The Light and How to Swing It: The latest casualty in the mana war

If you read my post last week, then you're familiar with the pretty serious nerfs to our mana regeneration that came with the previous build of the Cataclysm beta. Apparently Blizzard was only halfway done, and they released build 12942 on Thursday with even more cuts to our already-weak mana regeneration situation. Our last powerful tool to restore mana, Seal of Insight (the old Seal of Wisdom) was changed to only restore 4% of our base mana, instead of 4% of our maximum mana.
While I was already upset from reading that my vision of a melee-centric holy paladin was coming apart, I then saw that Holy Shock's base healing was also nerfed by 30%. While Holy Shock was definitely powerful, it wasn't a spammable heal and you still needed to use the other heals in your toolbox to keep everyone alive. We had already lost Sacred Shield and the Infusion of Light HoT, and our proactive healing is now purely based on our mastery bonus. We need strong reactive healing to counter our lack of HoTs, and so nerfing Holy Shock just didn't make sense.
The Holy Shock nerf is minor
I should probably admit now that the Holy Shock nerf isn't as big as I originally thought it was. It's not actually a 30% cut to its healing, only a 30% nerf to its base healing. When Holy Shock's base healing in Wrath is only 2,500 life, and we're seeing crits for 10,000 on a regular basis, it's clear that most of the spell's potency is coming from our spellpower. As spellpower continues to scale higher and higher in Cataclysm, I don't see a nerf to the base value as being very important. It will actually affect low-level holy paladins the most, although I haven't had the opportunity to level as holy on a beta server yet.
One holy power point per cast
Tower of Radiance is a very interesting talent, in that it rewards us for doing something atypical: healing the target of our Beacon of Light. Due to its unique nature, it's also had several balance issues in its earlier incarnations, with the most recent beta build completely removing anything interesting from the talent. Previously, we could use our holy power release, Word of Glory, on a Beaconed target, which would generate a holy power point, which we could then recycle into another Word of Glory. The cycle could repeat itself indefinitely, and obviously there were problems with that. Blizzard quickly removed Word of Glory from the list of spells that triggered Tower of Radiance.
Holy Shock generates a HPP on its own, and when used on our Beaconed target, Tower of Radiance would grant us an extra HPP. I thought this was a fairly interesting and dynamic mechanic, since we could choose to heal suboptimically in order to quickly boost our HPP in a time of need. Having choices is an important part in making a class fun to play, and removing the interaction between Holy Shock and Tower of Radiance seems pretty negative to me.
Holy Shock's cooldown still regulates our total holy power generation, and I can't really figure out how an extra HPP every now and then was game-breaking. Ghostcrawler, the lead systems designer, submits that too many paladins were simply using Holy Shock and Word of Glory to do all of their heavy lifting. If a tank only needs two weak heals in six seconds, then pretty much any combination of spells are going to do the job. We could cast two Holy Lights or two Divine Lights in the same amount of time, which is actually the better solution since then our instant casts are available for movement and reactive healing. We'll see if this change stays in place, although I hope that we see this one reversed.
It's all intellect's fault, again
Divine Plea scales with our maximum mana, and so it was nerfed into the ground. Seal of Insight previously scaled with our maximum mana, but no longer does. Illumination's mana returns previously scaled with critical strike chance, and now we're certain that the talent is gone completely. Are you seeing a trend? Holy paladins have been stacking intellect for years while abusing Holy Light's massive throughput. That paradigm needs to go, and Blizzard is ensuring that it's DOA by Cataclysm's launch.
With intellect and critical strike chance no longer pouring mana into our blue bars, what are our options? Spirit. If all of our "maximum mana" returns remained in place, intellect would be the same runaway stat it is today, except that it would also be increasing our throughput. In order to truly create a separation between throughput and longevity, Blizzard needed to destroy any regeneration based on intellect. I think that they've accomplished that goal, as we're basically down to a gutted Divine Plea and Seal of Insight for mana regeneration abilities. Spirit is going to be necessary for us, and there's no way around it.
Rather than have holy paladins spend the first few months of Cataclysm try to find a way to extend the reign of Wrath's healing dynamics, Blizzard simply executed every ability that supported that playstyle. We're moving into brand new territory, and we've got to be willing to accept that we need to actually pick up regeneration stats on gear and that running out of mana shouldn't only be a monthly occurrence. It's hard for me to wrap my head around it, but we're not really going to have a choice. Either we adapt to this paradigm by balancing our gear to pick up both longevity and throughput stats, or people start dying. You don't need me to tell you that when a group wipes, blame goes to the healer first. Let's do our best to not let them be right.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
Deathknighty Sep 12th 2010 6:15PM
Chase...I'm scared... :O
On a more serious note, perhaps giving up our OPness is for the best. Maybe not.
In fact, SCREW OPTIMISM, I'M SCARED AGAIN!!!
8(
Dah Sep 12th 2010 6:32PM
While I no longer really play my paladin and didn't even really this entire topic as a result, I have come to the conclusion that the sky as falling.
As radical of this claim may appear to be, I invite you, dear reader of my post, to reflect upon my evidence.
By using ctrl + f, I have discovered that the word 'nerf' is listed 8 times in this article (9 if you include the blue link under tags). Conversely, the word 'buff' is not listed once.
I dare say doomsday is at hands. My legs tremble at the mere thought of this inevitability.
Heilig Sep 12th 2010 8:16PM
Wait, paladins, nerfed?
That NEVER happens.
I sure hope we can come to grips with this unprecedented devlopment.
Elmouth Sep 12th 2010 9:43PM
The scary thing with nerfs is that the class doesn't always end up fine afterwards, look at shamans.
The more they nerf paladins every expansion, the harder it is to fix their own mess afterwards, one day they're just gonna fuck it up beyond repair.
McRaider Sep 13th 2010 2:55AM
I somehow find the nerfs quite interesting in the terms of raiding. Paladins don't seem like a "You are taking heavy damage, so I shall spam my HL and you are invincible!" - class. I see them in the light of "fillers"
You know when in cataclysm raids the health of the tank and other raiders is supposed to be like this: he loses his health slowly and the small heals just slow down the damage a bit. Then, when his health is really low, he needs one big bang that does the trick. This is where I would put a paladin. Also paladins would make a nice emergency healer.
Obviously we can't be sure about anything of this before we get to really test the raids.
david Sep 14th 2010 9:05AM
but... but... I don't wanna stop stacking intellect. it was so pretty and made me feel like a man because my max mana had a bigger number than everyone else's. plus i never liked spirit as a stat and my gut reaction to spirit is eww. /cry
ToyChristopher Sep 12th 2010 6:19PM
The Holy Shock nerf is minor are you sure about that? It now heals for less than holy light even with a good chunk of spellpower. As an instant spell holy shocks coefficient means that it will scale more slowly than comparable spells.
The things allowing holy paladins to heal with just holy shock and eternal glory are talents like daybreak, eternal glory, and blessed life and 2 points of holy power being generated via Tower of Radiance. I wish the devs had looked into those areas more instead of nerfing the output of holy shock.
Mike Sep 12th 2010 6:29PM
Being instant-cast, it shouldn't heal for as much as Holy Light.
7LvlNinja Sep 12th 2010 7:03PM
Holy Light and Flash of Light got switched in Cataclysm.
Heilig Sep 12th 2010 8:56PM
Only their mana cost got switched. Throughput is still the same. Holy Light heals for more than Flash and is still the workhorse heal.
ToyChristopher Sep 12th 2010 8:57PM
Not true at all Heilig. Flash of Light heals for more than Holy Light in the beta and has a faster caster time.
Heilig Sep 12th 2010 9:49PM
Yes, and after scaling with gear past lvl 83, Holy Light will heal for more again, just not as much more as it does now. Flash has a higher base healing and lower scaling.
Derbeste Sep 13th 2010 4:08AM
Mike,
Holy shock has a CD. Holy light, while not instant....is spammable.
Therefore you can't necessarily say that because a spell is instant, it shouldn't heal for as much.
Ysonia Sep 13th 2010 10:22AM
I do understand the reasoning for making the mana cost of FoL higher, in theory. It's never fun to just spam one healing spell all the time, and even in WotLK, before I had decent gear, spamming FoL would quickly run me out of mana, as opposed to well-timed Holy Light casts.
I'm a little bit excited about re-learning how to play the classes and specs I enjoy now. It's the same sense of wonder and excitement I had when I first started playing WoW, and it has me almost giddy. I will always find something to enjoy in the game, though I do think it's a little scary for some people to contemplate the massive scale of the overhaul WoW is undergoing.
It's always a balancing act. Here's to hoping that Blizzard never gives up on our holy paladins, and makes it both fun *and* challenging to play. (I don't believe in afking or watching TV while healing a group, and I don't understand people who do. These changes are in honor of them, I'd say.)
ToyChristopher Sep 12th 2010 6:21PM
Oh and their is nothing proactive about the six second shield from our mastery. It helps with healing targets who are already taking damage, but it's not like you can bubble the group in preparation for aoe damage.
Azyl Sep 12th 2010 6:25PM
I musta missed it, what did SoI do exactly?
brian Sep 12th 2010 6:42PM
It was Seal of Light and Seal of Wisdom rolled into one.
All they did is change the wisdom effect from max mana to base mana.
Heilig Sep 12th 2010 8:57PM
Meaning they changed it from 2K mana per hit to 400 mana per hit and it doesn't scale with gear.
It's huge.
PodPeople Sep 13th 2010 6:26PM
I think the 'nerf' to SoI was fine. they should have done the same thing to divine plea way back when 3.1 was rolled out and holy pallies had what amounted to infinite mana. no, instead they gave it a MS like debuff that people could compensate for with wings. This is a really good solution to the problem, since base mana is a fixed number it makes it easier for them to change it if they feel it's too low. if 4% is in their minds too low they could change it to 6, 8, 10%, whatever they think is a more correct amount. Also with it being a fixed number they don't have to worry about people over stacking 1 stat to make it uber-scale. they could even bake it into a holy talent to increase the pallies regen to a slightly higher amount while keeping it a holy only thing so that ret pallies can't get it too. In fact, I hope they see that that's a better solution to uber-generation problem and apply it to divine plea and ditch the stupid MS debuff mechanic.
really i just reminds me that this is the way Blizzard does things, if they don't want people to do something or play a certain way they Nuke (the Foock out of it) from obit, since it's the only way to be sure. and then later they come back and build it it back up to be something that's adequately useful. see examples: enhan shammy pvp in vanilla, frost-unholy DW DKs at wrath's launch, fury warriors, ret pallies.
omedon666 Sep 12th 2010 6:28PM
I have to say, while I am watching from the sidelines, waiting to decide what secondary role my retribution paladin will take up in Cataclysm, even though I currently don't have a "pressure spec" (tank/healer) paladin, I am, as an avid lover of group (specifically 5-man) content, not at all pleased with just how drastic a change holy power represents to a great many "pressure role" players. Implementation of tanking or healing changes need to be as intuitive as possible, because while DPSers can "learn their thing" as one of three in a dungeon group, tanks and healers are not as afforded this luxury. From gearing choices to "healing rotation", this stuff all needs to make sense and fast.
I (DK) tanked an H-OK group on the PTR, and both times I died, I got variations on "%*$&! Holy power! Sorry!" I was understanding and patient, but not everyone will be. I really hope Blizz doesn't throw our armoured protectors to the wolves on this holy power change. I'm going to trust them until "holy power learning curve wipes" become an epidemic, which I really hope does not happen.