The Light and How to Swing It: Patch 4.2 shakes up our heals

I wasn't very happy with the first round of notes for patch 4.2, as they contained several holy paladin nerfs. I had originally thought that Blizzard's developers were just trying to keep holy paladin mana in line, but it looks like they actually had a few other changes up their collective sleeves. We've learned about several new mechanics that shift the balance of power between our healing spells and even offset much of the expected loss of power.
Our new set bonuses help us recover some of that lost mana and also boost the effectiveness of our expensive heals. While Blizzard states that class power is not designed around set bonuses, our potency is still affected by them. In addition, some key talent adjustments have the potential to completely change the roles of our heals, including letting Flash of Light be instant-cast (with a proc) and significantly bolstering the effectiveness of Holy Light when used in a Beacon of Light environment (which is always). These are the type of exciting patch notes that I can get behind, as they are aimed at adding diversity to our relatively stale lineup of direct heals.
Holy Shock's mana cost is plummeting
The original version of the patch 4.2 notes called for Holy Shock's mana cost to be raised to 9% base mana, from its current cost of 8% base mana. The change was quickly reversed, and Holy Shock's mana cost was actually dropped to 7% mana. Holy Shock is one of my most-used heals, and so saving 1% base mana per cast is actually a pretty big deal. It doesn't offset the fact that Divine Light's mana cost went up by 5% base mana and Holy Light's cost increased by 2% base mana, but it does help somewhat.
Our new tier set, Immolation, has a two-piece bonus that reduces the cost of Holy Shock even further. When casting Holy Shock, we have a 40% chance to turn 6% of our base mana. Considering that Holy Shock will cost 7% of our base mana per cast in patch 4.2, that means that 40% of our Holy Shock casts will only consume 1% of our mana. If we cast five Holy Shocks with our two-piece bonus, we'll only spend 23% of our base mana, instead of the 35% we would've used before. Averaged out, it cuts the mana cost of Holy Shock by about a third, which is a pretty good deal. We'll definitely be leaning on Holy Shock to help offset the other mana cost nerfs.
Infusion of Light repurposes Flash of Light
The new version of Infusion of Light now affects Flash of Light, reducing its cast time by 1.5 seconds. If you're familiar with the spell, you know that Flash of Light's cast time is already less than 1.5 seconds with any amount of haste. The combination of IoL and FoL means that FoL becomes an instant-cast spell any time that IoL is active. Holy paladins now have another instant heal option, and I can already see the usefulness of such a spell. While it is crazy-expensive, I always like having a lot of options.
On a fight like heroic Chimaeron, we're tasked with healing a tank from 1 HP to full HP in literally seconds. Lay on Hands may get the job done, but if we wipe, I'm stuck waiting on a very long cooldown. I could easily save an Infusion of Light proc through the Massacre and then unleash an instant FoL while getting into position to help get the tank's life up quickly. The high mana cost of FoL will also keep us from abusing it all the time, so we need to save it for situations where our target simply can't wait for us to cast a heal. Keep IoL-boosted FoLs in your toolbox for fights with heavy movement, too.
Holy Light makes friends with Beacon of Light
Do you remember where you were when you found out that Beacon of Light was getting cut in half in Cataclysm? I was at the grocery store, and someone texted me the news. I almost dropped a jar of Nutella. I wasn't sure how we were going to function without the old Beacon, but clearly we've been able to adapt. The developers' current issue with holy paladins is that we can use Divine Light too often, neglecting our cheaper heals once we have great gear. In order to fix that, they're buffing Holy Light, to make our economical option more attractive.
The change means that 100% of our Holy Light healing is replayed through the Beacon, which boosts the effectiveness of Holy Light by something like 33%. Holy Light's mana cost is going up by 20% in the patch, but this change more than offsets it, as long as the Beacon target can use the healing. It also means that we can spam Holy Light on the raid and still have the tank receiving some serious healing at the same time. Holy Light spam still doesn't keep a tank alive, so we'll still need to reach into our toolbox and use Divine Light, but it means that we won't fall so far behind when we do use Holy Light. I'm a bit worried about what it means for PVP, but Holy Light doesn't see too much usage in arenas, so it may not be a significant issue.
Glyph of Holy Light returns, almost
Our new four-piece bonus allows our Holy Lights, Divine Lights, and Flash of Lights to splash 10% of their healing to a nearby target. While it's not quite as good as the old Glyph of Holy Light from the days of Wrath, it does have the potential to boost the throughput of our casted heals by 10%. We're still a long way away from having four pieces of the Immolation set, as we don't even have an official date for the patch, and there are still bosses to kill. The key is that our four-piece is starting out pretty awesome, which is a step up from our last set. In addition, there's no mastery on our tier at all, so we'll be able to enjoy more haste and spirit than usual.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Sinextro May 22nd 2011 8:21PM
Hot dog! This has me excited to jump back on the paly pony!
Arrohon May 22nd 2011 8:45PM
This is probably a stupid question (I mostly DPS but I will SOMETIMES get on my pally to heal a normal dungeon) but is the mana gained from int not part of the base mana? I doubt it is otherwise getting more mana is pointless but I want to be sure.
Chase Christian May 22nd 2011 8:57PM
Correct, any gains from buffs / stats aren't counted. Every single level 85 paladin has identical base mana.
Anony Moss May 22nd 2011 8:59PM
Base mana does not include mana gained from additional int on gear.
It does however change as you level up.
For instance, at 80, 1% of your base mana could be (as an example) 200 mana. At 85, 1% of your base mana could be 500 mana. This would mean that all spells cost 2.5 (or 500/200) the pure mana cost at 85 as they did at 80. This is why you'll notice that when you level a caster from 80 to 85 that they get WORSE as they level, until their gear has caught up.
Tom May 22nd 2011 9:54PM
They'll get worse if they have meaningful gear at 80. I'm pretty sure that if you're leveling straight through from 79 to 85 your spells will become more powerful as you gain both levels and better equipment.
fallemwarrior May 23rd 2011 9:57AM
take off all of your gear that's approximately your base mana
Xayíde May 23rd 2011 11:40AM
@fallemwarrior
That's EXACTLY your base mana =) (considering you have no buffs on)
Xanadal May 23rd 2011 3:56PM
Its actually not, you need to subtract the amount of mana you get from your intellect, that would be your base mana.
KevinWiles May 22nd 2011 9:10PM
I greatly prefer my class at the first patch to still be playing pretty similar to the way it began the expansion. Which pallies rarely do. It's very frustrating. Raising or lowering some numbers for balance is understandable. Randomizing pally spells is not.
Does Blizzard not want us to play pallies? Or merely not to enjoy it?
Anony Moss May 22nd 2011 9:04PM
This is exactly the problem I'm having. I can't stand how often we're having to completely significantly change the way we play.
Recently I've been less than enthusiastic about playing to begin with and these are the kinds of changes that make me consider leaving the game all together.
omedon666 May 23rd 2011 4:50AM
This is probably the greatest contributor to my personal burnout: feeling new every 2 months when I've been playing for 6 years. An investment of time like that should be rewarded with a perception of competence and confidence, and WoW isn't providing that.
I get that they just re-wrote essentially the game from scratch, I'm understanding... to a point. That point ends when I'm asked to forget that this rollercoaster, while not as steep as the cataclysm dip, has been happening for years, which I can't. It's getting cumbersome. The game is angled to support altoholism, but not with this constant barrage of "feeling new again".
I felt out every class in WOTLK, because the expansion was designed, in part, to let us do that, and I don't even recognize my characters much any more unless they have made it into the top 3-4 I've cared enough to maintain (beyond "crafting alt level") through this expansion's twist and turns. I used to be, if I do say so myself, a great asset to my guild for advising just about every class and spec. Now?... I shamefully shrug my shoulders, and go back to reforging my 2-3 active characters.
Xayíde May 23rd 2011 11:47AM
I think pallies are among the classes that were most changed in Cataclysm. The whole Holy Power story made them a whole different class. That made class balance to go back to square 1 in some way, I think. Designers must be having to adjust and adjust and that can be annoying... It must suck, really =/
Anony Moss May 22nd 2011 8:57PM
This still leaves me less than happy with the overall changes. I by no means thought Pallies were pulling too-strong healing numbers compared to other classes (which have seen significant boosts recently in healing abilities). Even with these additional changes, chances are this nerf will hurt - and hurt a lot.
My biggest issue, more than the pure numbers behind it, is simple: they're significantly changing the way a holy pally will heal AGAIN. In the past, what - 5 months?, we've had our method of healing change drastically time and time again. From the original transitional change between WotLK and Cata, then the HL/ToR nerf, then the repeated changes and nerfs to LoD. Each time the community seems to finally get a grip on how to best play our class, Blizz goes and changes a fundamental aspect of it. It was somewhat understandable in some circumstances (even though the changes/nerfs were done in moronic ways), but right now I find it particularly offensive to see us nerfed from mediocrity into the weakest link.
Enough is enough.
Vision33r May 23rd 2011 4:00AM
Blizz anticipate community resentment, which is why their usual reply is.. "Why don't you just quit then?"
Yes, which they means if you don't like it you can leave. We don't need your business.
jfofla May 23rd 2011 1:18AM
Evolve or Die
What is with all the curmudgeon Holy Pallies?
Do you seriously want a static class?
sharlatan May 23rd 2011 8:00AM
@jfofla
No, but then I dont expect not to recognise it from patch to patch.
Next patch mages will be using wands exclusively, or can melee, dont like that? tough shit, stop being anti change.......
Harvoc May 22nd 2011 9:13PM
I was reading your article while eating a piece of bread spread with Nutella. Coincidence? I think not!
Matthew May 22nd 2011 10:05PM
Try nutella and peanut butter for an ultra sumptuous yummy snack. Add Bananas if you're feeling risque
Necromann May 22nd 2011 9:53PM
Mmmm, Nutella.
Diatenium May 22nd 2011 9:56PM
The changes to holy light's interaction with our beacon really solidifies it as a raid-healing spell, I like to think that anything that reduces the upkeep on us healing the tanks makes us better equipped to contribute to the raid's health.
By this new design, holy light is now extremely inefficient when casting on your beaconed target and does not proc ToR, as such you should reserve healing your beaconed target for instances of heavy damage, with more powerful spells.
The changes to infusion raise the value of crit now not just for throughput but for mobility, while inefficient flash of light is still fairly powerful, and the ability to cast it instantly gives us a lot more options in movement-heavy encounters.