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 paladin. Show all posts
Showing posts with label paladin. 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:
balance,
build 13221,
healing,
holy,
paladin,
theorycraft
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:
beta,
buff,
cataclysm,
holy,
holy radiance,
nerf,
paladin,
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:
cataclysm,
gear,
holy,
paladin,
patch 3.1,
patch 4.0.1,
patch notes,
talent trees,
talents
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:
build 13156,
holy,
paladin,
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,
talents
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:
build,
build 13033,
cataclysm,
cookie-cutter,
holy,
paladin,
patch 4.0.1
Wednesday, July 14, 2010
New Cataclysm Beta, New Paladin Goodness
A new build of the Cataclysm beta has hit the test realms and Boubouille at MMO Champion has given us the updates on all abilities and talent trees.
You can find all the update for paladins with abilities and talent trees on this page.
Main change for Holy Paladins is the healing spells we will have at our disposal:
6% of base mana, 40 yd range, 3 sec cast
27% of base mana, 40 yd range, 1.5 sec cast
30% of base mana, 40 yd range, 2.5 sec cast
8% of base mana, 20/40 yd range, Instant cast, 6 sec cooldown
So Holy Paladins are now on the same model as priests, we have a medium relatively slow and mana efficient heal (Holy Light), a fast but very costly heal (Flash of Light) and a slow costly but big heal (Divine Light). We still keep our instant heal that will be the same size as a Holy Light for nearly the same price (that makes it very very valuable mana wise especially with Holy Mending that adds a 15% hot on the target of Holy Shock at lvl 80+).
These are the major changes to our gameplay that I see. Even if the holy talent tree has changed a lot the core talents are still here and the gameplay should be relatively unchanged.
As for the fears we had about BoL, it is now only duplicating Holy Light and Holy Shock ... as I see them as our two spam heals I don't think it'll be too bad.
See you later for more comments on cataclysm holy when more news come out.
You can find all the update for paladins with abilities and talent trees on this page.
Main change for Holy Paladins is the healing spells we will have at our disposal:
- Holy Light ( lvl5)
6% of base mana, 40 yd range, 3 sec cast
- Flash of Light (lvl16)
27% of base mana, 40 yd range, 1.5 sec cast
- Divine Light (holy talent tier 3)
30% of base mana, 40 yd range, 2.5 sec cast
- Holy Shock (lvl 40)
8% of base mana, 20/40 yd range, Instant cast, 6 sec cooldown
So Holy Paladins are now on the same model as priests, we have a medium relatively slow and mana efficient heal (Holy Light), a fast but very costly heal (Flash of Light) and a slow costly but big heal (Divine Light). We still keep our instant heal that will be the same size as a Holy Light for nearly the same price (that makes it very very valuable mana wise especially with Holy Mending that adds a 15% hot on the target of Holy Shock at lvl 80+).
These are the major changes to our gameplay that I see. Even if the holy talent tree has changed a lot the core talents are still here and the gameplay should be relatively unchanged.
As for the fears we had about BoL, it is now only duplicating Holy Light and Holy Shock ... as I see them as our two spam heals I don't think it'll be too bad.
See you later for more comments on cataclysm holy when more news come out.
Saturday, July 03, 2010
Back in Business
No you are not doing Violet Hold for your daily heroic and fighting Xevozz. It's just me being back in the game and the blog being alive again.
My guilds advanced while I was out, Icecrown is nearly done (they carried me through Putricide, Lanathel and Syndragosa last week) and we're on the Lich King (ouch phase 5 hurts ^^). We had fun with Halion in the Ruby Sanctum 10-man normal last Thursday with my paladin. Even though it's not very hard it requires everyone learning the fight for a few tries.
For my first post after a few months out I want to talk about :
Cataclysm for paladins
You can find the changes as they are during the closed beta build start on MMO Champion.
We'll get three new skills: Blinding Light (lvl 81), Healing Hands (lvl 83) and Guardian of Ancient Kings (lvl 85). Blinding Light looks like a fun tanking talent and Guardian of Ancient Kings, even if we'll have to see if it's really effective, will surely be neat to look at. Now for Holy paladins Healing Hands is what counts.
Healing Hands (lvl 83): Heals all friendly targets within 10 yards for 683.58 every sec. Lasts 10 sec.My guilds advanced while I was out, Icecrown is nearly done (they carried me through Putricide, Lanathel and Syndragosa last week) and we're on the Lich King (ouch phase 5 hurts ^^). We had fun with Halion in the Ruby Sanctum 10-man normal last Thursday with my paladin. Even though it's not very hard it requires everyone learning the fight for a few tries.
For my first post after a few months out I want to talk about :
Cataclysm for paladins
You can find the changes as they are during the closed beta build start on MMO Champion.
We'll get three new skills: Blinding Light (lvl 81), Healing Hands (lvl 83) and Guardian of Ancient Kings (lvl 85). Blinding Light looks like a fun tanking talent and Guardian of Ancient Kings, even if we'll have to see if it's really effective, will surely be neat to look at. Now for Holy paladins Healing Hands is what counts.
40% of base mana, Instant cast.
Definitely a raid healing ability, but yet another reason for us to not move, which does not really makes me happy when I see fights like the Lich King.
Holy Mastery Passive Talent Tree Bonuses
Holy Mastery Passive Talent Tree Bonuses
- Healing
- Meditation
- Critical Healing Effect
Meditation will be the mana regen ability of all healers based on spirit (yes we're going to need spirit as all other healers in Cataclysm).
Critical Healing will probably boost our crits to 175 or 200% of a non crit heal.
The other big change is that Flash of Light and Holy Light will be exchanged in therm of mana efficiency. FoL will become a fast expensive heal, and HL a longer more mana efficient one. And we should get a third very big and long heal. This brings the paladin model in line with priests, fast heals are expensive, longer ones are less.
Last but not least, Beacon of Light will change to not simply double our heals for free. The health pools are supposed to be bigger in Cataclysm, and the heals not as strong, which means less overhealing and the development team consider BoL overpowered as it is considering these changes. They have not yet announced the final decision, it could be BoL only working with FoL or doubling the cost of our heals.
You can read the complete reports on MMO Champion, I only discussed what I think are the most game changing points.
As a side-note, the blog passed 50K visitors during June, thank you all and I hope you'll continue to find useful things to read here.
Critical Healing will probably boost our crits to 175 or 200% of a non crit heal.
The other big change is that Flash of Light and Holy Light will be exchanged in therm of mana efficiency. FoL will become a fast expensive heal, and HL a longer more mana efficient one. And we should get a third very big and long heal. This brings the paladin model in line with priests, fast heals are expensive, longer ones are less.
Last but not least, Beacon of Light will change to not simply double our heals for free. The health pools are supposed to be bigger in Cataclysm, and the heals not as strong, which means less overhealing and the development team consider BoL overpowered as it is considering these changes. They have not yet announced the final decision, it could be BoL only working with FoL or doubling the cost of our heals.
You can read the complete reports on MMO Champion, I only discussed what I think are the most game changing points.
As a side-note, the blog passed 50K visitors during June, thank you all and I hope you'll continue to find useful things to read here.
Wednesday, March 17, 2010
Healing Through: Icecrown Citadel - Deathbringer Saurfang
This one was already nearly finished, so I'll post it before I move. Have fun in ICC everyone.
Deathbringer Saurfang is the fourth boss of Icecrown Citadel and the end of the entrance part. It was considered as the second test of Icecrown, the first being the purely gear check of Marrowgar. Saurfang is a healing and dps check, if you can finish him, you should be able to try the inner halls.
For a guild at least partly in T10+ items and with the new buff Saurfang should not be a problem anymore. Your raid should still know what to expect, or you can be sure of a raid wipe.
Deathbringer Saurfang: Trash Mobs
This will be a short section, the reason being that there is not a single mob between the gunship battle and the fourth boss of Icecrown. The only opponent you'll have is waiting for npcs to finish their speech (especially if you're horde).
Boss Description
Saurfang has relatively few abilities, but they have all to be mastered by your raid to kill him.
The first mechanic is Blood Power, this will increase Saurfang damage through the fight. When his Blood Power is low, his damage will be light and healing the tanks will be easy, but it gets harder with his blood power increasing, at 100% Blood Power he hits twice as hard. You should understand that every damage taken by your raid during the encounter give Blood Power to Saurfang, hence one key of the encounter is to reduce damage and shorten the encounter as much as you can.
Pro-tip: All damage prevention abilities are extremely effective during that encounter, a discipline priest is nearly overpowered with his shields that can reduce Saurfang Blood Power influx by more than 50% in 10-Man. If you have any damage prevention ability, use it as much as you can.
The second main ability is Mark of the Fallen Champion. This ability is used each time Saurfang Blood Power reaches 100%, and resets it to 0. The target of the mark will take damage each time Saurfang hits the tank (around 4K each 2s). You have to understand that this additional damage will also give Blood Power to Saurfang, hence with each Mark he will gain more Blood Power, and will cast the next Mark faster. This ability is Saurfang "time limit" mechanism. It adds up to his enrage at 30% health which makes him hit faster, hence producing more Blood Power, especially if several Marks have already hit.
Pro-tip: Oh last thing, if anyone hit by a mark dies, never ever battle rez him, as the mark sticks through death.
Saurfang has two other abilities that will generate Blood Power for each character hit. The first is Boiling Blood and the second Blood Nova.
Blood Nova is only cast on members at range and hits the target and anyone in 12 meters. It is the reason why your raid ranged and healers should be all 12 meters apart (in 10-Man) or positioned in groups of 2 or 3 characters each 12 meters apart (in 25-Man).
Boiling Blood is a dot, you'll have to heal it nothing else to say.
Pro-tip: Boiling Blood will generate Blood Power with each tick, if you can shield the target that is a must, if you can Hand of Protection the target that will remove the dot, preventing 8 Blood Power for Saurfang, do it fast. What you should know is that Boiling Blood can be cast on the target of a Mark of the Fallen Champion. This is one of the main reasons for losing a Mark target and could be a good reason to keep your Hand of Protection.
Rune of Blood is the reason you need two tanks during the encounter. They should switch as soon as this debuff is cast on the current tank. Nothing else to say.
The last ability of Saurfang (did I say he had few abilities ... he does have some but most of them only impact healers) is Call Blood Beast. This calls for 2 beasts in 10-Man and 5 in 25-Man. These beasts need to be dpsed quickly and most of all they should *not hit anyone*. Anyone hit by a Blood Beast will give Blood Power to Saurfang. The best is to use all what you can to prevent them from reaching your dps, hunters Frost Traps are one of the best tools for that.
Pro-tip: All melee, the tanks included, should avoid any sort of aoe damage when the Blood Beasts pop. If they don't, the beasts will stay hitting them and Saurfang will gain a big amount of blood very quickly, which can cause a raid wipe a few minutes later when the marks are too numerous for the healers to endure.
If you want more details you can find very good info on Bosskillers or Tankspot.
Raid Composition
Both in 10-Man and 25-Man you need 2 tanks. This encounter being a dps-race, you need to take as few healers as you can, usually 2 in 10-Man and 5 in 25-Man.
This will put a lot of pressure on your healers, and they will need a very good mana sustainability to finish the fight.
Pro-tip: Though spellpower is obviously important for healers, this will be more an endurance fight. If you have any source of mana replenishment in your raid you should save it for your healers in this fight if they need it, an oom healer during the last 30s of the fight will seal your fate.
The rest of the raid should be dpsers, both melee (they will be 100% of the fight on Saurfang and the main source of damage to him) and ranged (they will spend a large portion of the fight dealing with the blood beasts). Don't forget the ccers for the beasts that can be slowed, rooted ... anything but completely cced (no fear, mc or anything).
If you have a shaman, keep the Heroism/Bloodlust for the last 30% of Saurfang, you can call for it as soon as he enrages.
Healing Build
As I said, expect this fight to be very very mana consuming and put a lot of stress on your shoulders. Especially until all members of your raid master it. The more blunders there will be (blood beasts staying on the melee, tanks not switching fast enough ...) the more marks you will have to deal with at the end of the fight, and the harder it will be.
Remember you'll have to heal the tank and a few raid damage at all time (nova, dot, beasts). Each time a mark is cast, that will need at least half a healer attention to keep the target alive.
The last thing that I didn't say in the boss description is that for any death in the raid, Saurfang will regain 5% health ... this obviously means that you have to keep everyone alive as much as you can, Saurfang is not a boss you can finish at the very last moment with only 2 raid members alive.
In 10-Man you won't be able to endure more than 2 marks for every long, and most probably not more than 1 death.
In 25-Man if your healers are good you can manage up to 4 or 5 marks depending on your raid composition, and you can probably win with 2 deaths. More will probably lengthen the fight too much.
Whatever your class is, aim for fast "small" heals, as much damage prevention as you can, and the best sustainability you can get.
Use your mana cds as soon as you can get the full benefit of them, and if you can't use them during a strong healing phase, before the first mark is cast.
Paladin Healing tips
Holy Paladins are among the best healers for this fight, with Discipline Priests, but for very different reasons.
A Discipline Priest can greatly reduce the amount of Blood Power gained by Saurfang through the use of Shields.
A Holy Paladin can use his Beacon of Light to heal the target of a Mark of the Fallen Champion and continue to heal the raid. He can even heal both the first and second marks by himself.
Until the first mark is cast, the healing is light. But, as a paladin, you will have much more job as soon as a mark is cast. In a 10-Man raid you will most probably be the only Holy Paladin, and the two first marks will be your job. In a 25-Man raid Holy Paladins should share between them the first marks, 2 per paladin.
Once your first designed mark is cast you'll need to cast your Beacon on it (and remember to refresh it, use your focus frame or an add-on for that) and start cast continuous heals on the raid.
Pro-tip: You can never stop healing for much more than one gcd or your beacon target will die especially if it's a clothy (mark damage is physical and reduced by armor). Remember to recast your beacon/judgement when your Holy Shock is up in case you need the speed-up healing boost.
Once your second designed mark is cast you'll need to keep your Beacon on your first target and heal the second mark regularly, keeping both alive.
Pro-tip: As soon as your mark is cast you will not be able to stop healing, or use a Divine Plea because the healing reduction will be too strong. Try to use it before your assigned mark is cast (use Deadly Boss Mod to check Saurfang Blood Power), you should be full mana when you start healing a mark.
Remember to recast your Jugement of Light on Saurfang, both to increase your casting speed, and to heal your raid.
Keep in mind that your Hand of Protection removes the Boiling Blood dot, it is your choice to use it as soon as you can in the encounter, and have the opportunity to use it again later at the end of the fight. Or to keep it to protect someone being "double hit" by a mark and the dot (this can be very hard to keep up with healing wise).
Good luck and have fun, though very chaotic at first this is a quite fun encounter once your raid will master it.
Deathbringer Saurfang is the fourth boss of Icecrown Citadel and the end of the entrance part. It was considered as the second test of Icecrown, the first being the purely gear check of Marrowgar. Saurfang is a healing and dps check, if you can finish him, you should be able to try the inner halls.
For a guild at least partly in T10+ items and with the new buff Saurfang should not be a problem anymore. Your raid should still know what to expect, or you can be sure of a raid wipe.
Deathbringer Saurfang: Trash Mobs
This will be a short section, the reason being that there is not a single mob between the gunship battle and the fourth boss of Icecrown. The only opponent you'll have is waiting for npcs to finish their speech (especially if you're horde).
Boss Description
Saurfang has relatively few abilities, but they have all to be mastered by your raid to kill him.
The first mechanic is Blood Power, this will increase Saurfang damage through the fight. When his Blood Power is low, his damage will be light and healing the tanks will be easy, but it gets harder with his blood power increasing, at 100% Blood Power he hits twice as hard. You should understand that every damage taken by your raid during the encounter give Blood Power to Saurfang, hence one key of the encounter is to reduce damage and shorten the encounter as much as you can.
Pro-tip: All damage prevention abilities are extremely effective during that encounter, a discipline priest is nearly overpowered with his shields that can reduce Saurfang Blood Power influx by more than 50% in 10-Man. If you have any damage prevention ability, use it as much as you can.
The second main ability is Mark of the Fallen Champion. This ability is used each time Saurfang Blood Power reaches 100%, and resets it to 0. The target of the mark will take damage each time Saurfang hits the tank (around 4K each 2s). You have to understand that this additional damage will also give Blood Power to Saurfang, hence with each Mark he will gain more Blood Power, and will cast the next Mark faster. This ability is Saurfang "time limit" mechanism. It adds up to his enrage at 30% health which makes him hit faster, hence producing more Blood Power, especially if several Marks have already hit.
Pro-tip: Oh last thing, if anyone hit by a mark dies, never ever battle rez him, as the mark sticks through death.
Saurfang has two other abilities that will generate Blood Power for each character hit. The first is Boiling Blood and the second Blood Nova.
Blood Nova is only cast on members at range and hits the target and anyone in 12 meters. It is the reason why your raid ranged and healers should be all 12 meters apart (in 10-Man) or positioned in groups of 2 or 3 characters each 12 meters apart (in 25-Man).
Boiling Blood is a dot, you'll have to heal it nothing else to say.
Pro-tip: Boiling Blood will generate Blood Power with each tick, if you can shield the target that is a must, if you can Hand of Protection the target that will remove the dot, preventing 8 Blood Power for Saurfang, do it fast. What you should know is that Boiling Blood can be cast on the target of a Mark of the Fallen Champion. This is one of the main reasons for losing a Mark target and could be a good reason to keep your Hand of Protection.
Rune of Blood is the reason you need two tanks during the encounter. They should switch as soon as this debuff is cast on the current tank. Nothing else to say.
The last ability of Saurfang (did I say he had few abilities ... he does have some but most of them only impact healers) is Call Blood Beast. This calls for 2 beasts in 10-Man and 5 in 25-Man. These beasts need to be dpsed quickly and most of all they should *not hit anyone*. Anyone hit by a Blood Beast will give Blood Power to Saurfang. The best is to use all what you can to prevent them from reaching your dps, hunters Frost Traps are one of the best tools for that.
Pro-tip: All melee, the tanks included, should avoid any sort of aoe damage when the Blood Beasts pop. If they don't, the beasts will stay hitting them and Saurfang will gain a big amount of blood very quickly, which can cause a raid wipe a few minutes later when the marks are too numerous for the healers to endure.
If you want more details you can find very good info on Bosskillers or Tankspot.
Raid Composition
Both in 10-Man and 25-Man you need 2 tanks. This encounter being a dps-race, you need to take as few healers as you can, usually 2 in 10-Man and 5 in 25-Man.
This will put a lot of pressure on your healers, and they will need a very good mana sustainability to finish the fight.
Pro-tip: Though spellpower is obviously important for healers, this will be more an endurance fight. If you have any source of mana replenishment in your raid you should save it for your healers in this fight if they need it, an oom healer during the last 30s of the fight will seal your fate.
The rest of the raid should be dpsers, both melee (they will be 100% of the fight on Saurfang and the main source of damage to him) and ranged (they will spend a large portion of the fight dealing with the blood beasts). Don't forget the ccers for the beasts that can be slowed, rooted ... anything but completely cced (no fear, mc or anything).
If you have a shaman, keep the Heroism/Bloodlust for the last 30% of Saurfang, you can call for it as soon as he enrages.
Healing Build
As I said, expect this fight to be very very mana consuming and put a lot of stress on your shoulders. Especially until all members of your raid master it. The more blunders there will be (blood beasts staying on the melee, tanks not switching fast enough ...) the more marks you will have to deal with at the end of the fight, and the harder it will be.
Remember you'll have to heal the tank and a few raid damage at all time (nova, dot, beasts). Each time a mark is cast, that will need at least half a healer attention to keep the target alive.
The last thing that I didn't say in the boss description is that for any death in the raid, Saurfang will regain 5% health ... this obviously means that you have to keep everyone alive as much as you can, Saurfang is not a boss you can finish at the very last moment with only 2 raid members alive.
In 10-Man you won't be able to endure more than 2 marks for every long, and most probably not more than 1 death.
In 25-Man if your healers are good you can manage up to 4 or 5 marks depending on your raid composition, and you can probably win with 2 deaths. More will probably lengthen the fight too much.
Whatever your class is, aim for fast "small" heals, as much damage prevention as you can, and the best sustainability you can get.
Use your mana cds as soon as you can get the full benefit of them, and if you can't use them during a strong healing phase, before the first mark is cast.
Paladin Healing tips
Holy Paladins are among the best healers for this fight, with Discipline Priests, but for very different reasons.
A Discipline Priest can greatly reduce the amount of Blood Power gained by Saurfang through the use of Shields.
A Holy Paladin can use his Beacon of Light to heal the target of a Mark of the Fallen Champion and continue to heal the raid. He can even heal both the first and second marks by himself.
Until the first mark is cast, the healing is light. But, as a paladin, you will have much more job as soon as a mark is cast. In a 10-Man raid you will most probably be the only Holy Paladin, and the two first marks will be your job. In a 25-Man raid Holy Paladins should share between them the first marks, 2 per paladin.
Once your first designed mark is cast you'll need to cast your Beacon on it (and remember to refresh it, use your focus frame or an add-on for that) and start cast continuous heals on the raid.
Pro-tip: You can never stop healing for much more than one gcd or your beacon target will die especially if it's a clothy (mark damage is physical and reduced by armor). Remember to recast your beacon/judgement when your Holy Shock is up in case you need the speed-up healing boost.
Once your second designed mark is cast you'll need to keep your Beacon on your first target and heal the second mark regularly, keeping both alive.
Pro-tip: As soon as your mark is cast you will not be able to stop healing, or use a Divine Plea because the healing reduction will be too strong. Try to use it before your assigned mark is cast (use Deadly Boss Mod to check Saurfang Blood Power), you should be full mana when you start healing a mark.
Remember to recast your Jugement of Light on Saurfang, both to increase your casting speed, and to heal your raid.
Keep in mind that your Hand of Protection removes the Boiling Blood dot, it is your choice to use it as soon as you can in the encounter, and have the opportunity to use it again later at the end of the fight. Or to keep it to protect someone being "double hit" by a mark and the dot (this can be very hard to keep up with healing wise).
Good luck and have fun, though very chaotic at first this is a quite fun encounter once your raid will master it.
Subscribe to:
Posts (Atom)