Showing posts with label Paladin. Show all posts
Showing posts with label Paladin. Show all posts

27.7.13

The Mocking Smirk of the Loot Gods

"What's your luckydo?" - Every Grummle ever

There are some days when I just have to shake my head and smile at the weird way that things work out.

The thing about random loot drops is, obviously, that they are random and impossible to predict. You might go for weeks without getting drop, or get three great pieces in a row. Call it RNG Hell, the Loot Gods, Bad Luck or whatever, but blame random chance for that one item of gear that you've been unable to upgrade.

That's where I was last night. My gear was looking pretty good; 522 or better on every single item except for Boots (502 Raid Finder, so at least current tier) and my Shoulders.

The shoulders were embarrassing: [White Tiger Mantle], my LFR shoulders from last Tier that stubbornly refused to upgrade themselves. Weekly LFR runs of Iron Qon and Primordius and almost daily Heroic Scenario runs in the hopes that I would beat the miniscule odds and get a 516 drop with stats that weren't entirely useless.

Nothing. The Loot Gods were displeased, apparently.

I had given up hope completely of ever getting a drop. I was convinced that the drops didn't exist (much like the Shield from Tortos and the Twins, but that's another ranty, Gear QQ post). So I resigned myself to grinding towards Exalted with the Shado-Pan Assault and just buying a set.

And last night, right after Ji-Kun fell over dead into her own green slime, this popped up:


Finally! I was so excited. I wanted to teleport out immediately and buy them, but my raid leader told me to have some damned patience and wait until the end of the raid.

The Loot Gods are bastards, though. After more than two months of waiting and hoping and begging, once I was Exalted and could just buy the damned things and get the suffering over with, what did Primordius drop? Yup: [Spaulders of Primordial Growth].

My raid team all laughed and told me that at least I hadn't spent the money on the reputation gear and would I please finally shut the hell up about shoulders, already?

Now, you're probably saying, "So what?" This sort of thing happens to us all at one point or another. Random is random, after all.

But the Loot Gods have a real flair for the ironic. Guess what Iron Qon dropped? Yup! [Shoulders of the Crackling Conquerer].

I didn't even bother to roll on them. Yes, they're my best in slot and I would absolutely love to have them...

But three sets of shoulders in one night is just too much for any Paladin.

24.7.11

Holy Paladin Basics: Getting Started

I am often asked the question, "How do you heal as a Holy Paladin?" It is a question that is hard to explain in the space that Twitter gives, or even within the space of a single post. Often, the guides that are written are done so with max-level characters who are tackling heroics or raiding content in mind, and the new, low-level Holy Paladin is left in the dark. Holy Paladin Basics is a continuing series of small, specific posts aimed at teaching new Paladin healers how to effectively use the tools that they're given to tackle any situation.

SO YOU'VE DECIDED TO BECOME A HOLY PALADIN
The wet snow was still clinging to the young Dwarf's tattered and mismatched hand-me-down chainmail as he nervously stood in front of Azar Stronghammer, the Paladin who had been his mentor since leaving the comfort and safety of his home in Anvilmar. "Ye've done well, young Paladin, ta make it this far," Azar said, a stern, yet approving look on his weathered face. "But the dangers o' Dun Morogh are jus' the beginning of yer journeys. It's now time to choose which path of the Light ye're to follow. Choose wisely, young one, but choose quickly! Me ale needs me attention!"
Kneel. Kneel before Zod Uther.
At level 10, the fledgling Paladin is faced with the difficult choice of which talent specialization to pursue. Unlike most classes in World of Warcraft, the Paladin has three completely different roles that he can fulfill: Tanking, Healing or Melee Damage Dealing.

Putting the first Talent Point into the Holy Tree and choosing the life of a healer means that you are taking upon yourself the responsibility to keep those around you alive. It means that you are going to thrive in groups, and there will always be an insatiable demand for your services at every level and in every situation.

A Holy Paladin is one of the most powerful healers in the game. Equally at home in small groups or large raids, they bring lot of unique abilities and utility spells in addition to their healing. In a raid setting, a Paladin's natural niche is healing the Tanks, as the direct nature of the healing spells coupled with Beacon of Light are excellent for keeping up a single target taking extreme damage. A Holy Paladin is certainly capable of healing the Raid as well, but has fewer tools to do it than the other healing classes.


HOLY PALADIN ABILITIES

All Paladins get the following abilities as soon as they choose the Holy talent tree:

Holy Shock

An instant cast, multi-use spell as it can be used as an attack or a heal. It generates one point of Holy Power upon use. As an attack it does a moderate amount of damage and is a very useful addition to the admittedly limited offensive potential of a Holy Paladin. This spell, when used in a Holy DPS build, gives that spec it's name: The Shockadin.

As a heal, it is an exceptional spell and forms the backbone of our healing arsenal. Healing for a decent amount and generating Holy Power, this is something that a Holy Paladin will want to cast as much as possible. It has a short 6 second cooldown, and because it is instant is one of the few heals that a Holy Paladin can cast while moving.

Meditation

Allows 50% of your mana regeneration from Spirit to continue while in combat. This ability is a freebie that every healer gets, but it's absolutely crucial for a healer to be effective. Ignore all of the other abilities - this, more than anything, is why a Holy Paladin will be better at healing than a Retribution or Protection Paladin at the lower levels.

Walk in the Light

Increases the effectiveness of healing spells by 10% and removes the cooldown while increasing the effectiveness of Word of Glory by 30%. Another ability that makes a Holy Paladin a much stronger healer than the other specs.

Illuminated Healing (Mastery)

This ability places a shield on the target of each of your Direct Heals (as of 4.2: Flash of Light, Holy Light, Divine Light, Holy Shock, Word of Glory) for a fixed percentage of the heal. It is augmented by Mastery Rating, which can increase the size of each shield. Trained at level 80, this ability is not going to matter much to a levelling Holy Paladin.


LEVELLING AS A HOLY PALADIN

Regardless of your class, levelling as a healer is not a challenge for the faint of heart. Questing will be a lot slower and more difficult than with a Retribution or even a Protection talent specialization. Enemies of all sorts will chuckle as you tickle them for virtually no damage with your weapon. Holy Shock will be your best friend, but enemies will seem like they take forever to die and it's likely that you will become intimately familiar with each of the questing zones many graveyards. You'll probably know the Spirit Healers on a first name basis.

On the other hand, a low level Holy Paladin is a beast at healing in dungeons.  As such, your best levelling path is through instances using the Random Dungeon Finder starting at level 15.

If your plan is to heal once you reach Level 85 (and I can't imagine there is a reason to level as Holy if it isn't), there are several advantages to levelling through Dungeons:

1) Low level dungeons are easy to heal and provide great experience and gear. Even without any guild perks or heirlooms to help boost Experience Point gain, a single dungeon run at low levels will provide a sizable chunk of a level, if not more. As well, the dungeoneering Paladin will almost certainly be clad in the best gear available for any particular level, which makes healing even easier.

2) Levelling as a healer will provide a greater understanding of the healing dynamics of the class. Rather than levelling as another spec and choosing Holy later, someone starting as a Holy Paladin will be able to spend time with each ability as they are learned, and will be able to see how each spell relates in function to the other spells in the toolbox. It is the best way to get an intuitive knowledge of all of the spells in a class's arsenal, and will ease the learning curve in the higher-end content.


GEAR & STATS FOR LEVELLING

Gear

Paladins have a great deal of flexibility when it comes to levelling gear as they are able to wear any type of armour available. Mail armour is preferred until level 40 when it's possible to train Plate. However, until level 50 when the Plate Armor Specialization ability becomes trainable (which gives an additional 5% mana when wearing all plate armour), a Holy Paladin can and should use any armour type that is an upgrade.

Holy Paladins are unique in that they are the only class to have an armour class all to themselves. Plate with Intellect (or Mail with Intellect below level 40) is not desired by any other class that can use it, consequently it can be somewhat harder to find. The advantage is that in a group or raid there will be less competition for that gear, giving you a better chance to get it.

Holy Paladins are also one of only two healing classes that can use Shields, although they can also equip any type of off-hand item other than weapons. Shields with healing stats (Intellect, see below) are rare and precious objects while levelling, and it's more than likely a shield will get replaced much less often than any other type of gear short of a Relic (which you won't see until around level 50).

Stats

INTELLECT is your highest priority stat, and should be on every single piece of your gear. Get used to stacking as much of this stat as you can, because it is your best friend from now on. This stat not only determines how much mana you have, but also your spell power which increases how big your heals are. In addition, Intellect factors into mana regeneration. More Intellect is always better.

While levelling, all the other stats are relatively meaningless and Intellect should be prioritized over everything else. My personal strategy is to equip any gear that has more Intellect, even if it is a lower item level or has worse secondary stats. Until you hit Northrend, no other stat matters.

However, since you're going to get secondary stats regardless, it is useful to know what they are and what they do.

SPIRIT is your regeneration stat. It allows you to increase the amount of mana you regenerate both in an out of combat. It's a very good stat to have if you are having problems with your mana when healing dungeons. Never, ever stack Spirit instead of Intellect as Intellect contributes to your regeneration as well.

HASTE is a throughput stat that increases the speed of your heals and lowers your Global Cooldown, allowing your to cast more spells in a given period of time. This is a great stat to have, but at low levels you will never be able to acquire enough of it to make a significant difference.

CRITICAL STRIKE RATING increases the chance that your heals will land as a critical strike which will make them heal for 100% more. This is nice to have, but it's unpredictable and most healers tend to favour the predictable healing increases that Haste provides instead.

MASTERY is a stat that you will start seeing on gear once you hit level 80 and move into the Cataclysm levelling zones. It increases the effectiveness of your Illuminated Healing shields. As such, it isn't something that you need to worry about for a while, but once you're at level 80 it's generally regarded as the least important of the secondary stats for a Holy Paladin.

Other stats, like STRENGTH, AGILITY, HIT RATING, SPELL PENETRATION or DODGE are stats that will not help your healing at all, and so have very little use for a Holy Paladin. STAMINA will increase your Hit Points, and therefore your survivability, but is not something that a Healer should go out of their way to gear for; your Tank should be taking the large majority of damage in an instance.

We will discuss the various different Secondary Stats from the level 85 perspective later in MASTERY CLASS: GEARING AND STATS FOR ENDGAME CONTENT (coming soon).


NEXT HOLY PALADIN BASICS CLASS:
The Holy Toolbox: Spells and Spell Selection
  
  

6.7.11

Tag, I'm it! 20 Questions for Healing WebRing 2.0

Saunder over at Non-Squishy Heals has resurrected an old blogging meme originally started by Miss Medicina, one of the great, lost luminaries of WoW blogging. The original 20 questions circulated back before I started writing Battle Medic, or even reading WoW blogs, so I didn't have a chance to participate or read any of the old ones. Saunder has tagged me to help kick things off, and I'll tag two more people at the end to carry on.


1. What is the name, class, and spec of your primary healer? 

My main healer is a Paladin by the name of Thosif. He is, confusingly enough given the title of my blog, a human and not a dwarf, although I'm very tempted to change that.

2. What is your primary group healing environment? (i.e. raids, pvp, 5 mans)

I am a dedicated PVE healer, so my main healing environment is anywhere people are trying to kill Internet Dragons. I enjoy raiding in particular, and I love the intensity and accountability of the 10-man raiding format where there isn't anyone else to cover for me if I make mistakes. It's the most delightful kind of stress imaginable.

3. What is your favorite healing spell for your class and why?

Lay on Hands, or as I like to call it: The Reset Button. It is the most deliciously overpowered spell in the game on a measly seven minute cooldown when properly glyphed and talented. There is no other spell in the game that can instantly reset a Tank's health and give the caster a huge chunk of mana at the same time. There is no greater feeling of exultation than a perfectly timed Lay on Hands that saves a person from imminent death. I look for any excuse I can find to cast it.

I just wish it could Crit and transfer through the Beacon of Light. I miss those days, but if there ever was a spell that was overpowered, that was it.

The biggest problem with Lay on Hands is when I accidentally hit it a split second too late to save the target. I have Auto-Self-Cast set to On, and so if I cast LoH just a split second too late and my tank dies, it automatically casts it on me, usually wasting a large majority of the heal. I've had to create a macro to only cast it if my target isn't dead to work around the problem. My Tank will still die, but at least I don't blow a long cooldown for no reason any more.

4. What healing spell do you use least for your class and why?

Flash of Light. It's definitely the Holy Paladin's most useless spell. It's better now that Infusion of Light makes it instant, but it's still too expensive relative to the amount it heals, and it's cast time isn't fast enough to justify ever using it. I admit, however, that I do use it occasionally when a raid member is on the brink of death. It's a rare occasion when I do, though, and it normally means that the person in question is a single stiff breeze away from being a floor smear.

5. What do you feel is the biggest strength of your healing class and why?

As far as healing in Cataclysm goes, the Holy Paladin's biggest strength is Mana Efficiency. This point is proven every single patch as Blizzard frantically nerfs us to bring Holy Paladins down to the same level of efficiency as the rest of the healing classes, and each time the plate-wearin' battle medics just roll with it and keep bombing the big, expensive heal. Holy Paladins simply have a staggering array of unique methods that regenerate a silly amount of mana - Divine Plea, LoH and Judgements - in addition to options like potions and trinkets that are available to all classes. I continually find it astonishing how quickly I can make a dire mana situation comfortable again by just intelligently using the tools available.

6. What do you feel is the biggest weakness of your healing class and why?

Raid Healing, no question. With only Holy Radiance and Light of Dawn to add a tiny amount of AOE healing to a raid setting, Paladins are hard pressed to keep up with the other classes when the raid is taking a lot of damage. And if everyone is spread out then we're completely screwed.

Interestingly, Blizzard started Cataclysm with the goal that each healing class would be able to fulfill both tank and raid healing roles, and yet it seems that each change that they make pushes Holy Paladins back towards being specialized Tank Healers. I don't mind this because I actually like the idea of a degree of specialization in the healing classes, but I do find the inconsistency in Blizzard's approach a bit annoying. Am I as a Holy Paladin capable of being a Raid Healer that is as effective as a Shaman, Druid or Priest? As of 4.2, the answer is no.

7. In a 25 man raiding environment, what do you feel, in general, is the best healing assignment for you? 

In light of what I discussed in the previous question, my best healing assignment is on the tanks. We have a lot of flexibility and utility when it comes to Tank Healing that we simply can't bring to the raid. A single, skilled Holy Paladin can go a long way towards keeping two tanks up - although he will need some help.

8. What healing class do you enjoy healing with most and why?

I adore Paladin healing. There is a spell for any situation that can come up in an encounter and the Holy Paladin's answer is not necessarily limited to pouring more healing onto a target to solve it. Got too much threat? Hand of Salvation. The mage pulled aggro again and is about to die? Hand of Protection. Your tank is about to take a staggering amount of damage? Hand of Sacrifice. Ooops, the Tank is about to become worm food? Lay on Hands. Need an eight second vacation from all worries? Bubble, baby.

9. What healing class do you enjoy healing with least and why?

Well, I can't say that I'm an expert on the other healing classes. Aside from the Paladin, I have raid healed in WotLK with a Priest (both Holy and Discipline) and done low-level dungeons with my Shaman. My druid is still languishing at level 20, so I wouldn't say that I have a good grasp on tree healing yet.

Each of the different healing classes feels different, and I appreciate each one for what they do best. I enjoy my priest, and miss the days of the bubble-spamming discipline style. I also really like the little Shaman: There's nothing quite like healing with bouncing laser beams. And while I haven't got a good feel for Druid healing, I have always loved Heal Over Time spells, and that style of healing really appeals to me.

To avoid sounding like a complete cop-out, though, I suppose that the class that has the healing style that I like the least is probably the Shaman. I find that having all cooldowns tied to totems needlessly complex compared to the simplicity of the Paladin abilities. Having to turn off one ability - Healing Stream Totem, for example - to activate another and then remembering to reactivate the first one seems a lot more clunky than could possibly be fun. I can see myself healing a raid as a druid, but I'm not sure if I can keep all the various totems straight to the point where I could be effective on a Shaman. Time will tell, I guess.

10. What is your worst habit as a healer?

Well, one of the officers of my guild would say that it's letting Enhancement Shaman die too frequently.

As with most healers, I can tend to focus on my raid frames too much and not be as aware of what's going on around me as I should be. It's killed me more times than I can count. I call it getting Gridlocked.

Also, every now and then I'll accidentally hit the Whisper Reply button while healing and get stuck in the chat box and unable to heal or move. It's easy to tell when this happens to me, because I'll die and then immediately say, "11111111111wwwwwwqqqqqqqqq333333333" to the raid. It's kind of embarrassing, honestly. I can already see the comment section filling up with people telling me to switch to Clique.

11. What is your biggest pet peeve in a group environment while healing?

My biggest pet peeve when it comes to healing is when a Warlock Life Taps himself to the brink of death and then expects me to heal him mere seconds before a pull. This is why you guys are so squishy! Life Tap is a great tool, but it's not designed so that you don't ever have to use water to regenerate mana. All you're doing is forcing me to drink after I heal your lazy ass.

12. Do you feel that your class/spec is well balanced with other healers for PvE healing?

If by well-balanced you mean ridiculously overpowered, then yes.

Seriously though, I think that Healing is in a good place right now and all of the healing classes are well balanced right now. Healing numbers in the raids that I've seen have been very close, and any healing class can top the meters on any given fight. A rare victory for the Bring the Player Not the Class concept.

13. What tools do you use to evaluate your own performance as a healer?

I use Recount, and I look at my spell choices and performance after most boss fights, particularly the wipes. I haven't really used World of Logs much, although I understand it's unrivaled as far as deep performance analysis goes.

But the main criteria that I use is the ol' Did my Healing Assignment Die? method.

14. What do you think is the biggest misconception people have about your healing class?

The biggest misconception that people have about Holy Paladins is that they seem to think the we're not absolutely awesome in every way. Flaws are for other, lesser healing classes.

Another misconception is that all Holy Paladin players become extremely arrogant once they put on Intellect plate, and I have no idea why this myth keeps persisting. It's a mystery.

15. What do you feel is the most difficult thing for new healers of your class to learn?

The thing that most new Holy Paladins have a hard time getting used to is that one of the most fundamental things that must be done constantly has nothing to do with healing: Judging. Casting Judgment returns a significant amount of mana and gives us our Judgments of the Pure buff. The one thing it doesn't do is actually heal, so it's a little counter-intuitive that a healer should be wasting a Global Cooldown on it. Once that lesson is learned, mana problems tend to become a lot easier to deal with.

Also, it takes a long time for a new Paladin healer to get used to all of the utility spells that are available. There are a lot of them, and they aren't going to be something that will be used every single fight, but are extraordinarily powerful when used at the right time. Believe me, the Mage that's topping the meters will adore the Paladin that casts Hand of Salvation on them to help reduce their threat so they can rock out even more DPS.

16. If someone were to try to evaluate your performance as a healer via recount, what sort of patterns would they see (i.e. lots of overhealing, low healing output, etc)?

They would likely notice that I strictly follow my policy of never healing Rogues. Just kidding, I love my stealthy, backstabbing brethren.

A very close analysis of my healing logs would show a very good usage of short-term cooldowns such as Judgement and Holy Shock, and an appallingly poor usage of long-term ones. I admit, I'm awful at using my throughput cooldowns like Avenging Wrath or Divine Favor. It's a flaw that I'm working hard to overcome, and just put together a couple of new Power Auras to remind me to use them and let me know when they're available. I'm just always afraid that I'll use a cooldown and then not have it available when I truly need it. As far as flaws in my game go, this is probably the biggest.

17. Haste or Crit (or Mastery) and why?

I have always been a Haste fan. I like the responsiveness that haste allows, and the throughput benefits in undeniable. I ate, slept and pooped haste in Wrath of the Lich King.

However, with the changes to Mastery in 4.2, let's just say that I'm crit-curious. At some point I am going to experiment with a Crit/Mastery build and see how that goes. I'm pretty sure that the pure healing numbers will be great, but I'm not sure about how it's going to feel: Is it going to feel so slow and clunky as to make healing no fun? Are my heals going to arrive a split second too late all the time? I don't know, but at some point I'm going to give it a try.

18. What healing class do you feel you understand least?

Druids, for the simple reason that I haven't ever really played one before - at least not in any meaningful content. Although I do keep up with a lot of Druid bloggers, so I think I have a decent theoretical understanding of the class.

19. What add-ons or macros do you use, if any, to aid you in healing?

I don't do any healing at all if Grid is not installed. It is my minimum requirement as far as addons go. Thankfully, the developers seems to respond quickly when Blizzard breaks it with a patch and it's downtime is typically very minimal. I also have GridManaBars and GridSideIndicators installed and customized. I have it configured just so, and it is a warm, fuzzy blanket of comfort when I step into a new dungeon because while the encounters may be unfamiliar, Grid is always there for me.

I also use Deadly Boss Mods, Mik's Scrolling Combat Text, Power Auras, Stuf Unit Frames (not the Raid Frames), Recount and Omen. I try to keep my user interface relatively stock and basic - it's more patch resistant that way - but I've been noticing that more and more addons have been creeping in as I try to improve my healing performance. But I really try to make Grid and Power Auras do most of the heavy lifting as opposed to having more addons.

20. Do you strive primarily for balance between your healing stats, or do you stack some much higher than others, and why?

A Holy Paladin that isn't stacking Intellect these days is an rarity, certainly. The secondary stats are more up in the air, however the vast majority of Holy Paladins came down on the side of Spirit and Haste. Unfortunately, until patch 4.2 our Crit and Master simply weren't good enough to bother with. Now that our mastery has been vastly improved there is a little more wiggle room for out-of-the-box thinking.


Well, there we go. 20 questions answered - some more thoroughly and less glibly than others, but answered nonetheless. I hope you enjoyed it or, at the least, didn't find it offensive. Now to tag two more healers representing different classes to pass it on.

I throw it over to Angelya of Revive and Rejuvinate and Oestrus of The Stories of O. I can't wait to see what these lovely ladies have to say.

EDIT: I also tagged Glorwynn of Heavy Wool Bandage to answer this questionnaire as well. She has answered here from her unique perspective as a dedicated, but low-level healer. Give her a read!
 
 

28.6.11

Holy Paladins in 4.2 - What You Need to Know

The release of Patch 4.2 brings with it the first major new content of Cataclysm: A new raiding tier taking place in a gigantic zone, a new quest hub and dailies with excellent gear rewards, a Legendary Staff for the Mages and Warlocks to fight to the death over, and a new, epic questline advancing the story of Thrall and the Earthen Ring. Not to mention getting a chance to kill Ragnaros once and for all and an opportunity to finally shove all that goddamn dirt that we gathered right in Fandral Staghelm's snarly face. Good times.

But with this patch, as always, come a lot of changes, balances and tweaks to the classes. Holy Paladin's are getting off pretty easy this time around; avoiding drastic changes but getting some quality of life changes, a couple of buffs and of course, getting the mana cost of our direct heals nerfed yet again.

I have put together a list of all the changes in this patch that are relevant to Paladins of the Holy persuasion, along with my comments. Full Patch Notes are here: http://us.battle.net/wow/en/blog/2993743


GENERAL HEALING CHANGES


  • All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%).
A straightforward buff to all healers throughput, and an attempt to make Critical Strike rating a desirable secondary stat for healing. I'm still not completely sold on the viability of Crit as a stat for Holy Paladin healing, but I'm not going to say no to any extra 50% buff that Blizzard is willing to give me. Since Blizzard is doing everything they can do to force us away from Divine Light and to the smaller, more efficient Holy Light, this is a very welcome increase to our healing that will help make up for the fact that we'll be less able to spam our biggest heal.

I am, however, looking forward to seeing those big, juicy Divine Light crits.


FROM THE "HOLY CRAP IT'S ABOUT TIME" FILE


  • All class abilities which place a buff on friendly targets no longer generate any threat. This goes for raid-wide buffs like Mark of the Wild and Power Word: Fortitude, as well as triggered effects such as Blessed Resilience or Fingers of Frost, and single-target buffs like Dark Intent and Hysteria. The exception is buffs which directly cause healing or damage, such as Thorns or Renew. Abilities such as these still generate normal threat.
This is a really small change, but it's one of those blindingly obvious, "why wasn't it like this in the first place" changes. It happened rarely, but every now and then I would refresh Beacon of Light or a Blessing just as the boss is being pulled and get aggro. I'm not really sure why a boss would think that Beacon of Light is a threat and want to rearrange my face, but it's been known to occur. This is just a quality of life change, really, but it will make your tank's life just that much easier and may prevent you from getting your head pounded into the ground on occasion.


CHANGES TO HOLY PALADINS


  • Divine Light mana cost has been increased to 35% of base mana, up from 30%.
  • Flash of Light mana cost has been increased to 31% of base mana, up from 27%.
  • Holy Light mana cost has been increased to 12% of base mana, up from 10%.
Okay, ouch, this hurts. In a recent article on the official WoW blog, Ghostcrawler said "We concluded PvE Holy paladins were ending fights with too much mana relative to other healers, so we raised the mana cost of their single-target heals" and this change steps in to correct this. 

If I was to look at our mana situation objectively and not as a completely partisan class zealot, I would tend to agree and I think that these changes are reasonable. Looking at other healers, Paladin's have it enormously easier when it comes to mana. Often during raids I'll hear a healer call out for an Innervate or a Hymn of Hope while I'm sitting pretty with 80% mana having done about the same amount of healing. So while the zealot in me is storming through the house knocking holes in the drywall, I can appreciate that this is designed to bring Paladins to the same level as the rest of the healers and I think I'm okay with that.

 The Divine Light increase stings though... a 17% increase is a big jump.

    Delicious, but
    unhelpful
    while healing.
  • Holy Shock mana cost has been decreased to 7% of base mana, down from 8%. 
A small buff to make up for the last one. I don't think that making Holy Shock cheaper is going to have any effect on my Mana as the cost now is unnoticeable and I'm already casting it on cooldown as much as I can anyway. So, thank you, Blizzard, for doing the equivalent of tossing a Gummi Bear to a starving man.

Still, a Buff is a Buff.

  • Beacon of Light can no longer be dispelled. In addition, it now transfers 100% of the heal from Holy Light, but still 50% of the heal from other spells.
Beacon of Light can no longer be dispelled, which I assume is going to be great for PVP. I've never run into this as a problem, so I will refrain from commenting further.

However, the transfer of 100% of Holy Light to the Beacon target is a fabulous change that I am very happy to see. 

I'm not sure how everyone else does it, but when I'm healing and responsible to keep a tank up, I still rely on my Beacon of Light to do a lot of the heavy lifting for me. At 50% transfer, Holy Light was next to useless when trying to keep a tank up through the Beacon, forcing a lot of Divine Light casts on Raid members that, strictly speaking, could likely have been kept up with a Holy Light. With Blizzard doing whatever they can to get us away from spam casting Divine Light, this will allow us to cast our ultra-efficient Holy Light more often and have it be effective in more situations.

  • Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin's health.
I posted in depth about this change in my previous article: Illuminated Healing in 4.2: New! Improved! 100% More Shiny!.

I think that the buff to our Mastery coupled with the improvement to Critical Heals and the change to Holy Light will go a long way to make a Crit and Mastery gearing strategy viable for Tank healing in Raids, and I'm very intrigued to check the numbers out. I think some more research is needed on this one before it can be fully understood. As of now, however, I am going to stick with my previous Haste-heavy build.

  • Infusion of Light can now lower the cast time of Flash of Light by 0.75/1.5 seconds, in addition to Holy Light and Divine Light. In addition, the old Denounce spell overlay effect has been transferred to Infusion of Light since Denounce is no longer a proc.
Nobody uses Flash of Light. It doesn't heal enough to compete with Divine Light, it's too expensive to compete with Holy Light and isn't fast enough to make it worth casting over either of them. 

If only it was instant I might actually use it.

What's that? Infusion of Light now reduces the cast time by 1.5 seconds? Ahh. I see. Right. Carry on then.

  • Speed of Light now increases movement speed when Holy Radiance or Divine Protection are cast. In addition, this talent now reduces the cooldown of Holy Radiance by 13/26/40 seconds, up from 10/20/30.
This buff is nice, but not, I think, in the way Blizzard intended. I think that they view this as allowing us to use Holy Radiance more often, and therefore being more effective at AOE healing, which is true. However, I have rarely found that Holy Radiance is on cooldown when I need it, and I'm not sure how it being available 10 seconds earlier will change things dramatically. But it may allow us to move a Talent Point from this and put it elsewhere and still have virtually the same cooldown as before.

Actually, the thing that I am excited about with this change is having the Speed of Light movement increase be activated by both Holy Radiance and Divine Protection. It makes a lot of sense, actually, because when I need to quickly move out the fire Divine Protection's damage reduction is also likely to come in handy, not to mention save me the mana cost of Holy Radiance (which ain't cheap).

  • Walk in the Light now improves Word of Glory healing by 30%, in addition to its current effects.
Sweet Merciful Neptulon! An actual, no-bullshit BUFF! In Ghostcrawler's words: "We buffed Word of Glory for three reasons: We felt Holy Power was mattering less to Holy paladins than it did at Cataclysm launch. We wanted to provide more uninterruptible healing in PvP. We knew Light of Dawn was trumping Word of Glory in almost all cases in 25-player raids". Excellent.

As a 10-man raider, I use Word of Glory a lot, and this buff makes it's use in 10-mans a complete no-brainer, as well as making it a viable option in 25-man content. Consider this slavering class zealot pleased. I almost regret the car bomb I put under Ghostcrawler's minivan for the mana nerfs. Almost.


BUFF TO PURE AWESOME


  • Players are once again free to dance in combat (without causing graphic errors). Other animations, such as attacks, will take precedence over dancing. The dance animation will be suppressed until the higher priority animation is complete. Fun has been unnerfed.

Can there be anything better than dancing while healing a boss encounter? I don't think so. Trash mobs will flee from the shear magnitude of my dance machismo, and Bosses will cower from my epic arabesques and drop their epic loot as I do a plate armour version of The Hustle. So You Think You Can Dance will have nothing compared to my Holy Warrior hoe-downs.


HOLY PALADIN GEAR LIST FOR 4.2

I will defer to the experts on this one: Kurn put together a great list of Holy Paladin Firelands gear. She and I generally agree on gearing and stat weights (by that, of course, I mean that I read her stuff and say, "Yeah, that makes a lot more sense than what I was thinking"), and I'll probably be using her guide myself, so I see no point in duplicating it here. Go visit her!

   

24.6.11

Illuminated Healing in 4.2: New! Improved! 100% More Shiny!

I'm forever blowing bubbles,
Pretty bubbles in the air,
They fly so high,
Nearly reach the sky,
Then like my dreams
They fade and die. - lyrics by James Kendis, James Brockman and Nat Vincent[1]

Ahh, Holy Paladin Mastery. You are so young and yet have lived a very checkered and unappreciated life. Greeted with an overwhelming wave of indifference when you were born which turned into outright hostility as you grew up into an awkward adolescent that no one knew what to do with. It became so bad that people could barely look you in the eye any longer and simply reforged as much of you away as they could, pretending that you didn't exist. It's not really fair, is it? We all had such high hopes for you.

Patch 4.2 represents a coming of age of sorts for Illuminated Healing. The awkward teenage years of short, non-stacking, pimple-like bubbles are gone. In it's place is a more mature and grown-up Mastery ready to take on the real world and make a difference.

Alright, I think I've taken that metaphor as far as I can go. Consider yourself spared the Clearasil jokes.

MASTERY PRE-4.2

As a stat for Holy Paladins, Mastery in 4.1 is generally considered beyond worthless. It is the automatic choice for reforging. Our mastery ability, Illuminated Healing, puts a shield on the target of a Paladin's single-target healing spells for 12% of the healed amount, modified by mastery. Sounds great, in theory. Who wouldn't want an across-the-board 12% increase in their healing effectiveness due to the mitigation of incoming damage? Discipline Priests have made a living with doing just that through two expansions now.

The Evolution of Illuminated Healing
The problem is that it just doesn't play out that way in reality. The shields are too small to be meaningful. They don't last long enough to reliably be counted on to absorb damage. And they don't stack - meaning a heal cast on a target with a shield on it will overwrite it with a new shield based on the new healing spell. These three things combined means that most of the Shields simply go to waste and the ones that are used are small enough to be insignificant.

Throughout Cataclysm, Blizzard has been steadily tweaking Illuminated Healing with a series of small buffs. It's very apparent that they are being cautious with our mastery in an attempt to ensure that it doesn't become overpowered. Each patch has come with tiny little buffs and balances to answer the ability's critics in the hopes of finally making Mastery a desirable stat for a Healadin. 

MASTERY: NEW, IMPROVED AND READY FOR PRIME TIME

Patch 4.2 finally answers the final critique of Illuminated Healing with the addition of stacking shields up to 33% of the Paladin's health. Here is the patch note detailing this:
Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin's health.
The reactions to this change have ranged all over the place. Kurn, Rohan and Adgamorix all posted widely varying opinions on the subject, as have many others.

I look at this change, and the changes that have preceded it and am satisfied. I think that Blizzard has finally got Illuminated Healing to a good place and it will finally start working as it was initially intended to: To have each direct heal that a Paladin cast give it's target a shield to reliably be counted on to mitigate a portion of future incoming damage. And now that subsequent casts will increase the amount absorbed and refresh the duration, it's much less likely a shield will go to waste.

Will we be able to pump up the shield to maximum quickly and efficiently before the pull? No, but that's alright because that's not the way it's intended to work. Are we going to be able to quickly shield a raid using Holy Radiance? No, but that's alright because that's not how it's intended to work. Will we be able to shield both the target we're healing and the tank we have Beacon of Light on in a single cast? No, but that's okay too.

All of those things would be extremely nice, but likely would be unbalanced. As it is, Blizzard can't help but nerf all of our single target heals every single patch, so let's not give them any more incentive because of an overpowered Mastery.

I feel that the intent of our mastery is to provide a buffer: The more we heal a target, the smoother and easier to manage future damage becomes, and I think that this buff goes a long way to making this concept finally work.

IS MASTERY DESIRABLE?

The big question this change brings up is: Should a Holy Paladin gear for Mastery?

I still believe the answer is no: Haste is still a better throughput stat for Holy Paladins. I am still a big fan of a Haste-heavy build if for no other reason than to increase the responsiveness of my healing. To me, it feels better to be casting quickly and more often. Mastery is still valuable with this gearing strategy since quick heals will allow a Paladin to stack shielding quicker.

However, the changes to Illuminated Healing coupled with Critical Strikes now healing for 200% certainly do make an argument that a Critical Strike and Mastery gearing strategy could prove to finally be viable come 4.2. Slow, frequently critical heals that leave a shield twice the size of a normal heal could prove to be equally effective as faster heals that crit less - and may be easier on the mana pool, something that may prove important as we move into the Firelands to play with Ragnaros and his diabolical minions. I am no theorycrafter, so I will let others do the math on this one, but I'm curious to try it out and see how it works.

That being said, I think that Mastery is still not as important as either Haste or Crit, regardless of which gearing strategy you decide to go with. My order of preference for secondary stats is as follows:
SPIRIT > HASTE = CRIT > MASTERY
In this scenario, Haste and Crit are equal, but separate. Choose one at the expense of the other. Either way, Mastery is still not something that a Paladin should go out of their way to get, but having it on otherwise well-itemized gear is no longer quite such a detriment.

In this sense, Mastery is still a bit of a troubled child. No longer is it completely worthless, and Illuminated Healing is now quite good, but that extra little bit of shielding that the Mastery stat provides pales in comparison to what Haste and Critical Strike provides. I guess it's not out of the Clearasil years quite yet.

But honestly, short of scrapping and redesigning the Holy Paladin Mastery ability completely with something better, I'm not sure what Blizzard can do to make a Holy Paladin want to go out of their way to gear for it.
 
  

22.2.11

Paladin Basics: Judgements and Targeting

[PLEASE NOTE: This article has not been updated to reflect the 4.3 changes to Judgement and Seal of Insight. I will be updating it soon! ]




Welcome to Holy Paladin University with Professor Fannon.  This recurring series of articles is going to focus on the How-To's and How-Not-To's of healing Paladin-style, from the basics to the advanced.  In this introductory article I'm talkin' Judgments and how to hit the right internet dragon every time.


As a Holy Paladin one of the things you are going to be doing frequently is Judging.  Judgement is an offensive spell that is extremely important to a healing Paladin as it gives us a lot of benefits over the incredibly meager damage that it does, and you should be casting whenever it is available as much as you possibly can.  Reaching for the Judgement button is completely instinctual for me now.  It's to the point where I need to ensure that on my other characters I put something in that keybind that needs to be cast a lot, because it's an entirely automatic reflex.

A Holy Paladin using Seal of Insight casting Judgement on a target provides a lot of different benefits:

  • Causes a small amount of damage to the target
  • Automatically returns 15% of base mana (For me it's about 3400 at the moment)
  • Counts as a melee attack, sometimes returning 4% base mana via Seal of Insight
  • Gives Judgements of the Pure, providing a 9% Haste buff for 1 minute

At a minimum, a Holy Paladin should be casting this spell once per minute, simply for the extra haste from Judgements of the Pure.  However, in the Cataclysm healing environment, the mana return mechanisms are far more important and makes casting Judgement as often as possible critical.  Frequent Judging will help you have enough mana to heal longer fights and be more effective.


HITTING THE RIGHT TARGET

But in an era of Crowd Control, how do you make sure that you're hitting the right target?  How do you ensure that you're not going to get that nasty internet dragon munching on your face?

The trick to healing and Judging seamlessly is target selection, or rather, the lack thereof.  Normally, a healer is going to be rapidly targeting friendly players while casting heals.  If you then press Judgement (or any other attack) without first selecting a hostile target, the game will automatically target whichever mob is closest to you.  There is nothing worse that hitting the Judgement button and having the game select the wrong target, breaking Crowd Control or causing you to get aggro.  It's vitally important to make sure that you're Judging the right target.  Luckily, there is a very simple way to do this that doesn't require any add-ons or effort.

Focus

The default Focus Frame.  Hi Mack.
The easiest way to solve this problem is to use the Focus feature of the default user interface.  Focus allows you to 'tag' a mob or party member that you want to keep an eye on.  In the default UI, focusing on a target will give you another, movable unit frame with your Focus Target in it.  You can use this to keep an eye on your Focus Target's health, use it to quickly switch targets and many other things, but the real power of this feature comes from how it can be used in macros.

For Judgement, this is the macro that I use:

#showtooltip
/cast [exists,harm][@focustarget,exists,help][] Judgement


This macro will cast Judgement on your Focus Target's target if you have a focus, and on your current target if you don't.  This allows you to use it in groups or soloing without changing anything.

For both raiding and dungeons, the best thing to focus on is the Tank.  By always targeting the Tank's target while grouped, it is almost guaranteed that you will always be Judging the target that the Tank has the best threat on, and you will almost never break a Crowd Controlled mob early.  The best habit to get into is at the beginning of any dungeon or raid to set your Focus Target on the Tank and be content that each Judgement that you cast will hit the proper target.

This system can be used for all of your offensive spells by altering the macro for each spell.


To set a Focus Target, select what you want to focus and type /focus or right click on the unit frame and select Set Focus.  For more information on Focus and some of it's uses, check out Wowpedia's article: http://www.wowpedia.org/Focus_target

I have found that using Focus in this way is the simplest method of making sure that your Judgements hit the appropriate target.  What method, if any, do you use to make sure that you're not Judging the wrong target?  Do you use add-ons?  Or is it something that you haven't worried about?



12.2.11

Light of Fizzle - Stealth Nerf in 4.0.6a

UPDATE:  It appears that this change has been reverted.  Check out my latest post for more.


Oh, those sneaky Blizzard folks are at it again.

They snuck in a small patch last night, 4.0.6a, with a few more untested and surprise changes to the classes.  This was quite unexpected, considering that they had close to a month to test this patch on the PTR.

But the change of interest to the Holy Paladins is a big one:
Beacon of Light no longer triggers from Light of Dawn.
This is very interesting, actually.  This is now the second time that they have stealthily nerfed Light of Dawn for being too good.  I talked about the first round of nerfs in my Tower of Fizzle post, in which I suggested that instead of removing Holy Light's synergy with Tower of Radiance, preventing Light of Dawn from transferring through the Beacon of Light was a better way to go.

I'm gratified that Blizzard seems to be listening to me, but, err, I didn't mean for you to do both!

As of right now, Light of Dawn is a very small heal.  It's tiny, in fact.  So much so that the only compelling reason to cast is was the fact that it transferred 50% of it's heals to the Beacon target.  It turns out that one-half of five or six little heals adds up to one big heal on the Beacon, which apparently is unbalanced.

What makes this truly intriguing is that in response the the outcry after the first round of nerfs,  Nethaera posted on the official forums (I think it was Nethaera on this thread, but I'll have to check later.  Sadly, the official forums are blocked at work. Look for an update later today) saying that it is specifically intended that Light of Dawn transfer through the Beacon.

This means that, with this most recent change, Blizzard has reversed a fundamental design philosophy of Paladin healing, more than likely due to it being too mana efficient.  This change is one more nail in the coffin of the whole Holy Power experiment, which in my opinion is a complete and utter failure.  I'm not sure how Blizzard expected giving Paladins free heals not to lead to mana efficiency.  Isn't that the whole point of a free heal in the first place?  It seems to me that the Holy Power concept has caused more grief and problems for the Holy spec than it has solved, and with this change Paladin healing simply has no synergy whatsoever.  It is now just a random collection of spells that you can cast, and you should keep a Post-It note on your screen with a list of what does and does not transfer to the Beacon or generate Holy Power.

Not that Holy Power is all that useful anymore.

You know what?  I think I'm okay with this change.  A zen-like feeling of calm and peace is washing away the nerdrage that I was feeling last night when I heard of this change.  I've entered a chakra-like state of bliss and serenity.  It's okay, honestly.  Blizzard has spoken from on high and said, "You know that whole 'Paladin raid-healing' thing we were playing around with?  Yeah, just forget about it".

Holy Paladins are single target healers again.  It's official.

We're all back in our old comfort zone.  You'll hear a lot of raid leaders again saying:
"Holy Paladin in the raid?  Just stick him on the tanks.  They're not as good as they used to be, but they are good tank healers. 
And it's not like they can do anything else anyway."



29.1.11

This Week in Raiding: Healing Magmaw as a Holy Paladin


This Week in Raiding is a (hopefully) weekly feature discussing the raiding encounters that my guild tackled this week, the lessons learned from them, as well as any news or thoughts on raiding in general. This week we have the Magmaw encounter, with some specific thoughts on healing as a Holy Paladin, although many of these ideas can be applied to other healing classes as well.  This article specifically talks about the 10-man normal version, but should be the same for 25-man normal.  If you would like a more detailed description of the fight, please check out WoWpedia's write up and Tankspot's video.


HEALING MAGMAW

Depending on what strategy that your raid group is using, healing the Magmaw encounter can be an intricate affair requiring split-second timing and the reflexes of Spider-Man or it can be a simple stand-in-one-place-and-stare-at-GRID snoozefest.  While I really enjoy the challenge that a truly intricate fight brings to the table, if I have to spend more time watching the ground for an effect than I do watching the health levels of the raid, then I'm going to take any opportunity that I can to simplify the encounter.

The main mechanic on this fight that will give healers problems is Pillar of Fire, which will target anyone out of close melee range and hit hard and fast for a lot of damage.  In order to avoid this, people need to move out of its way extremely quickly.  This can be very hard for healers who are focused on their raid frames and who, frankly, have more important things they should be worried about.

The very simple way of getting around this is to stand with the melee.  Pillar of Flame will not target you, and if you have a good group of DPS, the Lava Parasites will not bother you either, allowing you to focus on healing.  You need to stand in very close though; get used to hugging a great big, glowing red worm.

There are a few other things to be aware of:

IGNITE  
Magmaw will ignite half of the room and then smack his head on the floor causing damage to anyone within.  You'll see smoke coming from the floor if he's targeting your section (and I'm sure DBM and your Raid Leader will be screaming at you as well) and you'll need to run away.  The best strategy is to run to the tank's position.  Using Holy Radiance at this point for the Speed of Light boost allows you to get out the fire quickly and heal at the same time.  Once it's over, quickly run back to your original position.  Stay as close to Magmaw as you can while running to avoid becoming a Pillar of Flame target, as well as a cautionary example of what not to do.

HOLY RADIANCE and LIGHT OF DAWN  
These spells are very powerful in this fight.  With everyone except the tank and (typically) one DPS clumped up, it's very easy to hit a lot of people with your AOE spells.

BEACON OF LIGHT  
There are two potential Beacon of Light targets on this fight: the Tank or the Pillar of Flame DPS target.  I beacon the tank, but there are a couple of compelling reasons to consider putting Beacon the PoF target.
1) If your PoF target tends to get hit occasionally or is getting hit by the Lava Parasites a lot, then Beacon can help heal him while you focus on the tank.
2)  Range:  Depending on where your PoF target is moving to after a Pillar of Flame strike, he may move out of range of your heals.  Beacon of Light's 60 yard range ensures that he is always in range and always receiving heals.
The choice will depend on your particular group and their strengths.  If you Beacon the tank, you will be spending a majority of your time healing the raid instead of direct healing the tank.  If you run with two tanks on this fight, Beacon the one that is tanking Magmaw at the moment.


MANGLE
During the transition phase the Tank is going to be Mangled until Magmaw gets chained down.  This hurts like hell, so be ready to heal through some serious damage (and hope your DPS are on the ball with getting the chains taken care of).  This is a very good time to use Hand of Sacrifice in addition to Divine Protection, Hand of Protection or Divine Shield.  I normally go with Divine Protection (not glyphed) which will reduce the incoming damage on me by 20%.  I hesitate to use the more powerful bubbles here because a) the redirected damage is fairly easy to heal through using Protector of the Innocent's passive healing and b) I prefer to reserve them in case any Lava Parasites get into the melee group and start chomping on my bottom.  Once you bubble they will go find a different target that can (hopefully) deal with them better.

*Edit: It was pointed out in the Comments that you can directly Hand of Protection your tank.  This will, of course, prevent all incoming physical damage.  Just make sure that you communicate to your tank that you're going to do this, since it will prevent him from attacking, and he will likely lose aggro until the effect wears off or is clicked off.

WHEN TO USE COOLDOWNS
Your tank will be taking a lot of initial damage during the pull, so I find it's very useful to pop either Divine Favor or Avenging Wrath as soon as I get into position.  It is a good idea to save a cooldown for the heavy tank damage of the Mangle phase, and Guardian of the Ancient Kings is an excellent spell for this since you'll be casting your heals directly and only on the tank during Mangle.  Otherwise use Divine Favor and Avenging Wrath on cooldown.

MANA MANAGEMENT
This fight can last awhile if your raid decides to burn down the parasites as opposed to kiting them, so mana management becomes very important.  However, there is a built in mechanic that makes this a lot easier.  In Phase 2 when Magmaw is chained down and the DPS are going nuts on him there is virtually no incoming damage.  This is the ideal time to pop Divine Plea and any other mana regeneration trinkets or potions that you may have.  Also, you're standing in melee, so don't hesitate to throw out a Crusader Strike or two to generate some free Holy Power for when the damage starts coming again.

RANDOM DAMAGE TO LOOK OUT FOR
It's important to ensure that everyone is topped off and close to full health during Phase 2 because Mangle will wipe all of the tank's threat, so that when Magmaw breaks out of the chains he will switch targets to the next person on the aggro table.  Quite often this will be the healers, but can often be the top DPS as well.  On 10-man normal it can take a DPS from full down to less than half health, so it's key to ensure that everyone is as topped up as possible beforehand.

THE PAYOFF
Of course, we can all claim that we're killing raid bosses to help save Azeroth; doing good and noble deeds because we are paragons of virtue.  Balderdash.  We're in it for the shiny purple loot.  For Holy Paladins, Magmaw drops Breastplate of Avenging Flame, a wonderfully itemized little outfit, perfect for the stylish Paladin this season.  With Spirit, Haste, a red and a blue socket and a +20 Haste socket bonus, it's well worth getting.





13.1.11

More Paladin Changes on the Patch 4.0.6 PTR - Patch Notes

Courtesy WOW Insider, new patch notes have been released today for the 4.0.6 PTR and there are some very interesting changes coming for Paladins.  Of course, it’s best not to get too excited over these changes just yet, as these changes may not make it out of the Play Test Realm.

Forbearance:  The duration has been lowered to 1 minute, down from 2.
Forbearance, of course, is the debuff that Paladins are given when using one of our major cooldowns (Divine Shield, Lay on Hands and Hand of Protection), preventing the paladin from chaining together very powerful spells for a certain period of time, currently 2 minutes.  The reduction of this effect to 1 minute is a lovely “Quality of Life” improvement for paladins, allowing us a great deal more flexibility as to when we can use our major cooldowns.  The 1 minute limitation still prevents us from casting the wonderfully overpowered Divine Shield/Lay on Hands combo (every PVP paladin’s dream, I’m sure), but doesn’t restrict us unduly from casting our cooldowns when needed. 

This is a very nice change that I would love to see make it onto the live servers, especially because…
Lay on Hands now causes Forbearance on the target.  It used to only cause it when cast on the paladin.  This was an old design from when Divine Protection caused Forbearance and the paladin didn’t want to prevent a tank from using their defensive cooldown.
From the perspective of a group with a single paladin healer, this is no big deal.  I only have two Forbearance causing cooldowns that can be cast on other players, and they typically would go to different targets anyway.  Where this will affect things is in a raid with more than one holy paladin.  I suspect that this is to prevent raids from gimping boss fights by allowing the tank to ignore a mechanic and take a huge amount of damage, knowing that there are two 100K heals available at a moments notice to pull him through.  Chaining two Lay on Hands back to back on a tank could allow the tank to survive an insane amount of damage, possibly completely neutering certain boss mechanics.  This could lead to a situation where the optimal way to do an encounter would require that there be two paladins healing the raid, which is the exact situation that Blizzard is trying to avoid.  The reduction in duration to Forbearance, however, should still allow two paladins to heal together in a raid effectively without being unbalanced or prone to “Unforeseen Creativity” from the perspective of the developers.

This change is too bad, but understandable from a balance perspective.  Let’s let inflating gear levels neuter the bosses, like always.
Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light).
D’oh!  This one hurts.  One of the most beautiful and elegant things that a holy paladin could do was to cast Lay on Hands on a DPS, have it crit and then have half of that healing to go the Beacon of Light target.  Seeing that many large, green numbers show up on my scrolling battle text gave me a severe case of the giggles most times.

Again, from a balance perspective, I can understand this one.  But I don’t like it.  I don’t like it at all.
Rebuke can now be trained by all paladins at level 54.  Exisiting characters will need to visit their trainer, even if they had talented Rebuke before.
This change has been out for a while and has got some people very, very excited.  It’s absolutely fantastic for Protection Paladins since they’ve desperately needed a real interrupt ever since… well, forever.  It also allows a Holy Paladin to add even more utility to their arsenal.  My only question is where the hell am I supposed to put yet another button on my action bar?

The interesting thing about this change is that if a Holy Paladin wants or needs to be using Rebuke, they are going to need to heal within melee range of the boss.  This is interesting since it would also give us access to Crusader Strike to generate Holy Power.  Given the very short radius of Holy Radiance, the melee nature of CS and Rebuke, I’m wondering if that is exactly where Blizzard wants Paladins to do their healing. 
Protector of the Innocent heals for 30% less.
And the nerfs just keep on coming.  With Protector of the Innocent healing for the amount that it does right now, I am almost completely able to ignore my own health bar and focus on the group.  I doubt that this is an intentional design; hence we get this reduction in PotI’s healing.  No big deal, really.  Frankly, I think the biggest result of this change will be a large decrease in my Overhealing Done numbers.

I think these changes, added to the ones that we have seen previously add up to a lot of not much. The reduction in Forbearance is nice but not game-changing, as is the change to Divine Plea and it’s associated Glyph that we heard about last week. I think Paladin’s are in a good place right now, and the minimal changes that Blizzard has proposed really amount to not much more than a simple fine-tuning.

11.1.11

On Magmaw and Pre-Raid Jitters


As I mentioned in my last post, Shadowgarde took on Magmaw in our first official guild raid.  We spent a solid hour and a half working on him over 7 or 8 attempts, but we finally got him down.  It was quite the thrilling finish as well:  Our tank died at 13% to a Mangle so we had to either kill Magmaw while he was chained, or else it would more than likely be a wipe.  Everyone stepped up the DPS, and even the healers started throwing all they had at the boss.  Magmaw died just at the last instant and we had our kill.

We did a single tank strategy on this fight, which put the pressure squarely on the healers to keep the tank alive.  Our healing team was myself, another Paladin and a Holy Priest.  For the most part, we were able to keep the team alive long enough to hit the enrage timer.  The strategy also called for the healers to stack with the Melee, which kept it much simpler and really allowed us to focus on the job of healing, and not dodging Pillars of Flame and those awful Lava Maggots.

I took my own advice and had a guildie craft the Elementium Stormshield for me before the raid began.  It felt very good to be fighting with a shield again, as opposed to a book.  I'm not sure how much of a difference it made, but it certainly gave me a tiny bit more confidence having a shiny purple equipped.

All in all, my pre-raid jitters were completely unfounded.  I think I did just fine. 


LESSONS

After the raid I took a look back at Recount to go through the numbers and analyze how I did and found a few things:

- I learned that you need to save your log quicker if you want to upload it to World of Logs.  Oops.

- Either Recount doesn't handle our Illuminated Healing Mastery properly (which is likely), or our mastery is completely and utterly broken.  According to Recount, in a 9 minute fight I had one single solitary shield that absorbed 2121 damage.  That simply cannot be right.  I wonder if I need to get an upgraded version.

- I gained back a total of 244000 mana.  Mainly from Seal of Insight as you’d expect, but I also got from Divine Plea, Glyph of Divinity, Corrupted Egg Shell and a Mana Potion.  Being able to recognize the slow damage period (which is fairly obvious in this fight) so you can slow your heals, hit Divine Plea and regenerate your mana is very key.  I managed to hit Divine Plea three times in that fight and my Corrupted Egg Shell at least twice.  Due to the healing reduction, I am reluctant to hit Divine Plea as often as I’d like, but I certainly can get better with using the Egg for mana regen.  It's a two minute cooldown, and I could have used it at least twice more.

The Innervate from the Druid and the Divine Hymn helped as well, of course.  Mana was my foremost concern for the entire fight, but I ended up managing it pretty well, I thought.  Blizzard wanted to make it matter, and they certainly have suceeded.

- Right now I do not have Lay on Hands glyphed to reduce the cooldown.  However, if Raid Boss fights are going to last this long, I'm definitely going to change that.  I could have used it twice in that fight, and it would have been extraordinarily useful a second time around.

- When you have a mechanic that requires everyone to bunch up, Holy Radiance is godly.  It ended up being my #2 heal after Beacon of Light.  I only remember popping it 5 or 6 times, but it ended up accounting for 16% of my overall healing.  Also, the Speed of Light boost saved my bacon in this fight three or four times when I was required to get out of the fire. 

- 53 Holy Shocks in a 9 minute fight seems a bit low.  Ideally, you could squeeze in 90, plus whatever Daybreak procs you get.  I need to improve on this.

- 21 Flash Heals and 9 Divine Lights.  I'm actually surprised that I managed to do with that few Divine Lights. 

- Only 16 Judgements.  Wow, it really felt like more.  If I was Judging on cooldown, I could have done 67, returning more than 150000 mana.  That’s a lot of mana left on the table and while you can't expect to perfectly judge every time it's available, I can definitely do better than this.


CONCLUSIONS

It is hard to draw any real conclusions from a single raiding night, but I think that I can say two things:  my healing style is not yet as efficient as I would like it to be, but I am ready to raid.

Bring on the bosses.