The Light and How to Swing It: Why is the mana gone?

Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we discuss the future of mana regeneration for holy paladins.
When you play WoW on a beta server, you accept that there's going to be a lot of bugs. There's the stacking modifier that doesn't actually stop stacking, and you're left with retribution and protection paladins swinging for 5-digits with every attack. I'll admit that I felt a bit guilty when I one-shot someone with a thirty-thousand damage Avenger's Shield. There's also the programmer who accidentally misplaced the decimal in another spell, letting Crusader Aura grant us 600% mounted movement speed. Even with some of these glaring issues present, it's our job to ignore the urge to exploit and to continue working on testing balance and content. Well, it's our job to only gank a few people at the teleport NPCs and to then get moving to test balancing. Well, maybe more than a few. Well, maybe all of them.Anyway, Blizzard unveiled its most comprehensive patch to the beta last week. It contained a ton of changes to paladins, and specifically there were a lot of holy paladin talent changes. While some of these edits are positive, like the new Denounce and Exorcism changes which FINALLY give us a spammable ranged attack, others are fairly grim. I'm talking about the complete removal of Illumination and the ruination of Divine Plea. They're both toast.
Illumination is just gone
It looks like T.S. Eliot was right; it ends with a whimper. The latest beta patch removed Illumination from the game completely, without any fanfare. The mana regeneration talent that's carried us from the very beginning, the talent that shaped our gearing choices for years, the talent which single-handedly allowed paladins to heal at all before Wrath, and it's gone. Critical strike chance was already floating towards the bottom of our preferred stats due to the massive amount of crit from talents for many of our healing spells. I don't expect for any holy paladin to choose crit gear now.
Maybe the developers didn't want there to be a dual-purpose stat, providing both throughput and regeneration. That could make sense, except they actually buffed Improved Water Shield for restoration shamans to continue doing just that. Priests get Evangelism and Archangel to help their blue bar stay full when they cast Smite, which is almost a direct mirror to Exorcism now. Illumination was replaced by talents that will have us casting Exorcism for bonus DPS, but will end up taxing our mana pool even more without any mana-return mechanic.
While nearly every sign points to Illumination being removed in the latest build of the Cataclysm beta, a fellow paladin blogger, Kurn, has found some evidence that it may still be around. While talents often stick around as "ghosts" when players have put points into them and then the talents disappear in a later build, it's also plausible that Illumination could be the missing 3rd mastery bonus for the holy tree. The only way we'll know for sure is if Blizzard clearly specifies what their intentions for Illumination are in the long-term.
Divine Plea gets wrecked
Holy paladins don't really need Illumination, do they? Illumination was only a crutch, a relic of the past. We're Wrath paladins, and we're more sophisticated than that. Our healing ancestors may have thought that Soul of the Dead was the best thing since sliced bread, but not us. We've got the answer to every mana problem that comes our way. We've got Divine Plea. Right? Nope.
Let's look at what happened to Divine Plea. Start by doubling the cooldown, effectively halving the availability and flexibility of Divine Plea. That's a pretty significant blow to Divine Plea, and a 50-percent cut would usually be enough to kill a spell. Blizzard wasn't done yet, though. On top of that, they nerfed the mana returned by 60-percent. That's right, using Divine Plea on cooldown now yields a meager 20-percent of what it would today. I can't even get my head around that. I'm trying to imagine needing to push Divine Plea five times for every time I push it today, and yet not even being able to.
Divine Plea also still has the ancient healing-reduction effect as well, which needs to go immediately. Let's not make a bad spell worse by penalizing us when we use it. Innervate restores more mana-per-minute than Divine Plea, and is usable on other players. Mana Tide Totem restores about the same mana-per-minute as Divine Plea, except that it restores it for five different people. Divine Plea went from the mana regeneration ability that everyone wishes they had, to the absolute worst mana tool in the game.
Hope is not lost
Blizzard can still turn this around. Imagine that Divine Plea's healing-reduction effect was removed, and so it was just a 15-second buff that restored mana, like Innervate. There could be a holy talent that added the old Divine Illumination effect to Divine Plea, cutting the cost of our spells while under its effects. When we need mana the most, we get an extra bit of relief. That's synergy, and that's what Divine Plea needs right now. We could time our Divine Plea windows to recast Beacon of Light, allowing good holy paladins to distinguish themselves by properly timing their abilities. Plus, considering that both Illumination and Divine Illumination were removed in Cataclysm, the name is newly available.
For our mana regeneration as a whole, we're going to be leaning on spirit and Seal of Insight to help us maintain our healing output. Ghostcrawler, Lead Systems Designer, confirmed that Seal of Insight is intended to help holy paladins with their mana issues. The fact that SoI is our strongest mana return just further cements the idea of our place as melee healers. Instead of complaining about our weaknesses, we have to focus on our strengths. With our new variety of instant heals in Cataclysm, we should have plenty of time to get a few melee swings in to restore mana. It seems like every expansion requires holy paladins to forget everything they ever knew about healing. Luckily for us, we're quick learners.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 5)
Stella Sep 5th 2010 4:11PM
But why is the mana gone?
Deathknighty Sep 5th 2010 4:12PM
I dranked it. (sorry) :O
Belfonisis Sep 5th 2010 4:20PM
One, because it is a vile spellcasting resource that turns even the most respectable men into complete scoundrels.
MusedMoose Sep 5th 2010 4:36PM
@ Belfonisis -
Oh, good! That means hunters are respectable now. About time.
^_^
Jamie Sep 5th 2010 4:47PM
Your pathetic respectability beeetrrrraaaaayyys yooouuuu.
Rakah Sep 5th 2010 5:20PM
http://www.youtube.com/watch?v=JImcvtJzIK8
Sithril Sep 5th 2010 5:52PM
That explains why mana is addictive and 'corruptive' !
Elmouth Sep 6th 2010 12:06AM
Well they got me, here Iw as thinking pallies could go trough an expansion without getting destroyed by the balance team.
Oh I was such a fool.
Tinwhisker Sep 5th 2010 4:12PM
While I can see where Blizzard is going with Holy right now, you're right keeping the MS effect on DP is just crazy at this point.
Tinwhisker Sep 5th 2010 6:16PM
Well, maybe crazy is too strong of a word. There needs to be *something* attached to DP to make it a decision (something like Innervate has the decision of "who do I use this on?"); otherwise Orlan is right and it becomes something you hit on cooldown all the time and at that point why not just remove it and bake it into holy?
The MS effect just doesn't seem right though, I'm hoping Blizzard can do something else with it, something interesting. Like, using DP locks out your hand spells while it's up (not a great idea but interesting).
stabbington Sep 5th 2010 11:42PM
The healing reduction effect really just needs to be tuned so that it's a (small) net mana loss to use it and then do an average amount of healing (whatever that means for Cata) while it's active. Like most other two minute cooldowns, it should be a no-brainer when you need it, but blowing it at the wrong time should sting a little over the long haul.
Not arguing that's an easy mark to hit, though.
Elmouth Sep 6th 2010 12:10AM
The MS effect was strapped on DP because pallies simply used it on every CD and never went under 90% mana.
They then nerf'd the amount of mana returned, but it stillw asn't enough to shut priests up, so then they added a -50% healing done debuff to it AND nerf'd the mana return some MORE.
And now, they're destroying hte mana return and still leaving the -50% healing output?
This is just bad decision making, the debuff is no longer needed, get this shit off.
Orlan Sep 5th 2010 4:14PM
Removing healing debuff from Divine Plea would make it used on CD. That doesn't make much sense.
mor8idhomogenosuicide Sep 5th 2010 4:21PM
Why not? Innervate and Mana Tide as mentioned in the article are better mana return (I'm trusting the writer here, not sure on the numbers) than Divine Plea. As also mentioned Innervate can be used on anyone in raid, and mana tide affects 5 people. Neither of these have an adverse effect, why should Divine Plea?
Orlan Sep 5th 2010 4:55PM
mor8idhomogenosuicide, Innervate can be used on others so it's not wise to use it yourself on CD. There's no sense in having such a spell being used on CD because it doesn't requires skill and it's not fun. If paladins need more mana, Blizz can just make paladins' spells cost less and remove Divine Plea at all.
Divine Plea is useful only when you need to find appropriate time during the fight to use it. And it actually fills the break when you aren't casting healing spells with something meaningful.
Orlan Sep 5th 2010 4:58PM
Mana Spring Totem on the other hand is just a buff. And retribution paladins have a talent for it too.
Kurash Sep 5th 2010 6:19PM
@Orlan
Mana Tide and Mana Spring Totem are two completely different things. Check them out on wowhead.com.
Verdomme Sep 5th 2010 11:25PM
Orlan - I appreciate your comments, and I can definitely see where you're coming from with your point. BUT - and as always this is personal opinion - the whole 25% of your Mana was about right for us! We got the odd few fights where we needed to use DP - be it due to bad healing (which we're all guilty of on occasion) or simply the God of RNG not being in a good mood.
We could cover that 50% output drop with Angel Wings (or I did at least) and at the time I used to proc and drop my Darkmoon Card for another 2000.
10% to be honest is not going to cut it - especially with the death of Illumination!
and @Fairlane below - I think we all did that at some point mate!
Heilig Sep 6th 2010 11:44AM
Stop downrating this guy just because you want your Divine Plea back! He is 100% RIGHT. If there is no penalty to using it and it can't be used for someone else's benefit, a la Mana Tide or Innervate, there is NO REASON NOT TO USE IT ON CD. None of you who are downrating him could FIND a reason not to use it on CD if the debuff was gone. The only possible reason not to use it would be "My mana is full" in which case, why do you even care about this ability anyway?
When there is NO functional difference between hitting an ability on CD and adjusting regen numbers to recreate the effect, then that ability is boring and superfluous. Bliazzard WILL NOT and SHOULD NOT remove the healing debuff. If they are going to do that, they will just kill the ability and ramp up our regen, which is where it should go anyway if they're going to keep it in its nerfed state.
Oh, and Chase? 20% of 25% is 5%, not 10%. Divine Plea has been nerfed to 40% of Live, not 20%.
Chase Christian Sep 6th 2010 1:10PM
Innervate isn't used on cooldown? Mana Tide Totem isn't used on cooldown? The point is that we should have the ability to "overextend" our mana when we REALLY need it, and but only so often. I'm not suggesting we get "Holy Innervate", I actually suggested that we get a move with some of our own flavor attached to it. But when 3 healers can heal at 100% for 2 minutes and 1 of them has to take an MS effect, that simply doesn't make sense.