The Light and How to Swing It: Triage in Cataclysm

Unless you've been living under a rock for the past few days, you're aware that Blizzard recently started their Friends and Family alpha testing phase for Cataclysm. While a select few lucky individuals are playing the rough version of the next expansion right now, I am left here in Dalaran with only my thoughts to keep me company. Recently, I've been thinking about how Cataclysm is going to change the healing landscape for holy paladins, and what I can do to prepare myself over the next few months.
We're obviously receiving at least one new healing spell, Healing Hands, and since Holy Shock is no longer our 31-point talent, it wouldn't surprise me to see another heal added in as well. How are those going to change our decision making process when choosing the right spell to cast? We'll actually have to think about mana costs and conservation now as well; will we flex between various heals or fall back to relying on Holy Light to solve every problem? We also have to consider that changes to the other classes affect our playstyle as well. Tank cooldowns may change drastically, and many DPS classes are picking up survivability talents and skills of their own. The real question is: what's not going to change for us in Cataclysm?
New spells to use
Currently, paladins are like carpenters with only one tool: a firehose. While that metaphor may not exactly fit, Holy Light does fit in just about every healing situation we run into. There's a time and a place for Holy Shock and Flash of Light, of course, but our priority system boils down to "keep up buffs, use Holy Light." Priests have to focus on using spells like Prayer of Mending and their 51-point talents on CD, while druids have a variety of different ways to handle healing tanks and the raid. I think shamans cast Chain Heal or something, but honestly I only remember that shamans even exist when I'm scrambling around for my "BLOODLUST NOW!!!" macro.
Holy paladins are going to have to get used to a healing landscape where we actually might have a spell we should cast instead of Holy Light. While Flash of Light may save us mana and reduce overhealing, there is almost no situation in the game where a Holy Light wouldn't have done the job too. That's going to change in Cataclysm: due to the speed and potency differences between Flash of Light, Holy Light, and Greater Holy Light, it's entirely possible that we could use the wrong heal and our target could die. A new way of triaging targets is being introduced, and instead of simply choosing which target needs the Holy Light next, we'll have to choose what heal to hit them with as well.
We'll also have to figure out how to utilize our new spells in the most efficient manner, such as positioning ourselves in a key position to maximize the benefit of the AoE pulses from Healing Hands. We are currently very flexible in positioning due to Beacon of Light's 60-yard range, but now we'll have to be concerned about who we're near as well. That's something that we've never had to think about as a class before, and so it will take some time to get into the mentality of stacking up on injured targets to heal them simultaneously. Depending on how powerful Healing Hands ends up being and with the current strength of Seal of Wisdom, I wouldn't be surprised if holy paladins are delegated the task of healing while in melee range.
More survivability means less healing
While we obviously haven't seen the full spectrum of changes planned for Cataclysm, we have already seen several new defensive abilities added that should reduce overall damage to the raid. I can speak personally to a few of the changes that rogues are receiving, including the ability to reduce their incoming damage by up to 50% for 30 seconds, and also a new finisher that will allow them to heal themselves in times of dire need. As more abilities of the defensive persuasion are introduced, the ability of a raid to survive incoming damage increases. Imagine if all of your rogues and warriors too half damage from Marrowgar's Bone Storm for the duration of the ability? That would significantly reduce the total amount of healing necessary, and allow your heals to keep more raiders alive.
There have been very few fights so far in Wrath that have really pushed the envelope in terms of the amount of healing per second (HPS) required. Holy paladins play a role in that fact as well, since we are capable of such huge HPS values and yet Blizzard can't balance around the idea that every raid has a holy paladin present. Right now, any healer mix can realistically heal their way through any non-heroic content. That means that when a holy paladin's massive firehose of healing comes into play, it's many times more than enough to handle the incoming damage. Once our overall healing capability is brought to be more in step with the other healers, Blizzard will be able to turn up the damage to a truly challenging level as well.
Life pools are going through the roof
Another factor in the problem of balancing incoming damage versus healer HPS is the fact that HPS drastically outscaled the growth of a tank's total HP. In order to introduce enough damage to challenge a holy paladin's HPS, Blizzard would have bosses so strong that they would kill tanks in mere seconds. If we're capable of healing a tank from 0 life to a full green bar of HP, the boss has to be able to do the opposite in the same amount of time. By reigning in the Holy Light firehose and adding a massive health boost in Cataclysm, Blizzard can balance around that problem. Ghostcrawler has stated that they want players at less-than-full life more often than not.
I think that something as simple as doubling everyone's life but having a very small increase in raw healing on the way to 85 would solve that problem. Tanks would be walking around with 100k life, and it would actually take us several heals to fill up their bar from empty. By introducing the idea of a wounded tank, it allows us to actually monitor incoming damage and choose the right spell for the job, with going OOM or tank death as the penalty for making a mistake.
I remember a mod, way back in vanilla WoW, called something like Damage Graphs. It would show a graph next to each party unit frame, with a line indicating how much incoming damage they were taking. This made it really easy to figure out who to heal, as it also included a "seconds until death" timer, which let you know how long you could wait to heal them before they would die, based on their current incoming damage. Right now, that mod would be useless, as players are either taking such high damage that we never stop healing them or so little damage that it doesn't really matter when they get healed. The "seconds until death" timer would read 2 seconds or 60 seconds, neither of which allows for a very interesting decision. That's going to change in Cataclysm.
Conclusion
Planning heals around incoming damage and actively letting players go unhealed while handling higher priority targets will be the new triage mindset. We can't afford to just handle every little boo boo that the fury warrior gets with our best heal: we have to figure out if they're next in line to be healed, how much healing they actually need, and how quickly it needs to get there (trick question: we actually won't be healing warriors at all). It's hard to think of a healing strategy that doesn't involve slamming my Holy Light key as soon as a target is below 99% life, and I have a feeling that it may take some serious retraining for me to properly triage my group through the first few dungeons at level 85. I am confident, however, that it will make us better healers in the end, and that a more dynamic healing playstyle is something we've been asking for since Molten Core. It's time to eat our own worgen food, and as long as Blizzard allows me to plan a viable holy spec with Pursuit of Justice in it, I'll gladly take the first bite (werewolf pun not intended).
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Soll May 9th 2010 6:04PM
Ive never commented on this site before, despite reading it everyday....
but heres my thoughts,
I think the best system would to be to increase tank health pools, keep other payers health pools similar (obviously scaled up over 5 levels) to what they are now, and weaken heals across the board.
As a holydin im sick of spamming HL non stop to the extent im reapplying to my guild as DPS....
also, i want a pony.....
jv_gdesign May 9th 2010 6:11PM
It will be interesting to play a healing game other than the giant grandscale Wack-A-Mole we have now where we either heal for half our potential heal or none of it.
BoB May 9th 2010 6:11PM
Resto druid tree, where are you?
Rika May 9th 2010 6:14PM
Having to make more interesting healing decisions is something that I miss from my early BC days.. part of the reason I had more interesting/more weighty decisions to make was probably the way my guild tended to play and not the game- we were more often than not short a healer, and often had to make our own strats because we didn't have "correct" raid composition. And in a way I miss pot chaining as well, because it was something else you had to plan around- when you could take the next and how long it would last you, doing things like draining your mana all the way down, getting in a clench Lay on of Hands right as your pot cool down came up and then taking the pot and healing someone else in the nick of time.
At any rate, I hope that pally triage does have increased importance in Cataclysm, that's something you can do well and distinguish yourself as a good player with asside from gear.
dolanja98 May 9th 2010 6:19PM
Sorry, a little off topic, but what is the addon, with a similar arrow to the QH one saying 'Kill it'?
Tumleren May 9th 2010 6:28PM
Deus Vox Encounters - A bossmod like DBM or BigWigs, only prettier and (i think) better
Gormaggus May 9th 2010 6:28PM
That's Deus Vox Encounters, a replacement for DBM that I personally find a lot cleaner and more helpful.
arcaneterror May 9th 2010 6:28PM
If your Warriors are taking damage from Bloodrage, they're doing it wrong. Every Warrior should have Glyph of Bloodrage, unless they have the T10 tank set bonus.
brian May 10th 2010 2:04AM
There's also Bloodthirst, which probably outheals any damage done by Bloodrage by itself.
I have a feeling abilities like Bloodthirst, Vampiric Touch, and Fel Armor (somewhat) will be very nice come Cataclysm. After all, every little bit of mana we don't have to spend on petty heals is mana we can use for more quick heals, or simply not going oom.
jfofla May 9th 2010 6:43PM
Question for Holy Pallies
I thought soft Haste Cap was 676, but my guildmate said that was for FOL only not HL. Is there a difference? If so, what is the Cap for HL?
Chase Christian May 9th 2010 7:27PM
Flash of Light reaches its haste cap at 676 haste (with Judgements of the Pure, a shaman haste totem down, etc). This means we're casting a Flash of Light every 1 second, which is the maximum possible number of casts per second.
Holy Light can never realistically hit its haste cap, which would be when we have SO much haste that it becomes a 1 second cast. We can get it close, say 1.2-1.3 seconds per cast, but it would have to be brought all the way down to 1.0 seconds before it would be capped. So, if you're casting Holy Light, you're fine having haste over 676. I'm running around with almost 900 haste, because I try to find any haste/mp5 and haste/crit gear possible. This means I can get off more Holy Lights in a shorter amount of time, which helps with how weak we are at healing multiple targets.
Jez May 9th 2010 6:45PM
Druids have, what... 7 solid spells and a nice synergy between 3 or 4 of them? I can't see Paladins getting anything less than 2 new heals.
So we have Flash, Holy and Greater; JoL; Healing Hands, Holy Shock and X. I kind of hope we get something like a Chain Heal. I know it's Shamans' baby, but the effect shouldn't be exclusive if things are being so closely homogenised.
Perhaps the HL Glyph could lose the splash and 'echo' to 2 other people (with diminishing efficiency (100%, 50%, 25%)) on low health - a rip-off of Chain Heal but not as instant. That would leave HH as the Healadin Streamadin Totemadin (lol) and room for something else?
Having said that, IF there were a talent that could refresh the DURATION of Healing Hands:
i.e. .... IMPROVED HEALING HANDSlól 2/2
The duration of your healing hands is increased by X/X seconds. In addition, your Flash of Light, Holy Light and Greater Holy Light have a 10/20% chance to refresh the duration of your Healing Hands. (In addition you are immune to Counter Spell, Shattering Throw, Mass Dispel and all Warlocks within 100yards of you instantly die... but not before all their clothes fall off and their Minion explodes.... dropping a Holy version of Thunderfury with a pink glow.. xoxo)
... we might not need another spell.
As far as AoE healing goes, Judgement of Light is probably the most far reaching, all-inclusive healing effect in the game. Finding a way to buff it so that it isn't laughable compared to other Group AoE Heals (I appreciate it's dirt cheap to cast, so 'within reason!') would be good. It wouldn't overload Paladins who are used to HL spam with a TON of new spells, but the addition of healing hands and Mama management would be a nice change.
I think we can relax. I'm sure there'll be a couple more healing spells, I'm sure Holy paladins will be able to adjust to the requirements of Cataclysm and I'm sure that with the 'spare talent points' available after a cookie-cutter build, that people can have their Pursuit of Justice and other fun talents. :)
One thing's for sure, Cataclysm will be a breath of fresh air for the Holy Spec. Getting to 85 will be fun, but going from 0-60 and seeing all the new stuff will be a laugh with friends. My only concern is that if Intellect gives Mana and Spellpower, then with Divine Plea, will we need any gear that isn't caked in Intellect? I guess that depends on the Beta and how regen works out!
brian May 10th 2010 2:25AM
With Druids getting their Healing Touch and Tranquility spells looked at and reworked, I hope they look at Lay on Hands. Sure, it's useful on occasion, but most of the time it can be very awkward. Possibly, with health being higher, Lay on Hands could be better than it is, but that's very vague.
I was hoping Holy Shock could turn into a sort of "Nature's Swiftness" emergency heal, but with it being given baseline, that's not likely unless they do some major tweaking with talents.
Holy's one of the specs looking to get one of the more major changes, so I can't wait to see what they do with it.
Snuzzle May 10th 2010 6:50AM
THe thing is though, druids rarely if ever use anything but 3 of those heals.
In an average raid fight, my top three healing abilities in order are: Rejuv, Wild Growth, Swiftmend.
Nourish, Regrowth and Lifebloom are great for tank healing, but be honest, how often does a druid ever get set to tank heal?
Healing Touch is absolutely worthless nowadays thanks to Nourish being faster, more efficient, and healing for the same/more with all hots up. The ONLY time I use HT is with my NS+HT macro if you need that heal NOW. And of course, there's Antiquit--- er, Tranquility, which heals the party and is on a long cooldown.
I think, before they give druids new heals, they need to make sure we actively use all the heals we HAVE. In today's environment, they could conceivably give Holy Pallies five more nice heals. They'd still only ever use Holy Light.
While a Chain Heal type ability would be undoubtedly nice, that's the Shaman's signature ability. I don't see any class ever being given something too similar to that... I think our Holy Light splash is the best we're gonna see.
Something I'd really like to see is Paladins being given a hot. I know, I know, there's the FoL lol-hot, but I mean a real hot we can cast at will. Make it weak, make it expensive, give it a cast time, I don't care... just give us a damned hot already. It's the one thing we're mising from our healing arsenal that every other healing class has.
The way I see it, in Cataclysm, heals are being broken down like this:
Small, quick heal.
Medium, all-purpose heal.
Big, expensive heal.
Group heal.
Hot.
Instant/emergency heal
Class-specific/ "flavor" heal.
Paladins are the only class missing a hot. Even shamans got a hot last expansion. Sure it's deep in their resto tree and it has a cooldown, but so what? They got it. It's time. It's time paladins were given a castable hot.
Sky_Paladin May 9th 2010 7:24PM
They need to make Holy Paladins mana/mana regen based around Strength and Stamina, not Intelligence and Spirit, in the same way that they changed Protection Paladins to be Strength/Stamina instead of Intelligence/Stamina.
This rewards a Holy Paladin that gears correctly with increased dps options and utility.
Paladin heals should be instant cast tactical nukes but with cooldowns (so not spammable), so that while the cooldown is occuring, the Paladin can do other things (dps, move around, reset a Judgement, etc etc).
There's also some room for making the Holy Paladin a plate wearing dps offensive caster, and depending on the attacks made, indirectly heals the raid. For example, their Judgement of Light could heal attackers that strike the target for 2% of the targets maximum hit points. Holy Shock could heal all allies within 10 yards of the target, Holy Light would be an offensive spell that healed the most wounded ally in proximity to the target, etc etc.
Really, there is a lot of scope for making Holy fun and interesting, but it requires a fundamental shift in Blizzard's approach for Paladins, and I don't think they are prepared to make it this late in the development cycle.
Dan May 9th 2010 8:59PM
Yeah that's reasonable. Holy should basically be a superpowerer customizable Shadowpriest, but better in every way. That makes sense. Basically you can dps and just randomly heal which wouldn't be over powered in any way.
Also no.
Skittles May 11th 2010 6:06PM
You've healed raid how much sky? regardless I think your epiphany went the wrong direction although I do believe I am finished crying with laughter....does anyone have a tissue?
Elovan May 9th 2010 8:40PM
I've always approved of the idea of having Holy Paladins be melee healers. As a Paladin, you shouldn't be hanging out in the back with all those clothies who are too scared to actually get in the fight.
Lemons May 9th 2010 10:22PM
The pvp implications of a melee healer alone make me against the idea.
brian May 10th 2010 2:20AM
Holy doesn't really have much AP (barring the gear scaling ideas), so it wouldn't be that big of a deal. Holy can technically already melee heal pretty well (unless you meant healing with melee, rather than healing in melee). Better than any other healer, at least. We get mana back from SoW, add some (trivial) melee damage, and have enough armor/health to shrug off at least a hit.
That said, while a melee healer would be really fun, there's no real point, and having to worry about getting hit yourself is rather annoying (though you could avoid the moves that are only done on range). We are getting Healing Hands, though, so that might be enough to encourage us to be in with the melee anyway.
Can't wait to see what they might do with Holy. Oh the possibilities.