The Light and How to Swing It: Deciphering holy paladin talents

I was planning to talk about how Conviction was broken and only affected self-healing, but Blizzard's crew has hotfixed that bug already. Conviction now grants the proper healing bonus when we heal anyone. The end result is that our healing done is going to go up significantly. I'm actually wondering whether or not we're going to see a nerf because of it. A 9% boost to healing done is certainly enough to throw off whatever balance we had achieved with the other healing classes' performance.
Between the first time I heard of the Conviction issue and the recent hotfix, I have respecced about a dozen times. There are so many viable talent options available for our final flex points that I simply can't decide what I want to pick up. I couldn't even make up my mind when I had three free talent points after dropping Conviction from my build. I love the flexibility that we have when speccing our holy paladins.
Not everything's optional
You have control over your talent build. If you want to pick up Denounce and Blazing Light for a hybrid build, you're allowed to do that. The trouble is that most of us are looking to maximize one aspect of our paladins, and for holy paladins, that's usually healing. We'll sacrifice any amount of offensive potency to boost our healing output, and our talents should reflect that. There are several talents in the holy tree that are pretty mandatory due to their function or potency, and you really don't want to build a holy spec without them. There are plenty of points left over for us to flex around wherever we desire.
Spec for your encounter
I tell rogues on a regular basis to "spec their weapons" and choose whatever build makes the most sense based on their gear. With healers, we want to maximize our performance on the encounters that affect us the most. There's no point in building a primary spec for running regular dungeons if you're raiding, and your focus should be optimizing your raiding build. It's difficult to look at healing from an objective viewpoint, and you shouldn't try to. Look at healing from your perspective and choose your talents to complement your environment.
Protection and retribution favorites
While we're locked into putting 31 points into the holy tree, we're still allowed to drop points into the first couple of tiers of protection and retribution talents if we so desire. Divinity in protection and Crusade in retribution are both considered to be mandatory talents and I haven't seen anyone skip either talent. Divinity is amazingly potent for only three talent points, and Crusade helps to buff our signature spell, Holy Shock. Eternal Glory in protection is also very popular, although it was recently discovered that the proc has a 15-second cooldown that reduces its value. I've been seeing a lot of paladins only putting one point into EG now.
Improved Judgement is the other non-holy talent that I see people picking up, although its utilization varies. Some people swear by two points in it for our long-range Judgement attack, while others put one or no points into the talent. If you're playing close to the boss then the talent is wasted, but I find myself standing behind the ranged stack to hit them with Light of Dawn quite often. We can also add range to our Judgement by picking up Enlightened Judgements, which comes with a few perks on top of the range addition. How you flex your points between EJ and IJ is up to you, and I've seen every combination. I recommend at least one point in EJ to give you the hit chance necessary to land your attacks regularly, and this will become even more important when we learn Rebuke in the upcoming patch.
Word of Glory talents are falling behind
I originally loved the idea of picking up Last Word to give our Word of Glory a boost when used on low-health tanks, but in a raid, it's so much easier to use Light of Dawn instead. If a tank is low on life, I am already casting Divine Light. Many other paladins have had the same revelation, and so most are putting but a single point into Last Word just so they can move down the tree. Glyph of Light of Dawn is fairly mandatory for any raid healer, and even with Glyph of Word of Glory, I don't find myself casting it that often. I am seeing a lot of holy paladins only putting the one mandatory point into Last Word and just one point into Eternal Glory. The WoG talents simply aren't that great.
Blessed Life vs. Tower of Radiance
Tower of Radiance went from being a core of the holy paladin healing paradigm to a second-class talent that rarely sees use. The only real use case for ToR is if you're going to be using a lot of Divine Lights. I like to use two Divine Lights, weaving in a Holy Shock, and then using a Word of Glory or Light of Dawn with my three holy power points. It helps reduce our mana usage when we're required to use Divine Light to keep the tank up, and I've found it to be very valuable in these situations. Even without using Holy Shock you can still make every fourth cast a Word of Glory to avoid running out of mana.
ToR's next door neighbor is Blessed Life, a very underrated talent. I originally figured it to be a PvP-only talent, where it certain shines, but I've found BL to be very valuable in raid situations. We take damage all the time and BL helps us generate extra holy power points we can convert to finishers easily. After looking through my World of Logs reports, it's clear that Blessed Life is contributing significantly more holy power points than Tower of Radiance. While I don't suggest skipping ToR, some paladins are dropping it.
Paragon of Virtue: A rare luxury
Paragon of Virtue is a talent that I didn't like until I actually tried it. I get that it reduces the cooldown on Hand of Sacrifice, and that's great. HoSac is one of the few "external" tank cooldowns still available, and Protector of the Innocent ensures that we won't die while sharing some of the tank's damage. There's value there, especially for progression raiders facing heavy-hitting bosses. The Avenging Wrath cooldown reduction is equally important as it allows us to to heal through heavy damage phases or to compensate for Divine Plea.
The Divine Protection cooldown reduction is something a lot of players glance over, but it's actually quite powerful. It allows us to reduce all damage taken by 20% for 10 seconds every 40 seconds, meaning we can have it up 25% of the time. If timed properly, you can reduce your incoming damage significantly, and since it doesn't activate Forbearance, there's really no reason not to use Divine Protection. Start using it more often! You can even pick up the Glyph of Divine Protection to allow you to mitigate 40% of incoming magic damage (at the cost of the physical damage reduction). On fights with tons of magic damage being dealt, this glyph is incredibly clutch.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 3)
JC_Icefox Jan 23rd 2011 6:29PM
Man, I only just realized the Holy tree is covered on Sundays. Crazy...
Peradur Jan 23rd 2011 7:26PM
You pay ret, don't you?
JC_Icefox Jan 23rd 2011 7:42PM
Regrettably no, I am not a small business owner, therefore I have no employees. I probably wouldn't hire a Ret paladin anyway, as they would subsequently complain that their wages were insufficient compared to other classes despite them having their benefits package buffed in compensation. They would probably then refuse to work due to a gimped work environment, subsequently posting on the Better Business Bureau forums that I have no idea how to run a business despite the fact that I would be equal opportunity employer to their Prot and Holy cousins.
Besides, I'd much rather hire shaman and mages, they're typically the most well natured classes, and almost never ask for a raise unless the wage disparity is genuinely noticible.
(Due note: I don't play a paladin period. This was good natured ribbing.)
Peradur Jan 23rd 2011 8:12PM
Stupid phone touchscreen.
And, touchè on your reply. My comment was intended as a poke also. I'll have to remember to use my emoticons to help convey tone. :-p
JC_Icefox Jan 23rd 2011 8:22PM
@peradur
I suspected as much, but the typo was too easy too pass up on. : D
Solanstus Jan 23rd 2011 6:34PM
So is the holy paladin not viable as a ranged DPS anymore?
Jeff (Not that one ^ ) Jan 23rd 2011 6:47PM
I don't believe so. Based on what's been said recently, it's just not competitive.
Necromann Jan 23rd 2011 7:02PM
It's viable for soloing, just not for any end game content like 5 mans and raids. And only for soloing if you specc for it.
Chase Christian Jan 23rd 2011 8:02PM
I play holy DPS (shockadin) for questing and soloing, but it simply doesn't scale well enough for raiding.
ToyChristopher Jan 23rd 2011 8:16PM
How much dps does your holy paladin put out?
For questing I mean. I usually am around 4k dps (although I can boost it higher with cooldowns). Does it get higher than that?
Talaamu@Spirestone Jan 24th 2011 12:20AM
Chase,
Lets assume, for theorycrafting's sake, that 4.1 comes with a raid with lots of undead. Would it be possible for a shockadin to be competitive then?
Chase Christian Jan 24th 2011 1:03AM
Even with 100% undead/demon, we still aren't competitive. Our DPS spell crits are only 150%, unlike those of the other casters, which are 200%. This means that even though we're critting with Exorcism 100% of the time, we only crit for 150% damage, meaning undead/demon targets are less than a 50% DPS boost (since we have some crit already).
If we had a 200% crit modifier and the boss was undead, I could see us pushing 10-12k. While it's not amazing, we can also fall back and heal easily, giving us some serious hybrid action. 12k DPS on demand while missing only a few healing talents could be a real boon on a fight with an undead (or demon) target.
Relamunn Jan 23rd 2011 7:37PM
I would really like to see your World of Log reports regarding Tower of Radiance vs. Blessed Life. I've had (what I feel are) very strong results from Tower of Radiance.
I think the dividing line on whether or not to get ToR should probably be based on healing role. If you're primarily healing the tank, ToR provides good returns, if you're mostly raid healing you're not going to get much use out of it.
HolyLiaison Jan 24th 2011 3:39AM
It really depends on the fights you are doing. Some boss abilities don't trigger Blessed Life.
I still find the Blessed Life talent super useful though!
http://www.worldoflogs.com/reports/1puja5f4kgflsbz6/details/7/
That's a (complete) log of mine from a couple weeks ago where Blessed Life out performed Tower of Radiance. Then if you look at the next weeks parse Tower of Radiance out performs Blessed Life. It all depends on the boss mechanics and if they trigger Blessed Life or not.
ToyChristopher Jan 23rd 2011 8:19PM
I would like you to specify if you are talking about 25mans or 10mans. I've tried using light of dawn in 10s but it really doesn't seem to be worth it compared to Word of Glory, especially with lucky eternal glory procs.
The logs I've looked at seems to indicate that for 10s, Word of Glory is used more often than Light of Dawn.
Diatenium Jan 23rd 2011 8:31PM
Light of dawn really only shines for 10 mans in "Huddle" phases, like Cimaeron's fued phase or Al'akir's acid rain phase, I find. Otherwise it's generally best to just spot heal people with holy light, but always be mindful of player positioning and a clever holy paladin can put LoD to good use!
riley Jan 23rd 2011 8:33PM
I find that to be true. Trying to get 5 people in a LoD in a 10man when most fights require people to spread is very difficult.
Diatenium Jan 23rd 2011 8:28PM
Very insightful, thanks Chase!
I generally didn't spec into blessed life not so much because I thought it a pvp talent but because I wasn't sure what it would read as "Damage", and that it wouldn't contibute enough to healing throughput to warrant the investment, I also prefer tower of radiance because of its predictable nature, even with the recent nerf.
An awesome thing about ToR is that it takes a second to proc, so if you divine light a beaconed target with 3 holy power and immediately use the holy power for, say, light of dawn, you'll end up with one holy power from the tower proc, very clever!
It also adds a "Swing" to raid healing--generally I tank heal but sometimes there's situations where I can use LoD at no expense to my tank healing thanks to my Beacon--I'll spot heal a target with the least amount of health with holy shock, LoD, Divine light my beacon, LoD, and repeat. Infusion of light really shines in this department, I think.
I wasn't aware of this stealth nerf to eternal glory, not that it really mattered, I only invested one point in it anyways, personally I wish the talent also encompassed light of dawn.
riley Jan 23rd 2011 8:28PM
Are other holy paladins really using Holy Light as their main heal in raids? Mine only heals about 9.2K fully raid buffed and my ilvl is 351. Thats not even 1/10th of a anyones health pool. Am I doing something wrong? I tried holy lights but dps'ers health drop way to low not use Divine Light, even with two other healers.
Diatenium Jan 23rd 2011 8:35PM
Holy light's intended as your middle, efficient heal, it's intended to players taking minor damage that can coast through, it's not intended to have massive numbers but is useful for conserving mana in the long term.
Divine light's preferable for players taking predictably heavy damage, if players are taking massive damage and you cannot anticipate it, however, you may need a refresher on the boss's mechanics, or the player needs to get out of the fire.