The Light and How to Swing It: Holy paladins just can't get ahead

I've been finding that there's a cycle to the holy paladin changes we've seen in Cataclysm. The latest bug with Conviction serves as the perfect example. Conviction's 9% extra healing wasn't being applied to our heals on other players, and so our healing potency was less than advertised. Holy paladins were still relatively good, even with this bug still around. Top guilds have been using holy paladins as their go-to healers, and our toolbox is diverse enough to handle what any dungeon boss can throw at us.
The fact remained that Conviction was broken, and it's not good for business when you have serious bugs affecting a class. The developers quickly hotfixed the talent, and holy paladins were suddenly seeing a 9% increase in outbound healing. A class that was already good just got better, and not by any small amount. In order to prevent us from become too powerful, Walk in the Light was quickly nerfed.
Relative power
Unfortunately for us, there are other classes in the game. Holy specs have been dominating, and giving paladins a serious boost in potency is not a good way to ensure that druids and shamans aren't getting benched. We're not the only healing class, and we're not being balanced in a vacuum. We need to have the same relative strength as our colleagues. While a 9% differential may be okay in the long run, holy paladins were already in the lead. Blizzard's devs obviously want to solve problems and fix bugs, but holy paladins were already balanced around Conviction being broken.
Theoretical performance is important, but it simply can't replace real-world testing and numbers. We were designed around Conviction working, but the empirical values that were being collected were faulty. At the end of the day, holy paladins need to be relatively balanced when compared to the other healers. Even with the nerf to Walk in the Light, we still end up with a net gain to our overall healing from the Conviction change. It's a buff -- it's just not as large as we would've liked to have seen. Can we really complain when our already potent class becomes even stronger?
Buff our mana, nerf our mana
After all of the Conviction/WitL changes are said and done, we'll see a 4% buff to our healing throughput. Divine Plea is also being buffed on the PTR, and in two separate ways. Its duration is being cut to a mere 9 seconds, meaning our healing is subjected to the Mortal Strike effect less of the time. In addition, it now restores 12% mana instead of 10% mana. The glyph was buffed too, increasing the final mana amount to 18%, versus the 15% of the past. It's a buff to our overall mana and healing, which is always a good thing.
Remember what happens when our already-potent class gets buffed? A nerf comes in to ensure that we remain balanced. All three of our single-target cast-time heals had their mana costs increased by 10%, resulting in a hit to our efficiency. It's not a 10% loss, since many of our spells are unaffected by this change, but it still hurts. When balanced against the Conviction buff and the Divine Plea improvements, we're probably going to end up about where we started. Our heals are going to hit a bit harder, while our mana pool is simply a bit smaller. In the end, it's a push.
I really don't see the changes as being that severe, and my experience on the PTR reflects that as well. Do you always Divine Plea on cooldown? I usually only activate DP maybe once or twice a fight, and so I know that simply using it more will offset the increased mana cost of a few of our spells. It's rare that you're actually stretching your mana as far as it can actually go, and so this change simply means we need to be more disciplined -- but only a bit. A mana potion or a few extra Seal of Insight procs will offset the change easily, and so it's only the careless who will be feeling any pain.
Beware of the healing meters
It's easy to look at the news reports of the Lady Sinestra kills and assume that holy paladins are the best healers in the game simply because they're located at the top of the healing meters. The truth is that WoW has to be balanced at many levels, from regular dungeons to the world's most difficult heroic raid encounters. Superguilds like <Paragon> or <Method> push mechanics to their limits in order to be the first to achieve truly impressive feats, but their positions are truly unique. The vast majority of holy paladins will never get to be in these situations. While their experiences are valuable, the limits of balance can break at the bleeding edge of progression.
The reverse is also true. For most raids that are working on normal mode encounters, class balance is rarely the limiting factor in how well holy paladins perform. Learning to play your holy paladin more efficiently and more effectively is nearly always going to result in a bigger difference than a simple buff of nerf. Your fellow raiders' learning to avoid fire and lava is going to affect the difficulty of healing an encounter far more than fixing the Conviction bug will. You would have to be playing your paladin perfectly and at the exact limit of its potency for the mana cost nerf to really impact your gameplay. How many of us end every encounter with zero mana? I actually don't mind nerfs like these, as they give me a chance to challenge myself to find ways to compensate. Nerfs can be an opportunity to improve your play, while buffs simply do the work for you.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 3)
Monion Feb 6th 2011 4:09PM
"For most raids that are working on normal mode encounters, class balance is rarely the limiting factor in how well holy paladins perform"
This, this, 1000 times this! As a raid leader of a guild running through normals, high end class balance doesn't mean a thing when a player's skill level (or lack thereof) will totally shadow any class imbalances. If your players aren't already playing near a class's maximum theoretical output, class imbalances will be a much smaller reason for anyone not doing enough healing/DPS/threat, and if they're using that as an excuse, then they're clearly not learning their class as well as they should.
wow Feb 6th 2011 4:38PM
Not to mention that the difference between classes scales.
If the surv hunter is doing 5k more dps than you, and you think thats ok because X site says that in BiS gear surv does 5k more dps than you, your doing it wrong.
If your doing half the dps that the site says you do in BiS gear, the difference should be about half.
Assuming your actually playing perfectly.
adamncsu Feb 7th 2011 2:41PM
Class balance is important at all difficulty levels.
You don't have to be playing at your maximum output to see imbalance between classes. A holy pally might heal for more than a resto shaman even with equal skill level. So, assuming raid composition is ideal, the RL would bring the pally because their HPS is better.
Wiebelhausgmailcom Feb 6th 2011 4:16PM
I'm getting sick of this nonsense. I've played a paladin as a main for six long years and it's always something up and down roller coaster and I'm just tired of it. /logging off of wow and onto rift.
wow Feb 6th 2011 4:33PM
Have fun, and enjoy your next up and down roller coaster.
Any large and complex game will have the same issues of numerous, or will have a massive class in balance.
Ice Feb 6th 2011 4:36PM
"it's always something up and down roller coaster"
Um... welcome to all other classes in game? Paladins are not immune to nerfs and buffs despite being very powerful overall in general since dawn of time.
wutsconflag Feb 6th 2011 5:00PM
Have fun playing Rift, since it's soooo much different than World of Warcraft...
wow Feb 6th 2011 4:31PM
A nice article, great in context to the large amount of QQ tears I've seen over the HPall efficiency nerf (nom nom nom QQ tears, delicious)
Although one thing, I suspect that blizzard balanced healing with the conviction bug 'in mind' even if they didn't realize it. I suspect they use a part of the game engine to produce numbers for balance purpose, which would (I suspect) reproduce any bugs found in game.
Not to mention due to the nature of HPallys, and their mass of free heals, I would assume they can't be balanced in a similar fashion to other healers.
dj.clayden Feb 6th 2011 4:38PM
I apologise for this being somewhat off topic, but it's at least partially relavent so I'll give asking it a shot:
Is it (in your opinions, and of anyone you've spoken to) true that Paladins are currently "OP" healers?
I only have 1 max level character (paladin obviously), and I only play it as Holy - so I have no idea of how mana regen and throughput feels in practice. The question I posed is open-ended and horrific, so perhaps try to answer me this instead:
Of a Paladin and an being played at roughly equal skill levels - which of thw two would you expect, on the majority of fights, to achieve greater throughput, and/or which would have more mana left at the end of the fight?
ON TOPIC:
I really enjoyed reading this article, it seemed to be a much more insightful read than most of your articles (this isn't to downplay your other articles, but personally I've found them to not make a particularly strong point about anything. Conversely they produce wonderful comment discussion, so it's personal preference). You've completely hit the nail on the head by saying that the mana cost nerfs will be balanced by the DP buff. It's taken me a long time on occasions to explain to people that it isn't just a 20% buff to DPs regen, since it will be used more often - in future I'll simply link them to this article to get that (and other) points across :)
TL;DR:
Commenters: Who out-heals paladins played at equal skill, and who has better mana efficiency?
Chase: Great to read article, nail on head, if I could upvote an article I think I would :)
wow Feb 6th 2011 4:46PM
Broad question is broad. Me thinks you should be asking a slightly different question, such as 'is anyone better than HPallys at tank healing' or 'can a class out perform hpallys at raid healing'.
As far as I know, paladin healers are (currently) considered the best tank healers in game, and 'ok' raid healers.
Mean while holy priests are (currently) considered the best raid healers in game, and 'ok' tank healers.
dj.clayden Feb 6th 2011 5:07PM
I've found (at least in 10s) that assigning people to tank/raid healing is suboptimal, and it's we've just been letting people intuitively heal what is best for them to heal. Obviously in 25s I'm sure healing assignments are required :)
wow Feb 6th 2011 7:12PM
I've found that, while you can run without assignments this can lead to situations where tank deaths occur more than needed (seemingly randomly!) and it just becomes 'healers fault', simply because there is no one person responsible for the tank(s).
So we go from
"Why did I die?"
"i dunno, we were all trying to heal the raid I guess?"
to
"why did I die bob?"
"I was trying to help out with the raid healing"
Theres less ambiguity about why something happened.
snuf42 Feb 7th 2011 5:05AM
I strongly believe in using healing assignments even in 10 man. It cuts down on wasted heals versus having three people jumping on the lowest health target.
Assignments in 10 man are a lot less strict, having a tank assignment doesn't mean "only heal this tank". It is however expected for tank healers to take the bulk of that role and raid healers to do the bulk of keeping the raid up. Understanding fight damage patterns is important as tank healers can assist on raid when there is little or no tank damage and vice versa for raid healers.
Of course saying "we don't set healing assignments" may also just mean your healers are working it out between each other. We've found it's usually better for healers to divide up the responsibilities themselves rather than being given an assignment by whomever the raid leader happens to be.
As far as paladins go, the healing team I usually run with is two paladins and myself, a druid. I can state flat out that their tank healing is much better than mine. Even with the nerf, beacon is still a great spell. Pallies raid healing has come along way since WOTLK as well. That said, when we two heal fights we do one paladin and one druid for the additional raid healing.
Scorfula Feb 6th 2011 4:56PM
I actually find that I outperform my Holy Paladin considerably with my Resto druid in Cataclysm.
Although I'm not sure I've really got to grips on the way Holy Paladins work yet and seem to be having more mana issues that other Holy Paladins. I have been playing my Resto druid for much much longer though, and the cataclysm changes are relatively small in terms of spell choice and such, rolling LB was what I used to do before I outgeared everything, and it's what I'm doing all over again, and soon with the upcoming druid talent changes I'm going to be back to spamming Rejuvination on everyone too.
But the Paladin changes still seem to be not quite working for me. I can't really put my finger on why, maybe it's because I can't get the timing down on the HS cooldown and keep pressing it too early or too late, the fact that I instantly go to my HS button now for a quick burst of heals on someone where I used to FoL and find that it's normally on CD, throwing me off by a GCD. I hear a lot of Holy Paladins are forsaking HL now and healing with DL, to generate maximum HP, but that ooms me so fast even with the free HP heals that I can make it workable. HL seems to oom me relatively fast too, comapred to my Resto druid's nourish.
I'm just really having touble finding my groove now. I feel like my heals are certainly stonger on my Paladin, but I also feel like the way I have to heal is more fractured and haphazard and harder to regulate during an extended encounter.
Is anyone else feeling like this? Or I am just still stuck in my WotlK mindset and need to persevere in learning how to utilise my Holy Paladin again?
dj.clayden Feb 6th 2011 5:56PM
"HL seems to oom me relatively fast too, comapred to my Resto druid's nourish. "
Replying to simply this bit, not the entire post:
Spamming HL isn't best for mana efficiency - the most mana efficient "rotation" would be a priority order of:
Word of Glory -> Holy Shock -> Holy Light
Only using WoGlory at 3 points would make this almost as mana efficient, and achieve somewhat higher hps.
Assuming the priority is 3 pt WoG -> HS -> HL, you should regen abotu as much mana as you spend, I'm not really sure how this can run you oom "quickly" :/ If you find yourself struggling for mana with something akin to this HL-only filler priority, then could I suggest you perhaps aim for somewhat more spirit?
Whatever, I hope you learn to enjoy healing as a paladin, utilising all cooldowns (in particular Hand- spells, and Aura Mastery) can genuinly make you a huge asset to a raid, assuming you can heal well enough :)
Cheeselandman Feb 6th 2011 6:32PM
Personally, and I'm not even sure I'm doing this right, I heal on my paladin by using HS as much as I can- but its not my "oh crap" button. My button that I use when someones really low, like about to die, is flash of light. I only use it on people, even tanks that are ~20%, unless I know there is heavy damage incoming. Divine Light I use primarily on the tank, and on dps that won't immediately die, but I can't afford to spend some time and press holy light three or four times. Holy Light I use only when someone NEEDS to be topped off, or when the tank can be kept at a constant life between word of glory, holy shock, and Holy Light.
I agree with you, paladin heals are a bit haphazard, but I kind of like the playstyle. It boils down to "when bored, spam holy light" for periods of light/no damage, and "divine light" when things are entertaining, and flash of light when things go up a certain creek without a paddle.
Cheeselandman Feb 6th 2011 6:36PM
"Spam" was the wrong word to use. Holy Light is for topping people up, and when I can keep the tank up using dj.clayden's order of Word of Glory, HS, HL.
Diatenium Feb 6th 2011 5:00PM
The changes to our non-instant heals and to divine plea really just suggest that Blizz wants you to put a bit more thought into using divine plea and that you really shouldn't be spamming you non-instants like the old wrath days, I find many holy paladins still in the groove of spamming flash of light or divine light and then being confused when they go OOM.
What I -really- love about the changes to divine plea is that it's now short enough to last the full duration of synapse strings, even with that engineer ability being reduced to 10 seconds from 12.
As for the changes to conviction, I wouldn't mind it so much if for the fact that this secretly means that Protector of the innocent has been nerfed by an additional 5%, given that it only worked for self heals up until now.
Kia Feb 6th 2011 5:31PM
God, I am SO sick of this bullshit. This is yet another reason I'm almost definitely letting my subscription run out in March.
Call me when they start buffing other classes instead of just nerfing the one supposedly doing well, maybe then healing will actually be fun again.
Til then I'll be over here eagerly anticipating Rift, GW2, TOR, and TERA. Especially TERA.
wow Feb 6th 2011 5:48PM
Because they should totally always buff every class to the top class. That will make a perfectly balanced game, I'm sure.
Balancing healing is a lot more complicated than people give it credit for, throughput, efficiency, regen, the whole lot are all one giant puzzle and putting one bit out of place will screw with the whole picture.