The Light and How to Swing It: Dissecting the melee healer myth

Back in the day, the paladin and shaman classes were exclusive to the Alliance and the Horde, respectively. The two classes were designed to be polar opposites, highlighting the differences between the factions. Paladins were designed to be defensive melee hybrids with tanking as one of their talent trees and no true ranged build. Shaman, of course, were offensive ranged hybrids with a caster DPS option. Because of this original bifurcated design, paladins have inherited several traits and abilities that have caused us to be typecast as the melee healers.
While the truth is that holy paladins don't need to stay in melee range to get the job done, the ideal has always persisted that paladins should be getting down and dirty with their foes. The gap between that dream and reality hasn't been a serious issue for us, but Mists of Pandaria might change that. The new mistweaver healing spec for the upcoming monk class has been described as a unique healer that relies on melee attacks to do their job efficiently. With another healer moving into our melee territory, do we have any reason to be jealous?
The difficulties of healing in melee range
Ranged classes have an advantage in nearly every situation. They can swap their focus between distant targets with ease, they can exhibit greater control over their positioning to avoid damage or gain buffs, and they're just as effective when they're in melee range as well. All conventional healers, by nature, are ranged classes, since we need to be able to heal targets that are spread across the battlefield. Holy paladins actually have the longest range of any of the healers via Beacon of Light's 60-yard range, giving us unparalleled flexibility in terms of positioning.
When we enter melee range, we give up all of that. If we're standing with the melee group, we're adding yet another target to the already dense melee cluster, which can spell doom if there are targeted AOE attacks like Chain Lightning. Our view of the battlefield is hampered by the boss blocking our sight. If there's some boss ability that forces the melee classes to run away, we are forced to stop casting while running. We're also limiting the total area that we can cover with heals by fixing our location.
PVP healers will tell you immediately that melee range is the last place you want to be, as it makes you vulnerable to incoming melee damage and interrupts. Mobs can also decide to attack you in PVE, and being in melee range means they can start pounding on your immediately. Melee range simply isn't a friendly spot to heal from.
The benefits of melee range
The number one reason for a holy paladin to enter melee range is Seal of Insight. When we strike our targets with melee attacks, our Seal of Insight has a chance to proc, healing us and returning some of our base mana. The bonus mana we see from Seal of Insight isn't insignificant, yielding 937 mana per proc. With an estimated proc rate of 15 procs per minute, we can generate almost 1,200 MP5 simply by swinging at our enemy.
The issue is that we can't heal and swing our weapon at the same time. Any time that we spend generating mana via SoI is time that we're not spending healing. The pace of healing has definitely slowed down since Wrath, but we still need to be casting something with the majority of our global cooldowns. Unless there's a specific scenario where there's no healing necessary, attacking the boss with SoI is usually a waste of time. If you're running low on mana or if there's really nobody to heal, you can score free mana, but it's definitely not going to break the bank on most encounters.
I know there are a lot of holy paladins who enjoy running into melee range in order to spam Crusader Strike, and that's fine. I personally don't like spending my mana on Crusader Strike in exchange for some weak damage and a holy power point. If you're looking to deal damage at any cost, though, Crusader Strike isn't a bad option. I used to hit Shield of Righteousness all the time in Wrath, trying to squeeze out whatever damage I could. We simply don't have any abilities that support holy paladins' doling out any serious melee damage, which explains why the shockadin strategy of spamming Exorcism is the de facto choice for dealing damage as holy.
Holy Radiance is the final reason that you'll find holy paladins in melee range. The healing from HR scales up as we get closer to our targets, so popping HR inside of the melee stack ensures that they get as much healing as possible. On encounters like Beth'tilac and Rhyolith, where there's a ton of AOE damage being dealt in phase 2, the entire raid can stack up in melee range and our Holy Radiances will generate some insane healing numbers.
Monks aren't a threat
Holy paladins might have a few melee tendencies, but we're definitely a far cry from being melee healers. While I do duck into melee range from time to time to generate a few Seal of Insight procs, it's definitely not a required technique and is often impractical. Even when we're running into melee range to spread the Holy Radiance love, we're actually playing as a ranged healing class that just happens close to the boss at that moment.
I don't see a problem with monks taking over the melee healer niche. The other healers are already running into melee range with their AOE heals when it suits them -- what's one more healer added to the pile? We're better healers when we're positioned further away, and I don't see a reason to break what's already working.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 3)
Necromann Oct 30th 2011 4:12PM
This question is probably better for the queue, but here goes:
What do you think will happen to monk healers doing the Staghelm fight? During cat phase, he targets people people with range and heal speccs regardless of position. What I think will happen is make them a 'melee' designation rather than neuter the spec during the cat phase.
Earthseer Oct 30th 2011 4:31PM
Seeing how it will be last years content i dont think anyone at Blizzard will care or make any changes to it.
Dan Oct 30th 2011 4:33PM
I'm pretty sure that by the time monks come out, every encounter in FL will be considered trivial.
EverythingRuned Oct 30th 2011 4:54PM
Cmon guys, I think he meant "what are they going to do about that mechanic in general."
Lissanna Oct 30th 2011 5:09PM
I'm assuming that monks will still have heals they can cast at range so that they won't become totally useless in fights where they can't get up-close-and-personal out of necessity of needing to be able to target a specific person and keep them from dieing.
gewalt Oct 30th 2011 8:48PM
wtf, the monk is obviously a melee class, why would the mechanic of that one fight pretend otherwise?
stupid question imo.
Boobah Oct 30th 2011 11:02PM
That's really the question, though: "Will the monk in healing spec be considered a melee spec by boss mechanics?" And it really depends on what those mechanics turn out to be. If by the end of beta, monks need to be in melee to do their jobs 'right' then they should be.
Heck, I'm also interested in what Nefarian's class call for monks will be; I was surprised when they added one for Death Knights, but since they did they'll almost certainly follow it up with monks.
gewalt Oct 31st 2011 8:17AM
no boobah, thats really not a question at all. the monk is quite obviously a melee class. there is no way consider exception to that.
EverythingRuned Oct 30th 2011 5:00PM
I really have trouble understanding how they're going to pull off the "melee healer" archetype, if at all.
They said something about putting statues/totems down on the ground, and when you melee the boss it pulses a heal. Maybe they can do some sort of beacon thing. But still, I don't see how you can have the same precision that you get with standard healing. We'll see what happens as monks get closer and closer to live. I expect there to be maaaany iterations.
gewalt Oct 30th 2011 8:52PM
every other mmo has a "dps to heal" class. they all work the same way. they dps, the server picks who it heals. they are afforded limited control (like setting a beacon on a tank, putting a statue down somewhere, whatever), but they are "smart healers".
Smart as in, the server decides.
Because of the limited capacity to make decisions about their impact, they are typically considered a "support class" and not a main healer. that doesnt mean they cant put out throughput higher than any other healing class, it just means they are support and not directly responsible for monitoring and reacting. That job always goes to a main (pure) healer.
Boobah Oct 30th 2011 11:19PM
First off, you overstate your case. Not every MMO has a 'dps-to-heal' class.
More to the point, to fit in WoW, monks need to be able to successfully heal 5-mans as well as handle tank healing and raid healing, even if others are somewhat better at some of these tasks. That is, they can't be ONLY a backup healer. If they can't main heal, too, then the spec fails.
We've already seen the existing healers get nerfs because too much of their healing is 'smart;' in fact, we've got more nerfs incoming in 4.3 for that very reason. No way Blizzard is going to base a class's heals exclusively, or even mostly, around smart heals.
And they've already told us they like the current healing model, which among other things means mistweavers are surely going to have a slow, weak, efficient heal, a fast, stronger, very inefficient heal, and a slow, very strong heal, all directly targeted. Admittedly, they could turn out like druids and only rarely use the baseline heals.
gewalt Oct 31st 2011 8:14AM
no boobah, dps to heal doesn't work like that at all. I have no idea why you even think it could possibly adhere to that model.
Stop trying to pretend the mechanics are somethign other than what blizzard already said they are.
Sumadin Oct 30th 2011 5:01PM
Well with holy radiance changed in 4.3 one of our primary reasson to stick to melee is gone. Light of Dawn is still decent and judgement(which only needs to be cast every 30 sec in 4.3) only has 10 range untalented(20 with our hit talent). So you could say our ideal positioning in 4.3 is about 10-20 yards behind the melee for maximum benefit from judgement and LOD.
cpd01_eric Oct 30th 2011 5:17PM
Standing I'm melee was actually pretty useful in wrath, as soi returned 4% of total mana instead of base, at toc gear levels each proc essentially meant mana for another holy light.
Lamesu Oct 30th 2011 5:22PM
I have often refused to go into melee range for healing. Either I'm with the ranged/caster DPS people and healing, or I'm somewhere between the Melee and Ranged.
Feldring Oct 30th 2011 5:22PM
From a purely gameplay standpoint, no, there's nothing to be worried about with monks. From the standpoint of having always desired to play a paladin as a righteous protector and holy warrior who wears heavy armor and wields a weapon with skill for a reason, I have to admit to being quite jealous indeed that we're still relegated to standing in the back and looking shiny.
Doesn't it fit the concept of a paladin more to be in the thick of things? Praying and laying on hands and BEING a beacon of light, but also striking fear into the hearts of our enemies? I've always acknowledged it would be difficult to pull off a melee healing model -- even a rather hybridized version as a paladin's would most likely be -- but Blizzard now seems to think it's possible but not worth trying out for an existing class.
What do others feel about this from a concept standpoint?
Texicles Oct 30th 2011 6:09PM
I completely agree with you, and have said for a long time now, that Holy Paladins should be some kind of melee healer, wading into battle, hammer and tome akimbo, ruinating baddies' faces and simultaneously fixing friends' booboos.
Unfortunately, for those of us who have always wanted paladins as true melee healers, 7 years of "tradition" stand in the way of that dream. At this point, the people who like playing holy for what it is significantly outnumber the people who wish things were different.
lawlingU Oct 31st 2011 12:45AM
yeah they could apply it to an existing class. But for those of us who love playing said class, it would kill the game for us. Thats why they don't do it
meldergohjunling27011986 Oct 30th 2011 6:41PM
I think they mentioned before wrath that one of the closest contender to DK as a hero class was a class that heal as melee. I think they're just using the concept from back then.
Blain Oct 30th 2011 6:49PM
So, the holy power procs are not worth the CS ? Damn, I've been playing my Holy Pally wrong then.