The Light and How to Swing It: Seals, Blessings and Auras part II
Last week we took a look at one of the Paladin's core class mechanics, the Seal, which is a short-duration buff that is both preparatory (for Judgement) and integral to a Paladin's attack cycle. Last week, I also mentioned how Seals fail to play a part in a healers spell cycle because of how they operate. Because seals require a Paladin to make a melee attack in order for a seal to work or proc, they are similar to Rogue poisons or Shaman weapon buffs. But seals are not weapon buffs, allowing them to proc off unarmed melee attacks (although why anyone would want to is anyone's guess) but also making them susceptible to dispel mechanics.
I personally think there was a wasted opportunity in this design because it locks out one key aspect of the class from an entire spec. Because of the short seal duration, healers must get into melee range and whack at opponents constantly. Even if a Retribution Paladin is in the raid keeping up a Holy Paladin's judged seal, the Holy Paladin himself won't reap the benefits of his own judgement -- most likely Wisdom or Light -- because he won't be hitting the enemy. A healing Paladin's two-button spell cycle consists of Holy Light and Flash of Light which both have cast times, necessitating periods of no movement and often precluding melee combat. If EA Mythic's Warhammer Online follows through with the hype, there won't be any, as animated designer Paul Barnett would call it, "namby pamby healer classes."
While Retribution is fun and can dish out some hurt, and while Protection are kings of tanking entire armies, when a Paladin specs Holy, she becomes exactly that -- a namby pamby healer class. The Holy spec is somewhat ironic and goes against the grain of the core class design. Paladins are a heavily-armored melee class. When they spec Holy, that armor often goes to waste and the melee aspect is shelved away. If the spec was built to take advantage of the seal system rather than be hindered by it (putting up seals activate the GCD, pushing back healing or cleansing), we'd have a very different story. We would have Holy Paladins rushing into combat -- I don't care if they deal piddly damage -- in order to be effective, rather than standing in the back of the raid. I attribute that playstyle dichotomy to the failure of seals.
A Blessing and a curse
Blizzard defines the Paladin's challenges in its official page to "Learning the proper Blessings and aura type for each battle" and "Remembering to use Blessings on everyone as needed". Note the absence of seals in the equation. This brings us to the next two core class mechanics, Blessings and Auras. The irony is that because of the short duration of seals, keeping it up is usually more involved than maintaining Blessings. Blessings are longer duration -- usually 10 minutes -- buffs that, unlike seals, can be put on other players.
Passive
Most Blessings are what I consider to be passive or give persistent effects without needing much maintenance or proper timing. Passive Blessings have greater versions, which last for 30 minutes and require a reagent. When raiding, it is usually prudent to bring at least two to three full stacks of Symbol of Kings. Prior to Patch 2.2, Blessings normally lasted for 5 minutes and Greater Blessings for 10. Apparently, Blizzard's initial idea about involved Paladin play was paying close attention to short-duration buffs. This has changed somewhat but it's clear that Blizzard's intention for this particular mechanic was that Blessings should be changed up often. The way it currently works, however, there are few blessings that work on short cooldowns or active Blessings (more on those next week) and most are pre-encounter buffs. It is also important to note that players may only have one Blessing on them per Paladin at a time.
The passive Blessings are Blessing of Light, Blessing of Might, Blessing of Salvation, Blessing of Wisdom, and the two Protection talents Blessing of Kings and Blessing of Sanctuary. Blessing of Light is usually applied to the main tank or the healer's primary assignment. Because it only works with Holy Light and Flash of Light (not even Holy Shock), it is only applied to the primary healing target if there are few Paladins in the raid. It is one of the lower priority passive Blessings and applied only raid-wide when all other passive Blessings are already on. It also cements Paladins' status as the best single-target healers in the game. If Blessing of Light didn't activate the GCD, maybe it would see more use as healers could cast it preceding a key heal. As it stands, Blessing of Light is a crutch ability that is often used to boost the healing of undergeared Holy Paladins.
Blessing of Might increases Attack Power and is given to Warriors, Hunters, Rogues, and Enhancement Shaman or Retribution Paladins. Its caster counterpart is Blessing of Wisdom, which benefits all mana-using classes. Both are pre-encounter buffs, usually cast during downtimes. BoW sees a little more use in PvP, particularly in Arena play, helping teammates regain mana through particularly long matches. BoM is designed to increase DPS, thus making encounters shorter, while BoW is designed to sustain players through longer battles. In many cases, Might is a low-priority Blessing because of better options such as Kings or Salvation.
Blessing of Salvation is the single most efficient PvE DPS buff in the game. Despite most DPS classes' protestations -- they will often clamor for Blessing of Kings or Might -- Paladins should insist on putting Blessing of Salvation, particularly to those with little to no Threat mitigation and high burst. Salvation allows DPS classes to unleash more damage with less fear of pulling aggro. It is also useful for healer classes with no threat-reducing talents. Unlike other passive Blessings, Salvation cannot be applied on the fly because it does not reduce existing threat already generated (i.e. it doesn't work like Fade or Feint).
Protection is the only tree with its own Blessings and one of them, Blessing of Kings, is arguably the most useful passive Blessing and is usually the default Blessing for a group if the Paladin has it. Because it is a flat 10% increase to statistics, it scales extremely well and is a great leveling tool for groups because it softens progression by scaling a group's overall effectiveness -- from survivability to DPS -- upwards. It is also a PvP Holy Paladin's key preparatory spell in Arenas.
The other Protection talent is Blessing of Sanctuary, a little-known seal that sees little use outside of Paladin tanking. Sanctuary is designed specifically to augment the threat generating blocking mechanics of Paladin tanks, and is only half as useful to classes with no shields. The damage mitigation it provides is calculated before other damage mitigation such as armor, and is substantially more powerful at Level 70 (Rank 5) than it is at Level 60 (Rank 4). Next week, we'll take a look at the shorter-duration or active Blessings and Paladin Auras as well as how these three core class mechanics currently work together and how they can potentially be more synergistic for the future of the class.
Want to learn more about the Light? The Light and How to Swing It provides a Paladin for Dummies look at the class, from leveling from 21-40 to choosing the right Badge rewards for your Paladin at Level 70. From Uther to Lady Liadrin, this column serves up a weekly look at Mike Schramm's most ridiculed class.
I personally think there was a wasted opportunity in this design because it locks out one key aspect of the class from an entire spec. Because of the short seal duration, healers must get into melee range and whack at opponents constantly. Even if a Retribution Paladin is in the raid keeping up a Holy Paladin's judged seal, the Holy Paladin himself won't reap the benefits of his own judgement -- most likely Wisdom or Light -- because he won't be hitting the enemy. A healing Paladin's two-button spell cycle consists of Holy Light and Flash of Light which both have cast times, necessitating periods of no movement and often precluding melee combat. If EA Mythic's Warhammer Online follows through with the hype, there won't be any, as animated designer Paul Barnett would call it, "namby pamby healer classes."
While Retribution is fun and can dish out some hurt, and while Protection are kings of tanking entire armies, when a Paladin specs Holy, she becomes exactly that -- a namby pamby healer class. The Holy spec is somewhat ironic and goes against the grain of the core class design. Paladins are a heavily-armored melee class. When they spec Holy, that armor often goes to waste and the melee aspect is shelved away. If the spec was built to take advantage of the seal system rather than be hindered by it (putting up seals activate the GCD, pushing back healing or cleansing), we'd have a very different story. We would have Holy Paladins rushing into combat -- I don't care if they deal piddly damage -- in order to be effective, rather than standing in the back of the raid. I attribute that playstyle dichotomy to the failure of seals.
A Blessing and a curse
Blizzard defines the Paladin's challenges in its official page to "Learning the proper Blessings and aura type for each battle" and "Remembering to use Blessings on everyone as needed". Note the absence of seals in the equation. This brings us to the next two core class mechanics, Blessings and Auras. The irony is that because of the short duration of seals, keeping it up is usually more involved than maintaining Blessings. Blessings are longer duration -- usually 10 minutes -- buffs that, unlike seals, can be put on other players.
Passive
Most Blessings are what I consider to be passive or give persistent effects without needing much maintenance or proper timing. Passive Blessings have greater versions, which last for 30 minutes and require a reagent. When raiding, it is usually prudent to bring at least two to three full stacks of Symbol of Kings. Prior to Patch 2.2, Blessings normally lasted for 5 minutes and Greater Blessings for 10. Apparently, Blizzard's initial idea about involved Paladin play was paying close attention to short-duration buffs. This has changed somewhat but it's clear that Blizzard's intention for this particular mechanic was that Blessings should be changed up often. The way it currently works, however, there are few blessings that work on short cooldowns or active Blessings (more on those next week) and most are pre-encounter buffs. It is also important to note that players may only have one Blessing on them per Paladin at a time.
The passive Blessings are Blessing of Light, Blessing of Might, Blessing of Salvation, Blessing of Wisdom, and the two Protection talents Blessing of Kings and Blessing of Sanctuary. Blessing of Light is usually applied to the main tank or the healer's primary assignment. Because it only works with Holy Light and Flash of Light (not even Holy Shock), it is only applied to the primary healing target if there are few Paladins in the raid. It is one of the lower priority passive Blessings and applied only raid-wide when all other passive Blessings are already on. It also cements Paladins' status as the best single-target healers in the game. If Blessing of Light didn't activate the GCD, maybe it would see more use as healers could cast it preceding a key heal. As it stands, Blessing of Light is a crutch ability that is often used to boost the healing of undergeared Holy Paladins.
Blessing of Might increases Attack Power and is given to Warriors, Hunters, Rogues, and Enhancement Shaman or Retribution Paladins. Its caster counterpart is Blessing of Wisdom, which benefits all mana-using classes. Both are pre-encounter buffs, usually cast during downtimes. BoW sees a little more use in PvP, particularly in Arena play, helping teammates regain mana through particularly long matches. BoM is designed to increase DPS, thus making encounters shorter, while BoW is designed to sustain players through longer battles. In many cases, Might is a low-priority Blessing because of better options such as Kings or Salvation.
Blessing of Salvation is the single most efficient PvE DPS buff in the game. Despite most DPS classes' protestations -- they will often clamor for Blessing of Kings or Might -- Paladins should insist on putting Blessing of Salvation, particularly to those with little to no Threat mitigation and high burst. Salvation allows DPS classes to unleash more damage with less fear of pulling aggro. It is also useful for healer classes with no threat-reducing talents. Unlike other passive Blessings, Salvation cannot be applied on the fly because it does not reduce existing threat already generated (i.e. it doesn't work like Fade or Feint).
Protection is the only tree with its own Blessings and one of them, Blessing of Kings, is arguably the most useful passive Blessing and is usually the default Blessing for a group if the Paladin has it. Because it is a flat 10% increase to statistics, it scales extremely well and is a great leveling tool for groups because it softens progression by scaling a group's overall effectiveness -- from survivability to DPS -- upwards. It is also a PvP Holy Paladin's key preparatory spell in Arenas.
The other Protection talent is Blessing of Sanctuary, a little-known seal that sees little use outside of Paladin tanking. Sanctuary is designed specifically to augment the threat generating blocking mechanics of Paladin tanks, and is only half as useful to classes with no shields. The damage mitigation it provides is calculated before other damage mitigation such as armor, and is substantially more powerful at Level 70 (Rank 5) than it is at Level 60 (Rank 4). Next week, we'll take a look at the shorter-duration or active Blessings and Paladin Auras as well as how these three core class mechanics currently work together and how they can potentially be more synergistic for the future of the class.
Filed under: Paladin, Analysis / Opinion, (Paladin) The Light and How to Swing It







Reader Comments (Page 1 of 2)
Velorian May 4th 2008 10:36AM
The way I've been doing it in my short tanking career is:
BoSanc on myself,
BoSalv on DPS classes, especially clothies,
BoM on rogues, hunters, and finally
BoW on my healer.
Is that a decent stategy?
Balasan May 4th 2008 11:33AM
IMO if you are tanking the #1 blessing to get is Kings. Sanctuary is only useful for larger multimob tanking and/or you lack threat. Kings gives better avoidance and a larger healthpool.
Calaana May 5th 2008 3:27PM
Bal, your thinking is right here but I have to disagree on the number one blessing thing... If sanc isn't the best for the job, your taking far too few enemies.
Rudolphe May 4th 2008 11:24AM
"As it stands, Blessing of Light is a crutch ability that is often used to boost the healing of undergeared Holy Paladins. "
Are you kidding me? It doesn't matter if a pally has 2300 healing and 35% holy crit he's a fool if he's not applying blessing of light to his primary target.
Balasan May 4th 2008 11:34AM
In a group situation the tank should be receiving blessing of kings first. Increased chance to dodge, larger block value, slightly more damage, larger healthpool, those are more valuable than the extra healing you can obtain from blessing of light.
mandaree May 5th 2008 3:12PM
Whether to give the tank light or kings depends on how many people are healing that tank. When I heal 5-mans, I give the tank light because nothing is going to be instantly fatal: light is almost always going to give the tank more effective health. If it's a raid and I'm the only paladin, I'll give the tank kings because the damage will come in much faster and light doesn't do anything for the other healers.
Druid dude May 5th 2008 3:11PM
With the past patch's change to mana regen, I find that Might gives my Druid much more mana regen than Wisdom, especially outside 5SR. Interesting!
Matthew Rossi May 5th 2008 3:12PM
Might? How does Might boost your spirit? Are you a feral with some regen mechanic I don't understand or do you mean Kings?
Thallid May 4th 2008 2:53PM
@Matthew:
I think he's talking about the Moonkin mana regeneration mechanics. Basically, they have a chance to regen mana equal to their Feral Attack Power (~30%) whenever they melee an opponent with their weapon. (That's why Moonkin carry around a FAP weapon, just for this purpose.)
I still don't see how he would get more mana regen from BoM compared to BoW, even if he is Balance-specced.
Elder May 5th 2008 3:09PM
"If EA Mythic's Warhammer Online follows through with the hype, there won't be any, as animated designer Paul Barnett would call it, "namby pamby healer classes.""
This sentence is Unnecessary and very out of place.
Where in this article are you discussing anything but specific Class abilities of Paladins in World of Warcraft? Why would you need to put in an advert for an overhyped (and oft expected to be Vaporware) WoW clone?
That sentence cost you one point on the final judging.
Secondly, and I hate having to comment twice on an article, " As it stands, Blessing of Light is a crutch ability that is often used to boost the healing of undergeared Holy Paladins. "
DoWhat?
Have you never run with two paladins or more? In ANY raid situation where a paladin is healing and another is available BoL better be on your heal targets. I don't care if you're capped crit and 2K healing, you'll notice the bigger heals.
Ever Off-spec main heal? Thanks to BoL I can slap on my off-set and heal most 5-man instances when my buddies come calling.
Second false statement cost you 1.5 points.
True Paladin glory comes from knowing your skills an versatility. We're blessed by being a hybrid that has real viability, the key is knowing that you're still a hybrid and can bring much more to a group than your focus.
Decent use of grammar, nice word count, and you didn't (by my count) use the words "Rouge" "Exhaulted" or "Slap in the face" nets 7 points, and giving me the idea to roll "Rocky the unarmed Paladin" (a bare fisted ret paladin coming to an RP server near you) gets you 2 more.
Final score: 6.5/10
Paraphrased from Simon: If you have a day job, and by appearences I don't think you do, Please don't quit. The world needs hamburger flippers more than it does bloggers.
Zach May 5th 2008 4:01PM
You're all missing the point. Blizzard blew a fantastic game design opportunity by not utilizing Seals as part of a healing Paladin's spell cycle. Imagine if Paladins had a Seal that would boost +heal with each attack and could be Judged to unleash powerful heals. Imagine if Paladins had a Seal that would bounce heals to nearby allies with each attack.The point is that Blizzard shuts down the Seal system for Holy/healing Paladins and it's a damn shame.
If I mention Warhammer it's because this was mentioned in their class design video blogs. If you're too much of a Blizzard fan boy (and believe me, I love Blizz... I buy Collector's Ed of most of their releases) to even look at other games then more power to you. But even Blizzard admits to learning from other games. Warhammer looks like it will take an interesting direction for healing... something the Paladin class COULD'VE been. A melee class in plate... sitting in the back of the raid. Hoo-hah.
As for Blessing of Light, it IS a LOW-PRIORITY Seal. In a raid with ONE Paladin, BoL will most likely be put on the tank ONLY, if even that. If you have TWO Paladins, there's BoK, BoSalv, and BoW that most raids PREFER. If you have THREE Paladins, then you'll have the leeway to put on Light. That's how you determine Blessing viability. Anyone who's actually raided would know this. If you had only one Paladin in the group, what Blessing would you ask for? The only time you ask for Light above all others is if the Paladin lacks +healing:
"Ever Off-spec main heal? Thanks to BoL I can slap on my off-set and heal most 5-man instances when my buddies come calling."
Thanks for validating my statement. I want my 1.5 points back.
If you have a day job, and by appearences I don't think you do, Please don't quit. The world needs hamburger flippers more than it does trolls.
Elder May 4th 2008 3:04PM
Holy Frijoles, batman! My reply got to be nearly as long as the blog!
Mine's more entertaining, though, if a bit harsh. Normally I live "TL&HTSI", but today's was... bad.
Schadow May 4th 2008 3:36PM
Since most prot paladins swing 41 dps weapons, weapon damage is practically irrelevant, and seal damage makes up a large portion of our threat.
So why we would want seals to proc off unarmed melee attacks? Because it allows us to continue to generate threat while disarmed.
Procyon May 5th 2008 3:11PM
Umm...anyone else notice the true story here?
What is that undead doing to that Dwarf?
EEK!!
bmiller May 5th 2008 3:13PM
It's retribution aura (which is the name of the artwork too)
Procyon May 5th 2008 1:22AM
Yeah...everyone fails to understand the humor that the image is evoking.
Take a closer look at it.
Druid dude May 5th 2008 3:11PM
Oh geez, I meant Kings LOL!
Iysis May 5th 2008 3:12PM
First off: that pic is totally Darkmoon Card: Vengeance Proc'ing.
I would say that Pre-BC, Sanctuary is the blessing of choice for any 5-man as the damage it negates is superior to the paltry increase in avoidance and health that Kings provides, even at level 50. Once you hit the 10-mans and Outland 5-mans, Kings is vastly superior. Of course, having both is the best and a rare convenience. My favorite serious 5-man run was Shadow Labs with all paladins. So many blessings..
Raventiger May 5th 2008 3:12PM
'While Retribution is fun and can dish out some hurt, and while Protection are kings of tanking entire armies, when a Paladin specs Holy, she becomes exactly that -- a namby pamby healer class.'
Ok that's your opinion. Personally I enjoy healing, and I'm having a lot of fun healing as a Paladin. With the right gear and spec Pallys can be very good healers, and I'm getting a tad fed up about people complaining about our healing skills.
Zach May 5th 2008 3:15PM
I enjoy healing, too. But it's namby pamby. What right gear are you talking about? All that plate and a whopper shield that stays right at the back of the raid?
It's stupid design. I'm not complaining about our healing skills. We're the best single-target healers in the game. But when we spec Holy, we lock out 1/3 of our core class mechanics by staying out of combat.
I'm just saying Blizz wasted a design opportunity.