The Light and How to Swing It: Throttling holy paladins in PVP

Last year, Nethaera, a Blizzard community manager, informed us that the interaction between Protector of the Innocent and Beacon of Light was completely intentional. Holy paladins were still feeling out the new spells and talents that we received in Cataclysm, so it was nice to know that at least one thing was working as intended. Now, some ten months later, we're seeing Beacon of Light and Protector of the Innocent disconnected from each other on the patch 4.3 PTR. Why break a mechanic that's worked right since its inception?
The developers aren't happy with healers in PVP situations. The massive Holy Radiance changes were a nerf to PVP holy paladins, and the PotI nerf affects them more than raid healers. The devs are also buffing Mortal Strike effects to allow them to cut our healing down by 25%, up from the 10% healing debuff that we've been working with for months. The Seal of Insight/Judgement changes also affect us negatively in PVP environments. Removing Holy Radiance from our Speed of Light talent reduces holy's mobility.
Holy paladins aren't hybrids
When you think of hybrid classes, it's likely that paladins are the first thing that comes to your mind. Paladins have been tanking, applying DPS, and healing since the dawn of WoW. While a paladin is capable of handling all three major roles, holy paladins are locked into just one. Holy paladins only deal in one currency -- healing. We're nothing without our healing output. Holy paladins don't bring any significant form of DPS, our CC is the weakest amongst the healing classes, and our utility is geared towards healing. There's a reason we've been called "holy firehoses."
How can the developers nerf paladins in PVP without affecting them in PVE? When our only purpose is to heal, how can they nerf our healing output in the arena without nerfing it in a raid? It's quite obvious that they're trying to hit the problem from all possible angles. In patch 4.3, PVP-focused holy paladins are losing mobility, we're losing mana, we're losing throughput via Mortal Strike effects, and now we're also losing some of our multi-target throughput and survivability. The only buff we're seeing is the 10-second cooldown reduction on Divine Protection via Paragon of Virtue, but it's hardly an even trade.
Protector of the Innocent's real purpose
Protector of the Innocent has always been a PVP talent first and a PVE talent second. While PotI is what enabled us to use strategies like the two-heal method, the core self-heal is still present. The true difference is that the potency of our instant cast heals has been lessened. A Holy Shock previously resulted in one heal for our target, one heal for ourselves, and two heals for our Beacon of Light target. The change is that now our Beacon of Light target is only receives one heal.
It's not that drastic of a change for PVE holy paladins, to the tune of a couple of percentage points of our total healing. We can just sneak in an extra Divine Light or two and we won't even notice that the PotI Beacon transfer is missing. Paladins in PVP, on the other hand, will notice it immediately. Healing in PVP is about quick heals and casting time efficiency, and the PotI nerf will be affecting that negatively. The developers looked for a way to nerf PVP throughput without affecting PVE efficiency, and they found their target in PotI. They certainly could've done a lot worse.
Why the nerfs?
I don't know why the developers decided to target holy paladins for so many PVP nerfs, but it's clear that we're going to be far weaker than we are today once patch 4.3 goes live. None of the other healing classes saw direct PVP healing nerfs, though the buff to Mortal Strike effects does affect all of us. With the buffs to melee classes and the possibility of both casters and rogues with legendary weapons, the next arena season is going to be difficult for healers to say the least.
The changes affect holy paladins in PVE as well, but not to nearly the same degree. While Holy Radiance triggering Speed of Light was useful for getting places faster, it wasn't the lifesaver that it is in PVP. In fact, the new Holy Radiance actually represents a net improvement in our AOE healing. Raiding paladins tend to stack enough spirit for the new Seal of Insight/Judgements of the Pure change to actually result in a net buff in mana once we're in Dragon Soul gear. Finally, unless your arms warrior was getting Mind Controlled, your tank should be free from Mortal Strike effects. We're not going to notice a few lost points of healing. In fact, I actually like one aspect the removal of the PotI/Beacon interaction. PotI is one of those heals that doesn't scale well, weakening its value as we level up, similar to how Seal of Insight/Judgement didn't scale at all. Removing non-scaling effects is always a good thing for long-term balance.
The two-heal method still works
While the two-heal method has obviously been weakened due to the PotI/Beacon change, it's still valuable to continue using it. We still receive a PotI heal for each individual heal, and more heals results in more chances for our trinkets to proc. The difference is that the two-heal method doesn't increase our true throughput now, so the penalty for saving your holy power for a big Word of Glory is removed.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Diop Oct 23rd 2011 3:22PM
One thing to say on the Mortal Strike debuff increase is it's likely to counter the effect of the "crit heals healing double" change that's been made since cata launch.
At launch normal heals healed 100% and crits healed 150%.
with the debuff normal heals heal 90% and crits healed 135%.
At the moment with the debuff normal heals heal 90% and crits heal 180%.
After 4.3 normal heals will heal 75% and crits will heal 150%.
So overall the change in PVP is that your normal heals will be weaker than at launch but your crit heals will still be larger.
scartian.wow Oct 23rd 2011 3:40PM
"I don't know why the developers decided to target holy paladins for so many PVP nerfs"
Because they need them. They're too OP in pvp.
"oh shit im at 30% HP!" *full heals with one cast*
Not to mention they never go oom.
Oddway Oct 23rd 2011 4:26PM
Holy Paladins were fine in PvP, they have big heals but are very susceptible to cc. Now with no anti-cc buffs incoming, these nerfs are completely unwarranted.
a.atchinson Oct 23rd 2011 4:11PM
As an avid pvper I can see the need to nerf paladin healing. However, Disc Priests are the real bane in pvping atm.
blackhawk23x Oct 23rd 2011 4:32PM
While Paladins are great healers...they are not the best by far. Our only cc is racials if your horde, hammer, rebuke (i think thats what its called), and drinking to cause everyone to go nuts and go find you. Other than that there is no way for us to prevent damage. Druids can cyclone the shit out of both targets and put ruts to hold down a target. See where this is going? Now paladins have no gtfo button and we lost healing. Druids can still go cat form shammies can still ghost wolf, and priests can still mana burn and mass dispell shit.... what do pallies have.......
Lemons Oct 23rd 2011 6:32PM
Paladins have bubble. Paladins have Hand of Freedom. Paladins have Hand of Protection. Paladins wear plate armor. Paladins bring some of the best arena buffs in the game. Shall I continue?
Paladins have plenty. The day I don't see any paladins in high level arena is the day you can ask "what do paladins bring"? They obviously bring something.
sarah Oct 23rd 2011 5:17PM
One-on-one, Holy Paladins are fine. There's a reason that Shaman is the most popular healer in Arenas. The issue they're solving here is for battlegrounds. In a BG I have a pretty good chance that I can eventually burn a Holy Paladin down (I'm a mage) if I am clever with my cooldowns and interrupts. So one-on-one, Holy Paladins are balanced. However, I've recently been in a lot of battlegrounds where a pair of Holy Paladins plus one DPS could take out a group of 5 (who didn't have a healer, so pure DPS) and walk away on full health. When Holy Paladins can beacon each other and then pop heals to keep both of them up, it's really tough to burn either of them down. Yes, we could CC them, but it's not hard to dispel a polymorph, and snares aren't a big problem as long as they're in range of each other. In the end we had to get a DK to death grip one out of range of the other, who we snared. Sure, it's do-able, but there's no doubt in my mind that Holy Paladins are really tough when paired off in a BG. I daresay that's what the nerf is about.
I am levelling a Holy Paladin, and I'm fine with the nerf. It doesn't seem unreasonable to me.
Adam Oct 23rd 2011 6:13PM
You go up against a group with a Pally healer and a Disc Priest that's where it becomes really obvious there is some sort of issue there. In arena most of the best groups have pally healers in the 5v5 bracket as well which although means nothing to the rest of the game is rather telling.
Pallys have always been an interesting class, really easy to OP them and difficult to balance them as a result. Although I don't like when any class gets the nerf bat but it does seem like they need to be tuned down a touch. Disc healers might be next.
Vision33r Oct 23rd 2011 7:14PM
You can kiss my subs good bye. Next x-pac look like a kiddie friendly one.
I think the problem is when you stack healers in BG and PVP it makes balance very difficult. When we are alone, we can't stay alive for long if the DPS is smart and uses a well timed interup or spelllock.
The problem as usual, DPS is usually thick skull button mashers.
cyanea85 Oct 23rd 2011 7:19PM
Nobody's going to miss you.
Billg1369 Oct 23rd 2011 8:45PM
I have all 4 healing classes at level cap (6 including my blood DK) and feel the most compfortable running BGs on my pally & disco priest! So yes, if I feel any level of comfort in a BG it will probably get nerfed. If I start getting frustrated with getting hammered on any of the Alts, I jump on my pally because I can be pretty sure a holy pally in viscious / ruthless gear can help turn the tide.
blackhawk23x Oct 23rd 2011 11:53PM
I'm not saying pallies are useless. I'm just complaining that we are losing our tools and toys without getting any new ones. How does it work out that way?
eulailya Oct 24th 2011 12:35AM
Lame. :(
GEZUS Oct 24th 2011 10:28AM
Jump the shark
Shintakie10 Oct 24th 2011 4:37PM
Resto droods are also gettin nerfed next patch so...yeah.