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 3 of 5)
Shakeababy Sep 6th 2010 4:30AM
In all the time I spent leveling as ret, I never had to stop and heal myself unless I was being swamped by elites or something. Even in outlands and northrend.
SamLowry Sep 6th 2010 12:27PM
I had 407 salted venison scattered amongst my alts before I decided to start vendoring it.
Sitting and eating is just a waste of time for pallys--we can heal, so we do heal, but it's the mana that keeps running low. Divine Plea helped to keep my mana relatively up even while dpsing like a madman, but this is going to do what--make me stock up on liquids so I can constantly sit and guzzle like a clothie?
fromnowear Sep 5th 2010 5:35PM
Excellent article, as always. I could not agree more with your second-to-last paragraph. Divine Plea did need fixing, but this last batch of nerfs was overkill. Hitting it on the trifecta of cooldown increase, mana return decrease, as well as keeping the healing reduction is too much of a disincentive.
I think your suggestion would work with some minor balancing tweaks:
Something like a 2 minute cooldown, 10% mana return, 15-20% mana cost reduction and either a smaller healing reduction or none at all. Healing specs shouldn't be punished for maintaining their mana pools effectively. Plus, the change would definitely give holy paladins a very resilient feeling, being able to squeeze the most out of their mana in a time of need- very flavorful.
I know this is a Holy spec article, but I don't think the implications of the Divine Plea nerf on the Prot spec has been discussed much either. Even with the changes to mana returns for tankadins, DP will still be needed frequently enough for these nerfs to be a concern. Any thoughts on that?
Pyromelter Sep 5th 2010 6:35PM
Blizz has said for tanks and dps, they don't want mana to be an issue. So whatever the issue with prot is, it should be fixed. Prot and ret should basically never have to use Divine Plea, unless you are spamming healing spells and consecrate.
Regarding the mana gain, I'm thinking about all the active mana gaining talents out there. Evocation, Innervate, Hymn of Hope, Mana Tide, and Divine Plea. Evocation is staying the same as far as I know. Innervate got nerfed (sort of), not sure about Hymn of Hope, Mana Tide also I think is the same. So the only real big massive nerf here is Divine Plea. It may be considered a bit OP in the cataclysm design... but 10% mana? With the same healing reduction? And doubling the cooldown? I think that is a bit much. How about 20% with a 2 minute cooldown and no healing reduction effect. That seems like a fair enough nerf to the talent where it at least makes it somewhat useful.
Shakeababy Sep 6th 2010 4:31AM
@Pyromelter I hope blizz isn't talking about Spiritual attunement for "taking care of" the mana problem. DP is incredible for tankadins and let us play our spec out of parties and raids, keep tanking if the healer is slacking, or you are clearing a low level instance for someone and keep from drinking every 10 seconds. In BC the other tanks don't need to rely on healers to keep using abilities. DP fixed that for us and I'm going to be really upset if they don't give us something else. Like /ragequit kind of upset.
Jeroun Sep 5th 2010 5:50PM
I don't see why everyone is freaking out.
They are cutting mana regen across the board for all healers (which they stated they would do from the beginning) and comparing divine plea to innervate and mana tide is just silly. Those are tools that can benefit more then just the healer, if you have to compare your regen to other classes it has to be on the abilities that affect only themselves.
I like to reserve judgement on changes untill I see actual raid/pvp viability and all this blog shows me is someone who hates "nerfs" when in reality it is clearly an attempt to bring paladins down to the standards of other healers. It might be too much true but that doesn't mean they intend to keep it that way.
HunterFromTheStart Sep 7th 2010 3:34AM
Down to the Standards of other Healers? While it is fair to say, the Paladin definitely has some major advantages in healing, especially when healing one person, some of the major DISADVANTAGES of healing as a Paladin are incredible. The little healing I have done as a Druid was just amazing, compared to healing as a Paladin. The HoT's made gorgeous work of keeping people alive, and gave me alot more options in how I was going to do things. The consequential damage a tank was going to be KNOWN to be taking, was completely negated by a simple HoT spell, leaving me to keep some of the DPS up also, and actually pay attention to what was going on around me. It seemed to me that while I also had options to retroactively heal as a Druid, most of my healing was proactive, and it was awesome.
And it's unfair to compare Divine Plea and Innervate? Ok, since we are discussing changes, fix it back to where it was, remove the healing loss, and let us use it on other players.
Tom Sep 5th 2010 6:05PM
It's too bad that the beta's just about over and that we'll be playing in such a ruined state forever!
Oh wait.
Panicking is still premature. Really premature. Some of us have been around the block enough times that we ought to know better than to get bent out of shape over one part in the beta process. Yeah, things'll be different, but they won't be broken.
If you care enough about the game to be reading blogs about it then it's obvious that Blizzard's more than capable of doing things well (and *especially* so if you're writing the blogs!). If you can't have faith that Blizzard won't totally drop the ball, how in the world could you have stuck with the game so long?
Elovan Sep 5th 2010 6:14PM
There's a difference between panicking and prophesying doom and stating your opinion that you don't like the direction a spec seems to be headed. Are any of these changes final? Maybe, maybe not. We won't know until it goes live. But what we can tell from the changes is the general direction and plan Blizzard has for this spec. Having faith that Blizzard will make it work is not exclusive with disliking what they do.
Elovan Sep 5th 2010 6:18PM
Also, I think you forgot to read the last paragraph of the article, where Chase clearly states that Holy Paladins are not ruined because of these changes. They just have a paradigm shift (albeit a rather large one).
Tom Sep 5th 2010 6:25PM
Certainly not. However, there's a strong vibe of "Oh god, these changes totally break our current method! Cata is gonna suck!" in the article and comments here as well as in other places, and it is totally ridiculous. It's like assuming cakes are horrible because you don't like raw eggs.
I am by all means interested in more rational criticism and analysis, but there's far, far less of it.
Tom Sep 5th 2010 6:25PM
Also, my commentary is regarding both the article and the comments.
demonic_shade14 Sep 5th 2010 6:17PM
Well, with divine plea it was a REUSABLE CD you had during battle that had a shorter CD than both innervate AND mana tide. You guys barely had any problems managing mana anyways. I mean, beacon of light healing for the same as your main target with no mana loss? gtfo.
We'll see though like someone speculated in their blog maybe it will come through as mastery. You can hope for it.
Nirva Sep 5th 2010 6:19PM
Make Divine Plea (after removing the MS effect ofc) mean Holy Shock creates 3 stacks of Holy Power for the duration as well? More interesting then + healing or something.
Hal Sep 5th 2010 7:33PM
I really see no reason why a Holy Paladin would ever use Divine Plea in this state. The penalty just isn't worth 10% mana, not with a healing penalty as long as it is.
Did I miss something where non-Holy Paladins would be getting their mana return from some other source?
I've never played Retribution, but I know for my Protection Paladin, 10% Divine Plea just won't fly. Last I checked, Protection Paladins were still under the model of Divine Plea refreshing with melee attacks. If this is still the case, this ability really seems like it was "overcorrected."
Maybe it seems worse on paper than it will in actual gameplay, but right now I'm hoping this is just a temporary mistake.
Vaylie Sep 5th 2010 8:21PM
Prot pallies will get something similar to ret's judgements of the wise, which returns mana whenever they judge. They shouldn't feel the brunt of this change.
For me, I'm perfectly okay with the melee healer model, but the problem is that healers can't always be in melee. For example - think of Kologarn, where every caster in melee gets locked out of their spells on a timer. Or Festergut, where I've found ranged a much easier to place to be so I don't have to move as much for malleable goo. They've done a lot to make holy pallies a bit more mobile, with speed of light and our instant aoes, so maybe that makes us a bit more viable in melee, but we're still relatively stationary healers compared to a class like the druid.
I'm anticipating that if we are balanced around Seal of Insight, we'll either be overpowered when we can be in melee, or severely underpowered when the fight mechanics don't allow for it.
Richard Sep 6th 2010 7:32PM
@Vaylie: You stand at ranged on Festergut? Why would the tank healer stand at ranged, that makes zero sense. The malleable goos (we must be talking heroic here) are targeted at random people and never at the MT, not at a specific area, so no matter where you stand you always have a chance of getting targeted. And if you are standing on the tanks then there are only 2 people that can possibly targeted (you and the OT). If you stand at range, then you can be hit with the Vile Gas, which only targets people at range. If you get hit with the Vile Gas then you aren't healing the tank, which puts pressure on the other healers. Also, if you can't see the green puddle appearing underneath you when you are the target of the malleable goo then you need to adjust how you play.
mandaree Sep 5th 2010 7:35PM
If the writer is correct that they are pushing holy paladins to be melee healers, I would welcome this. It would be a change from the recent trend towards homogenization of all healers (and tanks, and ranged dps, and melee dps). Unlike the other 3 healing classes, paladins have no ranged dps spec. We wear plate and have always been portrayed as a melee class in WoW and other games. I think it's fitting for paladins to recover mana by slugging their enemies just as it fits for shamans to recover mana by zapping them with lightning bolts. To this end, I would like to see them move the judge-at-range talent further up the ret tree.
thebitterfig Sep 5th 2010 9:24PM
Hrm. I say increase the Divine Plea cooldown EVEN LONGER.
But don't stop there. New Illumination: Your critical heals reduce the cooldown of your Divine Plea by 3 seconds (or whatever).
SamLowry Sep 5th 2010 11:42PM
Or maybe you could just ask the devs to make the screen blurry for everyone playing classes you don't like.