The Light and How to Swing It: Light of Dawn's latest rebirth

Gregg, my fellow paladin columnist, and I like to make jokes about Blizzard's strategy for naming paladin abilities. Holy This, Something Retribution, and Divine That. Their creativity can only stretch so far, as paladins have a very defined set of lore, and there are only so many words that relate to their holy upbringing. Paladins have the additional downside of being a hybrid class, and so this means that the number of available ability names depletes faster than ever.
Blizzard changed Healing Hands' name to Holy Radiance, which is probably a great move, considering that we already had a heal named Lay on Hands. Duplicate names didn't stop Blizzard's team from christening our second AoE heal with the same name as one of the game's most prestigious achievements and a title, Light of Dawn. Light of Dawn itself isn't safe from the instability, either. Its function went from a simple heal that was boosted by holy power, to a regular AoE heal that had no target cap, and it has even been changed again. The new version of Light of Dawn is a smart heal that consumes only holy power, which completely changes its functionality and usefulness.
Clunky early iterations
The idea of an ability that consumes mana, has a cooldown, and burns holy power points at the same time is simply not intuitive. Without using holy power points on it, it was far too weak. In addition, there was no way to save your holy power points for a later Word of Glory; the two were tied together. In spite of that, the ability still had a hefty mana cost and cooldown, which further limited the usefulness of the spell. You had to plan ahead in order to get the most out of LoD, and it's pretty clear that the spell wasn't working.
It's no secret that I wasn't a big fan of the last iteration of Light of Dawn. All of that changed after I worked on Lich King on 25-man after patch 4.0.1 and saw how powerful it could really be. Light of Dawn was my most effective heal and literally erased Infest before it could start eating away at my raid's life pools. Its potency was just strong enough to heal the raid back up to remove the debuff, and that was all that I really needed. While it wasn't nearly strong enough to keep people up for more than a second on the Blood Queen Lana'thel encounter, Light of Dawn simply ruled for the LK fight.
Unfortunately, there's more than one fight in the game. Light of Dawn's cone is hard enough to work with, and the fact that the graphic is horribly off from its actual target area is simply insult to injury. Trying to get enough raiders into the reticle to make it worthwhile is difficult on any fight that discourages stacking. The Lich King encounter actually encourages stacking in several places, and so Light of Dawn clearly shines there. On a fight like Rotface, I could really only heal the melee classes with Light of Dawn successfully, even though it was the ranged classes that needed the most healing.
A new, game-changing version
The newest version of Light of Dawn is distinctly different from its predecessors. Now, instead of healing all targets that we aim it at, it actually only heals the targets that are the most injured. It's no longer a raid-wide heal, but rather a surgical strike. They also switched it from consuming mana to consuming holy power, which makes it a holy paladin's second holy power release ability.
I can't help but feel that Blizzard folded a bit on defining this ability's role. The developers clearly stated that they didn't want it to be "just another smart heal," and yet that's what it has been trending towards. I think that removing the cooldown will go miles in making it more usable and will allow for clever paladins to use it in quick succession via Tower of Radiance and Crusader Strike. Killing the mana cost also makes it incredibly usable for us, and we don't have to worry quite so much about abusing our AoE heal to its fullest effect.
The key to the new Light of Dawn is that it now heals five (six when glyphed) injured targets at once, selecting the most injured targets. This is very similar to how the other smart heals work; they target those who need it most. Smart healing is key to ensuring that every drop of healing is effective, and it's something that holy paladins really have no experience with. We can cast this at the entire raid and still be certain that it healed the right people.
A brand-new potency
Blizzard's developers were stuck playing a dangerous game with the old version of Light of Dawn. If they made it too weak, it would be useless when only used on five players in a dungeon. If they made it too powerful, it would simply rule when healing the entire raid. Trying to balance a spell that can be used on one player and 25 players is a very difficult thing to do, especially when it's a spec-defining heal. Rather than try to tinker with the numbers and scaling, they took an alternative route.
Light of Dawn now heals for a ton. While the numbers are going to change based on how much spellpower you have, suffice it to say that Light of Dawn is going to actually move your targets' life bars. Instead of trying to blanket the entire raid with small heals, we can now use Light of Dawn to always heal those people who need it the most.
When combined with other smart heals like Chain Heal, Circle of Healing, and Wild Growth, holy paladins will finally be able to contribute to raid healing. Holy Radiance gives us the ability to counter steadily pulsing auras, while Light of Dawn lets us pull people from the gutter quickly. I know it sounds strange to say it, but having a holy paladin focus on healing the raid might not sound so crazy in just a few weeks.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 3)
QuantumBear Nov 15th 2010 6:12PM
Now all we need is a Holy light of Divine Retribution.
Texicles Nov 14th 2010 8:19PM
That is a silly idea!
... /cast Righteous Indignation
Hal Nov 14th 2010 10:24PM
And when you're done with it, can I bum some Holy Smokes?
Kirkules Nov 15th 2010 4:35AM
"If your Righteous Indignation has suffered a hit
And your photon accelerator's broken a bit
And you're losing your mind, and you're having a fit
Get the funky fresh rabbit who can take care of it!
Bucky! Captain Bucky O'Hare!"
Michael Nov 14th 2010 8:14PM
Too many "Strike" attacks for DK's... Plague Strike, Rune Strike, Heart Strike, Blood Strike, Death Strike, Frost Strike, Necrotic Strike, Festering Strike... Creativity is hard i hear?
Iirdan Nov 14th 2010 8:37PM
You know, when you criticize Blizzard for creativity lapses, you should at least offer up some of your own suggestions.
The Death Knight abilities you mentioned are all weapon strikes, hence their names. Festering is a rather creative name I would say; it's unique to the other abilities and manages to be true to the Death Knight class and its feel. Necrotic Strike is in the same boat. I know that, if I had been able to come up with those names at all, it would have taken a long, long time to do so.
It's easy to criticize. It's hard to create.
Rad Nov 14th 2010 8:44PM
Might want to take a shot at renaming all those while keeping the name relevant and original yourself before you go saying blizz just aren't creative. :P
Rad Nov 14th 2010 8:45PM
Damn, I guess my comment was too late. >:
Tasty Nov 14th 2010 9:11PM
Plague Strike, Rune hit, Heart smash, Blood bang, Death tap, Frost Rap, Necrotic Crack, Festering Wallop...
Tasty Nov 15th 2010 9:46AM
Divine Wabang, Holy Boyakasha, Hand of Wapow, Aegis of Fwap, Radiant Smack, Backhand Retribution, Impressive Impact, Righteous Whoop-assing, protectorate face slap, swing of the order, Double wrong of the right.
Michael Nov 14th 2010 9:36PM
sorry. You're right, I'm not creative enough to come up with anything better :( it is hard.
MusedMoose Nov 14th 2010 9:46PM
Okay, someone at Blizz needs to hire Tasty. I swear, I'd change my DK's specs to Unholy/Unholy if it meant I got to use "Festering Wallop" on a regular basis.
And the paladin ability names? Best arguments ever for gnomish paladins. Think about it. That's totally what they'd call what they were doing. ^_^
Ametrine Nov 14th 2010 10:35PM
"Righteous Whoop-assing"... that's not an ability, that's a class description.
Matthew Nov 15th 2010 4:13AM
Why was he downgraded? He makes a good point. There really are many strikes.
On a similar note: druid heals is easy! just use the button with leaves on it.
Derbeste Nov 15th 2010 6:08AM
Double wrong of the right! LOLOLOLOL
Tasty....you, sir. Are the pure embodiment of win.
That was funny posterior fecal excrement.
Soulddoubt Nov 15th 2010 8:53AM
I heard that the reason there were so many abilities named the same for DK's is that Blizzard feared the Dk's may go on "strike"......Ok OK I know that was really bad.
Heilig Nov 15th 2010 10:29AM
Some moderator needs to make Tasty's comments golden and sparkly instead of just blue.
I would reroll immediately to any character that had a Hand of Wapow! as an ability. I already use Comix to get this effect, putting it in the game for real would be pure win.
keith Nov 15th 2010 10:57AM
Deathknights are union workers.
ToxicPopsicle Nov 14th 2010 8:24PM
The Light of Dawn change almost makes me want to play my Holy Paladin in Cata. The nerf to Holy Radiance turned that thought around pretty quickly.
michaelberean Nov 14th 2010 8:33PM
I have loved Light of Dawn on the LK10 progression we have been attempting. It even makes healing more fun since I am always thinking about how to best position myself in response to how everyone else is likely to move.
I just wish I could figure out exactly where the cone covers. Far too often there are one or two people within range that I thought I hit but somehow missed. Any suggestions?