3.3 Possible Paladin Changes

So the PTR is chock full of mechanic changing talents coming to the paladin class. Here’s the list so far: (Remember, none of this may even make it into the final patch build, so don’t go crazy just yet. )

* Lay on Hands now causes Forbearance when used on self.
* Infusion of Light now causes your Flash of Light to heal targets with Sacred Shield for an additional 50/100% over 12 sec.
* Flash of Light no longer heals for an additional 100% over 12 sec if the target has the Sacred Shield effect.

Forbearance when used on self – This is a primrily PVP BG change in my mind, since in PVE we’re usually using our LoH to save a Tank or use a mitigation cooldown. Not a big deal for us here as Holy Paladins.

Flash of Light no longer causes the HoT effect when used in conjunction with Sacred Shield. This is another PVP change, Ret paladins will effectively bubble themselves, cast FoL when AoW procs, if it crits, the Ret pally then has Sheath of Light AND FoL Hot Ticks doing insane amounts of healing AND absorbing damage. Gotta say, I saw this one coming.

Infusion of Light will grant Holy Paladins the ability to apply the HoT from FoL, no other paladin tree will have this ability, except of course ret with sheath of light.

So basically, nothing has really changed here from our traditional healing mechanics as Holy Paladins once the patch goes live so far. Early on in the PTR, they changed sacred shield to only proc once every 30 seconds. Infusion of light ALSO had the description to show that it reduces the proc chance down back to every 6 seconds, making Sacred Shield a Holy Paladin primary shield. They then changed it so it really doesn’t matter.

And so continues the wonderous class balancing act Blizzard puts in come every patch time. See you in Icecrown! 🙂

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Gem and Trinket Choices for the Paladin Healer

Hello there! Today we’ll talk about the Gem and Trinket choices available to us for Paladin Healing, and what works best for the 53/0/18 build.

Healing Gems really come down to two primary choices:
1. Spell Power
2. Intellect

Crit,Haste,etc,etc…. are all really secondary, and to be honest, you really dont need to gem for these in terms of min/max numbers.

Let’s talk about the 53/0/18 build really fast, it’s a pure crit build, it’s focus is making Holy Light (our most mana expensive healing spell) sustainable to spam in a 7 minute boss fight.

Holy Light, costs around 1-1.1k mana per cast, depending on what glyphs/librams you have activated/in slot to reduce it’s cost.

Intellect is the number one choice for this build in terms of Gems
1. You get 10% more intellect per point with Divine Intellect talented fully
2. With Holy Guidance, you gain increased spell power through your intellect
3. The more intellect you have, the larger the mana pool you’ll be able to get, … the larger the mana pool you have, the more potent Divine Plea is for regenerating precious mana, and enabling you to continue casting Holy Light.

So Gem for Intellect!! Don’t worry about spell power, it will come naturally with gear and talents, trust me your holy light will heal for more then enough. In all naxx gear, you will still overheal for quite a bit.

So when should we gem for Spell Power at all?
1. to meet meta gem requirements
2. If you use the Holy/Prot build for healing, usually for PVP reasons (and yes very rare PVE also)

Let’s start talking about trinkets, since Intellect is our number 1 stat, let’s take a look at the trinkets available that buff that stat.

Pandora’s Plea – Mimiron/Ulduar
Tears of the Vanquished – Trial of the Champion (Regular)
Talisman of Resurgance – Triumph Emblem Item (50)
Darkmoon Card – The one that gives you intellect

If you’re able to procure at least two of these trinkets to fill your slots, with the current T9 gear, you can achieve OVER 31k mana pools! These trinkets give nothing but pure intellect to add to your bottom line, increasing crit chance, increasing spell power, and increasing mana, whenever a stat triple dips into your spells and abilities, you need to stack it -period-.

That’s right, 31,000 mana, divine plea restores 25% ofthaat every 60 seconds, that equals 7750 mana restored every minute, that’s HUGE.

I’ve said it in a previous post before, with these types of numbers, I wouldn’t be surprised if blizzard nerfed the returns somewhat for Divine Plea, or nerfed the amount of mana paladins can achieve as well.

Unless they want us with these numbers going into Icecrown, and since they’re going to revamp the entire stat system in cataclysm, we may very well be able to keep these ‘numbers’ for the rest of this expansion! 🙂



Lay on Hands, Should we talent into this?

Hey guys! Recently I’ve been dabling 2 of my talent points into the new Improved Lay on Hands talent in the Holy Tree. Where did I dig up those precious points from?

I took them out of Improved Concentration Aura, and placed them into Imp. LoH instead.

I also changed out my Beacon of Light Glyph (YES I actually did this) and put in the major/minor LoH Glyphs that:

1 Returns mana to you when you use LoH and
2 Reduces LoH CD to about 10ish mins (Practially have this up on EVERY boss fight!)

You now also get the new effect, which is a 20% damage mitigation for about 15 or so seconds, that’s ANOTHER CD you can use to help the tank mitigate damage!

I haven’t noticed any difference regarding pushback, or silence/interrupt effects that I’ld normally benefit from having Imp. Conc. Aura fully talented, right now that talent is looking more and more like a pvp talent. Still useful in some boss fights, but like I said, I don’t really notice the difference shifting 2 points out of it.

I’m thinking that I’ll be changing my preferred talent build to reflect his change, I think it’s much more useful/efficient with raids today!



Paladin Healing Librams

Today we’re going to talk about the available librams for paladin healing, and which one’s are probably best in slot based on our healing build.

I’ll start out by listing the librams, and describing their individual niches to healing.

Libram of Renewal – Reduces Mana cost of Holy Light by 113.

Libram of Tolerance – Increases spell power of Holy Light by 114.

Deadly Gladiator’s Libram of Justice – Increases spell power of Flash of Light by 331.

Libram of the Resolute – Increases spell power of Holy Light by 160.

Libram of Veracity – Each time you cast Holy Light you have a chance to gain 234 spell power for 15 seconds.

Now lets talk about these librams for a minute, starting with LoRenewal. This libram is one of the most prized and sought after librams for it’s Holy Light mana discount. Spamming Holy Light in high damage fights is something that happens regularly in post naxx raids, having this libram in the slot will enable you to cast more holy light’s then without it. Bottom line it increases your casting time for your most expensive healing spell, which is really good.

LoTolerance, and LotResolute, increases the spell power of Holy Light, these librams can be bought from a vender nowadays, but I wouldn’t put this in the slot unless I had upwards of 27-30k mana. Having the mana longevity is key for long fights in pre ToC gear.

Deadly/Furious/Relentless Librams of Justice- Increases spell power of flash of light by a lot! This is a pvp libram for a reason, FoL is not sustainable in a raid healing encounter. While it -is- possible to do so, using this libram will make your FoL hit for about 8-9k in a Holy/Prot build. However, this will make your holy light’s worthless, and FoL won’t be able to keep up with boss fights, use only for pvp.

Finally we have LoVeracity, this is the new libram that can be bought for 19 Triumph emblems, I like this libram for end game raiding paladins. At this time, I’m raiding at about 31k mana, while having the renewal libram in slot will definitly give me -endless like- mana, having that much mana gives you some leeway in terms of beefing up your spells. You no longer really have to worry about watching your mana bar, as long as Divine Plea is on CD, you should be fine.

I like this libram because of the paladin healing style nowadays, I cast Holy Light 50-60 times in a fight, this libram increases the spell power globally, making your shocks and FoL heal more as well. From what I’ve read, it’s nearly 100% uptime on the buff, so long as you continue to cast Holy Light, which paladins normally are. When you have an insane amount of mana, and you’re responsible enough to watch your mana pool in a fight, go for this as BiS for your holy paladin.



Paladin Healing POST 3.2

So with the new patch, we’re one step closer to Arthas, actually the FINAL step towards Arthas, as he should be here in 3.3!!

With the new patch, there have been signifacant changes to Holy Paladin Healing, I’ll outline the major ones that effects us most:

Beacon of Light: Now duplicates 100% of the heal to the beaconed target, before, only the -effective heals- were duplicated back, not the overhealing. Beacons as of right now will not duplicate an -ABSORBED- heal, more on this later.

Sacred Shield + Flash of Light: Now creats a 12 second Heal over Time effect for 100% of the flash of light heal.

Nerfs:
Illumination: Now only credits back 30% of any spell critical strike mana cost, this is down from a 50% previous return.

Divine Intellect: Now only increases mana by 10% of intellect, this is down from a 15% increase previously.

After having a few weeks to test out the new mechanics, and seeing the best healing I’ve ever done before on the healing meters, I feel confident about my healing advice with these new mechanics.

1. Beacon of Light: This was such a huge buff to Paladin healing, all other nerfs for the next two patches still won’t balance our class after this buff…..sorry guys I hate to admit it, but I’m regularly outhealing my ‘raid healers’ now with this spell.

The way I use this spell is that I put it on my primary target, usually the Main Tank. I have a DBM timer that starts a coutdown everytime I cast it, so I know when to refresh it on my target and keep 100% uptime, and prevent any uneccesary casts, since it’s a very expensive spell. I literally then ‘raid heal’ other raid members in the raid that suffer any damage, usually the offtank, or anyone else taking raid damage. It’s as simple as that, as long as you keep an eye on your tanks health, instead of casting your Holy Light -on the tank- as long as you have Beacon up, cast your Holt Light on a Raid member.

Holy Light Glyph and Beacon – with the glyphed holy light, 10% of your heal will ‘splash’ to the 5 closest raid members in 8 yards, which means all that extra healing gets beaconed BACK to your tank! Your 12k Holy light just splash healed the tank with beacon for almost 20k health!!

2. Sacred Shield + Flash of Light: I also have a DBM timer for this spell as well, which will countdown the amount of time I have until I need to refresh it again. #1 this spell when kept up 100% of the time will shield your tank for a very large amount of damage. #2 the new heal over time effect it applies when you do a quick flash of light heal, heals buffer any spike damage.

3. Nerf #1: Illumination – I admit, overall this nerf kinda sucks. I dont get as much mana back as I used to when I made a crit. It doesn’t make critting WORTHLESS, it’s still in my opinion the A #1 stat to get because the mana return even though is less, is still VERY IMPORTANT. But it has made MP5 more important for the base replenishment as well. MP5 comes on pretty much all healing pally gear from Ulduar >> Trial of Crusader. When you’re over about 350 MP5 unbuffed, you’re in a decent range, try shooting for absolute minimum 400 MP5 with Wisdom or Mana Totem in a raid.

MP5 was actually buffed, so with the nerf, and the buff to MP5 I can’t tell that there was a nerf to be honest, maybe the thought of what we had before just makes it that much worse.

4. Divine Intellect: After upgrading my paladin, I can see why they may have done this. Even after the nerf I have MORE MANA THEN EVER BEFORE!!! Why? Because they release epic gem cuts which can be purchasable with honor, emblems, and money in the AH. +20 Intellect Gems FTW!! With the new gear I’m in, I’ve achieved over 31K Mana, thats over 7K mana returned on Divine Plea ALONE!!! Divine Plea is officially OP, I’ll be surprised if they DON’t nerf the returns on Divine Plea with these types of numbers. <<Remember it here, I said it first!

Notable Changes:
Lay on Hands: recently got a nice buff, which now mitigates 20% damage to the target making it a tank saving CD so to speak. With the Glyph, the reduced amount of time it takes from the cooldown, I've taken my 2 points out of Imp. Concentration Aura, and put them into this talent. Get the Minor glyph, and you can inject yourself with a Lay on Hands Mana Potion once every ten minutes. Very good on healing intensive fights 🙂

As for the build I'm currently using, I'm still running with a pure crit build 51/0/18. this maximizes my mana longevity with illumination, and yes, overheals are still big for paladins so there really isn't a need to spec into Holy/Prot in my opinion.

To Me, Holy/Prot builds are more for PVP, since the +healing you get from it really benefits Flash of Light Greater then it does Holy Light. The amount of crit you lose when you spec into Prot, does not make Holy Light sustainable in high damage raids like ToC now. It can be done, don't get me wrong, I even tried it and was successful, but it takes a lot more work and is much more healing intensive just spamming flash of light the whole time.

Bottom Line:
Holy/Prot for PVP
Holy/Ret for PVE (variations of Holy/Ret for PVP also)

Can’t go wrong with healing that looks like this:



Holy Paladin PVP – Talents
July 24, 2009, 12:40 pm
Filed under: Paladin Mechanics, PVP, Theorycrafting | Tags: , , , , ,

Hello again! Today and for the next few posts, I’m going to look at the caveats of Holy Paladin Healing in PVP. We’ll look at arena healing, battleground healing, and see which talents and spells are best suited for player on player action. First off, let’s take a look at talents.

For Holy Paladin PVP there are a whole bunch of specs out there, but I’m only going to talk about the two I would normally use. From what I understand, it’s the two highest mainstream pvp talent builds also so don’t worry 🙂

Talent Spec 1: Holy/Ret Build
Level 80 Paladin (45/0/26)

Holy (45 points)
Spiritual Focus – Rank 5/5
Reduces the pushback suffered from damaging attacks while casting Flash of Light and Holy Light by 70%.

Healing Light – Rank 3/3
Increases the amount healed by your Holy Light, Flash of Light and the effectiveness of Holy Shock spells by 12%.

Divine Intellect – Rank 5/5
Increases your total Intellect by 15%.

Aura Mastery – Rank 1/1
Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of all other auras by 100%. Lasts 10 sec.

Illumination – Rank 5/5
After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell you have a 100% chance to gain mana equal to 60% of the base cost of the spell.

Improved Concentration Aura – Rank 3/3
Increases the effect of your Concentration Aura by an additional 15% and while any Aura is active reduces the duration of any Silence or Interrupt effect used against an affected group member by 30%. The duration reduction does not stack with any other effects.

Blessed Hands – Rank 2/2
Reduces the mana cost of Hand of Freedom, Hand of Sacrifice and Hand of Salvation by 30%, increases the effectiveness of Hand of Salvation by 100% and the effectiveness of Hand of Sacrifice by an additional 10%.

Divine Favor – Rank 1/1
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.

Sanctified Light – Rank 3/3
Increases the critical effect chance of your Holy Light and Holy Shock spells by 6%.

Holy Power – Rank 5/5
Increases the critical effect chance of your Holy spells by 5%.

Light’s Grace – Rank 3/3
Gives your Holy Light spell a 100% chance to reduce the cast time of your next Holy Light spell by 0.5 sec. This effect lasts 15 sec.

Holy Shock – Rank 1/1
Blasts the target with Holy energy, causing 1296 to 1402 Holy damage to an enemy, or 2401 to 2599 healing to an ally.

Sacred Cleansing – Rank 3/3
Your Cleanse spell has a 30% chance to increase the target’s resistance to Disease, Magic and Poison by 30% for 10 sec.

Holy Guidance – Rank 5/5
Increases your spell power by 20% of your total Intellect.

Protection (0 points)
None

Retribution (26 points)
Benediction – Rank 5/5
Reduces the mana cost of all instant cast spells by 10%.

Improved Judgements – Rank 2/2
Decreases the cooldown of your Judgement spells by 2 sec.

Heart of the Crusader – Rank 3/3
In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by an additional 3%.

Vindication – Rank 2/2
Gives the Paladin’s damaging attacks a chance to reduce the target’s attributes by 20% for 15 sec.

Conviction – Rank 5/5
Increases your chance to get a critical strike with all spells and attacks by 5%.

Pursuit of Justice – Rank 2/2
Reduces the duration of all Disarm effects by 50% and increases movement and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.

Eye for an Eye – Rank 2/2
All criticals against you cause 20% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin’s total health.

Sanctity of Battle – Rank 3/3
Increases your chance to critically hit with all spells and attacks by 3% and increases the damage caused by Exorcism and Crusader Strike by 15%.

Sanctified Retribution – Rank 1/1
Increases the damage caused by Retribution Aura by 50% and all damage caused by friendly targets affected by any of your Auras is increased by 3%.

Divine Purpose – Rank 1/2
Reduces your chance to be hit by spells and ranged attacks by 2% and gives your Hand of Freedom spell a 50% chance to remove any Stun effects on the target.

This build capitolizes on the spell pushback reduction of improved concentration aura, and with it’s mid ret talents, gives you anothe ‘escape’ from crowd control with Divine Purpose, all while maintaining the same amount of spell power a raid build holy paladin would have. Making your primary healing spells (FoL and Holy Shock) for pvp that much more potent.

There are 3 talent points you’re free to spend, but I chose to talent into divine cleansing, I primarily run a 2v2 team (more on holy pally team comps later) and cleasing my partner from snares, diseases, poisons and magical effects giving a chance to resist those schools I think is really nice.

Talent spec 2: Holy/Prot Build

Level 80 Paladin (44/27/0)

Holy (44 points)
Spiritual Focus – Rank 5/5
Reduces the pushback suffered from damaging attacks while casting Flash of Light and Holy Light by 70%.

Healing Light – Rank 3/3
Increases the amount healed by your Holy Light, Flash of Light and the effectiveness of Holy Shock spells by 12%.

Divine Intellect – Rank 5/5
Increases your total Intellect by 15%.

Aura Mastery – Rank 1/1
Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of all other auras by 100%. Lasts 10 sec.

Illumination – Rank 5/5
After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell you have a 100% chance to gain mana equal to 60% of the base cost of the spell.

Improved Concentration Aura – Rank 3/3
Increases the effect of your Concentration Aura by an additional 15% and while any Aura is active reduces the duration of any Silence or Interrupt effect used against an affected group member by 30%. The duration reduction does not stack with any other effects.

Blessed Hands – Rank 2/2
Reduces the mana cost of Hand of Freedom, Hand of Sacrifice and Hand of Salvation by 30%, increases the effectiveness of Hand of Salvation by 100% and the effectiveness of Hand of Sacrifice by an additional 10%.

Pure of Heart – Rank 2/2
Reduces the duration of Curse, Disease and Poison effects by 30%.

Divine Favor – Rank 1/1
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.

Sanctified Light – Rank 3/3
Increases the critical effect chance of your Holy Light and Holy Shock spells by 6%.

Holy Power – Rank 5/5
Increases the critical effect chance of your Holy spells by 5%.

Light’s Grace – Rank 3/3
Gives your Holy Light spell a 100% chance to reduce the cast time of your next Holy Light spell by 0.5 sec. This effect lasts 15 sec.

Holy Shock – Rank 1/1
Blasts the target with Holy energy, causing 1296 to 1402 Holy damage to an enemy, or 2401 to 2599 healing to an ally.

Holy Guidance – Rank 5/5
Increases your spell power by 20% of your total Intellect.
Protection (27 points)
Divinity – Rank 5/5
Increases all healing done by you and all healing effects on you by 5%.

Stoicism – Rank 3/3
Reduces the duration of all Stun effects by an additional 30% and reduces the chance your helpful spells and damage over time effects will be dispelled by an additional 30%.

Guardian’s Favor – Rank 2/2
Reduces the cooldown of your Hand of Protection by 120 sec and increases the duration of your Hand of Freedom by 4 sec.

Divine Sacrifice – Rank 1/1
30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin’s health). Lasts 10 sec.

Improved Righteous Fury – Rank 3/3
While Righteous Fury is active, all damage taken is reduced by 6%.

Toughness – Rank 5/5
Increases your armor value from items by 10% and reduces the duration of all movement slowing effects by 30%.

Divine Guardian – Rank 2/2
Improves the effectiveness of your Divine Sacrifice spell by an additional 10% and increases the duration of your Sacred Shield by 100% and the amount absorbed by 20%.

Improved Hammer of Justice – Rank 1/2
Decreases the cooldown of your Hammer of Justice spell by 10 sec.

Improved Devotion Aura – Rank 3/3
Increases the armor bonus of your Devotion Aura by 50% and increases the amount healed on any target affected by any of your Auras by 6%.

Sacred Duty – Rank 2/2
Increases your total Stamina by 8%, reduces the cooldown of your Divine Shield and Divine Protection spells by 60 sec.

Retribution (0 points)
None

This talent build has some pros and cons to it compared to the Holy/Ret build. In this build you gain reduced cooldowns for all your protection and shield spells, decreased stun durations, about 10-12% additional healing which really makes your flash of lights go up. and a sacred shield that lasts for 1 minute as well as an additional damage mitigation talent. You lose a significant amount of crit, your running speed to get away, and a third escape which is crucial to kiting damage dealers after judging them with justice.

We’ll get into holy healing strategy later, personally I choose the Holy/Ret build. The decision is yours, next time we’ll talk about the spells we mainly use, when to use them, and overall strategy for the holy paladin in pvp.