Holy Pally Changes I Would Like to See for Warlords of Draenor

Soap Box 2

I don’t think the Iron Horde cares…

I love holy paladins.  This site exists because musing about holy paladins is fun for me.  I would say I have been passively taking in the changes to holy for Warlords of Draenor and thinking about what I like about the current play style, the play style coming up, and what would make it more FUN.  Below I list the changes I would like to see with the dual goal of making the mechanics more fun evening out the tool kit a bit.  As fair warning I do not pretend that the suggested changes are balanced as is nor do I have much faith there is enough time for anyone with real power to change the class to think about these changes (like anyone would care in the first place….)  But I do believe they are balanceable and they achieve the most important change which is add interesting game play that rewards good game play but doesn’t excessively punish non-optimized play.  Here we go:

  • AoE Healing:  Holy Radiance – Daybreak – Light of Dawn

The biggest deficit in the paladin healing tool kit is AoE healing.  Holy Radiance is expensive with weak splash heals.  In 5.4 I can spend 75% of my time in raid casting HR but it will account for only 5-10% of my healing.  We use it to generate Holy Power and think little of the actual healing it does.  For WoD the only thing that has changed is it costs so much mana now we will only cast it when it is the correct heal, which is good.  But it is such a weak heal when will it ever be the correct heal?  Using HR does generate daybreak stacks which adds AoE healing to holy shock, but it far and away the most over-heal spell we have.  For most of SoO daybreaks over-heal was 90%+.  Daybreak is a neat idea in that it makes you think a bit about where you put your Holy Shock so that the AoE heal can be used.  But the issue is Holy Shock is a use on CD spell and frequently gets used on people not stacked, especially since it is our only on the move spell.  Thus it is a mechanic that has a skill cap but limited by the need for more holy power and its use on CD.  So what about Light of Dawn?  The major issue with LoD is how it interacts with the tier 45 talents (which is up next).  If you take EF you should never/rarely use LoD.  LoD is also “skill-less”.  With EF you get a choice of who gets a hot and allows for good game play.  LoD has no specific target.  You just cast and forget and it doesn’t interact with anything.  There is no way LoD can become better than EF unless there is a specific damage pattern.

  • My Fix:

Totally revamp Daybreak to make Holy Radiance and Light of Dawn interact with each other.  I have a few ideas on this, and since I am hardly a developer I will share an outline of the possibilities.  I have three possible ideas to make HR and LoD more fun, improve our aoe tool kit, add some skill/planning to the spells use:

  1. Make repeated casts of Holy Radiance increase the splash healing range and/or amount healed:  Knowing who to target and when to cast HR will add some complexity and add some power to a weak spell.  The biggest issue IMO of HR is the splash range is so small.  Buffing through spamming will make it a more powerful and interactive spell.  Mana cost would make abuse of this difficult.
  2. Make Holy Radiance Buff LoD:  For AoE fights it would mean using HR as a buff to LoD which would provide a benefit to planning ahead and provide a risk reward for using such an expensive healing spell.  Mana cost would make abuse of this difficult.
  3. Make targets with illuminated healing, eternal flame, or sacred shield take increased LoD Healing:  This would be hardest to balance but would add some complexity to our AoE healing.  The goal would be to have EF and IM from direct heals on the people you want to get the most AoE healing which would require some skill and planning.  Biggest issue with this would be how it interacted with the smart healing component of LoD.
  • Tier 45 Talents – The impossible to balance, fake choice between Selfless Healer, Eternal Flame, and Sacred Shield.

This talent tier has been a problem for a long time largely due to balancing prot and holy.  They changed the play style of holy drastically and much of the time not for the better, especially SH in 25man SoO which makes healing a dps rotation with few healing decisions.  Sacred Shield never took off in MoP and some of it had to do with it being clunky, is an extra thing to cast and track, and had an awkward recharge system.  I have always thought EF should be baseline because WoG is just another version of Holy Light/Divine Light/Flash of Light and is too boring for a big finish.

  • My Fix:

Make the tier 45 talents all modify Word Of Glory.  Word of Glory is our main holy power finisher.  It is arguably our most important spell.  Using talents to modify it provides some great personalization and play style variation without gutting how the paladin plays.  Theses talents would also be much easier to balance.  You can play with the splash, hot, shield numbers easily so they do similar outputs and it is the encounter or play style that min/max it.

The tier of WoG funifications

The tier of WoG funifications

  1. “Splashing” Healer:  WoG heals up to 6 targets within 10 yards of target for x%.  Basically turn WoG into a super Holy Radiance.  Will provide a AoE boost to our single target heal.  Will vary from LoD if the changes I wrote about above go in.
  2. Eternal Flame:  Same as live.  Adds a HoT to WoG.  Good for consistent damage, fun and rewarding play style for rolling on the correct targets.  Boost to beacon healing.
  3. Sacred Flame:  WoG applies the sacred shield effect.  Basically EF but with a refreshing shield.  Has the possibility of being more single target bonus but no ability to heal beacon or refresh IM.  Provides a variation to EF and uses sacred shield without adding the clunky-ness of sacred shield on live.  Can have it scale with HP just as EF does.
  • Raid Healing CD – No more Guardian of Ancient Kings or Divine Purpose.  Avenging Wrath is not enough!

One of my favorite parts about being a holy paladin was the number of CD’s that we had.  This provided us a great way to throttle our healing.  Many times they were paired up, but at least we had 2 pairs which meant we could have more time with buffs, or a short time with crazy buffs.  Now that we only have Avenging Wrath that is gone.  Also, as raid CD’s go, Aura Mastery is the least fun.  You pop it and marginally feel the reduction in damage taken.  It is powerful, but not exciting or the most powerful.  As I have said above multiple times, AoE healing is still the holy paladins greatest weakness so it would be nice to have a healing CD that boosted this.

  • My Fix:

SUPER BEACON!  Makes your beacon of light target a pillar of light that provides splash healing to all (or up to 6 targets) within 30 yards.  50%(or whatever to balance) of all your direct heals to the beacon target hit all (or up to 6 targets).  Provides bonus to AoE healing utilizing our single target healing strengths and feeds off an iconic paladin ability.  Honestly this is just a paladin version of Ancestral Healing.  But this type of CD is my favorite type of CD.  It requires a small change in game play while active and IS active.  You have to do something to maximize it.

A possible fun Holy CD that boosts our lacking AoE healing

A possible fun Holy CD that boosts our lacking AoE healing


  • Final Thoughts:

I think the core of the paladin healing mechanics of generating holy power, having strong finishers, and major mechanics like Beacon and our mastery are solid.  They are interesting and differ from other healers and none of them are overly under or over powered.  But when we get a new expansion I think it is reasonable to want some tweaks to how we heal.  For me the dead space has always been Holy Radiance and LoD for AoE healing and the poor choice between Eternal Flame vs. Light of Dawn.  I think having interesting choices, that are modified by spell and target choices makes for fun game play.  Generating holy power and spending it on WoG with modifications (splash, hot, shield) is a good mechanic.  Having AoE builders that make LoD greater than WoG with a heavy mana penalty is a good mechanic.  Having a CD that buffs the weakest part of our toolkit and is active is a good mechanic.  All these changes can be balanced but the important part is more and fun decisions in our healing rotations.  Maybe one day we will have some of this, or maybe not!

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How Much Spirit Do We Need to Be Mana Neutral? – WoD Healing Model Not Adding Up

Now that there are level 100 pre-mades on Beta we can really start to see where thing are terms of numbers and balance. My previous post included mana pool per second costs for our most likely to be used spells and rotations. What I didn’t know at the time was how much spirit we would need to have enough regen to make those rotations/spells mana neutral. This maters for a few reasons:

  • Blizzard has said they want our basic rotation to be mana neutral.  Many players are terrified of what happened at Cata release where healers went OOM at base gear levels before the first pull.
  • Blizzard has ditched active mana regen and have also ditched other regen options like Divine Plea, Hymn of Hope, and Mana Tide!  So spirit is our only way to get mana back outside of a potion.
  • It also maters to see how regen will scale with the expansion.  Will Holy Radiance ever be viable?
Mana Costs Chart with Spirit

77 spirit x 4-6 slots does not equal…

So what are the results?  Not good.  On Beta at level 100 in 660 PvP gear I have 332 spirit from gear.  77-89 spirit on Neck, Cloak, and Rings.  1116 total.  Trinkets can and will also have spirit so we have some wiggle room there but only a few hundred.  The chart is spirit from GEAR ONLY.  So to just cast Holy Shock, Holy Light on the beacon 2 times then Eternal flame we are 718 spirit short of mana neutral…  if our Spirit doubles every tier we wont be mana neutral till the 3rd tier let alone have more wiggle room for Holy Radiance or Flash of Light!

There has been no tuning pass and everything can and will change, but when you hear people complain about mana in the Beta this is why!

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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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