The 0.4% – Mana Cost Sheet

Spirit will decide what any of this means.

Spirit will decide what any of this means.

Base mana regen is 0.4% of mana pool per second.  The above shows we will be spending more than that on anything we do.  Holy Light spam has been said by Blizz to be a mana positive thing in entry level gear.  At 550 Ilvl at level 100 we can expect 265+/- spirit without spirit trinkets.  570+/- with 2 trinkets.  So the question is how much regen will those numbers get us, and as we complete tiers in WoD how much more spirit will we have?  Will we ever hit 3%?  If so mana will no longer matter.

My concern is Denounce dps does not look to be mana neutral as it is more costly than HL by 50%!


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Alpha Here I Come!



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A look at the value of stats in WoD + Infusion of Light Musings



I have updated my healing spreadsheet to include Multistrike and Verastility.  I also have kept it up to date with the other changes we have seen (Holy Shock crit changes, day break changes, spell power scaling changes, EF changes).  I have also tried to assign a value to Infusion of Light procs (Holy Shock critical effects reduce the cast time of your next Holy Light, Divine Light, or Holy Radiance by 1.50 sec.).



Although it is neat it reduces the cast time by 1.5 sec it really does less because you reach GCD cap before you reduce the cast time by 1.5.  For example at 45% haste it reduces the cast time of Holy Radiance from 1.72 sec to the GCD cap of 1.03, so only 0.68 sec.  Still a HPS gain.

But with the current state of Alpha(WoD) healing rotations infusion of light is slightly more powerful because much of our healing is from direct heals and heals like EF and mastery shields have lost much of their potency (I think…).  Thus a buffed Holy Light at low haste levels is a pretty strong HPS gain in addition to the fact Holy Shock will scales doubly with crit now (Holy shock crit is critx2 not crit+25%).

Alpha Healing Spread Sheet - Infusion of Light Table

Alpha Healing Spread Sheet – Infusion of Light Table

First a Look at Infusion of Light:  In Alpha it provides a fair bonus in healing both when healing the beacon target for more HP and when spot raid healing.  But due to Holy Shock’s CD you either cast an extra HL per rotation or you sit and wait on HS’s CD.

Rotation options:  HS-HL-HL-HL or HS-HL-HL-wait

It actually looks better to sit and wait for HS’s CD to come up when you get a Infusion of Light proc rather than cast an extra heal because if you do you go 1.74 sec past the HS CD and if you wait you wait 0.43sec and can cast HS on CD.  Normal rotation has us 0.44sec past the HS CD.  It is a 3% loss in HPS to wait but 33% faster HP generation than casting the extra HL.

So for each Infusion of light proc you gain 8-14% more healing and when scaled to 1% crit and then doubled for the 2x Holy Shock crit multiplier we get a %healing gain of 0.29% to 0.5% for every 1% crit based on the infusion of light proc alone.

Since that is fairly significant, I took a look at live numbers to see if I have been undervaluing crit.  I took my Live Spread Sheet, updated it for 580 ilvl and over-healing on farm content from logs this week, and got new stat weights (10 man EF spec).  Also I calculated the HPS gain of our infusion of light procs with HR but we don’t benefit from critx2 using holy shock on live.  The numbers were interesting in part because farm content has shifted our stat weights a little and it does add to the value of crit, but not enough to ever pick it as our go to stat.

Live - 5.4 Stat Weights with Infusion of light - Farm content and over-healing at 580 ilvl

Live – 5.4 Stat Weights with Infusion of light – Farm content and over-healing at 580 ilvl

A look at Stats in WoD – Crit – Mastery – Haste – Versatility – Multisrike:

Using my Alpha healing work sheet, focusing on Beacon of Faith with Eternal Flame (healing beacon for HP and raid healing variations) I looked at our HPS and then added 5% to see how much HPS we gain.  I also was able to add the Infusion of Light HPS gain to the value of crit.  Results:

A look at HPS gains with the new stats - Unknown how much rating per 1% and their budgets.

A look at HPS gains with the new stats – Unknown how much rating per 1% and their budgets.

What stood out at me is Crit ends up being pretty strong and Mastery is weak but this is likely due to the fact I am figuring 0% over-healing which makes crit 100% effective and mastery works the reverse and although the shields aren’t big they have the relative lowest over-healing which boosts its value (snipe snipe snipe).  Versatility is pretty straight forward gain but I think the budget on it will be low (1% versatility might have the same budget as 2% crit).  Multistrike needs some love or it needs a higher budget (Class balancing will be interesting, might need spec by spec balancing like mastery).

The big x-factor with all of this will be how the new healing model pans out and what percent of raid healing will be over-healing, AoE healing, tank healing, shielding, and OOM’ing.

But for now a shift to crit, as crazy as that is, looks like the thing of the future (Blizz isn’t going to give us 5% more crit scaling for no reason).  I just hope it has more interactivity with our abilities than Infusion of Light.

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Alpha Holy Pally Video – Sorta

Bay at Final BossTV has been going through all the classes in Alpha and Holy Pallies got a little run through on his show. Mostly a focus on graphic changes, spell changes, and SHOCKADIN, but this is as good as we are going to get right now. He starts doing Holy Paladins at 4:45 and goes about an hour.

He obviously doesn’t play a Holy Paladin and I disagree with some of his insights but he is a kick ass streamer and show producer and a joy to watch.

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WTB Holy Pally Things. For Sale: Guild Recruitment Video

Seeing that I have had nothing to post for a while I figure I will put something up very few people care about. Well you could say that about any holy pally stuff…

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Updating the Alpha Numbers: Rotations, Divine Plea, LvL 90 Talents

There were a couple changes to alpha recently that included:

  • Big buff (from previous version) to Eternal Flame (and Word of Glory).
  • Reduced Mana costs for all our spells (also reduced all other healers mana costs).
  • Huge nerfs to level 90 talents.  Less healing and more mana cost.

So here is a new table of projected healing that assumes (a ton) Beacon of Faith, 10% Mastery, 15% Haste, 10% Crit, 3584 Spell Power, and 0% over-healing (I don’t want to guess at this till I play the anticipated change in healing style).  Other random bits include a guesstimated 85k health pool (low confidence in this number) for non-tanks and 160k mana pool (I saw a spell that said 1% mana and cost 320 mana so I am guessing 32k mana is base before 400% additional mana with our spec specialization).

50% of the time I am right 100% of the time.

50% of the time I am right every time.

My thoughts on the above are:

  • Using HR as a HP generator is huge output gain.  Mana cost is ridiculous.  65% more healing but 260% more mana!
  • Eternal Flame is good again.  Particularly with double beacon.  I am over estimating the number because of we will have EF on a tank and we wont get all the beacon heals but it is still quite strong in terms of total possible throughput.
  • Sacred shield is the dark horse.  This still has potential especially if we find we need to use DP frequently.
  • Selfless healer is pretty dead.  I can’t see us ever using this with out making it a damage spec or making judge heal or have some sort of seal of insight interaction.
  • Using Divine plea instead of EF is a significant healing loss.  I have heard talk like “You can just use Divine Plea every time now because it is such an amazing mana generator and you will do huge healing”  but that just isn’t going to be true.  Using a conservative rotation of holy shock for holy power generation only will reduce mana costs by 36% but you will do 28% less healing.  If you use tower of radiance for holy power generation you will be mana positive but do 58% less healing.  There is NOOOOOOO way we are going to be willing to do 28-58% less healing sustained.  DP will not be “abused” in its current state.

Lastly I want to update our healing spells and level 90 talents with my thoughts:

New but less shiny

New but less shiny

  • Word of glory is closer to LoD healing.  Makes it a more interesting choice and keeps other LvL 45 talents alive.
  • Eternal Flame per cast is nearly equal to SS.  The x factor is over-healing and beacon utilization.
  • Light’s Hammer is still the most total healing but has a real mana cost.  Will heal about 20% of a lvl 100′s health x 6 targets.
  • Stay of Execution is 1/2 the total healing of Prism and Hammer but more mana efficient and will heal 40% of a players health.
  • Prism no longer looks like the go to heal.

As more is released I will keep posting!  Yeah for info!  WTB Beta!  WoD is going to kick ass!


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Activia Mana Regeneration: What we get and how it compares Jamie Lee Curtis Edition


New WoD Thing:  Active Mana Rengeration Concept.

Divine Plea Consumes 3 Holy Power and restores 7% Mana.  No Cast Time.  No Cool Down. 


All other class do 1 billion damage and regen 1% mana per micro second.

At first I thought:


Then I thought:

Wait, you want me to take the time to build up my most valuable and fun resource and then not heal with it?  Didn’t you balance our healing spell mana costs on having a mana free spell, and now we can’t heal with it?

Then I looked at the other class active regens and thought:

Wait they get to just dps and they get mana back?  Most don’t have a CD and aren’t constrained by generating holy power which is slow and expensive.  How the hell do they think this is balanced or is fun.

Then I did the math.

Drum Fills without Cymbals

Drum Fills without Cymbals

I took our estimated rotation using double beacon and Eternal Flame (includes beacon, mastery, direct heals, no over-healing at 640 ilvl) and took out EF at the end.  I looked at the change in HPS and change in mana cost when using beacon for HP generation and when not.  As we can see we have some significant modulation with our regen.  We can reduce our healing by 21% and spend 26% less mana or we can do 50% less healing and spend 67% less mana.  Modulation imo is a good thing.  Divne Plea ain’t mana positive, this is a mana reduction and we don’t know how much base regen we will have which will be important to put this fully in context.  It is entirely possible this mild reduction in mana makes us on a whole mana neutral or even mana positive.

I don’t like to do class balance stuff as I believe it is easy to just get emotional about it, but given my initial reactions I had to do it.

The Shake Down

The Shake Down

What I looked at is how the class are generating mana and tried to find a way to compare them.  I did this by looking at the a few different things (used 10% haste for cast times).

  • The first was how much mana can they regen per second if they used their ability as often as possible.
  • The next was to standardize the regen to see how much healing loss they would experience while regening to the same level of mana.  To make the math easier I did it to 7% additional regen over 60 seconds.
  • Lastly I wanted to look at if they DPS during their regen, how much are they doing.

What I found was interesting.  On average each class can do about 0.5% mana per second.  Pallies can jump up to 1% but can also drop below to 0.3% per second.  Priests (disc) has the worst by a fair margin.  Might be balanced on mana costs and other buffs they have.

When standardized Pallies actually have the least reduction in healing compared to the other classes.  Priest (disc) is close but Druid/Monk/Shaman have pretty fair reductions in HPS to get to 7% mana return.  The issue is that they have to channel/cast and do no new healing while we can get away with 1 GCD and the heal we lose is not balanced in a way that makes it devastating to our healing (which is a different problem that our finishers are not much better than builders).  In practice none of the healers will see this level of reduced healing while regenerating mana because they will be able to weave in healing spells with CD’s into the regen rotation so they are only covering up filler spells that do a fraction of the healing as the larger ones (in some cases, using LB between Healing Rain is an example).  But either way we are taking a smaller hit to HPS than the other classes.

The last bit is damage done.  I took the SP% modifier and found how many of their casts they could make while regening to 7% mana.  This gives an approx. amount of damage each class can do.  It is not a raw value but a way to loosely compare what each class gets.  They are all pretty level in DPS except priest is fairly higher and pallies (SHOCKER) do no dps.  But I would say the balance here is broken.

Overall I would say we got a decent deal.  The stuff we don’t know is how much each class will be spending on its regular rotation and how often they need to use the active mana regeneration abilities.  This will skew things greatly.

I am not pumped that we again have the no damage option compared to the other classes and without knowing our base regen it is hard to know how often we will need to use these abilities.  But if we have enough base regen and using DP is a once in a while thing I think it is an interesting choice to reduce mana costs.

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Alpha Selfless Healer – Heal Less for More!

Head Shot on Selfless Healer

Blizz recently posted this:

Reasoning is they thought increasing its increase in mobile healing plus reduction in mana cost to Holy Radiance made it too powerful.

There is truth in that, the biggest being that reducing the mana of Holy Radiance makes it more spamable and with judge giving HP too it tripled our HP production.  This doubled our HPS over using other talents.

This change however kills it as a spec.  I have never felt that SH is a mobile healing spec even with LoD being instant.  So i am surprised mobility is even part of the equation.

As it stands now you are better off picking no talent over SH.  Because when you combine Judge and Flash of Light with the buff you do the same HPS as a Holy Light but nearly twice the mana.  So unsure why you would take this talent at all.

Something I have always thought is Selfless Healer should make Judge an atonement like heal and do decent damage.  If we aren’t going to get HP from it and if the buff it gives to FL be equal to a Holy Light to make up for taking the talent over SS or EF it needs to do something else.  To me that value should be a heal and/or meaningful damage (for a healer).

It is Alpha, so lets see what happens.

-Fun first – balance second.  This doesn’t pass either of those tests.


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Updated for build 4/16/17 – Early Alpha Numbers – A fuzzy look at what to expect in Warlords of Draenor

Open Art Alpha

To start I want to say:

  1. I am not in Alpha.
  2. I took my images from WoW Head, MMO, and Blizz Sites
  3. There are many unknown variables with the stat changes in WoD, artistic license was taken.
  4. They made a few changes since i did my math and I updated them.  Charts are updated and red writing is the new stuff.  4/16/17 Alpha Build 18156.

Now that I have said that, lets talk about Holy Paladin numbers in WoD.  Once we get numbers we can start talking about spell choices, rotations, and talent choices.  To get that party started, I needed the list of the new spell stats so I looked up the data-mined info from the Alpha version of WoD (here) to get an idea of what our healing spells are going to look like.  I was able to find the spell power coefficients for each of our spells (no more base healing value) but without knowing how much spell power we were going to have, it was useless info.

So I looked up a 64o-ish iLvL set in the game files and added up all the stats.  From there I had to guess the scaling of SP and Int in WoD and throw some buffs on top.  I have an educated guess on what our SP will be (1 int = 1 SP with 5% int buff from plate and Stat buff plus a 10% SP buff) but it ain’t exact.  In terms of haste, crit, mastery, and the new secondaries I have total values, but no % totals.  I have no idea how much 60 mastery will be in WoD.  Could be 1%, could be 0.5%.  Thus I just gave us low values of haste/mastery/crit that are largely from raid/self buffs (10% crit, 15% mastery, 15% haste) and have a spell power value of 3584.

Lastly I wanted to get an idea of how big our health pools were going to be, because healing values have little context without an idea of how much of a players life they heal.  I was able to get a Stamina total, but I don’t know the scaling.  On live we have base health then our health increases by 14 points per stamina (minus the first bit of stamina).  In the WoD blog they said they are roughly doubling it.  So I double the scaling of the Stamina value we will have at 640 ilvl.   I have us (non-tank) at about 85k health.

With that, I could build up a table to see what our heals will look like in WoD:

For comparison I added a chart for our current heals at 574 ilvl:

MoP Health Percent per heal

Current Healing Numbers – 574ilvl with 750k buffed health.

Few things stand out to me.  The first is I would expect our raw heals to actually be much less than they are projecting in WoD.  Could be that my health values are off but with the healing shift of 2x the health 1.5x the heals I would expect a bigger gap.  But we also don’t know how health pools will change as we go up in gear, certainly the 2x the stamina scaling may achieve what they are looking to do as we gear up.  The other things that stand out are:

  • Eternal Flame heals for crap now.  They nerfed this to the ground.  More about the suck that is EF later.
  • EF is better than it was.  More of a choice between LoD and EF, but other talents are stronger.  Move in the right direction.  Still think EF should be standard with Holy, makes LoD and EF a per cast decision rather than always LoD unless you spec EF.
  • Holy Radiance is nearly as strong as our HP finishers.
  • The new holy light is pretty strong, cheap weak heal truly is gone.

So the next step is to take a look at the possible rotations:

My biggest take away here is our Holy Power generation looks to be highly reliant on holy shock and tower of radiance.  When we use Holy Radiance our output can double, but they have said they want to make it mana impossible to sustain.  Certainly something that is going to have to be balanced, in current state the output change by adding HR is ridiculous.  Other things that stand out:

  • Using Tower of Radiance for more HP generation (at expense of less beacon heals) is a small HPS gain.  18+sec per 3HP without Beacon.  7-9sec using beacon.  HR use can be 5-6sec per 3 HP.
  • The fact that our Holy Power Finishers are so similar to our other heals means the above only has small effects on our HPS.  Not a good thing IMO.  I don’t want WoG/EF/LoD to feel like a free, CASTED, same strength version of holy light/holy radiance.  Want it to be powerful and instant!
  • Eternal flame is terrible mediocre, WoG even more so, LoD is king since EF is not the winning spec and WoG is so far below LoD.  However our lvl 100 talents will change this.
  • Sacred shield is better than EF, on par with Selfless healer without HR in the rotation.
  • Selfless healer is more mana per second used in order to use the 30% more healing to Flash of Light buff.  Using HR in the rotation increases mana expense by 20% but about 50% more healing.

Lastly lets look at the level 100 talents:

So we have a double beacon, a 30% buff to healing a moving beacon target beacon, and a shielding the beacon target beacon.

To calculate the double beacon I just doubled the beacon healing to the rotations.  This is probably the most accurate estimation because I have rotation where you heal the beacon target listed.  Not likely to see large variations in healing output with this talent.  The table:

Beacon of Faith

To calculate the beacon that buffs single target heal by 30% but moves around when they are healed or topped off I buffed all the single target heals by 30%.  This assumes you are going to chase the buff (picks the lowest health player) and can hit the player with a heal before they are topped off and the beacon changes targets.  This is basically a chart of the maximum amount of gain you can expect to get from the talent.  Highly unlikely we will get anywhere close to this much of a buff from it.  The table:

Beacon of Insight

Shielding Beacon is sad.  Can proc once a minute (twice if it procs on you and on tank) and shields 30% health.  So at 1 proc per minute with no over heal on the shield you are going to gain 425 HPS….  Going to take a very unique encounter to make this talent worth it, I see this as a PvP only talent as it stands now.  The “table” (white box is healing, red box HPS):

The Beacon of PvP

The Beacon of PvP

My thoughts on the lvl 100 talents thus far:

  • Beacon of Insight and Faith are pretty close in HPS, small boost to the double beacon.  Unfortunately the mending beacon will likely be much worse.
  • PvP beacon is PvP beacon.
  • lvl 100 talents are a fair buff to our heals, 20-30% buff and changes our game play a bit but as is, double beacon is the clear winner.  More balance work needed to make it an interesting choice.
  • Beacon of Faith with EF is pretty strong.  EF has always been great at streaming heals to the beacon target and if tank healing becomes a thing it makes EF/SS/SH a more interesting choice with Beacon of Faith, but EF is fairly dead with the other lvl 100 talents.

I want to say my charts and numbers are a good starting place, but since I am piecing this together it is entirely possible that my numbers are way off, and when put into play I am picturing it all wrong (healing in WoD with a MoP Mindset).  But now is the time the game gets balanced and arguably the best time to provide feedback, feedback based more on numbers than on feelings (but fun is a feeling worth feedbacking!).

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Alpha Bravo WoD’s info INC!

wod cover

This is the end, my only friend the end… of SoO!

We gots some infos!

I wanted to highlight the Holy Pally changes listed in the Alpha Patch overview. Lots of info so below are the points that effect us Holy Paladins the most.  Gray taken directly from Here and the orange italics are my comments.

The Great Purge, I mean Retuning:

  • The pace of healing have been adjusted to allow for more tactical decision making regarding efficiency and throughput, on both single-target and multi-target heals. Passive and auto-targeted healing have been reduced in effectiveness in order to emphasize the actions and choices of healers.  (Pick the wrong heal and you will OOM.  Plus WoW’s smart heals have been eating paint chips.)
  • “All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we’ve increased base mana regeneration a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.”  (Wait you want us to pick the most efficient heal but not have  mana problems if you pick the inefficient heal?)
  • The amount of health per Stamina has approximately doubled. The curve on this calculation has been smoothed out as well, so the exact amount varies slightly by level.
  • All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%.  (Health Pools x 2.  Healing x 1.5.  I see what you did there…)

Healing Tool Kit Changes – Changing how we think of the heals we already have: 

  • Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
  • Paladin Higher Throughput: Flash of Light, Holy Radiance
  • Long-cast-time single-target heals, such as Greater Heal and Healing Touch, now cost roughly half as much as fast-cast-time single-target heals, such as Flash of Light or Healing Surge, and heal for roughly the same amount.  (Divine Light, now Holy Light is a big, but relative to health pools, smaller, heal we spam.  Get that?)
  • Spells with cooldowns or limitations may have higher efficiency than the no-cooldown equivalents.  (Holy Power finishers?  So Word of Glory wont be a free over-heal anymore?)

The Death of instants:  The amount of instant healing in the game has been toned down by giving cast times to several instant cast heals:

  • Eternal Flame now has a 1.5-second cast time (up from instant cast) for Holy Paladins.  (Say good-bye to mobile healing)
  • Light of Dawn now has a 1.5-second cast time (up from instant cast).  (Buh-
  • Word of Glory now has a 1.5-second cast time (up from instant cast).  Bye)

Ability Pruning (holy changes):

  • Avenging Wrath is now only available to Retribution Paladins.
  • Divine Light has been renamed Holy Light.  (See below)
  • Divine Plea has been removed. Mana costs for Paladins have been adjusted accordingly.
  • Guardian of Ancient Kings is now only available to Protection Paladins.
  • Hand of Salvation has been removed.
  • Holy Light has been removed.  (Hopefully not in that order!)

Cooldown/Talent Tree Changes:

  • Divine Favor now also increases all of the Paladin’s healing by 100% for its duration.  (To compensate for loss of GoAK and Avenging Wrath, loss of so many CD’s going to make throttling our healing much harder and Holy Avenger that much more powerful, expect tier 75 talents to get more tuning)
  • Stay of Execution (the Holy version of Execution Sentence) now deals its healing in a large burst at first, and then decreasing over time (reversed from before).  (Going to make tier 90 talents much more interesting, but based on the upcoming changes in healing this might be the go to heal)
  • Eternal Flame now deals 100% of the direct healing of Word of Glory (up from 70%), but only 50% as much periodic healing as before.  (The death of EF.  Really wish EF was baseline for holy…)

Leveling Talents:

  • Empowered Beacon of Light – Your single-target heals heal your Beacon of Light target for 10% more.  (Just a buff to feel more powerful as you level)
  • Improved Daybreak – Increases the healing from Daybreak by 100%.  (Now with more overheal – seriously this talent is at like 90% over heal already…)
  • Improved Holy Light – Increases the healing from Holy Light by 20%.  (Just a buff to feel more powerful as you level)
  • Improved Denounce – Increases the damage done by Denounce by 20%.  (WTB lower mana cost.  Add a healing buff or have a finisher mechanic like 100% more Holy Shock damage after 3 Denounces)
  • Empowered Holy Shock – Increases the damage done by Holy Shock by 20%.  (See above!)
  • Enhanced Holy Shock – Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.  (Interesting!  Great way to get some more Holy Power.  Would love to see this ability scale with crit/haste/mastery)
  • Improved Flash of Light – Increases the healing Flash of Light by 20%.  (Need to see how hard this hits and how expensive it is.  Would like to see it generate Holy Power on non-beacon targets to compete with Holy Radiance)

Level 100 Talents:

  • Beacon of Faith  - Mark a second target as a Beacon, mimicking the effects of Beacon of Light. 60 yd range, Instant, 3 sec cooldown.  (Sounds neat.  How sloppy will be Beacon swapping be?  Have 2 out, move one, which moves?  Could lead to improved ToR HP generation)
  • Beacon of Insight – Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. 320 Mana, 40 yd range, Instant, 15 sec cooldown.  (Could be powerful, depending on fight could lead to wack-a-mole buff healing.  Be like chasing a prayer of mending, and hard to utilize)
  • Saved by the Light – When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec. You cannot shield the same person this way twice within 1 min.  (Its power will depend greatly on how much you can get it to proc on people while swapping targets and how much 30% health is compared to say Holy Light)

Other Random Changes:

  • Intellect no longer provides an increased chance to critically strike with spells.
  • Maximum mana has been approximately doubled at all levels to keep pace with the expected health from new Stamina values.
  • Denounce’s range has increased to 40 yards (up from 30 yards).

I might sound cyincal (i.e. “The Purge”) but I am excited for the changes.  There is a lot of time for Blizz to get the changes balanced in a way that makes healing fun, interesting, challenging, but not impossible to get into.  Once we start seeing numbers and certainly when Beta Hits I will be hard at work crunching the numbers so we can all be better healers in the newly balanced healing world of Warlords of Draneor!

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