Archive for holy

Dissecting the Cataclysm stat changes for Holy Pallies

Posted in General with tags , , on March 1, 2010 by rocklawthepally

Like I’m any kind of an expert.  Well, I’ll take a crack at it.

EDIT OFF THE TOP: GC tells us this for spell plate (no, they are not getting rid of spell plate at this point, even if we are still the only plate spec to use it): “Int, Sta, Spirit, Haste, Crit, Mastery.”  That’s a lot to adjust to and some of that unfolds below.  This is a work in progress.  Read on…..

First, the removals, both from gear and from game.  MP5?  Seeya!  Happy that they’ve finally come up with a single, primary mana regen stat.  It will be interesting to see what happens with our other regen abilities, but since most of those are straight regen, and not based on any one mechanic, I think we should be good.

The removal of spellpower from gear  – sort of.  So spellpower is going away?  Not entirely.  It will be present on our weapons.  One presumes that gems will help make up for it – but here’s a Blue post with a little more detail:

“We take gem budgets out of the most attractive stat on a piece of gear, in order to avoid anything with sockets always trumping similar gear without sockets. As such, socketed tanking plate has less base stamina but with gems, you’ll almost certainly end up with more health than dps classes.”

Self explanatory, I think.  Things are looking to be a lot more blanaced, depending on what’s present in terms of stats on the gear.

As I read through the comments, and I’m taking a bit of a vacation from the narrative here, I found this gem:

“Holy paladins are still a special snowflake with regard to gear. We have explored alternative solutions, ranging from them not wearing plate to somehow getting spell power from Strength, but we don’t like any of those designs better than just having Holy paladins wear plate.”

Seems they have not yet firgured out what to do with us in terms of gear.  I’m fine with that – I love getting gear by default by being that “damn plate healer”.  I will go play my mage if I am no longer plate – I am the holy warrior and must be in the thick of things.

Here’s a whopper of a summary from Ghostcrawler his own self:

“Think about it like this:

DPS cloth: Int, Sta, Hit, Haste, Crit, Mastery (mage, warlock, Shadow priest)
Healing cloth: Int, Sta, Spirit, Haste, Crit, Mastery (Holy and Disc priest)

Melee leather: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (rogue, Feral druid)
Spellpower leather: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Balance druid)

Physical mail: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (hunter, Enhancement shaman)
Spellpower mail: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Elemental shaman)

DPS Plate: Str, Sta, Hit, Haste, Crit, Mastery, Expertise (Fury, Arms, Retribution, dps DKs)
Tanking plate: Str, Sta, Hit, Armor, Dodge, Block, Parry, Mastery, Expertise (Prot, Prot and tanking DKs)
Healing plate: Int, Sta, Spirit, Haste, Crit, Mastery (Holy paladins)

There will be exceptions. There might be some spellpower cloth with no hit or Spirit that healers and nukers may want. There will likely be Elemental tier sets with no Spirit. Jewelry and cloaks will be more class agnostic than actual armor pieces.

I wrote that quickly, so hopefully I didn’t mangle anything. :)

EDIT: You get a small mastery bonus for wearing the highest-armor gear capable for your class. Hunters in mail get a bonus. Hunters in leather do not.”

Back to the removed stats:

Spell ranks:  since they took away downranking, this makes sense.

Weapon skill: woot!  That’s more the retadin off-spec in me, but that’s a great move.

When it comes to Matery, Ghostcrawler says: “There is a small bonus for wearing “your” gear.  So a Balance druid who takes cloth will esseintially be giving up some free stats.  Sometimes that may be worth it to them (just as sometimes it’s worth it for a Resto druid to take that piece of +hit gear), but often times it won’t be worth it especially if it’s an upgrade for you.”

So, I get to continue to wear plate!

Hmmm – I may have to continue this in a later post.  I highly encourage everyone to follow the disucssion on the official forums here.

To be continued….


Saurfang dead again. Finally.

Posted in General with tags , , , , , , , on February 24, 2010 by rocklawthepally

Whew.  We finally nailed it for the second time last night.  That Saurfang fight is such a pita.  And I feel so helpless because, as a healer, I can’t really contribute anything.  It’s all on the DPS.  But last night, they were on their game.  Extra-special kiting skill paid off.  Looking forward to new content.  Time for a visit to Tankspot to check up on Festergut and Rotface.

3 upgrades yesterday.   A ring, a cloak and a belt.  ilvl 268, 264 and 251 respectively.  Only 2 pieces of 232 gear left on the holy side.

We also managed to do the frost giant weekly (which is where the belt dropped).  Fun fight.

The odd thing about Icecrown is that I spend much of my time in ret mode.  I am ret on trash up to Marrowgar, then switch to healing for that fight.  Then I’m back to ret for the Lady Deathwhister trash and I tank her for the first phase until the shield is down.  Then I’m ret for the trash leading to the boat.  I switched to heals for the frost giant weekly, but went back to ret as a gunner/add DPS for the boat.  I switch to heals for Saurfang because I do so much AoE splash damage that it would be a bad idea for me to be doing damage when his adds pop.  My resto shammy buddy goes enhancement for that fight (in fact, he brought in his hunter last night, which was the thing that turned the tide). 

I really need better ret gear, tho.  5/5 T9 is OK, but this is T10 content.  The good thing is that the raid’s pally tank got a bunch of off-spec DPS upgrades last night, so now they’re on rot and default to me next time they drop :)  And I will be spending Triumphs on the 245 upgrade badge gear, depending on set bonuses.

After the raid, we pugged an XT weekly and a VOA to total 20 frosts in one day.  I tried a daily, but the group wiped on early trash and I was too tired to stick it out.

Anywho, it’s off to new content!

FigurePrint Unboxing

Posted in General with tags , , , , on January 11, 2010 by rocklawthepally

My FigurePrint of Rocklaw arrived today.  I took a little video of the unboxing process.  Take a peek!

3.2 Changes for the Holy Pally

Posted in General with tags , , , on June 18, 2009 by rocklawthepally

3.2 is iminent on the PTR and the patch notes are out.  Eyonix made a post aimed specifically at paladins outling some of the changes coming our way.  Here’s the relevant bit concerning the Holy tree (my comments interspersed):

We like that Holy paladins have a niche as single-target healers. So do I. The problem is we think this niche is a little too narrow at the moment. Furthermore, paladins don’t have a wide arsenal of healing spells so it’s important that all of them are being used. Well, duh.  Try 3.

First, we are changing Flash of Light so that it places a heal-over-time effect on any target with Sacred Shield on them (the effect will be similar to Sheathe of Light). This should make Flash see a little more use.  Can we have Sacred Shield last longer than 30 seconds, please?  Otherwise, this is good.

Second, and more importantly, we are changing the way Beacon of Light works. Currently, it does not count over-healing on the target. We are changing that. In other words, if you place Holy Light on a rogue who is already at full health, it will still have the full effect on a tank with Beacon of Light on them. Woohoo!  Awesome change here, Blizzard.  I can now be a useful raid healer AND keep the tank alive.This is a huge buff, particularly when you consider the Holy Light glyph which allows for a small amount of “splash” healing. This effect isn’t common when you use Holy Light on a tank because the tank is often standing alone. But if you heal the melee, you are likely to get a lot more total healing from this effect (while still healing the tank through Beacon of Light). We are also going to try to allow a target to have more than one beacon (i.e. from different paladins) on them. Also good news.

Many players may surmise that this change would make paladins far and away the best healers in the game. This is partially because paladin mana regeneration is so potent. That isn’t an issue when the paladin can generally only heal the tank. With the Beacon of Light change, the paladin can provide a lot more raid or party healing. To adjust for this, we are going to reduce the amount of mana returned by Illumination. From 60% return to 30%.  I think I can live with this.  They’re throwing MP5 gear at us now in Ulduar, and I expect that to continue, so this change is not that bad. If you use Holy Light too recklessly (such as on targets who don’t require that much healing) you do risk burning out of mana too quickly. Of course, they will still have Divine Plea and other mana regeneration mechanics.

As a footnote, we are also likely to slightly adjust Replenishment and buff the amount of MP5 on gear.

These changes should lead to healing as Holy being more dynamic – you are going to be targeting a lot more group members than just the tank, while still providing massive healing on the tank. However, you won’t be able to just constantly spam your biggest heals, at least not on the more challenging encounters. There is an opportunity here for skilled players to really do some outstanding healing as paladins, but it’s going to take a little more effort. That’s welcome, in my books. This is something a lot of players have been asking for so we hope that it delivers without completely changing what some paladins enjoy about their healing style.

End quote.

All in all, these changes are interesting and for the most part, welcome.  The change to Beacon is huge, although I fear I will be spamming a lot more Holy Light.  Which may make mana management an issue.  I don’t like that they’ve nerfed Divine Intllect – may have to start stacking int instead of crit now.  A work in progress, to be sure.  Stay tuned.

This made me go hmmmmm…..

Posted in General with tags , , on March 11, 2009 by rocklawthepally

This appeared mysteriously on the Warcraft General Forums today from Eyonix:

Blessing of Wisdom & Mana Spring Totem change 03/11/2009 09:00:12 AM PDT

We are making a change to these spells so that their benefits are exclusive in patch 3.1.0. The buffs will be equivalent, but will no longer stack. Mana Spring will affect the entire raid instead of just the shaman’s party. We felt that both paladins and shamans brought too many unique buffs to a group. Additionally, we have been trying to tone down mana regeneration in large groups, and were concerned raids would feel the need to stack paladins or especially shaman to have enough Mana Spring totems. We have also been trying to get more benefits out of the party and into the raid, and Mana Spring previously was still a party only buff. With this change, if there is only one paladin, he or she can bring Blessing of Kings while the shaman offers Mana Spring. If there are two paladins and the second offers Blessing of Wisdom, then the shaman can offer healing or cleansing with their water totem instead.

So what’s the purpose of this?  Where did this come from?  Out of left field, it seems to me.  My one useful buff outside of Kings has been made redundant now.  Might gets pushed off the table by warrior shouts and I don’t have Sanctity so all I have are Kings and Wisdom.  Is this whole mana regen nerf-fest that Blizzard is on really trying to fix a problem that is truly overpowered?  I can’t see it.  Depending on the fight, I usually finish an encounter with little to no mana, which says to me that things are working as intended.

What is so strange is that this came out of nowhere with no fanfare of PTR discussion.  It’s going live and that’s that.  And it warrants a post in the general forums, to boot.  It’s just plain wierd.  Some days, Blizzard makes no sense.

3.1 Undocumented Changes

Posted in General with tags , , , on February 24, 2009 by rocklawthepally

MMO Champion, those lovely guys, have mined the undocumented changes and so I present them here:


* All Paladin auras have had their tooltip changed to note that they work on the entire raid, not just the party.

Meh. Bug fix.


* Exorcism can now be used on all targets, but is now a guaranteed critical strike vs Undead and Demon type mobs.
* Judgement of Light now procs off spells as well. (Previously only “attacks” would trigger this)

Both full of win. Could have used the Exorcism change while levelling, but I’ll take it now.


* Purifying Power (Tier 6) now reduces the cooldown of your Exorcism and Holy Wrath spells by 17/33%. (Previously increased the critical strike chance of those spells by 10/20%)

Don’t have it now and am not gonna take it.

* Pure of Heart (Tier 5) now reduces Curse, Poison, and Disease effects by 15/30%. (Previously was 25/50% but did not include poisons)

Don’t have it now and am not gonna take it. PvP, if you ask me.

* Blessed Hands has been moved from Tier 5 to Tier 4 and now reduces the mana cost of Hand of Freedom, Hand of Sacrifice and Hand of Salvation by 15/30% and cooldowns by 10/20%.

Don’t have it now and am not gonna take it. Seems a useless talent me.

* Improved Concentration Aura’s (Tier 4) reduced silence/interrupt effect now works while any aura is active.

Intriguing. I had this in TBC, but with the need to delve into ret for crit, I passed on it for Lich King.


* Shield of Righteousness now deals 130% of block value + 520 at the highest rank. It no longer causes a high amount of threat. (Previously increased damage by a set amount)
* Blessing of Kings is now a baseline ability. Trainable at level 20.

SoR was a fun little ability to get so a little more damage is nice. And the Kings change has needed to be made for so long, I’m thrilled it’s finally here.

I didn’t include the rest of the skills and talents for prot and ret because they don’t really have any impact on holy pallies.

3.1 for the Holy Paladin

Posted in General with tags , , on February 24, 2009 by rocklawthepally

First, the patch notes:

  • Auras will now persist through death.
  • Blessing of Kings is now trainable at level 20. Removed from talent trees.
  • Talents
    • Protection
      • New Talent Divinity:Tier 1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
      • Sacred Duty (Protection) rank 1 now increases Stamina by 4%.
    • Retribution
      • Benediction (Retribution) now affects Hand of Reckoning.
      • Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
      • Repentance no longer resets the Paladin’s melee swing timer.
      • Righteous Vengeance reduced to 3 ranks for 10/20/30%.

Auras persisting through death is a good thing.  However, if I rez with Crusader Aura on when zoning back into Naxxramas, that is a bad thing :)

Kings being baseline is great.  Folks can stop qq’ing about not getting Kings.  However, the 3 points I had wanted to take to go for the extra crit in the ret tree has been snatched away by…

Divinity.  5% extra healing throughput?  You betcha.  I’ll take it.

Now for the new glyphs:

  • Glyph of Beacon of Light – Increases the duration of Beacon of Light by 30 sec.
  • Glyph of Divine Plea – While Divine Plea is active, you take 3% reduced damage from all sources.
  • Glyph of Divine Storm – Your Divine Storm now heals for an additional 15% of the damage it causes.
  • Glyph of Hammer of the Righteous – Your Hammer of the Righteous hits 1 additional target.
  • Glyph of Hand of Salvation – When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.
  • Glyph of Holy Shock – Reduces the cooldown of Holy Shock by 1 sec.
  • Glyph of Shield of Righteousness – Reduces the mana cost of Shield of Righteousness by 0%. (This is from game data)

The Bacon glyph isn’t that appealing to me.  An extra 30 seconds isn’t much and I have it hotkeyed and have a Big Wigs timer set to remind me to refresh it.  Verdict?  Skip.

The Divine Plea glyph is also a bit of a yawner.  I’ve not run into many fights where I can see much utility for the damage reduction.  Verdict?  Skip.

The only other one that is relevant for holy paladins is the Holy Shock glyph. 1 second idn’t that big a deal for this admittedly fabulous spell.  It’s not a regular part of my rotation to the degree that one second would make that much of a difference.  Verdict?  Skip.

My bottom line on 3.1 is that my spec will not change except for putting the 5 points gained from Kings into Divinity.  They’re in the same tier of Protection so it will not make any change, really, other than a bump in healing.  Overall, it’s a good start.  We’ll look for more changes as the PTR evolves.