Wrath Beta patch notes: Paladin part III - the Holy tree

Paladin talents have been greatly reworked, with some talents jumping from one tree to another, and other talents scrapped completely. The general vibe from the new talent trees is that Blizzard, after so long, has finally given the class some much needed love. I don't think I've gotten this excited about the class -- or heck, about the game -- in a long time. We'll take a look at each tree, the new talents, and what they could mean for Paladins in Wrath after the break.
New talents
Without question, the Paladin Holy tree has been suffering for some time now. This was brought to the fore during the recent MLG Orlando tournament when Serennia, reputedly one of the best professional WoW players in the world, completely embarrassed himself when he chose to play a Paladin for 3v3. It prompted commentator and former pro Arena competitor Kintt to describe Paladins as Big Macs compared to Druids, who were Filet Mignons. That has been Paladin healing in a nutshell... gimped in mobility fights and lacking in versatility. Let's take a look at how Blizzard chose to respond...
Blessed Hands
Requires 20 points in Holy
Reduces the mana cost and increases the resistance to Dispel effects of all Hand spells by 15/30%
A pretty straightforward spell, this talent makes the fifth tier of the Holy tree somewhat crowded. It appears to be a key PvP talent to protect situational buffs such as Hand of Protection, Hand of Freedom, and Hand of Sacrifice, which are all prime targets for dispels, specially in an Arena environment.
Infusion of Light
Requires 1 point in Holy Shock
Requires 25 points in Holy
Your Holy Shock critical hits reduce the cast time of your next Holy Light spell by 1.25/2.5 secs.
Here's where things get interesting. Holy Shock is mana inefficient in its current form, but Wrath buffs it with a reduced cooldown and supporting spell crit talents. With a high enough Holy spell crit, Holy Shock can become standard a precursor to instant Holy Lights. If Holy Shock crits, it can immediately be followed by activating Divine Favor to throw out a massive heal.
Used offensively, Infusion of Light can provide a staggering, instant reset -- Holy Shock an opponent with a crit, Infusion of Light procs, immediately heal yourself for massive amounts. This talent puts Holy Shock into serious consideration as an integral part of a Holy Paladin's spell cycle. It's still fairly expensive, but the time reduction to Holy Light is a 15 second buff that can be kept until needed. Paladin healers can crit with a Holy Shock and subsequently spam Flash of Light until an instant, giant heal is called for.
Furthermore, a critical Holy Shock also means Paladins get 60% of the cost back, thanks to Illumination. With enough spell crit, or even Divine Illumination, Holy Shock actually becomes a cheap spell that grants an instant Holy Light. Does this help in fights with mobility? To a degree, yes. It's not as controllable, but it certainly creates more options for Holy Paladins.
Sacred Cleansing
Requires 40 points in Holy
Your Cleanse spell has a 10/20/30% chance to increase the target's resistance to Disease, Magic and Poison by 30% for 10 sec.
Cleanse is an invaluable spell that still needs some work in itself, with so many debuffs having high resistance to dispel mechanics. This ninth tier talent helps in that regard somewhat in a preventive manner, increasing the chance to resist further debuff stacks. Because Cleanse activates the Global Cooldown, it precludes healing and spamming Cleanse means sacrificing heals. Sacred Cleansing eases the strain somewhat by giving a preventive buffer to targets.
Enlightened Judgements
Requires 40 points in Holy
Increases the range of your Judgement spells by 10/20 yards.
I griped about the fact that Seals weren't a part of a Holy Paladin's spell cycle in an old column, stating that in its current form, healers aren't able to take advantage of Seals. This ninth tier talent changes all of that. With a standard 30 yard range, Holy Paladins will be able to Judge opponents even while keeping a safe healing distance. Unfortunately, the Judgements still need melee strikes to be refreshed, and there isn't a particularly stellar Seal to judge. We'll wait for Blizzard to notice that, but for now, understand that this is all a mere precursor to...
Judgements of the Pure
Requires 45 points in Holy
Your Judgement spells increase your casting and melee haste by 2/4/6/8/10% for 30 secs.
Paladins suffer from the fact that their two staple healing spells have a casting time. With talents such as Infusion of Light and Light's Grace, however, this strain is eased somewhat. Judgements of the Pure continues to contribute towards mobility by enabling faster cast times. Judgements of the Pure and Light's Grace combine for 1.8 second Holy Lights.
Because it lasts for 30 seconds, Holy Paladins can easily keep up the buff even if an occasional Judgement is resisted. This means a potential constant 10% haste increase -- not just to spells but melee attacks as well. On the surface, one might wonder what a Holy Paladin would need melee haste for. Well... how about tanking? With the changes to the tree, a Holy Paladin has enough tools to dish out constant damage with Consecration, Holy Shock, and a sped up melee strike with Seal of Righteousness. Because Righteous Fury has been buffed to grant 90% more threat from Holy damage, a Holy Paladin can potentially generate massive threat. Having fun with the possibilities yet?
Beacon of Light
Requires 51 points in Holy
The target becomes a Beacon of Light, healing all party or raid members within 10 yards for 2000 over 15 sec.
Blizzard didn't want to give Paladins a Heal-over-Time. They didn't want to give them a group heal. No, Blizzard wanted to give them both. Why settle for anything less? Beacon of Light is a strange hybrid healing spell that's like the bastard love child of Tranquility and Holy Light. It's a targeted group HoT that has a cast time. Confused? Essentially, you select a target to become the eponymous Beacon of Light -- probably the Main Tank -- and put an HoT that emanates healing rays of love and warmth.
What's the big deal? The big deal is that the HoT generates threat -- but for the target, not the caster. Every tick of the Beacon of Light will count as threat for the target, because it's considered to be their healing spell. So yes, Paladins got a much-needed HoT and a much-needed group heal... but once again the class cements itself as the best single-target healer in the game by proactively generating threat for the main tank.

The Holy tree got a few talent shuffles, notably the removal of Divine Strength, which was placed into Protection; Spiritual Focus and Seals of the Pure (the talent formerly known as Improved Seal of Righteousness) were moved up to the first tier from the second; Divine Intellect was moved down to the second tier but buffed to grant a 15% increase to total intellect (up from 10%); Healing Light and Unyielding Faith were moved up to the second tier from the third; Illumination was moved up to the third tier from the fourth, leaving the fourth tier with just Improved Blessing of Wisdom. Easy solution -- pull Improved Concentration Aura from the Protection tree and put it into the fourth tier. Blessed Hands fills up the fifth tier while there are no changes to the sixth and seventh tiers.
Generally, the proper talents were placed in the right places, as Holy Paladins use Concentration Aura more than Paladin tanks. Many talents were also moved to earlier tiers without nerfing them -- which is effectively a buff. Overall, the new Holy tree looks more streamlined and focused. The new talents also open up impressive offensive options for Holy Paladins, centered around the 6-second Holy Shock and haste-enabled spells.
The changes are exciting coupled with the new spells because it represents a more involved playstyle that encourages healing Paladins to include Judgements in their spell cycles for the 10% haste buff. The buff provided by Infusion of Light is compelling enough to encourage the use of Holy Shock, as well as the shorter cooldown. The 11th-tier talent of Beacon of Light is a multi-purpose spell (which hopefully scales extremely well with spell power) that just might be what the doctor ordered for what has been a long-suffering class. Healing has improved overall, DPS seems like an option, and consequently tanking with Righteous Fury could actually work (mitigation notwithstanding). The one glaring absence is the lack of an active mana regeneration mechanic to allow Paladins comparative longevity in healing endurance fights. Perhaps we'll see changes to this effect as the Beta progresses.
<-- Wrath Beta patch notes: Paladin part II
Filed under: Paladin, Analysis / Opinion, Blizzard, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Heilig Jul 18th 2008 5:28PM
This ain't all, either. Now we are going to have two cookie-cutter holy specs, just like priests. Just as priest have DS builds and CoH builds and you need both in a raid, Holy pallies will have to choose between Beacon and Sheath of Light. Beacon is the AoE, relatively low heal HoT centered on teh tank, while Sheath applies a relatively high healing HoT with every crit heal. Both of these effects will be highly desirable in raids, meaning multiple holy pallies will again be required.
While I am less than thrilled with the prot changes (my normal spec) and Ret still hasn't had its primary concerns addressed, it looks like holy pallies are going to be having a blast. I will probably go Holy when the expansion hits, these changes are that nice.
Matthew Rossi Jul 18th 2008 6:37PM
Don't give up on prot yet.
Braundo Jul 18th 2008 6:53PM
@ Rossi:
No doubt. I'm really excited about the Prot changes. Looks like big things are coming (single-target threat, a Shield Slam imitator, etc) that will help our ability to tank the Big Boys.
Germ Jul 18th 2008 7:01PM
Ummm "Sheath of Light" is a retribution talent and it's improved by attack power not +healing or +spell dmg. If you went a talented to have that then you would gimp your healing out put. I will say I was confused by seeing such a nice healing talent in the Ret tree but it gives Ret pallies a nice heal for 5 mans and 10 man raids, doubt they would ever need to heal in 25 mans though.
Heilig Jul 18th 2008 7:01PM
Threat is not our issue on the big boys. We are the highest threat tanks in the game, especially on undead and demons. Our problem is survivability and panic buttons. None of the changes addressed either of those issues, they just increased our threat and damage output even more.
Nizari Jul 18th 2008 10:17PM
@Germ:
The only pure healing talent you'd be missing out on by taking 3/3 of Sheath of Light is two ranks of Judgements of the Pure, and I'd say that for single-target healing (which as Heilig pointed out, would be the role of a 48/0/23 pally) having your critical heals do an extra 60% healing sure beats the occasional extra 4% spell haste.
That being said, I'm fully expecting that they will move Sheath farther down in the ret tree before Wrath gets released.
Lancelor Jul 18th 2008 6:09PM
I've been trying to figure out the benefit of Divine Guardian. When DS is active, 30% of damage to party is redirected to paladin. It's Tier 4 in the Prot tree, but why would a tank ever use this? Using DS as a tank is a bad idea. I feel like I must be missing something obvious...
Amenadar Jul 18th 2008 7:04PM
it could be useful, pally tanks need to take damage to regenerate mana from healing. If they have too much avoidance they cripple their tps. This could be a sign of more aoe damage in raids/5mans.
Manatank Jul 18th 2008 6:54PM
You can spec 51 points in holy and still hit this talent in prot?
pallypwr Jul 18th 2008 6:56PM
If you remain immune to all damage like a normal bubble.. but take 30% of the effected people's damage, you would effectively nullify a huge amount of raid aoe damage. Now add a tauntable boss.. and the sky is the limit.
typobox Jul 18th 2008 7:11PM
For one, it'd be useful for "untankable" encounters such as Shade of Aran.
my2cents Jul 18th 2008 6:48PM
Not to mention the amazing synergy the Holy tree will now have with the Retribution tree. With a ret subspec, you can pick up +15% run speed (can't hurt in raids requiring mobility. Less time running = more time healing), reduced mana cost for judgements (which will now most likely be used in raids while healing) and extra 5% crit chance to your heals, which also works for melee (again supporting the idea of a Holy pally tanking.) In addition, you can pick up reduced cooldown for judgements which would help in pvp among other things. All in all sounds really amazing.
mandaree Jul 18th 2008 6:49PM
The beacon build that Heilig mentioned will go 20 points into prot for divine guardian and improved devotion aura.
Joseph Jul 18th 2008 6:55PM
It's so obvious that the author has no clue about Holy Paladin's at all. The changes are pathetic, at best. Holy Shock crits = free Holy Light? That's fantastic, and also about 1/10 of my mana. There is no way to sustain that sort of mana usage during a fight, not to mention Holy Shock crits will be luck based (just like mostly every Paladin skill.) As for the group heal over time, at 2000 healing, we can expect, what, 40% coefficient? So 2800 over 15 seconds? That's fucking terrible, period.
my2cents Jul 18th 2008 7:16PM
You're acting as if these talents were being implemented right now, without any other changes to the game. With the changes to the talent tree, rest assured mana issues regarding the use of holy shock will also be addressed.
I can't believe you would complain about Beacon of Light. 2000 (base) healing over 15 sec is 600 more than the lvl 80 renew priests will have...and Beacon of Light heals ALL raid member within 10 yards. Even if only 2 other raid members are nearby...that's still pretty awesome. It allows you to (at least help) keep the dps alive while providing a HoT (and extra threat) to the tank while still spamming your single target heals. It's win/win.
Matt Jul 18th 2008 7:21PM
Yes, exactly.
Some fun situational tools, but this doesn't change the fact that all of these "fun tools" seem to have horrible efficiency. You could maybe afford to use them once or twice over a boss fight, yet said boss fight will likely require you to be mobile *many* more times than that.
Hence, NOT a solution to the mobility problems.
Joseph Jul 18th 2008 7:18PM
Renew costs 720 mana. Beacon costs 2330.
Matt Jul 18th 2008 7:26PM
@my2cents: Have you seen the mana cost of Beacon? 2330 mana?!? That is going to take a *big* chunk out of your mana bar, even if we get to 20k mana pools, that is still more than 10%.
Spending that much mana for 2k heals, even if they do go to everyone within range, seems like a collossal waste of mana. Leaving that healing to the CoH priests and Chain Heal Shammies seems like a much smarter play. If it doesn't make sense to use, why do we have it?
yicheng04 Jul 18th 2008 7:30PM
First, you have no way of knowing how good or bad this is until you've seen the level 80 end-game gear itemization. For all you know, Holy Paladins may be walking around with 25K mana pools.
Second, Holy Shock is 650 (assuming no Illumination), which means for that to be 1/10 of your mana, your mana pool would have to be 6.5K. And you're trying to claim that the *author* doesn't know about Holy Palladins?? Third, you completely miss the point that you can *down-rank* Holy Shocks to get the proc, just as most Holy Pallies use downranked Holy Lights to keep up Light's Grace. Rank 1 Shock is 335, which is admitted not cheap, but depending on the gear scalling 400 MP5 while casting may not be hard to get (I'm floating at 200 MP5 now, self-buffed).
Finally, Beacon of Light is certainly better than our current crappy 41-pt Holy Talent. We don't know what the healing coefficient is, but let's assume it's 100% (like renew and swiftmend). Assuming a raid size of 10, and (wild guess) +5K healing is a normal raid-buffed healadin stat, that would be potentially 7K x 10 = 70,000 healing over 15 seconds for 2330 mana. Even if it's 40%, it'll still heal for 40,000 over 15 seconds. It's also a 1.5 sec cast-and-forget spell so, assuming it doesn't get removed, you heal other targets while it ticks. The final bonus, as the author stated is that it's *all* added threat right back to the tank.
So, yeah, while I won't necessarily cheer until I see how the final itemization goes, this is potentially huge and gameplay-changing for holy paladins. There's no need to shit on these changes.
Zach Jul 18th 2008 7:39PM
Whine, whine, whine.
Renew affects ONE target. Beacon of Light affects ALL PARTY OR RAID MEMBERS within 10 yards of the target. Why doesn't that enter your computation? ALL, meaning possibly 25 or 40 if you're bunched together. Do you even realize how FREAKISHLY OP that is?
Besides, there's more to the spell. It's guaranteed THREAT GENERATION for the Main Tank. It's a substantial aspect of the spell that whiners don't even look at.
The cost of the spell should make it obvious that it's NOT part of the normal spammable spell cycle. It's a fantastic utility spell that SCALES with proximity and numbers!
Damn, Paladins whine too much.