The Light and How to Swing It: Balancing holy's heals

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome.
When the first notes were shown for the upcoming patch 4.2, holy paladins started worrying. The mana cost of our heals is slated to skyrocket, putting fear into our typically stalwart hearts. We've been through the buff and nerf cycle before, but that doesn't make facing the music any easier. There's something painful about logging in to a character that's weaker than when you left it.
While the initial news was dire, the developers had some additional changes in mind. The nerf to Holy Shock's mana cost was reversed, and several of our other heals were tweaked in our favor. Established healers should be able to handle the mana increases with more conservative play, but new holy paladins will be faced with the task of healing with less mana after the patch. When our heals are seemly rebalanced with each patch, it's difficult to constantly readjust your healing strategy.
Balancing our heals
Zarhym, one of Blizzard's community managers, says that holy paladins are casting Divine Light too often and not relying on Holy Light's efficiency. According to Lead Systems Designer Ghostcrawler's latest blog, the developers want us to use Holy Light in more situations, especially in situations when we previously would've used Divine Light. When we read the patch notes, Divine Light's mana cost went up significantly while the spell itself remained stagnant. Holy Light now transfers 100% of the heal to our Beacon target. The writing on the wall is clear: Use Holy Light instead of Divine Light. But if we look deeper, there's an additional message hidden between the lines: Divine Light is getting out of control.
In one of the best forum posts I've ever seen, player Anohako broke down the casting habits of each type of healer. Much to nobody's surprise, holy paladins spend more time casting Holy Light (the efficient heal) and Divine Light (the big/slow heal) than any other healers. We've always been a healing class that's bound to our basic heals, and Cataclysm didn't do much to change that. Holy Shock and the holy power releases are used every once in a while, but we really only have our "three-heal model" heals to spam.
We're back to two buttons
According to Anohako's data, holy paladins spend more time casting our efficient heal (Holy Light) than any of the other healers. Why do the developers want us to cast Holy Light more often when we already cast it more often than any other healer? The reason is that we also use Divine Light more than any other healers use their big/slow heal, and by a much larger margin. On normal mode encounters, we tend to lean on Holy Light first and Divine Light second. On heroic encounters, that ratio is reversed, with Divine Light being used for over a third of our healing casts.
Holy Light and Divine Light may be great, but it's not their fault that we lean on them. Flash of Light is incredibly expensive, and it lacks the talent synergy of Healing Surge or Flash Heal to tip the scales in its favor. Holy Radiance and Holy Shock are both locked by cooldowns, while Word of Glory and Light of Dawn are similarly bound by holy power. Holy Light and Divine Light aren't the greatest heals since sliced bread, they're simply the only heals that we have available. We use the HL/DL combo so often because there isn't any other way to get the job done.
Avoiding Holy Light syndrome
In Wrath, holy paladins effectively had two heals, Holy Light and Flash of Light. Holy Light was big and powerful; Flash of Light was quick and cheap. The model made sense in that era, and the assumption was that we'd use Flash of Light to conserve our mana and Holy Light to spend it when someone was getting beat hard. Due to issues with scaling, we were able to reach levels of haste and mana that completely broke the model. Holy Light became the only button we pushed, and it resulted in one of the most uninteresting periods of holy paladin history. The most boring period crown still goes to the Burning Crusade era, when a downranked version of Flash of Light could be cast indefinitely, so we literally only pushed a single button for minutes at a time.
The developers are trying to avoid that type of strategy collapse with the patch 4.2 changes. Our haste and mana values are going to go up every tier. It's not speculation; that's how gear upgrades work. As we become more powerful, the penalties of Divine Light become less and less restrictive, to the point that we can again completely eschew our efficient heal in favor of our bigger heal. Our history was starting to repeat itself.
Reverting back to the Wrath model of healing would be a huge step back for holy paladins. Our toolbox isn't perfect, but it's more robust now than it has ever been. In order to preserve the tentative balance between Holy Light and Divine Light, the developers have created a gap between the spells to clearly identify their roles.
Holy Light is for raid healing and Divine Light is for tank healing. Using Divine Light on the raid is inefficient, since half of the heal is lost when Beacon replays it, while Holy Light is ineffective for tank healing since it's simply too weak. By putting HL back onto the 100% Beacon transfer track, its position as a raid heal is cemented. As long as HL remains necessary, DL won't be able to monopolize our casts as the previous version of HL did in Wrath. The devs had made this mistake once before, and they've learned from that experience.
Other changes on the way
When reviewing the other patch 4.2 changes, it's clear that the developers are working to wean us off of the HL/DL duo. Holy Radiance's cooldown is being reduced in patch 4.2 via Speed of Light, allowing us to use it more often. Holy Shock's mana cost is being reduced and the spell is being tied to our two-piece tier bonus, making it always desirable to cast on cooldown. Word of Glory is being buffed to the point of dominance, providing us with another strong single-target heal. Flash of Light will have no cast time with the Infusion of Light buff, giving it a niche as a powerful heal that's available on the move.
These changes aren't designed to balance our healing throughput; they're being implemented to rebalance our healing selections. Aside from the dangerously strong Divine Light, the developers buffed every other heal we have to prevent Wrath from happening to holy paladins all over again. They saw Divine Light rising to the throne left behind by Holy Light, and they promptly smacked it on the nose with a rolled-up set of patch notes.
I am refreshed to know that the developers are committed to healing spell diversity for holy paladins, and I think that the patch 4.2 changes go a long way towards ensuring that we are forced to make intelligent choices on which healing spells to use. The act of forcing us to choose between Holy Light and Divine Light may seem simple, but it's a step in the right direction.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Arkonn Jun 26th 2011 6:44PM
Reading this makes me feel alot more confident with the decisions Blizz have made for us in 4.2. Thank you Chase! :D
silentk Jun 26th 2011 6:45PM
Thanks for another solid article Chase, I am glad that Blizzard is making the changes to diversify our playstyle instead of just beating us with the nerf bat.
For Healadins who are doing more single target healing, this REALLY makes the WoG glyph attractive, this may encourage some players to use the Eternal Glory build again. (I personally like to use 1/2 hp WoG as filler casts but who knows what Firelands will bring!)
Dakiri Jun 26th 2011 8:02PM
"By putting HL back onto the 100% Beacon transfer track, its position as a raid heal is cemented."
What I think Ano's post really made clear was that for heroic modes and even some of the harder normal fights, this model simply will not cut it. Holy Light, beacon transfer or no, does not do nearly enough healing fast enough to be a useful raid healing tool.
I'm seeing this now as my guild works on the early 10 man heroics. In many cases, the raid is too spread out for HR or LoD to be much use. Even when enough people are grouped up, once I'm out of holy power and I've used HR, the only way to do enough healing is to use DL. We don't have the tools that other classes have. Shamans have chain heal, druids have WG and rejuv, and priests of both types have just a silly amount of spells to use.
Holy Pallies are already forced into tank healing due to our smaller toolbox - we're just not going to be even less effective at that.
That one Joey Jun 26th 2011 8:22PM
I remember somewhere it being mentioned that in cataclysm, blizzard decided that during raid encounters, raid members health were going to stay usually between 50-75%...which was a change from wrath. (You were usually 100% or dead.) I believe wrath style healing made holy paladins VERY unprepared for the "smart healing" technique that blizzard now wants us to use, aside from "power healing" people with no regards to mana. In cata, it seems for me that raid damage is usually anticipated and can be readied for, versus the spike damage that was known of wrath encounters. Again, leading holy pallys to the bad habit of "ZOMG FULL HEALTH OR DEAD".
Blizzard has come a long way in making holy paladins smarter: Giving us a bigger tool box, making us actually HAVE to be mana efficient and anticipating raid damage and preparing for it but I think blizzard MAY have gone a bit overboard. There is a wide margin between a "good" Hpally and a "bad" Hpally. With my experience with the other healing classes, a healing error is much more forgiving than on a holy pally. As a holy pally, if you freak out and spam 4-5 flashes of light, you might spend the rest of the encounter trying to make up for that insufficiency. As lets say a priest, druid or shaman: if you freak and cast your fast/inefficient heal for a bit, you can easily get that mana back. (shadowfiend/hymn, innervate, mana tide totem respectively). Sure, holy pallys have their divine plea, which gives us 18% of our mana backed glyphed, but our heals are considerably weaker for this period and in encounters that we've freaked and spammed those bad heals, there PROBABLY wont be an opportune time for a divine plea without just saying to your other healers "hey guys I screwed up, cover me for the next 12 seconds."
TLDR version: Good job with the new tool box, but dont punish us for the whole encounter will a little slip up.
That one Joey Jun 26th 2011 8:30PM
Edit:
TLDR version: Good job with the new toolbox, but dont punish us for an entire encounter for a little misjudgment. Divine plea is unforgiving.
Fix: Walk in the light (holy passive) now removes the healing penalty on divine plea. (similar to removing the cd on WOG), OR just consolidate 2 similar talents and make a new talent: "Improved Divine Plea: 1/2 Removes the healing penalty from divine plea. 2/2 reduces the cooldown on divine please by x"
Icarys Jun 26th 2011 9:59PM
I love your viewpoint.
divine plea that still allows you to cast is less forgiving than hymns on a priest?
Having both a holy pally and a disc/holy priest myself, its about time mana was balanced. Pally mana management is a faceroll
B1ue Jun 27th 2011 12:19AM
Yeah, I'm with Icarys on this one. I have an 85 of each healing class, and the Paladin is by far the most forgiving on the mana management side, mostly because judgement has such a short cooldown and if I'm in the melee group, I can always get *some* mana back, enough to throw out a holy shock/word of glory. Shaman may wind up king of that castle though, with Telluric Currents and the new glyph.
And trust me, you don't know how "easy" priests have it until you're staring down the long coolodown of a shadowfiend/divine hymn with zero mana and there's sweet fuck all you can do while the raid dies around you.
That one Joey Jun 27th 2011 1:53AM
@Icarys I have a holy priest as well as a holy paladin :P I find mana management much easier on my priest. My priests mana usage usually seems linear...while my pallys mana spikes. With my pally, shes either close to full, or close to oom. It may be my healing style, I'm used to topping people off regularly. WIth my priest, I know I dont HAVE to manually top them off, because a circle of healing/prayer of healing hot/echo of light will get them there.
Or maybe, I'm just bad at a holy pally.
luigi.adami Jun 26th 2011 8:37PM
Why the hell should I spend my time casting such a weak (AND damn slow!) spell when I can get away with Holy Shock, WoG and Divine Light?
Make HL as fast as FoL and THEN I'll have a choice: a cheap/weak/fast heal, an expensive/average/fast one or an expensive/strong/slow one.
As of now, I prefer to wait for my mana to regen (while using HS, WoG, LoD, etc.) and use DL when I need: 2+ secs for a spell healing approx. 10k is a joke...
Maybe now that it will transfer 100% to the beacon... MAYBE...
Chase Christian Jun 27th 2011 1:51AM
That's the entire point: the 100% transfer should make you have to choose between one or the other. Right now HL simply isn't cutting it.
Antonio Jun 27th 2011 1:00AM
As a non-raiding pally healer with an average gear level of 345 (all gemmed, enchanted, etc.) I've found out two things.
First, holy light is almost worthless except for topping people off. If two people are taking serious damage, say your tank and a high dps clothie, you have to spam divine light.
Second, if you have to spam divine light you may not have a lot of time to cast judgement and in that case the mana goes by fairly quickly.
I'm sure all healers have their issues, but Blizzard is expecting all party members to play well and if they don't it's almost impossible for a pally healer to keep the group alive. Pretty much the reason I only heal with my guildmates nowadays.
Glad I have a disc priest at 64 and a resto shammy at 42. My holy pally days are over.
PS - At 345 gear, I'm still finding heroics hard to heal. Other pally's having the same issue?
That one Joey Jun 27th 2011 1:47AM
Regulars will be hard to heal if people stand in the fire.
Bads will be bads.
Chase Christian Jun 27th 2011 1:50AM
The ZA/ZG ones are hard to heal in general, adding PUGs into the mix can make it very difficult.
andvili Jun 27th 2011 7:21AM
Not in the least. From 333-351 (my current score), I've had little to no problems healing smart players that get out of the fire.
Uukla the Mok Jun 27th 2011 2:30AM
I would like to point out something that has been bothering me and seems to have not been mentioned in the article. Mastery. To actually gain a decent benefit from it you have to hit really hard. Yes, DL his like a Mac Truck, but it is pretty much the only way you will actually see any return from a stat that is stuck on a lot of your gear that cannot be removed entirely.
So they want Holy Pally's to use Holy Light. That is great, but in doing so they will have made mastery even less useful then it already is. Why even give us mastery if they make the return on is so pitiful? the way I play (I stack crit not haste and cast DL almost non stop (which is not how most holy pallys do things I know)) my "Master Absorb Shields" make up about 7 to 8% of my healing done. I know that most pally's see about 5% if that for their absorbs. If they are changing things to make holy light a more regular heal, I don't see mastery working... I wish our Mastery Stat would be addressed because as far as I am concerned Holy Pally mastery is just about worthless.
B1ue Jun 27th 2011 2:49AM
An excellent point, one I had not considered. Perhaps with the bubbles stacking--no, not even then. I was going to say you could use Holy light to slowly build up a shield between damage spikes, but that's silly. Either damage is occuring so frequently holy light won't cut it, as there's only so much cast time between damage waves, or it's infrequent enough that the bubble will fall off by the time the damage gets around hitting.
Diatenium Jun 27th 2011 6:37AM
Mastery's inferiority doesn't come from a lack of substance, the ability just doesn't work off of beacon of light or holy radiance, two huge contributors to our healing. It doesn't stack either, but that's being fixed in 4.2.
Diatenium Jun 27th 2011 6:35AM
A small detail many paladins fail to realize is that Flash of Light has superior MPHP (Mana Per Holy Power) than Divine Light via Tower of Radiance, I generally rely on this for LoD spam when applicable. The effectiveness of this may be lowered with the mana cost increases and the buff to WoG, though.
Flash of light will see higher use now, though, with the changes to Infusion of Light, which is no doubt a massive mobility buff for us. Holy light too, you've been very clear in explaining why so I won't repeat what you said beyond that.
The reasoning behind divine light's prominence is largely a factor that we have no powerful heal on a rotational cooldown, the closest would be a 3HP WoG but we generally don't accumulate it that high unless we anticipate high damage, and it's often more conducive to dump the HP rotationally along with judgment and holy shock thanks to PotI.
chrisque1 Jun 27th 2011 12:54PM
I have a full BIS shammy with some H gear. Been playing the shammy for months as resto. Last week changed to my undergeared Hpally, tauren Hpally, and halfus H went down.
Going to play my pally for 4.2 as a raid choice, but definitly free heal + easy mana are trademarks of pally. Even judging on cd its easy with a focustarget macro.
Check stateofdps and see the numbers.
Steve Jun 27th 2011 4:04PM
Like some other people have mentioned...doing random heroics, sure, holy light is fine. However, for raiding I, like probably most other hpally's, are used specifically for tank healing, and raid healing when possible. And most tanks are taking so much damage that if I tried spamming holy light on them, the raid would wipe in 30 seconds. Especially since the cast time is just as long as divine light. Lower HL's cast time, maybe 1s, maybe 1.5s, and I could definitely see using it a lot more often. But right now, especially with 360 ilevel gear, it's not happening, and it's not needed. I only run out of mana during fights when people get stupid and start standing in stuff, other than that I usually finish fights at or near the top of the healing charts, with a significant chunk of mana left. I know 4.2 will affect my remaining mana, but I have a feeling my play style won't be changing all that much.