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 4 of 5)
thebitterfig Sep 5th 2010 11:51PM
I do like holy paladins. Only sort of paladin in Live I like. I'm just tossing out a variant on the mana idea that could be kinda fun (reducing long cooldowns is a nifty mechanic they've been adding in a lot these days, and a radically reformulated Illumination could fit the bill, like Shadow Priests and the new Shadow Fiend cooldown mechanics), and not implying I want bad things to happen for Holy Paladins. Sorry if you read it that way, but I don't think I was radically unclear.
Frogmaster Sep 5th 2010 10:09PM
Next thing u know is that their gonna take our beloved crit from ret!
Onebaddude Sep 5th 2010 11:00PM
Best pic ever :)
Varda Sep 5th 2010 11:17PM
What the heck is "melee healing?" Who the heck has time or inclination to smack something around while healing? If I wanted to do melee in order to heal I'd roll a warrior or go retribution.
All these changes makes my head hurt.
Leorad Sep 6th 2010 8:46AM
Are you unfamiliar with the concept of "auto-attack"?
thebitterfig Sep 6th 2010 12:02AM
The problem with the "melee healer" model isn't that being in melee range can sometimes be problematic (oh, it really can be for casters from time to time), but more that a fairly high chance to proc mana return on melee swing as the primary mana restore method is kind of... hrm. I guess it's the kind of thing which I don't mind when it's only a small part of your overall mana restoration method. However, when it's almost all you get, it seems pretty annoying. Small mana restores in those spare moments when you can attack, rather than either a constant and more predictable mana restore method like Illumination, or a big-bang mana restore, like Divine Plea.
Now, I don't mind much that DP was nerfed a little. It was 25% mana per minute, if you could stand the healing penalty. Compare to Mana Tide Totem, which is 24% mana every five minutes. Sure, it helps others too, but the selfish-side of mana restoration for the paladin is pretty damn high compared to any other class's. Bringing them closer in line, probably most fairly accomplished by a DP nerf, isn't out of order. However, something like a 2-minute cooldown and having the penalty reduced to 25% rather than 50% less healing would probably have been fair. Maybe 20% mana on 2 minute cooldown or something.
10% on 2 minute, with apparently still the 50% penalty is just nutty.
HolyLiaison Sep 6th 2010 12:57AM
Some of the replies to this thread are crazy.
You SHOULD be a melee Paladin already.
If you haven't been using Seal of Wisdom (soon to be Seal of Insight) to melee on a boss/mobs to get mana back you shouldn't be playing a Paladin. It's pretty much required on a lot of hard mode fights. It gives you back a TON of mana with all our haste (on end game gear,) our melee attacks are just over 1 second. Procs like mad. Learn to do it now and you wont have many problems with mana come Cataclysm. Seriously.
And those of you worrying about AoE fights where we shouldn't be in close proximity to bosses need not worry considering our huge boost in Health coming with Cataclysm. There was just a blue thread (http://blue.mmo-champion.com/t/26560850176/my-holy-paladin-feedback/ - last paragraph) stating that healers shouldn't have to worry about topping off players straight away, or even worry about them getting 2 shot by AoE. Plus, on fights I can't melee the boss, there's usually something there I can hit a few times every now and then.
Quit being worry warts, and get excited about all the other cool changes we're getting.
Al Sep 6th 2010 1:49AM
It's so obvious we should melee'ing, with our short cast times and extensive array of instant heals and HoTs.
Oh wait.
HolyLiaison Sep 6th 2010 2:37AM
Yes it's obvious. They gave us a spell that gives us a ton of mana back from meleeing. How hard is that to grasp? Have you even tried to do it?
I dunno about you but my Flash of Light is sub 1 second in a raid, and my Holy Light is 1.2-1.4 seconds, I'd say those are very short cast times. You just stand next to the boss with auto attack on, while casting heals. In between heals you'll melee.
http://www.worldoflogs.com/reports/af7tdlai2dy3h6oq/details/3/?s=1313&e=1549#tab-auras
Look under "Power Gains."
55,108 mana back in 3 minutes and 55 seconds from Seal of Wisdom. Almost 4 TIMES as much as Replenishment. Oh look, I did 7.3k eHPS too, more than a super geared Shaman and Disc Priest, all while *gasp* meleeing between heals on HARDMODE Festergut! BLASPHEMY right?!
Sounds pretty awesome to me! You can look at all the boss fights on all my parses. Pretty sure Seal of Wisdom will be #1 on all my Power Gains except for a select few fights.
It makes a HUGE difference. And you can do it too!
Al Sep 6th 2010 4:33AM
How about an actual boss fight, not a DPS race?
HolyLiaison Sep 6th 2010 6:14AM
I told you that you could check all my other parses on World of Logs. But since you're to lazy I'll help you out:
Lich King: http://www.worldoflogs.com/reports/af7tdlai2dy3h6oq/details/3/?s=9485&e=11378#tab-auras
Putricide: http://www.worldoflogs.com/reports/af7tdlai2dy3h6oq/details/3/?s=2476&e=2763#tab-auras
Deathwhisper H: http://www.worldoflogs.com/reports/84b3b9405y8nfsdw/details/5/?s=5342&e=5696#tab-auras
Everyone of those I'm top Healing/eHPS, with Seal of Wisdom as my top mana gainer. Those fights are not gimmicks for Paladins either, requiring lots of movement etc. There are others too like Morrowgar, Sindragosa, Rotface that are the exact same thing if you want to look at those as well.
You can keep denying it all you want, but if you're not using Seal of Wisdom as a Paladin you're not playing your class to the fullest extent possible. You just lose out on too much mana return.
Now, let me say again: it's not possible on EVERY fight, there are some fights it's not possible to use Seal of Wisdom on, but they're few and far between.
Blood Coucil/Queen, and Saurfang are the only ones in ICC10/25 it's not possible to do on, at least not with out putting yourself or other people at risk of dying. And Dreamwalker for obvious reasons.
SamLowry Sep 6th 2010 12:15PM
Sure, they've raised health considerably, but they're raising damage, too--someone pointed out elsewhere seeing 15k hits as rather common. So in the end there's not much difference.
I'm not a healer, but I could see why they'd complain about not only having to heal all those massive hits, but doing it with a rapidly-dwindling mana pool.
Al Sep 6th 2010 3:04PM
You want me to trawl through logs to prove your point for you, and I'm the lazy one. Of course.
HolyLiaison Sep 7th 2010 12:10AM
SamLowry: 15k hits are nothing when tanks are going to have 100k+ health, and DPS/Healers are going to have 70-80k HP. Have you seen the Stamina they've put on all the gear at end game? It's insane.
Cloth Helm at level 83: http://db.mmo-champion.com/i/56133/crown-of-enfeebled-bodies/
We'll be fine. ^_^
Al: Yes you're lazy. You should spend time learning how to play your class properly before spouting off how someone else is wrong when they clearly aren't. Then you say "Show me an actual boss fight, not a DPS race." when you could have looked in a couple seconds using the link I gave you in the previous post. But you know.. keep on trolling!
Why would they give us an ability to melee for mana if it wasn't meant to be used?
Desmentia Sep 6th 2010 1:51AM
You burned all the noobs, the raids, the mana!
Yes, the mana is gone.
...........why is the mana gone?
One, because it is a vile spellcasting resource that turns even the most respectable healadins into complete scoundrels, two, the entire Blizzard dev team is out to pwn us, and three, that beacon made from the tears of the late-Wrath noobs and gearscore 'tards is over a mile high.
...............I love downtime, drinks all around!
*Thwack* You're not good enough!
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Note: This parody of the current state of the Cata beta and of Pirates of the Carribean was presented for your entertainment only, and does not reflect the views of the author.
Al Sep 6th 2010 1:51AM
Another round of nerfing Healer regen to pretend Replenishment isn't the problem.
Yay for Blizz babying the DPS against mana conservation?
rightorleft Sep 6th 2010 2:17AM
I'm starting to feel being a Holy Paladin is akin to being the red headed step child. As a Blood Elf Holy Paladin (who leveled Holy), you fought against the fact that plate was lacking with healer stats. I kept being told to run in cloth. Really? If I wanted to roll in cloth I'd be a priest. Finally at 65 I entered into Outlands (the price of leveling Holy is you grinded out as many as levels as you could because solo questing can take a really long time; like you may be a senior citizen before you cleared the zone). I loved Outlands!! Plate had *gasp* healer stats on it. Then Wrath came. Suddenly I wasn't fitting my mana bar and/or the lack of quality gear equipped. For the first time I felt like I wasn't fighting a up hill battle.
Now we are approaching Cata. It sounds crazy to completely change the class. No offense, but if I wanted to melée, I'd roll a Ret. The benefit (and some times the only one) of being a healer is you're safe (for the most part) from the action so your repair bill is small. If I wanted to be face to face with a boss (just pick any of them), I'd roll Ret or Prot.
I'll wait and see how the changes are. However, just in case I need to go grind out a Ret set. And no, I have not, will not dual spec. And so far, if Holy requires me to suddenly engage the enemy, there's no point in half doing it. Might as well go all in (spec Ret).
Oh! Almost forgot. This toe to toe to get mana---can't wait to see how Holy PvP paladins abandon the spec like rats on a shinking ship. Who wants to try to engage someone in a BG when you know every lock will just spam fear and add on a priests mana drain = I will see you kicking it with the Spirit Chick (in case you got lost, don't worry as you're dead).
Everclear Sep 6th 2010 2:45AM
They're not done with Divine Plea.
Chase Christian Sep 6th 2010 1:18PM
Then this post is just a subtle reminder to the devs to look back at it later. :)
Hammyfan2 Sep 6th 2010 5:04AM
This entry has made me sad. Why do you have to play the "but THAT class has a pony!" game? Homogenization is a bad thing. A holy warrior ought to charge into the battle and fight to restore his verve for healing, not wiggle his fingers and be magically recharged, or be recharged by (that which drains) casting healing spells. Maybe they'll buff seal/judgement of wisdom and make those paladin mechanics useful again.