A plea for Divine Plea
Blizzard is going to swing the nerf bat and it's going to hit Divine Plea. With the intended changes to mana regeneration mechanics in Patch 3.1, where Spirit will be nerfed to curb mana replenishment in raid scenarios, Paladins stand to be unfazed. Spirit isn't a useful stat for Paladins, so Blizzard is looking into raising the healing penalty that comes with Divine Plea, a spell intended to help Protection and Retribution Paladins recover mana. Even with the 20% healing penalty, Divine Plea gives Paladins such phenomenal mana recovery that they don't think twice about using it. Used in conjunction with Avenging Wrath, the penalty isn't even an issue. See, that's a problem.Blizzard wants the decision to use Divine Plea to be a tough one for Holy Paladins, not a no-brainer. Needless to say, Retribution Paladins and their 5k mana pool use it every time it's up. But when a Holy Paladin with 20k mana can recover 25% of their mana every minute, it's kind of an obscenity. So Blizzard is going to nerf Divine Plea by raising the healing penalty to 50%. Some people think this won't be enough to stop Holy Paladins from using the spell every time it's up, though. Rohan over at Blessing of Kings thinks the spell should not have a healing penalty but be canceled when the Paladin casts a healing spell.
It's an interesting idea, but it also doesn't make too much sense. He says that while 50% healing penalty isn't going to stop players from using the spell, he's afraid Blizzard might over-nerf the spell into uselessness. But if Holy Paladins can't heal through the duration of Divine Plea, that's kind of nerfing it to a 100% healing penalty, isn't it? You can remove the buff yourself, anyway, so that'd work like the cancelation he talks about. So how do you fix Divine Plea so that it becomes a strategic choice rather than be a natural part of a Holy Paladin's rotation?
The way I see it, Blizzard should stop looking at healing penalties and instead look at casting time. Prior to 3.0, a Holy Paladin's biggest weakness was that her bread-and-butter heals had a cast time. This punished healers during mobile fights, especially in PvP. When talents like Infusion of Light and Judgements of the Pure paved the way for crazy 18k heal bombs in less than 1.5 seconds, everything changed.
What if Divine Plea read "You gain 25% of your total mana over 15 sec, but the amount healed by your spells is reduced by 20% and casting time is increased by 100%"? A casting speed penalty might make the decision more critical in an environment where landing a heal on time is sometimes more important than landing a big heal. At any rate, we'll have to wait and see how Blizzard tunes this without nerfing the spell to uselessness.
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Reader Comments (Page 4 of 4)
Phoe Feb 14th 2009 8:35PM
Thing I don't understand is why blizz has alwasy disliked pals? They pretty much turned them into a taning/dps class from the start of WotLK due to plate stat reworking.
One point noones picked up on yet is the casual player situation.
Blizzard have been doing ever so well with their 'attempts' to catre for the casual player which makes up a good 1/3 or more of their players. So, by the very nature of a casual player, they're not online nearly as much as hardcore players. So chances are a good deal of casual players have one main character whos class/spec they excell in, and then maybe say a load of alts bout the 60-80 range, but nothing special.
If that poor player is a holy pala and has become guru at healadin, blizz will more or less have sealed his/her fate and caused them to spend a lot of time on and off leveling another char, or respecing with gear which wouldnt be very appealing. Or worse, drop the account.
Again, it semms blizz have thought about their hard core few, and not about the majority. After all, isn't everyone paying the same amount of money. Hardcore get value for money, where the casual players are continuously devalued.
The best idea i red in this entire thread was the idea of focus nerfing to pvp only, or creating a glyph to hold a valuable glyph spot up to allow holy palas to gain a benfit from the DP, but be nerfed shoudl they use DP in pvp; whilst loosing a glyph spot which coud have been beneficial.
Kory Feb 11th 2009 12:40AM
Put a longer cooldown on it, remove the healing penalty, add prot/ret talents to reduce the CD. Fixed. Ret and Prot can go 5 seconds without going OOM and QQing. Makes it a strategic choice for Holy, which is what Blizz wants. You're only going to be able to use it once, maybe twice in a fight, that's better then nothing, similar to other healer abilities, and doesn't make us choose between a dead tank because we're out of mana, or a dead tank because our healing is 50% less.