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
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Reader Comments (Page 2 of 2)
Samuel May 22nd 2011 10:54PM
I see the new setup as casting flash of lights and divine lights on the tank (beaconed, thus gaining holy power) and holy shocks, word of glory, and holy lights usually on somebody else. As a lazy pally who still uses a three-button mouse and healbot, that works pretty well for me. I'll have holy shock, holy light, and word of glory on my mouse buttons, and next to my healbot display I'll have icons for macros to cast flash of light and divine light on the focus target (ie my assigned tank), along with the aoe spells and cooldown macros.
Yes that will work out nicely.
Dumbguy May 22nd 2011 11:54PM
I have to disagree, but I'm one of those pallies running around with blessed life and no tower of radiance, so take that as you will...
Has anyone actually gone in and made the heals-per-second and heals-per-mana comparisons between generally healing your beaconed target for holy power versus healing the raid for the bonus beacon healing?
Sinister May 22nd 2011 10:26PM
As long as Blizz swings the nerf bat at you pallys im happy ... muahahaha
Idaelus May 23rd 2011 6:55AM
You should be more concerned with enjoying the class you play rather than worring about another class being percieved as overpowered.
Wump May 23rd 2011 2:50AM
I'm excited about some of the changes, particularly HL transferring completely, but having IoL include FoL is lackluster in my opinion. With my current gear, and IoL active (not raid buffed) my DL and HL both cast in .79 seconds. I'm struggling to think of a situation that I'd choose to cast FoL over either of those two.
Recubi May 23rd 2011 3:37AM
Once again you guys forget pvp. Reason for mana cost changes is as holy your mana return vs. almost every other healer is stupid (In PvP only that is. . lets be honest Divine Plea is quite the mana return cd vs. other classes). So they lowered it but they are "trying" to make holy more viable in pvp with adding another instant heal option to help with cc lockout cause lets be honest holy is terrible in arena atm.
Which also explains the changes to your tier set inc. . .cause they cant completely gut holy so in order to make it still good they made changes to that to keep you in line somewhat with other healers for PvE.
PvP - mana costs / instant heal option
PvE - beacon fix / tier splash
Now i dont know if the PvE fixes will align you completely but the PvP ones will definately lower your advantage and disadavantage over other healers.
Holypallyftw May 23rd 2011 8:10AM
@wump. Do you ever find yourself moving during an encounter? Ah I found out when you'd use an instant FoL didn't I ?
Oldobelix May 23rd 2011 7:26AM
I'm wondering when blizz is finally going to make our mastery viable rather than jugglig around with our spells. No mastery on the tier pieces means no change in 4.2 (again).
Holypallyftw May 23rd 2011 8:10AM
Actually, no mastery on out tier suggests they're going to change it to something awesome so it's our best stat. A chance to make your next 5 divine lights instant and return 20% of our mana or something. :)
Alysandir May 23rd 2011 9:31AM
What I don't understand about the developers' reasoning is that they feel we *choose* to cast Divine Light too much, as if this were a simple min/max zero sum game we were playing. In my experience, if you are a tank healer, which is about the only role holy paladins remain superlative at, you discover quickly that Divine Light is the only real option for tank healing.
Holy Shock is fine, but it's on a six second cooldown. Holy Light? Minimal effect on the tank and only used when you're out of mana or lack a HoT caster in raid. (It's fine in five mans for healing clothies, but these changes weren't made with 5-mans in mind.) Flash of Light? Too expensive for anything other than emergency healing. WoG/LoD? Fine, so long as the situation allows for it, but like Holy Shock, these are on long ramp up times.
So ultimately, Divine Light is our bread-and-butter heal because it's the only real viable option we have in the one role people still want us for. OF COURSE WE'RE GOING TO LEAN ON IT. And now we're being punished for doing so. /facepalm
byron.rosero May 23rd 2011 2:03PM
Wow, you guys sure cry a lot.
It's all about adjusting pallys as gear gets better and our stats increase. If we leave things the way they are, we will just keep getting better gear and we will be using holy shock and holy light less and less and just stick to divine light spams. This will get to a point that will make all other spells besides divine light obsolete. That is what needs to be avoided. It's unfortunate that people feel like it's so hard to adjust your play style every few months, but that is necessary in order to keep the class from being a one spell wonder class.
I love playing my holy paladin and while I am not jumping for joy about the changes, I understand why they're being made.
Alysandir May 23rd 2011 2:35PM
@Byron.Rosero: I'm having a difficult time believing that you even read what I said. This has nothing to do with being a "one spell wonder;" this isn't Wrath where Holy Light was far and away the best choice in our arsenal to the point that you really didn't have to use any other spell. That's what you're responding to.
What I said is that the way Cata is constructed, our other alternatives for healing the tank are either too inefficient (Holy Light, WoG)), too situational (Holy Radiance, Light of Dawn), or too infrequent (Holy Shock, Lay on Hands) to be our core healing spells. Thus, the paladin has been forced by circumstance, not by choice, to go with Divine Light. If they really want to open the toolbox for us, then adjust the spell coefficients for WoG and Holy Light so that they actually mean something against a tank with 200k health. Give us back our cooldown reduction for Holy Shock. Adjust Beacon so that we can LoD/HR in less than optimal situations without it being an inefficient transference of life to the tank compared to the mana cost.
BTW, this is from the perspective of healing heroic 25s, so keep in mind that the damage is coming as fast and hard as it did in Wrath, but our spells are slower and hit for less. You do the math.
The Dewd May 23rd 2011 2:11PM
The only problem I have with changes like this is that my pally is NOT in full T11 Heroic gear. I'm running around with (according to the armory) an iLevel of 353 equipped. I won't have the luxury of being in T11 or jumping straight into T12 gear.
I'm hoping with the tweaking on the PTR that's been covered in this post that I'll actually still be viable to heal 5-man heroics, etc. (The initial outcry before this last update made it sound like they were breaking all Holy Paladins just to stop the Flash of Light abuse of the top-geared ones.)