid. This is a strong change from before, and means that you should be using less Holy Lights (at least in 10-Man, the boss damage being lower).
But even with a more sporadic use of Holy Light you'll see your mana going down, especially as you should be recasting Beacon of Light for sure each 30s now (I'll have to do the math on the BoL glyph as concerning mana efficiency).
As for myself I went back to the Glyph of Seal of Wisdom (5% healing cost reduction) instead of the Glyph of Seal of Light, and I'm using strong mana regen trinkets and meta-gem. I'm still using my int/crit gear and spec, and it still do the job, I have to use mana potions much more often though, and Divine Plea for these 25% mana as often as I can.
My observation from raiding is that we still have a good lasting power, but we need to be much more cautious with our mana. With my two trinkets () and meta-gem (Insightful Earthsiege Diamond) I can regain more than 2000 mana each 50s (du to the trinkets hidden 45s cooldowns), to which I can probably add about 3000 mana each minute (?) from Divine Plea (I rarely can use it for its full duration but I try to use it each time it's out of cooldown). That's about 5 to 6K mana/minute, not bad without counting any mp5 or spirit (haha).
Minimum Mana Use and Healing Lasting Power
Let us give a look to mana costs now. Just to maintain your BSFJ effects during a minute, you have to cast (with a base mana of 4394 for a lvl 80 paladin):
2 Beacon of Light (35% of base mana),
2 Sacred Shield (12% of base mana),
5 Flash of Light (8% of base mana),
and 3 Judgement of Light (5% of base mana)
That gives you a minimum mana cost of about 6240 mana with 2 Flash of Light counted as a critical (40% crit).
So, just to keep up with the spells you need up at all time you will have a MMU per minute of 6240. Divide your total mana by that and you know how much you can last at the theoric maximum (don't be frightened but now you can see how much mana regen we need).
Now to maintain a regular Flash of Light casting, with 40% critical and 1.5s casting time you'll need to cast 20 Flash of Light per minute, which would cost you about 20 * (3/5*1+2/5*0.7) *352 = 6196 mana per minute.
Add this MMU to the FoL spam cost and you have a rough idea of your mana cost in a raid boss fight. Now calculate your mana regen as I did before, and add in your mp5 (and replenishement if you are sure to have it). Reduce your mana cost by your mana regen each minute, and divide your total mana by that. You will have a rough idea of your mana durability in a boss fight.
Ok this is not easy calculus and you don't really have to do it, but keep in mind that you'll use around 12.5K mana per minute probably half your mana if you have an average gear. Yes mana regen will hurt and you'll have to take it into account much more than before.
And for next time
In my next post I will discuss about healing macros and how they can really change your raiding experience as a Holy Paladin. Being more reactive, keeping up your multiple effects more regularly, avoiding wrong targeting when recasting Beacon of Light (which can be really deadly now) ... all of these can strongly change with macros.
Stay tuned.
If you want more inputs on healing post patch 3.2, you can read the guide on Holypaladin.net, it is full of gear & gemming information.
Now let's start with the beast.
It is no news that patch 3.2 changed a lot for Holy Paladins. I have already written several posts on the topic: Patch 3.2 will change just everything ...
You can also find very good analysis of the changes on: Banana Shoulders and Holypaladin.net.
Now what did it changed for me after a few weeks of raiding? Though my experience is limited to Ulduar and Trial of the Crusader 10-Man, I think it is enough to see the big changes that 3.2 brought us.
At first I was very worried with the mana regen nerfs, and for a good reason, I was right. But in the end patch 3.2 gave us so much that I'm not complaining at all, as long as you can adapt to a new style. Let me explain my views, and then talk about gameplay changes.
What changed with 3.2 and how does it impact us?
First big mana & mana regen nerf, Divine Intellect was nerfed from 15 to 10% (about 5% total mana loss) and Illumination was nerfed from 60% to 30% regained from the mana cost of the spell that crits (second nerf it was 100% before WotLK). You can also add the small nerf to Replenishment affecting all mana users. On paper a severe nerf to our mana and regen, and in the game too. Depending on how you played, it will affect you more than others. I had an intellect & crit build so it had a strong impact on my regen and I use Holy Lights much more carefully now while I was sometimes "splash raid healing" with the glyph before, which was an obvious overshot but affordable.
Second change of Beacon of Light and addition of a hot to Sacred Shield, Beacon of Light now works with overhealing and has a 60m range, and if you cast a Flash Light on the target of your Sacred Shield it will gain a hot. The Sacred Shield hot is fine, it is not strong, but it is free, doesn't really cost you any global cooldown (though you have to recast a direct Flash Light on your tank here and there) and helps with maintaining a constant healing influx to your tank (the obvious target of your Sacred Shield). Now the real big boy here is the change to Beacon of Light. It was useful before, and helped you to do a bit of raid healing while still covering your tank. It is now very powerful and allows you to become a full (or nearly) raid healer while at the same time being as reactive as before on your tank and able to land one of these life-saving healing bombs at all time. I'm explaining more clearly that in the next paragraph.
Beacon of Light is your new best friend.
The job of a main tank healer is to always be able to react quickly and do his best to save his tank if a damage spike occurs, which you all know is very common in WotLK. Beacon of Light was created to allow you to do some healing on other members of your raid while still healing your tank, *but* you had to retarget your tank in case of damage spike as any overhealing done was not sent to the Beacon (and hence there was no way to heal your tank for 15K but to target him, unless another member of the raid was also injured for at least 15K, and in a 30m range from your tank). This meant some heavy macro building, using right click to target your focused main tank for example. Or some target change delay, and delay is bad when it's an urgency.
Now all overhealing is also transferred and the range is 60m. You don't have to retarget your tank anymore for this 15K healing bomb, and you can even do it while being too far to even be able to target him, by targeting a member of your raid between you and him.
This is such a strong change that I'd say I'm enjoying raid healing again, it's not any more complex than before (even probably easier if you're following the tips I'm giving later on) but you have much more freedom in who you heal, and it's much less frustrating in the sense you don't have to make this Cornelian dilemma of keeping the strong heals on your mt rolling or trying to help with raid healing.
New Beacon require a new gameplay.
Mostly you have to maintain 4 effects at all time now. Before patch 3.2, depending on who you were healing, the Beacon was not always mandatory, and the Sacred Shield hot didn't exist. So mostly it was only Sacred Shield on your tank & Judgement of Light/Wisdom for your raid. Now a Holy Paladin not using Beacon of Light at *all* times is just a dreadful dumb monkey :P It is just too strong to not be used at all times, unless, perhaps, you're completely sure that only the mt will take damage as in some old vanilla boss fights.

Gameplay by examples.
As nothing is better than examples, I'll give you what I see as the two gameplay configurations we have now, depending on the boss encounter. As you could guess, I assume that as a Holy Paladin you are assigned to tank healing.
So let's take these examples, the two first beasts of the Northern Beasts trio from Trial of the Crusader.
Gormok the Impaler
This is what I call a single tank situation, it can still require tank switching but at any given time there is only one tank.
Focus you tank (use a focus macro with a shortcut to help if there is some tank switching) and keep at all time Beacon of Light and Sacred Shield on him. When the Flash of Light hot goes down, recast a Flash of Light on the tank. Keep the Jugement of Light/Wisdom up on the boss. And now all you have to do is heal the raid and keep the BSFJ effects up.
The two Jormungars
This is what I consider as a 2 tanks situation (if more than 2 tanks are required, you'll need another Paladin buddy to cover the 3rd tank and helps you on the MT), at any given time at least 2 tanks are taking strong damage, one being the MT usually taking more damage.
The idea is to heal both tanks at the same time, using the Beacon. It was possible before, but it's way more effective now. Cast the beacon on the one you are not assigned to as main healer, and the Sacred Shield on the one you will be targeting most of the time (to maximize the Flash of Light hot uptime). Then cast Judgement of Light/Wisdom on the boss and maintain a regular influx of Flash of Light on your target (with the occasional Holy Light if him or your BoL target needs it).
You're set for double tank healing, and with some training and getting used to it you can mostly heal the two tanks from this encounter alone in 10-Man.
But what about mana regen now?
If you follow the gameplay guidelines I've given earlier, you will see that your tank (which should be your main target during a raid) is receiving a strong and regular flux of healing even if you're mostly casting only Flash of Light on the raid. This is a strong change from before, and means that you should be using less Holy Lights (at least in 10-Man, the boss damage being lower).
But even with a more sporadic use of Holy Light you'll see your mana going down, especially as you should be recasting Beacon of Light for sure each 30s now (I'll have to do the math on the BoL glyph as concerning mana efficiency).
As for myself I went back to the Glyph of Seal of Wisdom (5% healing cost reduction) instead of the Glyph of Seal of Light, and I'm using strong mana regen trinkets and meta-gem. I'm still using my int/crit gear and spec, and it still do the job, I have to use mana potions much more often though, and Divine Plea for these 25% mana as often as I can.
My observation from raiding is that we still have a good lasting power, but we need to be much more cautious with our mana. With my two trinkets () and meta-gem (Insightful Earthsiege Diamond) I can regain more than 2000 mana each 50s (du to the trinkets hidden 45s cooldowns), to which I can probably add about 3000 mana each minute (?) from Divine Plea (I rarely can use it for its full duration but I try to use it each time it's out of cooldown). That's about 5 to 6K mana/minute, not bad without counting any mp5 or spirit (haha).
Minimum Mana Use and Healing Lasting Power
Let us give a look to mana costs now. Just to maintain your BSFJ effects during a minute, you have to cast (with a base mana of 4394 for a lvl 80 paladin):
2 Beacon of Light (35% of base mana),
2 Sacred Shield (12% of base mana),
5 Flash of Light (8% of base mana),
and 3 Judgement of Light (5% of base mana)
That gives you a minimum mana cost of about 6240 mana with 2 Flash of Light counted as a critical (40% crit).
So, just to keep up with the spells you need up at all time you will have a MMU per minute of 6240. Divide your total mana by that and you know how much you can last at the theoric maximum (don't be frightened but now you can see how much mana regen we need).
Now to maintain a regular Flash of Light casting, with 40% critical and 1.5s casting time you'll need to cast 20 Flash of Light per minute, which would cost you about 20 * (3/5*1+2/5*0.7) *352 = 6196 mana per minute.
Add this MMU to the FoL spam cost and you have a rough idea of your mana cost in a raid boss fight. Now calculate your mana regen as I did before, and add in your mp5 (and replenishement if you are sure to have it). Reduce your mana cost by your mana regen each minute, and divide your total mana by that. You will have a rough idea of your mana durability in a boss fight.
Ok this is not easy calculus and you don't really have to do it, but keep in mind that you'll use around 12.5K mana per minute probably half your mana if you have an average gear. Yes mana regen will hurt and you'll have to take it into account much more than before.
And for next time
In my next post I will discuss about healing macros and how they can really change your raiding experience as a Holy Paladin. Being more reactive, keeping up your multiple effects more regularly, avoiding wrong targeting when recasting Beacon of Light (which can be really deadly now) ... all of these can strongly change with macros.
Stay tuned.
If you want more inputs on healing post patch 3.2, you can read the guide on Holypaladin.net, it is full of gear & gemming information.
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