The Light and How to Swing It: Healing from the front line

I'll be honest with you, I wasn't expecting this. With the release of the new 31-point talent trees in the latest beta build of Cataclysm, I immediately realized that the paladin trees were woefully out of date. It was simply another cycle of news without any real information about what was in store for holy paladins. We were promised a major redesign, but it felt like Ghostcrawler, lead systems designer, was simply playing as the Wizard of Oz. We were told that big things were happening but that we shouldn't look behind the curtain.
A seemingly innocuous developer chat on Twitter changed all of that. While their informal Q&A sessions on Twitter often provide unique pieces of insight into the minds of the developers, they very rarely served as a source for any sort of serious information. Last week's BlizzChat broke that mold, and some revolutionary paladin information was shared with the world. Paladins are gaining a new resource in addition to mana: Holy Power. While my fellow paladins argued between the names "Holy Powah" and my submission of "HoPo," the fact is that this is the most major change to paladin design since we were introduced into the game.
Holy Power charges as "combo points"
My first thought upon reading about the upcoming Holy Power system was that I would now be playing two classes with combo points. The way that I read it, we'll be gaining targetless combo points every time we use a particular ability, and then we get to release those combo points in the form of a finisher. In order to standardize my nomenclature, I'm going to start referring to the charges as holy power generators (HPG), holy power points (HPP), and a holy power release (HPR). This may change as the community decides on a better set of acronyms, but it should be enough to get us through for now.
The first two moves that we know of that will be HPGs are Crusader Strike and Holy Shock. Remember that making Holy Shock baseline to all paladins was reverted, so holy will be the only tree with access to it. With Holy Shock's dramatically reduced cost and massively increased potency, it was going to be used on cooldown anyway. I've been asking for Blizzard to make us want to use Holy Shock, and they very clearly have done just that.
What makes the situation interesting is that Crusader Strike appears to still be available to all paladin specs, including holy. Right now, when we're trying to do DPS, we just use Holy Shock, Judgement and Shield of Righteousness. Now, we can not only add Crusader Strike to that rotation, it will actually help us build up our HPP. With a HS every 6 seconds and a CS fairly often as well, we'll be able to build up HPP incredibly quickly if we're in melee range. With the Inquisition HPR technique that increases our holy damage done, the goal is clearly for us to be fighting mobs up close and personal.
Encouraging healing from melee range
The holy power mechanic further cements paladins as the "melee healer," especially when we look at restoration shaman. Shaman have traditionally been our closest parallel in terms of a healing class, largely due to the original Horde/Alliance class split. Resto shaman are receiving a talent that encourages them to cast Lightning Bolt at their targets, setting them into the "ranged healer" niche. Paladins, on the other hand, are loaded with melee-only abilities and seals that work only on melee attacks.
It's not just holy power that's forcing us into melee range either. Two of the newly announced heals, Healing Hands and Light of Dawn, both favor very specific positioning situations. Healing Hands performs its best when we're near a lot of targets, which typically only occurs in the melee stack. If we want Healing Hands to actually get more than two to three targets, we should be stacking up with the rogues and warriors to maximize the effect. Light of Dawn, which is our new cone-shaped heal, is again at its best when used on targets further away. The closer they are to the 30-yard end of the cone, the broader spread of healing it can do. We could easily use Healing Hands to handle keeping the melee alive after a powerful AoE, and then use a Light of Dawn cone to hit both the tanks and the ranged classes standing behind them.
A brand new feel for Holy paladins
Blizzard didn't just buff Holy Shock so hard that it became our best heal; they've also now augmented it with the new heal Word of Glory. It's instant and has no mana cost, which is going to change our healing strategy immensely. Instead of focusing on a casting-only style of healing, we've got two instant heals in our toolbox that complement each other, and Healing Hands, which continues to work while moving. Add in our new Light of Dawn heal and we've literally got a completely redesigned set of spells to work with. I was wary when I first saw the direction we were headed in the Cataclysm leaks and beta information, but clearly Blizzard has been hard at work figuring out exactly what holy paladins needed.
It's not as if we're not going to have Flash of Light, Holy Light and Divine Light to fall back on, either. We've got the same standard healing toolbox as any other healer would have, but now we've got several additional active heals that are going to give us the AoE healing power and on-the-run healing capacity that we've desperately needed. We've been lucky that encounters like Firefighter didn't put massive amounts of damage on the tank, because Doomfire pretty much wrecks paladin healers in Wrath.
More than just tank healers
With our newly diversified toolbox, I think that Cataclysm will see an explosion in the paladin healer population. We're done with the Beacon plus Holy Light spam that made up 90% of Wrath encounters for us, and we're done with bowing out of raids so that our guilds can bring in priests or druids to handle raid healing. I can't wait to test some of these heals in action, as they're clearly the first of their kind in WoW. We're back to being the battle healers on the front line, dealing damage to our foes and keeping our allies alive as we do it. There's a reason our class wears plate. What sounds better than that?
Filed under: Paladin, (Paladin) The Light and How to Swing It
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Reader Comments (Page 3 of 4)
Hollow Leviathan Jul 18th 2010 5:46PM
You envision Holy Power as combo points, I assumed it would work more like Runic Power. Since Death Knights are functionally anti-paladins, we may as well mirror them, but for good and for awesome.
Adirix Jul 18th 2010 6:20PM
I thought myself that it was more of a combo point mechanic - the current idea seems to be that all points of Holy Power are used for a single spell, and that the spell's power depends on how many points you have. Seems more like combo points than Runic Power, which is closer to a 'normal' resource.
MusedMoose Jul 18th 2010 6:08PM
If you take a look at the Twitter chat, the devs specifically talk about Holy Power adding damage to a paladin ability based on 1, 2, or 3 Holy Power. Based on that, I doubt it'll be a bar like runic power.
Snuzzle Jul 18th 2010 6:38PM
That's probably how they envision it now, but it could very well change to be more like Runic Power. It's very, very easy to simply add a zero on the end and suddenly, that ability that takes 1 HP suddenly costs 10. Or to make it work on a 100 scale, you could add a zero and double it. Now that ability costs 20 HP, but it's still 1/5 of the scale.
I'll bet a lot of classes' resources were originally balanced like this.
Izaach Jul 18th 2010 8:09PM
This is exactly how I read it. I assumed it to be like the DK's system. Mana = Runes; Holy Power = Runic Power
WoW Ripped right off of War Jul 18th 2010 6:31PM
This mechanic is almost the exact same as used by warrior priests,
WoW is definately borrowing from WAR's best feature, the WP.
and I am ok with that.
FOR SIGMAR.
Spiker Jul 18th 2010 7:33PM
First thing I thought of when I read the "melee healer" thing too.
I already played my holy pally in melee range for easy SoW procs, and I'd Holy Shock the boss for fun if no one was dying. But now I'm really looking forward to having even better reasons and synergy for doing so.
Aigarius Jul 18th 2010 6:49PM
The beta discussions are really blowing my mind - they are like cataclismicly changing the game around in epic ways!
Ysonia Jul 18th 2010 6:49PM
It does make sense to have paladins be more of a melee healer class, being plate wearers. I hardly ever get hit with my holy paladin, but it's always just been a relief that I could actually take a few hits, if some mob were to try it. I have played melee healers in several other games, and I really like the idea of being right there in the thick of the fight, dealing damage and healing people. I hope it isn't quite so much of a balance as it is in Warhammer Online (ie you MUST deal damage in order to be able to heal effectively,) but I think if they are keeping mana in addition to holy power that will help prevent that from happening.
I too am very interested in seeing how the holy power mechanic will work. I'm not sure if they will make it too much like runic power, because that is more of a main resource pool like rage. If they give us both mana AND a runic-power like resource, other healers will start to cry foul, no doubt. I'm also excited that Holy Shock will be a lot more usable, as well, and even desirable. May the info continue to roll in, and may they start to settle into usable changes that are going to stick! (The "Just Kidding" graphic with the 31-point talent trees crossed out made me laugh.)
zdave Jul 18th 2010 7:07PM
i like the idea of holy paladins getting a lot of different instant cast heals, similar to mages' plethora of instant cast damage spells.
Tankadin Jul 18th 2010 7:19PM
So, prot pallys will have to keep an eye on Vengeance, Mana, Holy Power and Divine Plea? If I wanted to play like that I guess I can just switch my main to my DK and stare at Runes. I know everyone is excited because this is new, but go play a rogue or kitty and let me know how much you enjoy watching combo points. You either love it or hate it.
zdave Jul 18th 2010 7:40PM
what about vengeance needs to be maintained? you take damage, you gain vengeance. there's no keeping an eye on it. also guarded by the light will be coming back they said (i'd link the blue post but i don't care that much, go to mmo), so managin divine plea and mana isn't going to be a problem. holy power is pretty much all you got.
oh and threat and adds and fight mechanics and healer/dps mana and positioning....
Vitos Jul 18th 2010 8:21PM
"oh and threat and adds and fight mechanics and healer/dps mana and positioning...."
Why would I bother paying attention to those? They aren't my friends. My real friends are the dragons trying to hug me (with their claws).
alpha5099 Jul 18th 2010 9:27PM
The melee healer has always been one of my dream niches in this game. I was always kind of hoping that it'd happen for shaman, as it's my favorite class, and I would honestly be so ecstatic if I could play like an Enh shaman while pumping out serious heals. If that playstyle became pretty core to how holydins function, I would definitely rock one.
I've always been a bit put off by paladins. Some of it's because there are so many of them, part of it is feeling a competition between pallies and my beloved shaman, part of it was that 90% of all pallies were played by the pretty races I loathe so much. But mostly it's because they're so excruciatingly boring to level. I've played three pallies, and I have never managed to get one past 20. Eye-gougingly boring is the only way to describe it.
It looks like Blizzard is doing a lot to revamp pallies. If they can make them fun to play, and if I can be a kickass battle cleric, smacking motherfudges in their face while blessing my allies with my divine fervor, holy hell I'm gonna love the Tauren pally I'm gonna roll in Cataclysm.
Gregg Reece Jul 18th 2010 11:59PM
Part of the problem with the current version of the paladin at low levels is that you have very few melee skills for being a melee class. You can cast judgement and melee... that's about it. With the expansion, by level 10, you'll have 3 times more melee abilities for leveling than you have right now.
Neyssa Jul 19th 2010 2:49AM
Its not so bad to level a paladin after lvl15. I am just leveling mine, and I am at lvl46. Just make yourself a tank, and go dungeon finder all the way.
First of all, you get in an instance instantly. Second, its sooo easy to low-lvl tank with a paladin! Dont forget to buff all the funny stuff, including Rightenous fury , consecrate and done :)
I dont think I have been out of Dalaran since lvl15 :)
ash Jul 18th 2010 9:36PM
Thank god for light of dawn. I might actually be interested in healing on my pally again.
Viciouschan Jul 18th 2010 10:31PM
As a Paladin, specially one who was holy for 90% of WoW (I only went ret after ToC came out cause I wanted a change), I CAN'T WAIT!!!!! I've wanted to be the front line battle heals as we should have been since I started my class.... FINALLY!!! Thank you Blizzard!! Now if only you could improve some other things.
B.J. Jul 19th 2010 12:10AM
This is going to be so fantastic. I've really been waiting to have an actual reason to get plate armour on my holy spec. Yes, I like this very much. :)
Tomkr Jul 19th 2010 4:13AM
I'm not sure how much HoPo we'll be able to spend on Inquisition. With mana mattering so much, passing up on free heals might be a mistake, even if we deal more damage. The new heals are very exciting. Paladins seem to be about PBAoE healing, while Shamans, with their rain, are more GBAoE healing (with CH thrown in of course). Nice way to find new niches, while still having all healers contribute to raid healing.