Patch 3.0.2 primer for Holy Paladins con't
Anyway, back to our regular programming. Where were we? Ah, right, tier six. Five points in Holy Power because we love our crits. Then we skip Purifying Power because the only thing we're really getting out of that is a 10% discount on Cleanse.On tier seven we have mandatory four points for Light's Grace and Holy Shock. Light's Grace is even more important because we need the buff up almost all the time for those 1 second heal nukes. We can skip Blessed Life, although you can consider it for PvP. Still, we only have so many points to spend.
On the eighth tier we'll spend five points for Holy Guidance, which is where that investment back on the second tier pays off. We'll also max out Infusion of Light, which allows us to occasionally toss out 8k heals in about a second with the Light's Grace buff up. It didn't make it to this build, but this talent will also make Flash of Light instant when our Holy Shocks crit. That should be coming pretty soon and help us greatly in our mobility.
Are Judgements still necessary?
We're going to talk a bit lengthily now. But first we'll need to skip Sacred Cleansing on tier nine first because it's just plain silly. Divine Illumination is our tier nine standard. We always get it, we always use it, and things aren't about to change now. Sure, it's a boring 41-point talent, but it's the best we've got as far as mana conservation is concerned. Now, I'm going to controversially put points in Enlightened Judgements. I know some people don't think ranged Judgements are worth it, but with Crusader Strike's Judgement refresh feature gone, even healers need to do their part in keeping Judgements up.
This is a matter of philosophy, and something I'll defend staunchly. Even as healers, I think we need to cast Judgements. Judgements are core to the class. Enlightened Judgements opens up a new aspect of play for me that was never available before. In the next build, Blizzard promised to raise the range of Enlightened Judgements to match our heals' 40 yards. It will be sweet.
The question is, with our spam heal methodology, will inserting Judgements into the cycle be worth it? Right now, only slightly. The 10% haste granted by Judgements of the Pure -- which I still elect to max out in the next tier -- only barely makes it worth the bother. The great thing about this buff is that it lasts for one minute. We won't actually need to judge every time Judgements are up. On the other hand, we'll actually need to judge every 20 seconds or so if we want to keep a debuff up on the boss.
What does this mean? Over a 60 second period, we'll actually lose 4.5 seconds to the global cooldown. Assuming Light's Grace is up, we can spam a theoretical 30 Holy Lights if we don't cast Judgements. With 10% spell haste, which is applied before the .5 second reduction from the Light's Grace buff, we can cast 31.7 Holy Lights over 55.5 seconds (adjusted for the GCD). If we cast Judgement only once -- and irresponsibly letting the debuff drop -- we can cast 33.4 Holy Lights in 58.5 seconds.
Obviously, the numbers aren't that good. In a future patch, Judgements of the Pure will be buffed to 15% spell haste. That turns out to about 34.15 Holy Lights over 55.5 seconds with three Judgements or 36 over 58.5 seconds if you cast it only once. Please understand that this is imperfect math and theorycrafting at its most crude. In actuality, you'll be casting slightly more because the haste granted actually reduces the global cooldown and the GCDs will eat up strategic timing in PvP.
One other problem is that the benefit of Judgements will plateau at a certain point. If we Judge every time it's up, we gimp our mana and set ourselves back even further with the GCD. If we cast six times over one minute, we lose about 9 seconds to the GCD. Of course, we'll need our Judgements to land, too, which is where the added +Hit from Enlightened Judgements come in handy. The point of all this is that I believe in Judgements and I believe in haste. I think everything still needs some work, but that's where I stand. Because at crunch time, I really want to be able to cast that .625 second Holy Light.
Finally we have Beacon of Light. Take it. It's one point and you've gone this deep into the tree. No 11-point talent will compare with this. Trust me when I say that you will learn to love it and adjust to how it only works off effective heals. It takes skill to use and eases the strain on multiple target healing. Furthermore, Blizzard has also stated that they'll be watching this ability further -- and I'm certain it will be tweaked for the better.
Holy can still use some love, yes. But the tree is far from broken. It's far better than it was in The Burning Crusade, certainly, and when it comes right down to it, being a Paladin -- even a Holy one -- rocks.
Ok, I was supposed to put this up along with talent guides to Protection and Retribution, but right now my brain's been squeezed dry from trying to theorycraft and champion Judgements of the Pure. The rest of the Paladin guides to follow real soon.






Reader Comments (Page 1 of 2)
ash Oct 15th 2008 7:33PM
You know...
I like holy, I've been playing it for a while and I definitely want it to be viable. But looking at the talent tree and seeing what's in store for us at level 80 makes me worry. In a way your review only made it more apparent to me. Our whole tree is built around two measly healing spells. We're going to be level 80 and thats all we got? Holy shock and Beacon don't cut it. It just doesn't seem like enough compared to our other two trees and compared to other healing classes. Being the best single target healer doesn't count for much when more and more encounters are built around raid wide damage. I know this is not Zach's fault, but I wonder what spec are you going to choose come Wrath in November and will your pally be your main?
Lexi Oct 15th 2008 8:00PM
So I am not the only one to think this. The tree does seem kind of.. Unfocused. Compare it to the shamans healing tree and frankly its hard to run out of awesome healing talents to spent points on, easy to throw all 61 in the resto tree, that and the talents are interesting. Holy paladins though.. BORING.
vine Oct 15th 2008 8:57PM
Actually Holy Shock and Beacon DO cut it. In short, they rock. Last night I was critting with HS for ~5k, beacon allowed me to party/raid heal, and the HL glyph adds even more party/raid healing ability.
On another note, I really can't see the benefit of placing the points into Infusion of Light. Having it proc off crits is just too unreliable, and at the moment pallies are casting a LOT less Holy Light. We did a speed kara run last night to test out the new builds, and I cast maybe 5 HL's the whole run. The rest was FoL, Beacon, and HS.
The added haste from judgements gives us a lot more healing under pressure, and most of the time FoL and HS is all you need.
It may sound boring from my description, but it's more fun than I've had on my pally in months, the new mechanics are really fun.
Jasmeralia Oct 16th 2008 2:49PM
vine: Don't forget that Infusion of Light will affect Flash of Light in the future (it's one of the changes that didn't make it from Beta over to 3.0.2), which makes it a lot more useful.
Sonmerlong Oct 17th 2008 10:36AM
And just so you are aware, most raiding shamans are going to skip the new bottom tree talents all togethor. In a raid, the vast majority of the time we will still be casting CH, so most raiding shamans dont really see most of the new talents as being worth the points you spend in them. There are some very nice healing related talents at the top of the enhancement tree, just like there are talents in the ret tree for holly pallies. But at the bottom of the sham tree, there are 3 or 4 talents that are being ignored for raiding.
Lexi Oct 15th 2008 7:53PM
Great stuff, I was looking forward to the holy post. As I plan to be a healbot. Question about 3.0.2 Paladins, do judgements still do the same effect? Example, Judgement of the Wise still give mana back when hit or cast on a target? If so.. I think that PLUS the 10% haste makes it totally worth while.
redstar Oct 15th 2008 8:06PM
you go on about crap judgements for some time and spend no time on the beacon of light..only to say trust me it is godly.
That conclusion needs some backup :)
Having been holy 100% post patch i think it is time to go ret ..esp pre-nerf for some fun.
Debelak Oct 15th 2008 11:26PM
I just want to say that I kill almost every non-elite mob in just two hits as ret. This is more fun than I've ever had healing and I like healing more than most people.
Sky_Paladin Oct 15th 2008 8:27PM
I think you need to take a look at the glyphs available to Paladins.
Glyph of Holy Light - Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 100 yds of the initial target.
Glyph of Flash of Light - Your Flash of Light heals for 50% less initially, but also heals for 140% of its inital effect over 12 sec.
These two (especially the second) fundamentally change how Holy Paladins will heal and remove two of the three biggest complaints about Paladin healing. Combined with the improved cooldown on Holy Shock, and now you have Holy Paladins that can heal on the move, have an AoE heal, and a HoT heal.
In a raid situation, the more Holy Paladins you take, the better - not only do they provide the best single target healing in the game, but in groups (ie 25 man raids) they improve in a linear fashion.
In my opinion, Holy Paladins are now the best raid healers in the game, bar none.
Iwanttobeasleep Oct 15th 2008 8:40PM
I'm not really down on paladins, I love how we are in the current build. . .but I strongly disagree with the idea that glyphs would make the spec what it should be, not build on it.
betapally Oct 15th 2008 8:45PM
No. Glyphs should not be fixing class deficiencies.
The HL glyph description is wrong, it's actually 10 yards. Still very useful, yes, but not game-changing.
The FoL glyph takes your one spammable heal and nerfs it. The HoT does not stack, so if you cast it again on the tank, the effective heal that hits for 100 overwrites the one before that hit for 1200.
Holy Paladins are not raid healers.
ash Oct 15th 2008 8:48PM
What Iwanttobeasleep says is correct. Glyphs shouldn't make up for fundamental shortfalls in the abilities of a class or spec. Those shortfalls should be adressed with new abilities or talents not reliant on a profession.
vine Oct 15th 2008 9:02PM
The tooltip for the Holy Light glyph is wrong, it's 10 yards, not 100.
Also the FoL glyph has been shown to be less effective than a direct FoL. Can't remember the link (EJ Forums maybe?), but if you recast a FoL on a target who already has the hot, it cancels the HoT and reapplies it; thus negating any bonus healing and wasting your mana.
It's a very situational Glyph, best used for a supporting role as a raid healer (something we pallies are rarely, if ever, assigned to).
ryan Oct 15th 2008 8:50PM
You know when I first heard of "Beacon of Light" I assumed that you set a target/player as the beacon and all others around him would receive heals, not 100% but would receive healing, like a chain heal for paly's. Then I decided to actually read the talent...now I'm disappointed wishing I would have stocked up on Ret gear.
vine Oct 15th 2008 9:05PM
Don't write it off till you try it out for a while. It's actually really fun. Beacon is a great tool, granted it could be better by counting total healing and not effective, but it allows us to raid/party heal like a champ.
Ulubai Oct 15th 2008 9:10PM
in the beginning ghostcrawler said let there be Beacon of Light
and it healed all
66 minutes later he said nerf
and it was so
Sky_Paladin Oct 15th 2008 9:17PM
More on glyphs -
I believe that class design has to be somewhat holistic, which means the developer does need to take in to account profession skills, buffs, and other classes capabilities when developing the class.
Glyphs are class specific for this reason. If you look at the Paladin glyphs (http://www.wowwiki.com/Paladin_glyphs) some of them are clearly intended for one spec, some are less so.
The role of the Paladin healer is primarily as a tank healer, the reason for this is because they (traditionally) could not raid heal due to the lack of HoT's, and they couldn't heal the main melee group as efficiently as other healers due to the lack of an AoE heal. These glyphs change this.
If you look at the other major glyphs, most of these enhance damage or reduce the cost of the spell they influence. The exceptions are Flash of Light, Holy Light, and Avenger's Shield. These glyphs are not intended to 'fix' the class. They are intended to 'fix' the class. They are intended to provide additional raid viability.
The 10% AoE heal stacks with other Paladin healers, so if you have two Paladin healers on the main melee group (in addition to Beacon of Light) you are able to stack splash heals. Ten yards is plenty enough to cover everybody tanking, off tanking, and melee dpsing the boss.
Any self respecting Holy paladin should be putting down at least 3k Flash of Light. You'll use Holy Light on your main tank AoE group, and Flash of Light on the players outside of that group. Somebody takes raid splash damage? Blam, have a Flash of Light. While it's ticking away for four and a half thousand or more, it's also healing your Beacon of Light. Even if your target is fully healed, the HoT will keep on ticking, allowing you to forget about them and look after the rest of the raid.
Don't turn your nose up. You get what you asked for without having to waste talent points to get it.
Sky_Paladin Oct 15th 2008 9:19PM
I fail proof reading forever.
"These glyphs are not intended to 'fix' the class. They are intended to 'fix' the class. They are intended to provide additional raid viability." should read, "These glyphs are not intended to 'fix' the class. They are intended to provide additional raid viability."
max attack Oct 15th 2008 11:50PM
If Judgments are so important to our class why don't they make a seal that is an actual good healing spell that makes it worth judging. Like seal of light just doesn't cut it but if they give us a spell that makes judging worth it i say go for it because it would tie holy back into both the other specs that rely heavily upon sealing and judging....
Nuronv Oct 16th 2008 6:12AM
This already exists to some degree with glyphs
http://www.wowhead.com/?item=41109
Wisdom reduces the cost of your healing by 5%
http://www.wowhead.com/?item=41110
Light increases your healing done by 5%