The Light and How to Swing It: Radical changes to holy paladins on the 4.3 PTR

When I first checked out the official PTR change list for the upcoming patch 4.3, I wasn't expecting many holy paladin changes. We've been performing admirably in Cataclysm, comfortably straddling the line between obsolescence and ubiquity. Upon the reading the changes, I was shocked to see such radical changes to our talents, spells, and playstyle. Patch notes like these are always scary, as we don't know if we're being gutted or reinforced. I immediately downloaded the latest PTR client and got to work.
Holy Radiance was completely retooled into a cast spell that we use on a friendly group member, with talents changed to reflect the new design. We gained two new holy power sources, and Light of Dawn had its target count shifted. Our bread-and-butter mana regeneration mechanic, the Seal of Insight and Judgement system, was also scrapped in favor of a flat regeneration buff that scales with our spirit.
Bad news first
I'll start with the nerf: Our mana regeneration is slated to drop significantly. We can currently regenerate about 1,500 MP5 if we're diligent about our Judgement usage with Seal of Insight active, which is a large chunk of our overall regeneration. Our new regeneration design involves us using Judgement about once a minute to keep our Judgements of the Pure buff active. While JotP is active, our spirit-based mana regeneration in combat is boosted by 30%.
It's important to note that this value scales with gear, as we'll regenerate more mana as our spirit and intellect increase. For my Firelands-geared holy paladin, I will see about 700 MP5 from the JotP buff. That's less than 50% of the mana regeneration we see from Seal of Insight today. This nerf affects newer holy paladins more than it affects geared holy paladins, since the MP5 scales with spirit. Make no mistake, this is a nerf to every holy paladin from someone who just hit level 85 and the most gritty Firelands heroic healers.
The change isn't the end of the world, as we obviously have several other mana regeneration options that weren't edited at all. In fact, Divine Plea now gives us a free holy power point when activated, which is just further incentive to start leaning on it more often. Based on the mana regeneration change, on a standard 5-minute encounter, we'll have about 10% less overall mana to work with. The nerf hurts, but there is a silver lining.
By removing our pathological need to use Judgement every 8 seconds, we can reclaim several GCDs per minute. We can cast more spells, and we don't have to worry about choosing between healing someone and Judging. In fact, if these changes make it to live servers, Judging on cooldown will cause us to lose mana, as Judgement itself costs just over one thousand mana. We'll want to use mods like clcbpt to track our JotP uptime, and we want to refresh it as close to its expiration as possible to minimize the number of Judgements we're forced to use. Judgement used to be the spell you cast on cooldown, and now we want to cast it as little as we can. I know that this change will take a lot of getting used to.
Light of Dawn's two modes
Light of Dawn has always been a poor performer in smaller group sizes, as you're unlikely to cap out its healing by hitting five targets with it at once. The devs saw this weakness and tweaked the spell to accommodate both large and small groups. Light of Dawn now always hits six targets, an increase from the previous limit of five targets.
The Glyph of Light of Dawn, rather than increasing the target count to six, lowers the target count to four but boosts the healing done by a full 25%. The idea is that our base of Light of Dawn is now the go-to raid heal for large groups, while LoD glyphed is now a viable option for healing smaller groups. When we factor in the upcoming Holy Radiance changes, LoD might actually see some usage in both large and small formats as desired.
Holy Radiance like we've never seen it before
The instant-cast, set-it-and-forget-it Holy Radiance we knew and loved is no more. The new Holy Radiance only bears the faintest similarities to our old HR, although it's slated to fill the same niche. I've often lamented that holy paladins don't really have any AOE healing options once we've popped HR, as we're left just spamming our normal heals on our targets to top them back off. The new Holy Radiance is a cast spell with no cooldown. Its cast time is identical to our Holy Light and Divine Light. For me, that's about 2.2 seconds.
We choose a target within 40 yards, cast HR on them, and the target and everyone near them will get healed immediately and then the target will start emanating healing to everyone with 10 yards for 3 seconds. As you can see in this article's header image, there's currently no graphic for HR, although I suspect it will get one soon. If you cast HR on someone who already has HR on them, the new HR overwrites the older one. A major difference from the old HR is that this one delivers half of its healing instantly, which is better than the old model of waiting 10 seconds for all of the healing to take place.
The idea of the new HR is that we can cast it continuously on the raid, sort of like Chain Heal, allowing us to focus our cast times into AOE throughput. In addition, HR will grant us a holy power point every time we cast it, allowing us to set up an AOE healing combo using Holy Radiance and Light of Dawn. To further strengthen the usefulness of Holy Radiance, the healing it does is now affected by our mastery, Illuminated Healing. The value of mastery will increase significantly, while the value of haste will decrease in some cases, as there are no haste breakpoints to shoot now that HR has a fixed number of ticks. Holy Radiance still doesn't interact with Beacon of Light in any way, and it also doesn't proc Protector of the Innocent.
The problem with HR on the PTR is that it isn't balanced very well. It costs more mana than a Divine Light and yet heals for the same amount as a Holy Light to a single target. We could cast nearly four Holy Lights for the cost of a single Holy Radiance, or we could cast one Divine Light in the same time span and heal for significantly more. The tooltip for Holy Radiance looks like it dropped the target cap and diminishing returns we saw on the old spell, so it's quite possible that the true strength of HR will lie in healing groups quickly. If we can get at least three targets to soak up the full healing capacity of HR, we will break even, so having a full raid of injured players could make this spell incredibly powerful. The fact that we cast it on a target also makes it useful for healing both the melee and ranged clusters without requiring everyone to stack up.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
Sealofleetz Oct 2nd 2011 6:10PM
I do not approve of these changes.
Unexplained Bacon Oct 2nd 2011 11:22PM
Yeah those darn devs... Always meddling. Always balancing. Always making those pesky changes. How dare they try to improve their product! I for one say we need to go back to vanilla when we had to cast a new seal everytime we judged it!
Those jerks.
johnny.ramos1 Oct 3rd 2011 4:51AM
I miss my old judgement macro
Kuro Oct 3rd 2011 2:21PM
I don't really mind the changes. I just hope they don't fuck it up. A change like the regen Judgement thing being addative or multiplicative can make big differences in mana regen.
I just love how the devs went on about how they wanted healers to have an active source of mana regen and made other classes and specs rely on it (Judge, TC, Rapture, A/AA, LB) and then take it away from the class they used to as the model.
Arann Oct 2nd 2011 6:12PM
While I wouldn't care to argue in favor of stagnancy in game design, I do think it would be nice if I didn't have to re-learn how to play a particular class/role on a semi-regular basis. The sheer delight the WoW dev team seems to find in overhauling things has done a lot to push me away from WoW, especially since Cataclysm launched. (I've been playing since vanilla--even bought the Cata CE.)
I was thinking of starting to play seriously and get back into raiding on my resto druid or holy pally, but this is exactly the kind of thing that I've been sick of over the past year or so. While it's great that the devs are continually concerned with balance issues, it sure would be nice if they could manage it without changing entire spell mechanics and the like.
Anybody else in that boat?
Budokan Oct 2nd 2011 6:24PM
I, for one, agree with this sentiment. The WoW Developers have quite a knack for overhauling core mechanics that affect certain specs/playstyles deeply and it often just leaves me scratching my head.
Don't like the class your currently playing? Don't like that spec? Just wait around a patch or three, it will be noticeably different. Changing the way classes/specs play is one true constant in this game, and I agree that it is a frequently irritating turn-off.
jessieveller Oct 2nd 2011 6:26PM
@Arann
Of the 5 healers, holy paladins have always been the most straightfoward. Large single target heals. Other healers have very interesting toolkits. Their heals work differently when played different ways. Paladin healing has always been simple. Heal the tanks and spot heal where you can.
Cata attempted to change that a bit, but as gear is increasing, Paladins have fallen back into that role of the tank healer again and our current holy radiance simply cannot compete with the other healer's raid healing.
Blizzard changes paladins so frequently because they have to keep us from spamming our largest heal on the tanks in order to be successful. They want us to be interesting and fun to play. But by the nature of the class, gear removes paladin gameplay overtime.
I welcome patch changes. I don't look at it as "re-learning" the class....but more-so watching paladins ever-evolving.
If holy never changed, then raiders would face burnout from monotony and die out. These changes are welcome.
Sidfish Oct 2nd 2011 6:41PM
I think talent and spell changes are generally a good thing but they should have done the lions share of it in 4.1. Many talent trees still feel bloated or unfinished after the Cataclysm overhaul. I feel like they should have pruned and tweaked things early instead of just doing a balance pass. In the case of Paladins if they wanted to make them more AoE viable they should have started down that road in the PTR not the last patch of the expansion. It leaves precious little time for iteration.
GhostWhoWalks Oct 2nd 2011 8:07PM
The primary problem is that they made such drastic changes to both the specs and the game's environment at Cataclysm's launch that they weren't prepared for how all the changes might affect each other. Making major nerfs to AoE damage? Great, now some AoE attacks and even some specs are horribly underpowered. Changing the combat model to where players have larger health pools but have a higher dependency on the healer? Great, now melee specs without a reliable self-heal are dying left and right. Patch in increased self-heals for one of the melee specs (i.e. Death Knights)? Great, now they're murdering people on PvP. Adjusting the spells of the healing specs so they all have more balanced toolkits? Great, now some of them have become downright pointless compared to the others.
By and large, Cataclysm has been a bit of a fumble for Blizzard. Their practice of making balance changes through large, sweeping changes has been just one aspect of this.
vocenoctum Oct 2nd 2011 9:15PM
The changes make me more likely to try holy pal again, but not sure I'll like it. I've got other healer classes anyway.
But yeah, that design "philosophy" is why I didn't play a Deathknight for the longest time. I'd play a little bit, then return to other alts for a bit and come back to a reset talent tree and try to figure stuff out again...
dannyleitner Oct 3rd 2011 1:09AM
I agree with you there, however, i do think that it would get borning having the same thing to do for years on end, its good to change it up so you stay on your toes, and learn the new ways of the force.... :P ..But i deff agree 100%
stangfan Oct 2nd 2011 11:02PM
I agree with this statement!
Great pallys get chain heal.....
While not the only reason I've moved away from being a regular WOW player. I think these wholesale changes need to wait for expansions. It really sucks that everyone seems to have to relearn their class every other patch. There is really no reason why they need to do this. Tweak numbers not spells for balance.
Rolly Oct 3rd 2011 12:09PM
Yes I am in that boat.
I think Blizzard considers it "content" to constantly change classes.
I'm tired of it. I've stopped playing my paladin because of it.
I wish as much effort would be put into non-daily soloable content, ie: class quests, class reward quests, epic weapon and gear quest chains etc.
nymrohd Oct 2nd 2011 6:15PM
Most calculations show that the new JotP works like the similar effect that priests use. That means that the +30% increase is added to the 50% of your regen converted to combat regen. That means you will regen 80% what you do out of battle or +60% of what you regen now. Try your numbers again. It is not a mana nerf at all at high gear levels.
Chase Christian Oct 2nd 2011 6:33PM
SoI/Judgement is around 1,500 mp5, this is established. A geared holy paladin has 5,000 mp5. Our normal combat regen via Meditation is 2,500 mp5.
If it's 30% of our combat regen, which I think it is, it will be 750 mp5, or half of what we see today.
If it's 30% of our overall regen, which it could be, it would be 1,500 mp5, or exactly what we see today.
However, these calculations only hold for players with 5,000 mp5, which only include 391-geared heroic Firelands raiders. It will continue to be a nerf for everyone else, and that's only in the scenario where it's 30% of our overall regen instead of 30% of our combat regen. Any non-top tier holy paladin is going to have less mana.
We'll have to see what the mechanic ends up being once it hits live servers.
nymrohd Oct 2nd 2011 6:56PM
And at the same time it means that it is better scaling mana regeneration that will surpass the current one in tier 13 gear and improve the value of spirit for paladins. Moreover judging on cooldown is 1464mp5 and people do not really judge on cooldown. They judge on a free global after judgement is up which makes for quite less than 1464mp5
dj.clayden Oct 2nd 2011 7:29PM
I would argue with some of your numbers:
I am average ilvl 378 only, and go for haste>spirit>crit/mastery
With no buffs other than BoMight, I'm sitting at exactly 5,000 out of combat (ooc) regen, and 3,248 in combat (ic) regen.
30% of ooc regen added would be 1,500 mp5 (increased by raid buffs and gear)
30% of ic regen added would be 750 mp5 (increased as above)
Judgdement regains 15%, but costs 5% (1171 mana), so 10% should be 1171*2=2342 regained. A realistic number for seconds/judgement is 11 seconds, significantly more than the 8 seconds given, which would actually provide: (5*2342)/11 = 1,065 mp5
With 378 ilv;, my gear setup:
Best case= 1,500+ mp5
Current = 1,065+ mp5 (unlikely to be higher, I can't find many logs of holy paladins judging more often than every 11 seconds on serious content)
Worst case = 750 mp5+
Thus my opinion is that this isn't really a big nerf (250-300 mp5), and if it works as +30% of ooc regen then it will be a buff of around 500 mp5
Also Chase, don't suppose there is any decent way of getting yourself on the PTR? Really would like to test some of this stuff but can't as the character copy and premade queues are full.
Also are you planning to do an article based around the possibility of raid healing in 4.3? I've been greatly looking forward to the chance of raid healing and asking someone else (probably a resto shaman/disc priest) to take over tank healing.
Nice thought-provoking article, as usual :)
nymrohd Oct 2nd 2011 7:46PM
People have tested this stuff on the PTR, The new JotP works as I said, increasing your in combat regen to 80% from 50%. It is clearly a buff for most any raiding paladins (unless they heavily dump spirit) and considering that in 4.3 when this is implemented it will be relatively easy to get an average ilvl of 378 (from Justice Points and the new 5mans) it will only be a nerf for people who just dinged and maybe a week or two after that.
Lipstick Oct 3rd 2011 1:40AM
My main is a disc priest, and I sit at 4,015 out of combat regen with 2,484 in combat regen (from spirit return alone). I get 7% of my total mana returned on top of that every 15 secs or so via rapture. My average ilvel is 377 if that gives you some idea of where I sit at gear-wise. By my estimation, whomever said they're bringing paladins in line with priests regen is pretty accurate. I can't be certain if this is true any longer, but I was under the impression that even with the recent buff to their mana costs that paladin's spells at max level still coss less than priest healers do.
I'm not saying that paladins needed to be nerfed and such I'm just saying that comparatively I think paladins will still be in a good place with the next patch.
Valamivan Oct 3rd 2011 5:36AM
The 1500 Mp5 is a bit exaggerated actually. The regen you get from using Judgement on cooldown is 1463.75 - but show me a paladin that is actually judging on cooldown. I digged into my logs and the one attempt I was using Judgement the most gave me an average of ~10.5 seconds (roughly 1022 Mp5). For other players I'm quite sure they don't use Judgement more than 10 seconds on average, and the less often you used it the less regen you will miss this way.
The new talent does not increase your combat regen from 50% to 80%, I tried it. It is a 30% increase to your current regen (meaning from 50% to 65%). In my case that's from ~3450 to 4600 - an increase of 128 Mp5 to my attempts of judging most often. A small buff.
4.3 gear will have spirit on it. Nearly every plate piece and accessory. It will be easy to catch up, either way.