The Light and How to Swing It: Fresh patch 4.0.6 PTR notes for holy paladins

When Wrath was released, there were just over a dozen bosses available to fight immediately. Most of them were found in Naxxramas, which fell to the superguilds so quickly that not all of them were even level 80 yet. A few achievements like A Poke in the Eye and the first "hard mode" of Sartharion with three drakes were all that the talented raiders had to keep them company during the first few months of Northrend. By the time that Ulduar was released, nearly everyone was clamoring for new content.
Cataclysm's launch hasn't shared the same fate. With heroic raids now the de facto form of progression and miles of new non-raiding content to explore, the content available at release has definitely lasted far longer. Even the most difficult bosses are still not on farm for the big guilds. Blizzard's developers have used this opportunity to start working on the first major patch after Cataclysm's release, which is of course includes plenty of holy paladin changes to keep us on our toes.
One day they'll figure out Forbearance
How do you balance a class that has several fundamentally overpowered cooldowns? Whatever the actual solution may be, it's definitely not Forbearance. This debuff has been redesigned more times than I can count, and it seems like Blizzard's team will never be happy with the implementation.
The newest version includes a few changes based on the cooldown changes in Cataclysm. Now Lay on Hands will cause Forbearance on its target, just like Hand of Protection does today. Divine Shield will still cause Forbearance on us, but luckily the debuff now only lasts for 60 seconds. While it means that holy paladins won't be able to chain-LoH tanks, it does mean that we won't have to wait 2 minutes between using Divine Shield and LoH on ourselves.
Lay on Hands becomes predictable
Now that LoH can no longer crit or be replicated through Beacon of Light, I have to say that I'm really going to miss those features. I remember seeing some huge numbers from LoH on fights like Valithria and knowing that I could top off any player and the tank at the same time. I can understand the nerf, but it's still sad to see that critical strike rating will be falling even lower on our priority list, even if not by much. LoH is obviously still worth having on your bar, and it's by far the most reliable cooldown we have available. LoH will fix just about any tank-healing problem you run into, but only once.
The big buff to Divine Plea
While Blizzard didn't remove the 50% healing penalty from Divine Plea, just about every other part of the spell got buffed. It now restores its mana over 9 seconds instead of over 15 seconds, meaning that we're under the half-healing effect for a far shorter period of time. Not only that, Divine Plea now also restores 12% of our mana instead of the 10% it did previously. To top off these buffs, the Glyph of Divine Plea buffs it by 6% instead of 5%, meaning that our glyphed DP will restore 18% mana over 9 seconds instead of 15% over 15 seconds, making it clearly more potent and more usable. I haven't had the chance to try any heroic raid encounters, but having extra mana can never be a bad thing.
Protector of the Innocent nerfed in return
I really hate it when I share a healing strategy one week and the Blizzard devs nerf it a week later. Protector of the Innocent's potency is being cut by 30% in the patch, which will reduce its healing from the 6,000-ish range to the 4,000-ish range. The side effect is that the Beacon replication of this heal is also hit by this nerf, meaning that our overall healing done is likely to go down. It's a nerf to both our individual survivability while under fire and our raw throughput, which makes me wonder how necessary this nerf was. PotI is one of the few abilities that we have that doesn't scale with spellpower, so it's not like it was going to get any better later.
We get to punch people in the face
I can't tell you how excited I am about Rebuke being trainable by all paladins. I love being able to interrupt in dungeons, especially since it means I don't have to explain it to the death knight that doesn't have Mind Freeze bound to a key. Arcane Torrent has a massive cooldown and Hammer of Justice lost its interrupt once the new Vindication was implemented. While it can be difficult to play at melee range as a healer, I think that having an extra interrupt will make several heroic dungeons much easier. It's also nice to see holy paladins gaining some offensive utility to go with our usual defensive toolbox.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Tribunal Jan 16th 2011 6:20PM
Rebuke change = more awesome female Draenei kick animation = love
Dude, srsly. That is the sole reason they should be allowed to be rogues. HOOF TO THE FACE. It needs more love.
Austin Jan 17th 2011 11:55AM
I too am glad about the changes to Rebuke. Any word if Ret paladins will get a free respec?
Montas Jan 16th 2011 6:24PM
i dont see myself using rebuke since it cost so much mana... also not happy about poti nerf.
Jeff (Not that one ^ ) Jan 16th 2011 8:38PM
Rebuke currently costs 10% of base mana. Base mana for a (my Retribution) Paladin is 24.7K (at 85). Rebuke's cost is 2,470 mana. For a Holy Paladin with at least 80,000 mana, Rebuke isn't that much, just 229 mana more than Holy Light. My Holy combat regen is higher than the cost of Rebuke.
Lumi Jan 16th 2011 10:10PM
Glyph it. No really, do it; It's already off the GCD, so you want to use it every ten seconds you can.
MichaelBerean Jan 17th 2011 10:43AM
If you are concerned about not having enough spare brain cycles to interrupt intentionally you could macro Rebuke with Judement, Crusader Strike and Hammer of Justice. It's better than nothing.
The hidden bonus here is that Rebuke has a chance to proc a seal.
Minarva Jan 16th 2011 6:52PM
I'm not quite sure why you mention protector of the innocent does not scale, it most certainly does (check it out yourself by changing between a ret set and a holy set). Also, the removal of LOH crits does not particularly affect the value of crit itself, almost the entirety of a crit LoH was overhealing, even when transferring through beacon. Sure, it is a small nerf, but not a game-breakingly noticeable one, particularly as crit is already considered a junk stat (although slightly more desirable than mastery). Protector of the innocent as a personal note probably did need to be nerfed, it works to around 10% of my healing done in a typical boss fight, which for a passive healing ability and 3 talent points is probably a little too much. The divine plea change is a good one, and will probably get far more use from paladins, especially with mana tide being nerfed hurting our mana greatly (although I doubt many will still let it run its full course outside of rest periods), where as before I might use it once or twice a raid.
I would also love it if you could highlight in one of your articles the conviction bug, currently conviction only increases self healing by 3%/stack, instead of overall healing done by 3%/stack as the tooltip indicates. Highlighting such a bug in one of your articles would go a long way into getting it some attention that it sorely needs. Overall a nice read for me, thanks for the article! :)
Chase Christian Jan 16th 2011 7:29PM
I did do some testing, I actually tested completely naked and then in full gear. I wasn't able to see a noticeable difference, though with the awful coefficient and the wide range of PotI values, I might've just not tested enough.
Kitty Jan 16th 2011 7:03PM
I'm not thrilled by the changes and they seem really hasty quick fixes to level the healing playing field. Pally heals are costly and while POTI is an extremely helpful talent it's not game changingly so or encounter trivialising. It worries me that one day they will take away the hands/divine prot/divine shield eventually because people complain about them so much but to me, define paladin.
It's something that I don't understand; every role - tanking, dpsing, healing has a top, middle and bottom of the pack which shuffles depending on encounter mechanics, it's just the way it works and it's a shame that Blizz feels the need to regulate the classes by altering class unique spells and abilities until they are worthless, rather than standing behind the differences and embracing them (mana drain, shapeshifting changes etc).
Person Jan 17th 2011 2:32AM
Wouldn't surprise me. They took away the Druid's ability to shift out of roots (except for one spec) which is just as class defining as those abilities.
Artificial Jan 17th 2011 3:52AM
@Person: Er, no, that's not even close to as "class defining" as divine shield. Divine shield was one of the four basic and most used spells of the paladin unit in WarCraft III. It's very much at the center of what defined the class. An equivalent loss of an actual "class defining" ability would be for druids to lose bear form. Losing the ability to get out of roots while shifting to bear form may be the loss of a major ability, but to describe it as a "class defining" ability is to engage in extreme hyperbole. Even if you were including iconic abilities in a short paragraph description of the class, that'd be the kind of technical detail that you wouldn't put there. Hence, possibly huge, but not by any means "class defining" (i.e. the kind of think you would mention in describing what the class is).
ToyChristopher Jan 16th 2011 7:01PM
PoTI really should scale a little bit. I'm fine with them nerfing it but later in the expansion I imagine it's going to be pretty poor and there is no other option for holy paladins in the first tier of our tree.
Minarva Jan 16th 2011 8:37PM
It does scale, it has a spellpower coefficient of 0.0564, as I mentioned in my comment. Source: http://elitistjerks.com/f76/t110847-holy_cataclysm_holy_compendium/p12/#post1842942
ToyChristopher Jan 16th 2011 7:24PM
That's good. I thought it strange to have a non-scaling ability, but I took Chase's word for it.
Chase Christian Jan 16th 2011 7:28PM
I put on my healing gear, tested PotI, took off all my gear, and tested PotI again. I didn't see a difference in the heal value, but it's possible that with a spellpower coefficient THAT bad that I just didn't do enough extensive testing. It certainly didn't make a noticeable difference.
Anony Moss Jan 16th 2011 7:51PM
I have to agree with other posters, if PotI is scaling with SP it is almost unnoticeable. If they're going to nerf PotI this hard, why not just go ahead and kill the initial amount completely and make it scale a lot better with SP so that worthwhile values can be fluid throughout the expansion. Right now the nerf hurts, but it's going to be killer long-term in terms of 4.1/4.2/etc.
All the while most/all other healers are seeing boosts, we're seeing a nerf. I don't really think we were that far ahead of the pack post-ToR AND LoD ninja-nerfs. Someone posted somewhere else the idea that editing the game in huge chunks is one of the worst ideas and what causes the games classes and specs to swing so much in power level. If they'd make smaller edits and then give them even some time to see how the implementation realistically changed game-play, they could find a lot better balance.
Lastly, I'd rather see PotI no longer function with beacon than this nerf. The idea of PotI being self-healing was far more important to me as a healer than the beacon aspect of it was. That may hurt throughput even more, but as a holy pal being able to 'ignore' some damage was a great function of PotI. I loved that I could spend the extra .5-1s finishing a cast in the AE before jumping out. Why? Because I know I can heal the damage in the few next casts. It offers piece of mind.
brammage Jan 16th 2011 7:26PM
So, what are these "miles of non-raiding content to explore" that you mentioned? In your article that phrase links to a guide to Blackwing Descent, which looks pretty damned raid-y to me.
QQinsider Jan 17th 2011 8:45AM
Lol, I was wondering about that too. Is the author being paid by Blizzard for this PR fluff?
Suggesting that the upcoming patch 4.0.6 is any different than what happened after WotLK launch is also complete bollocks;
21 Jan 2009 - patch 3.0.8 (many class changes and bug fixes)
14 Apr 2009 - patch 3.1.0 (Ulduar)
Let's see how many people are not "clamoring for new content" in another THREE MONTHS if they follow the same schedule.
MichaelBerean Jan 17th 2011 11:00AM
I have to agree with Chase that there is a lot of non-raid content in the game right now.
The heroic 5 mans are still viable content to me. I have several guildies who want to raid that need stuff from them. Plus, all of us want to do one a day for valor. And I have almost finished my hat trick on my paladin (3 raid viable specs).
There are a number of pvp options available if that's your thing.
There are also a ton of new 1-60 quests since I was last in that level range. I raided and did achievements right up until the end of WotLK so most of the Shattered Old World is still new to me. Plus there are all of the class changes. It can be fun leveling alts just because of how improved gameplay is for some classes while leveling.
At the moment there is a good reason for having a toon with each of the crafting professions. Getting all of them capped is bound to take some time.
Finally, some people seem to consider archeology, fishing, herbing and mining a reasonable way to spend time. There's no doubt it can eat up a lot of it.
CDave Jan 16th 2011 7:34PM
Now I can punch that dragon in the face.