The Light and How to Swing It: Holy paladins are all about throughput

Blizzard has tried to give holy paladins so many interesting tools. We saw our first absorption effect in our level 80 ability, Sacred Shield. Its potency was limited due to the proc mechanics involved, and once it was limited to a single target, it became just another buff we kept active. The dev team tried giving us not one but two different HoTs. The first was via the old Glyph of Flash of Light, which took our weakest heal and cut its up-front healing in half in exchange for a weak HoT. It simply didn't make sense.
The second HoT we received came from the interaction between Infusion of Light and Sacred Shield, which would put a HoT on our SS target when we used FoL on him. While more powerful than the last iteration, it was still far too weak to make any difference, and its limitation of a single target really made it untenable. Our ability to prevent damage via absorption effects or proactively heal damage via HoTs was basically nil, and holy paladins relied on massive throughput to solve every healing dilemma. It looks like that model hasn't changed today.
Throughput is our niche
Looking at the latest Cataclysm beta patch notes, you'll notice a trend in the holy paladin section. While yes, Exorcism did get buffed so hard that I am moving my shockadin article up to next week, the healing buffs are the real meat of the patch. We got to see the base healing of our direct heals all buffed by a full 30 percent, which is nothing to sneeze at. Many paladins have been commenting that they feel much stronger after the buffs, which made their way to our live build as well. Survivability is no longer a guessing game, and we're back to keeping the tanks up through anything.
If every healing class has the same basic heals, why did we need ours buffed by such a large amount? Restoration shaman can cast Chain Heal as often as they like, healing multiple targets every time. Restoration druids can toss HoTs across a raid to counter a pulsing aura. Discipline priests are capable of dispensing bubbles to everyone in preparation for a large attack. Holy paladins have exactly two AoE heals, both of which are throughput-based and have lengthy cooldowns attached to them.
We've got one of the best bags of tricks in the entire game. Our triple-hybrid status has gifted us with a ton of utility abilities and tools to get us out of almost any situation. Our issues stem from our inability to handle healing multiple targets for any serious period of time. Light of Dawn and Holy Radiance both alleviate our ability to recover from massive, raid-wide damage, but we need our bread-and-butter heals to carry us through the rest of the encounter. Every other healer has its own toolbox of custom spells like Regrowth or Chain Heal to lean on, while we focus on simply spamming one of our big three to get the job done. Thus, the throughput of our base heals needs to be massive, and that's exactly what Blizzard is ensuring via these buffs.
One nerf, one buff
For all of you recommending the Glyph of Divinity as the best holy paladin glyph, I'd like to point you to the new change to Lay on Hands. Its mana-granting ability has been removed, and now it's simply a huge heal with a serious cooldown. It's not going to be our mana battery anymore, and we're going to have to get used to not having it available for that purpose. However, to help our mana issues a bit, Beacon of Light's duration has been extended to a full 5 minutes. So I guess the old Beacon of Light glyph can go out the window as well. The new Beacon glyph makes the spell completely free, while the new Glyph of Divinity adds back some of the mana-restoring effects to LoH.
Illuminated Healing gets triple-buffed
While World of Logs is still having some troubles parsing the absorbs that come via our new mastery bonus, Illuminated Healing, Blizzard has decided to buff our mastery bonus quite a bit. While every holy paladin will enjoy the 2 percent boost to the base mastery bonus (it's now 10 percent), those with mastery on their gear via reforging will enjoy the scaling buff which increases the amount absorbed per point of mastery. Both of these changes will help the mastery bonus to be effective as soon as we obtain it and to continue to scale well as we get more and more mastery on our gear.
The most important mastery change is actually the fact that the duration has been bumped up from 6 seconds to 8 seconds, which is significant. For our mastery bonus to be effective, our targets need to actually get hit again after we've healed them. The longer that the shield lasts, the higher chance we have that our targets will be struck again, therefore utilizing our mastery absorption bubbles. This is a massive improvement over the old 6-second model, and I think that even bumping this up to 10 seconds wouldn't be too overpowered either. As the defining characteristic of the holy paladin spec, it needs to be valuable in every situation.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Sumadin Oct 31st 2010 2:17PM
"While the new Glyph of Divinity adds back some of the mana-restoring effects to LoH."
Some? It's 10% max mana. This is way better than the old one for 2 reasons.
1: It scales with gear. The old 7,8k mana battery surely is better now but what when we are in 4.3 and rocking 94k mana*.
2: It doesn't care about who we target. We can actually use LOH on a Non-paladin tank as a reliable cooldown without caring about if we waste the mana part.
*Yes i know that it would problary be more than 7,8k at level 85. Also i have no idea how much mana we have at 4.3 it is a guess. Point is this is cool mechanic that doesn't have to be OP at the start of the expansion or Useless at the end. It will be balanced all the way through.
Chase Christian Oct 31st 2010 2:28PM
The scaling is a very good point, although the old glyph gave us mana back no matter the target, we just more if we were the target.
mor8idhomogenosuicide Nov 1st 2010 10:38AM
The wording of the glyph suggests the mana restoration is self-targeted no matter who we target with LoH. I also can't see how this could be considered in anyway worse than the old baseline mana restoration of the spell at L85, which is what you seemed to think based on your wording.
toddless Nov 1st 2010 4:19AM
@ Chase
If you casted it on a non-mana using individual you wouldn't get any mana back.
"Grants you as much mana as your target."
Unless it would grant the 1949 mana but it just wouldn't do anything for that person...
I always made sure to cast it on a pally tank, myself, or a mage. :)
It's always a waste if you aren't getting the maximum possible. Especially in progression fights where you needed the mana - and I believe we'll really, really need the mana come Cata.
Currently from the videos of the beta raid testing, some pallies look like they have in excess of 120k mana. ^_^
Iano Oct 31st 2010 2:18PM
I Love the old Infusion of Light with the T9 4pc bonus. LOVED IT. I held on you my T9 4pc for ages, and in my little circle, at the time, I was the epitome of paladin healing. That HoT regularly account for over 10% of my healing. I LOVED having the basic equivalent to a Druid Lifebloom on the Tank anytime I crit with FoL (I test the numbers at the time with Druid friends, and the numbers were basically equivalent! :) )
Ah, c'est la'vie (or however you spell that!) :)
I am excited about all the new craziness, though- I can't wait to try holy Radiance, absolutely excited about that one, and illumination could really be an interesting mechanic- it's too soon for me to tell whether this will be a worthwhile addition to my class or just an interesting gimmick. I'll tell you what, though, I'm as excited as can be, ready to sink my teeth into some awesome new content with my revamped holy powers! :)
Elmouth Oct 31st 2010 2:26PM
"The second HoT we received came from the interaction between Infusion of Light and Sacred Shield, which would put a HoT on our SS target when we used FoL on him. While more powerful than the last iteration, it was still far too weak to make any difference, and its limitation of a single target really made it untenable."
All I can say is, you were doing it wrong.
I healed all the way trough regular LK with my 4 pc T9 bonus for that very HoT. That "weak" HoT allowed me to often outheal raid healers if there were 2-3 sacred shields active on the raid.
Again, you were doing it wrong if you think that HoT was weak or not worth keeping up.
Chase Christian Oct 31st 2010 2:30PM
I never said it wasn't worth keeping up, as we were using Flash of Light during downtime anyway. What I said was that it wasn't an interesting mechanic, it was limited to only our Sacred Shield targets so it was worthless for raid-wide healing, and it wasn't strong enough to keep someone up if we were stunned or incapacitated. Its healing was mostly opportunistic- heals that would've been grabbed by another HoT anyway. It didn't add any real throughput to our tank healing, and even HoT'd targets still needed more heals during AoE.
ToxicPopsicle Oct 31st 2010 2:48PM
I'm surprised you could get a ret paladin or a prot paladin to Sacred Shield themselves or anyone else for that matter. I spent months trying to convince them the rets to SS the warrior tank and even made the prot paladin get buff watching mods to monitor his SS uptime. So really, the only HoT from SS I was getting was from my own on one of the tanks.
Chokaa Oct 31st 2010 5:15PM
@Toxic
Your protadin wouldn't SS himself? When there was a talent to make it have a huge uptime in the prot tree?? Weird.
Gallant Nov 8th 2010 8:09AM
@chokkaa
not everyone picked up that talent, IIRC it was tied to the raid shield wall, which had situational use at best. And wasn't in most of cookie cutter builds.
also as a protadin, holding aggro and going through my rotation was hard enough as is, adding another button (SS) wasn't going to make my life any easier.
Elovan Oct 31st 2010 2:35PM
That picture is full of win.
OT: I'm kind of glad Blizz is keeping Holy Paladins as a focus on single target spells with a lot of throughput. It makes us different than other healers, and I would personally be disappointed if we were changed to use HoTs and AoE/smart heals more than our single target spells. I think our two AoE heals combined with spot healing is enough to make us decent raid healers, and I like that almost all of our mechanics (mastery, holy power) are connected with our single target heals.
Continuous Oct 31st 2010 2:40PM
I love all the new changes but I am not sure I agree with your last statement. "I think that even bumping this up to 10 seconds wouldn't be too overpowered either. As the defining characteristic of the holy paladin spec, it needs to be valuable in every situation." I think that mastery is supposed to be something you think about, the idea is that we cant theorycraft it because it is not a always useful stat the way crit or spellpower is.
Look at the druid and shaman mastery, they arent "valuable in every situation" they are valuable in a certain situation (when a target has low hp or a HoT on it). What makes mastery such an interesting stat is just that, you cant always use it and it requires some forthought. Paladins for the longest time have been boring, Cata is changing that but part of making it interesting is adding a layer to gearing that cant be simply calculated. It requires challenge. If Paladins were balanced around mastery the tank healing we have would be massively cut which is why its the other way. Having mastery balanced around us tank healing allows room for a challenge. In all, mastery shouldnt be the defining characteristic of a class, it should be one characteristic of many.
Sorry for my ramblings...
Continuous
Also, I dont like the idea of LoH being a mana battery - it is a good cooldown for healing imo and should stay like that. I dont think we should have to sacrifice our mana in exchange for keeping a tanking CD off cd and vis versa.
toddless Nov 1st 2010 4:29AM
Actually mastery can be and is calculated. Especially for holy pallies and druids. Druids always have HOTs rolling out since that is the main way Blizz has decided to deal damage and make healing "interesting" for raid healers - they wouldn't be raid healers if only 2-4 people were taking some sort of damage. Aura damage like from Sindragosa - and from the new Cata raids which are being tested bosses have specific abilities which will destroy raids - and we'll have to heal them up.
Back to the point though - mastery will be calculated via chance of proc, size of proc, and how much healing those absorbs do vs. a pally who decided to not reforge or instead took a piece of gear with less mastery for more crit or haste. It will just take time, however, I say by end of December we'll have an excellent idea of what numbers to aim for.
If you did any hardmode ICC's and healed more than just tanks (i.e. beacon and heal the raid) and had your holy light down to GCD it's amazing that you never previously used LoH as a mana battery. That's the only thing I ever used it for besides Festergut when it was called for as a tank cooldown. I found the excitement in raiding in healing as many targets as possible before the raid healers could even react. It was fun and it was a challenge to my fellow healers. As long as everyone stayed alive - it was pretty awesome.
Slaytanic Oct 31st 2010 3:01PM
Q:
What do you guys think about the viability of going for the 4t10 bonus now, with the 0.3 cast reduction on HL after a HS? Does it stack with Infusion or Speed of Light?
Been giving it serious thought. The extra spirit in the t10 gloves would be nice (currently sporting helm/shoulder t10, Fallen Lord on gloves), but it's going to be hard to toss my Rot-Resistant. :(
Chubaka Sen'jin Oct 31st 2010 3:53PM
I dropped my t10 4 set bonus.. in my opinion having better stats in 277 pieces are far more valuable then 0.3 faster holy light which with regular procs is fast enough. Instead, I invested in some spirit and focused more on a FoL, HS, HL rotation.
I was beginning to really like the new Lay of Hands but Blizzard probably has their reasoning.
IMPORTANT:
I think Druid healers can make amazing tank healers.. 3 dots that basically keep the tank up and an occasional single heal to make sure the tank is topped off. And regarding Paladins, FoL is great for raid healing.. as long as you have the reflexes to FoL, HS fast enough across the raid.
JKWood Oct 31st 2010 4:10PM
The numbers given (0.3 seconds) aren't actually accurate.
It's really a scaling haste number, which gets worse as you get more haste from gear. The T10 4-piece has essentially always been awful.
Boobah Oct 31st 2010 5:38PM
Oh, it's perfectly accurate. It's just that like all bonuses like that, it's counted before haste. So if you've gotten to the GCD haste cap (50%), the 4t10 is only taking 0.2 seconds, net, off your Holy Light cast time. Which was far more useful when Holy Light was a much more powerful spell.
Wugan Oct 31st 2010 3:08PM
"As the defining characteristic of the holy paladin spec, it [mastery] needs to be valuable in every situation. "
Tell that to Shamans (and to some extent Druids). Our healing masteries are far from valuable in every situation.
toddless Nov 1st 2010 4:33AM
Watch some beta testing of the raids - and tell me that those masteries aren't useful. If you aren't HOT'ing - you aren't doing what you are supposed to.
Dezaris Oct 31st 2010 4:07PM
Healing on Beta is simply out of control. It will be interesting to see the effects of the Holy Radiance nerf, as it was accounting for upwards of 60% for paladin healing on basically every beta encounter. I'd heard that single-target healing had been a weak spot for holy paladins in the beta, and when I saw the 30% across the board buffs to all the single-target heals, I was a little confused.
The spec is already *extremely* powerful in the Beta. While partially a result of an overtuned Holy Radiance, it surprised me that Paladins had their single-target dilemma fixed in such a straight-forward manner. Meanwhile, Holy Priests, and to a lesser extent Restoration Shamans, have been struggling greatly with healing on the Beta, and received complicated changes to Chakra, in the case of Priests, and a nerf to Chain Heal, in the case of Shamans. Also, as Wugan stated above, the Holy Paladin mastery is much less situational than the Shaman one.
As Jhazrun, Holy Priest from Paragon, said:
"I do have to admit to soul-stomping guilt about taking a raid slot being something I've just recently had the… opportunity… of experiencing.
The design of Holy is a textbook chapter in anti-synergy, each step forward locked behind two steps back. Time and time again I find myself facing nothing but unsettling frustration. Cataclysm has, however, been enough of a resounding success in other areas for me to tentatively remain in good faith for rewarding gameplay, though that's a far cry from something adjusting a value or two would lead to.
I embrace the dynamics shift, but it's a druid's and paladin's world out there. I know I'll have both prepared."
And I'm afraid this beta build did little to change this.