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
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Reader Comments (Page 2 of 5)
Chase Christian Sep 6th 2010 1:22PM
Oh, and Heilig? Let me help you out.
Divine Plea's cooldown was doubled, cutting the mana/minute in half, or by 50%.
Then, Divine Plea's mana return was cut to 40%, or 10% versus 25%.
Live = 50% mana every 2 minutes.
Beta = 10% mana every 2 minutes.
20% of 50% is 10%. Therefor, Divine Plea would be at 20% of its Live effectiveness.
Fairlane Sep 5th 2010 4:24PM
HA! You hear that, everybody? When I would judge Wisdom and wade into battle to regain mana instead of casting Divine Plea, I was "practicing", not "stupid". So there.
Deathknighty Sep 5th 2010 4:35PM
But judgement of wisdom is being removed. :(
KataSamoes Sep 5th 2010 6:36PM
@Deathknighty
Yes but, the Seal of Insight judgment effect is used. Same difference.
josu.astigarraga Sep 5th 2010 7:50PM
Same here ^^, what's more, i was the rl, and that way i could keep an eye on melee while healing (always on the top2 healers) and giving orders ^^
Camaris Sep 5th 2010 4:27PM
Currently, I use Divine Plea early and often. Usually with mitigating buffs like Avenging Wrath to counteract the healing debuff, but even with the 50% reduction, you can still get somewhat decent heals with Holy Light.
I'd like to see Divine Plea get changed into an emergency ability. Innervate has a 3 minute cooldown. Mana Tide has 5. But they have no other penalties. I'd prefer Divine Plea to look like that: a big mana return, but not something you use multiple times per boss fight.
As for Illumination. It seems strange that it's gone. All our nice synergy with crit and crit-related talents would be gone...
And I'll file the missing Spiritual Focus under Bugs. For my own sanity.
Orlan Sep 5th 2010 5:11PM
Divine Plea cannot be an emergency spell when it doesn't have the debuff. It just gives you free mana that can be used any time you like, no matter when you click it. Emergency spells give a short term buff only so they must be used at the time they're really required. There is no reason to avoid casting it immediately when you have enough free space in your mana pool.
It can have a very long CD though like 30 minutes, that will stop you from using it every fight. But it's not really helpfull. If emergencies happen during an encounter, they tend to happen about every fight.
SamLowry Sep 5th 2010 11:37PM
As a retadin, I use Divine Plea all the time to recover mana spent dpsing. Otherwise, I'd have to stop and drink all the time, which is something the game doesn't exactly let you do when someone in the pug keeps attacking something.
MusedMoose Sep 5th 2010 4:39PM
I swear, if I was in beta and somehow had a 600% mounted speed increase, the first thing I would do is get myself a Mechano-Hog/Chopper. Then I'd tear through populated areas at high speed. Just because. ^_^
As for the details of the changes, I like the idea of a melee-range healer and it's good to see that's where paladins' Holy spec seems to be going. It was the article about melee healing you linked that inspired me to give being a paladin another try in the first place.
Astalnar Sep 5th 2010 4:53PM
Its realy sad, last expansion (WotLK) Blizzard buffed paladins in prepatch and then nerfed us slowly to the pain. Now they are doing the reverse. They are nerfing us hard in beta and when it goes live, we will feel it only as one big nerf bat. What they give in return is not even worth mentioning.
Tom Sep 5th 2010 6:08PM
If all you feel is the nerf, grow a sense of perspective. :D
SamLowry Sep 5th 2010 11:44PM
So...something good is happening to paladins? I must've missed something.
daan.leijen Sep 6th 2010 11:11AM
Healing Hands, the cone AoE heal, holy shock at lvl 10.
sardai Sep 5th 2010 5:15PM
are they serious with this? i only just got holy pally healing down pat, and now its changed into a "smack him with your weapon for mana k?" healing? they better give us something good or ill have to go back to retribution *shudder*
Comito Sep 5th 2010 5:41PM
Yeah I've just learnt holy with my OS recently, things are gonna change alot more it seems for our class....what ever the spec!
Tom Sep 5th 2010 6:05PM
Actually, that was a fantastic method earlier in Wrath. It was a pretty big help in Naxx.
dark Sep 5th 2010 5:29PM
Not enjoying the Retribution design just now, healing as ret feels strained to the point Ive died a few time in Hyjal when I got an extra mob on me by accident. Only instant heals use holy power which as a resource feels far to limited in stacks and slow to build at times.
To be frank it really sucks that they removed the Art of War giving instant Exorcism or Flask of Light. Flash of light is a high mana use spell which I think would still make it a bit more interesting in use due to mana constrates. Its basically now dps or live due to what seems to be a low healing value off seals and a low amount of heal back from Holy power use.
My paladin is gear in 264 and about half 277 items so Im not lacking punch to dps stuff.
Things wouldnt be so bad if the mobs arent feeling like a grind fest with their high health and what seems to be outragous damage at times. Not uncommon to have mobs thump you for 5k over and over at times.
So far im not enjoying it, I worry for the levelling process in outlands and northrend as well. If things stay as they are I think I will move to another class for this expac and make sure any alts are levelled to 80 as 60-80 sounds painful from other beta users experiences.
Do I really want a grind fest to level characters after 60 to 85? I'm going to say no since I dont want to sink in the same time these days to wow as before in classic. WoW has evolved to a more casual state and so have I.
Pyromelter Sep 5th 2010 6:27PM
1. You're not supposed to heal as ret.
2. It's a beta. Chill out. They are still testing things. If lots of people start feeling the stress of quest mobs, they will nerf them.
3. Why would outlands/northrend be any more difficult. Level-appropriate mobs in those places are mostly a joke to handle 1v1, and most classes can handle 3 or more at a time. And some classes can even pull 5 to 10 or more mobs and go to town (blood DK's, frost mages, prot pallies).
4. Who on beta is complaining about 60-80? That's news to me. If there is some difficulty, classes will get buffed or mobs will get nerfed.
5. It's a beta. Chill out.
SamLowry Sep 5th 2010 11:49PM
"1. You're not supposed to heal as ret."
So when you're soloing you're just supposed to let the critters kill you?
I heal myself all the time, but those heals are frickin' expensive for my puny ret mana pool.
Desmentia Sep 6th 2010 1:37AM
Do what Wrath rogues do and carry around a few stacks of http://www.wowhead.com/item=35953.