The Light and How to Swing It: Patch 4.2 looms heavy for holy

Patch 4.2 is hot on the heels of patch 4.1 -- it's already on the PTR. We can look forward to the upcoming Firelands quest hub and raid coming out soon. As with any patch, there are plenty of class changes and balance adjustments. If there's one thing that I've learned over the years, it's that no news is good news when it comes to holy paladins and patch notes.
Unfortunately, there is news.
Rebuke, Divine Protection, and Divine Shield all scored new icons in the patch, which you can check out in this article's title image. Divine Protection also received a new spell effect, which is also featured above (I call it the Divine Beach Ball). Our Speed of Light talent was also modified to reduce Holy Radiance's cooldown by an extra 10 seconds (giving it an effective cooldown of 20 seconds), and the speed boost was tied to Divine Protection. Neither of these changes is actually live on the PTR, so you'll have to hold your breath for now. Also, holy paladins are slated to receive the biggest nerf any spec in this expansion.
All of our direct heals, save for Holy Shock, are having their mana costs increased significantly. The increases range from about 14% to 20%, with Divine Light seeing the smallest bump and Holy Light seeing the largest. You should be feeling déjà vu right now, as we received similar treatment in the eleventh hour of patch 4.0.6 just a few months ago. The last nerf was only a 10% increase across the board, so clearly Blizzard intended to hit harder in round two. Holy Shock was originally slated for a nerf, but an update to the patch notes reversed that decision and actually cut the mana cost of Holy Shock instead. It is a buff, but doesn't come anywhere near offsetting the nerf to the other spells.
Zarhym told us that we were being nerfed to bring us back down to the level of the other healers. He also mentioned that we were often using Divine Light too much instead of the more efficient Holy Light. If that's the case, why did Holy Light's mana cost go up by a larger percentage than any of our other spells?
Putting it in perspective
Looking over my last Nefarian parse, these changes would cost me about 90,000 mana. Obviously, the effect is going to be smaller on shorter fights, but now you can get an idea of the scale of the nerf. In comparison, I received 45,000 mana from Replenishment, 40,000 mana from Divine Plea, and 150,000 mana from Judging with Seal of Insight active. Imagine raiding without Divine Plea and Replenishment -- that's what healing in patch 4.2 is going to feel like. If you end a fight with 50% mana today, you'll be completely empty in patch 4.2.
A compounding problem
The scene looks even more bleak when we see the patch notes that tell us that Mana Tide Totem's potency was cut in half, which affects all healers in your raid. On top of that, Innervate now restores a fraction of what it once did when used on anyone but the casting druid. Holy paladins are going to see less mana coming in from other sources than we have throughout Cataclysm's first tier of raiding; meanwhile, our costs are going up anyway. Be sure to stock up on Mythical Mana Potions.
With every raid healer seeing less mana coming into patch 4.2, I'll be very interested to see how Blizzard manages to balance the encounters. There's a fixed amount of healing that we can do with each point of mana we have, and by reducing that mana value, our total healing possible goes down as well. We're going to need to tighten our belts if we're going to maintain our current output. We'll need to use Divine Plea every time we can, and any extra melee swings we can score to proc Seal of Insight will help as well.
Double crits might help
The silver lining of patch 4.2's otherwise cloudy disposition is the introduction of double crits for healers. Our heals that are critical strikes will now do double the original healing instead of the 50% boost that they'd seen in the past. The change does buff the potency of critical strike rating for holy paladins, though I don't think it really shifts the balance at all. Critical strike rating does affect all of our heals (save Lay on Hands); that gives it an edge over our Illuminated Healing, which doesn't work on several heals. Since we can now use Holy Radiance more often, the fact that mastery still doesn't affect HR pushes it farther down our priority list.
The problem with gearing for crit is that you can't depend on it. While it might reduce our overall mana costs over an encounter, which would be a welcome change, we can't count on it to give us the throughput when we need it. I might prefer it over mastery, but that's still not saying much. If nothing changes between now and Firelands, I expect to be reforging to spirit as often as possible. It's still better to gem and enchant for intellect, but spirit is going to be crucial to maintaining a decent mana pool.
Mana saves lives
If everyone plays perfectly, the amount of healing required by a raid drops dramatically. Much of the incoming damage that we're dealing with on a daily basis is avoidable. The catch is that nobody plays perfectly, and so we use our excess mana to help save people who step in the fire. With our mana running lower than ever, we won't have the luxury of tossing out a few extra Divine Lights to top off an errant raider.
When healers have excess mana, everyone can make more mistakes. When we're low on mana, everyone needs to play better. With the difficulty of Firelands raid bosses sure to trump that of the first tier of Cataclysm, we aren't going to have many Get Out Of Jail Free heals available. Raiders have the ability to compensate for the nerf by reforging and adjusting their stats to help increase their mana regeneration. Holy paladins that were newly level 85 were already having problems healing dungeons, and so this nerf hits them the hardest.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 3)
Delphenus May 15th 2011 4:11PM
Actually, that Divine Beach Ball was always the spell effect for Divine Protection. It just faded quicker than most people would notice.
Chase Christian May 15th 2011 4:25PM
Good catch, I didn't know that. The beach ball replays several times during the buff's duration now.
pancakes May 15th 2011 11:07PM
It also looks "redder" on live than in the screenshot there. May just be ambient light or something.
Elmouth May 15th 2011 4:14PM
Oh great, more healing nerfs, definitly needed those ...
etherlithium May 15th 2011 4:29PM
... I'm speechless. No, not at the increased mana costs, harsh as those are. At the linkage of Divine Protection and Holy Radiance. This is a serious PvP nerf, assuming that the internal CD is triggered when you use either for the proc. Sometimes you might want to pop the 20% DR to eat damage and keep the sprint from HR available to break LoS.
dj.clayden May 15th 2011 4:41PM
I can't see mention of an internal CD anywhere - could someone clarify for me?
etherlithium May 15th 2011 4:47PM
I assumed that the speed buff would proc off either but have an internal CD, i.e. that using it from protection blocks it from being used from radiance. If this is not the case, then it is actually a tidy PvP buff and I stand corrected.
Chase Christian May 15th 2011 4:49PM
@dj.clayden
etherlithium is thinking that you will only be able to get the speed boost from Speed of Light every 30 seconds (or so) rather than getting the speed boost every time you use either ability. We'll have to do some PTR testing to figure out the exact mechanic, but when I last checked, Speed of Light was still bugged (although I heard it's fixed now).
dj.clayden May 15th 2011 4:51PM
Hmm I'm worried now :P When I first read it I was ecstatic, but frankly that means you're probably right - it does seem too good to be true. Then again the severity of the mana efficiency nerf warrants some sugar-coating :(
Chase Christian May 15th 2011 4:54PM
Just confirmed - they work back to back. If you pop one while the other is active, it refreshes the duration. I was able to do HR -> DP -> HR in just 20 seconds, getting 3x Speed of Lights.
Holy paladins are going to be SLIPPERY.
Sumadin May 15th 2011 4:31PM
Back to adabting i guess. Good thing we have always been good at it.
Personally i might try going allout output and see if i can get my holy lights to become powerful enough to be even remotely viable, through max use of crit and haste. Ties nicely with our tier set aswell.
jessieveller May 15th 2011 5:00PM
Sooooo....make our holy lights as fast and powerful as possible? OKAY! We have plenty of practice of that from Wrath! Woot.
Patrick May 15th 2011 4:32PM
Not that 10M heroic was easy or anything. -_-;;
Diatenium May 15th 2011 4:52PM
You forgot to mention the redesign to Denounce.
Additionally, you forgot to mention our tier in 4.2 and how they are exceptionally itemized, containing nothing but crit, haste, and spirit.
Chase Christian May 15th 2011 4:57PM
"Forgot to mention" vs "Sunday articles written on a Wednesday". I will be covering these topics next week, I actually had to go in and make edits to this week's article to correct the reversal of the Holy Shock mana cost nerf. Unfortunately when we're dealing with fast-breaking news like PTR notes, I am stuck writing up what's available to have it edited by the weekend.
Diatenium May 15th 2011 5:08PM
Fair enough.
I look forward to reading next week's article then, hopefully then something radical won't happen like getting our mastery fixed and the article ends up being about a slight pvp/soloing buff.
Well, okay, I think we could all afford the awkwardness of a slightly out-dated article if it meant our mastery could pull its weight proper.
Touk May 15th 2011 4:55PM
I'm not panicking until I see how the encounters are going to be. They said that they wanted spell choice to matter, and if they increased int (with the 4.2 gear) but not mana cost on spells or regen mechanics, we'd be able to go back to DL spam the way HL and FoL spam was the style in ICC.
I expect to see nerfs like this to other classes, really. Biggest problem is going to be for new 85s trying to gear up. Unless they somehow nerf heroics or buff luck of the draw or something, new 85s aren't going to have mana.
Chase Christian May 15th 2011 5:02PM
How far does that logic go, though? Any time healers get more gear, we are going to be able to use our more powerful spells more often, that's just the nature of int/spirit. The idea is that the later encounters hit harder and more often, so we have to use up those extra casts in a meaningful way. In Icecrown, we were healing people from 0-full in almost a single cast, and so Blizzard COULDN'T design the bosses to hit any harder without killing someone. We're going to see higher sustained DPS on our raid which we'll need our bigger heals to deal with, and our gear improvements let us have the mana for those bigger heals.
Diatenium May 15th 2011 5:16PM
I'd have to agree with Chase, here.
At this point divine light won't ever be nearly as powerful as holy light in wrath. A crit from divine light'll only heal a quarter of your tanks health, and that's assuming the new healing crit buff.
My only problem with this is that while this is to ensure that holy paladins don't become mandatory by sheer virtue of no other class being able to heal through the massive tank damage, I can't help but feel later tiers will bring us to the "one button healing" problem we saw in ICC, which was extremely boring.
Of course, as we increase in healing power and mana while the boss goes up in damage, I suppose it's important to remember that the tank's health and avoidance goes up, as well, barring arbitrary tank-damage mechanics, so little may change at all, it's really hard to see that far into the future.
Celeane May 15th 2011 6:01PM
Yep, also expecting nerfs to other healers. As has been said many, many times on the forums, Paladins were the main ones using their efficient heal. By all reasonable standards they WERE working as intended. If they don't use Divine Light as needed, how are the other healers supposed to cover?
I also think this on top of the mana tide/innervate nerf is too much. Mana cost decreases are extremely powerful (drool at Shard of Woe). An increase is going to be doubly so.