Speccing Your Holy Paladin

This is a guest post by heinleinfan, a raiding Holy Paladin

I’m no World of Warcraft Theory Crafting Genius, I don’t do number crunching well, and there’s pally healers out there that could out-heal me into the ground in their sleep…but, this spec is really working for me, I’m happy with it, I’m an asset to my raids, I can tank heal or safely be assigned some raid heals without being a failbot at it… and so, I’ll blather on about it as if I knew what I was talking about.

This is my Holy Pally Spec. There are many like it, but this one’s mine.

First off, you’ll notice…not a single point in prot. Maybe this is nothing new to most holy pallies, but I ran with the 5 points in Prot so I could have Kings. And with the need to reach deep into holy for Beacon of omigodsponiesilovethisspell, I was constantly frustrated by those 5 darned points in prot. But now I get them out of prot! [insert happy dance] I’m sure some folks out there are going “what about Divinity?” Eh…five percent increased healing is not insignificant…but spellpower and crit are so much more important for healadins, and I believe those five points can be used more effectively for my raid spec and play style and so forth. So it’s bye-bye prot tree for me.

You’ll notice I ignore all the extremely powerful PvP talents. Basically, if it’s not directly affecting my actual healing output or speed in some way, I pass it by, as I am a raid pally and not a PvPer.

I’m running 18 points into Ret instead of my pre-patch 15, to get 3% more crit. The “filler” points needed in Ret to get to the 3rd tier are all pretty useful; Benediction brings the cost of Beacon and Holy Shock down, thatsaverra nice, especially with the new Holy Shock glyph, and Heart of the Crusader and Imp Blessing of Might are great raid additions.

Aura Mastery, yup, I’ve still got it post-patch. I had it pre-patch for the extended aura range, and I’m keeping it to try out the buff thing. I think it will prove to be more of a PvP talent addition, but…I will say, in a recent battle against Ignis, a well timed pop of Aura Mastery caused half of the raid to fully resist the Flame Jets. That’s not bad, not bad at all. But, with a two minute cooldown and the unpredictability of the RNG, it’s not great, and might turn out to be not worth the point. I’ll give it a few more days.

I gave up a point in Enlightened Judgements for it and I can handle that. I thought it would take a horrible lot of adjustment and wind up with me roflstomped by bosses who think 25 yards is too close for a healer to stand…but it’s definitely workable and has not caused me to eat floor yet.

And speaking of Enlightened Judgements, that and Judgements of the Pure are talents I would not pass up as holy. Especially with the UBER NERF OF DOOM to Infusion of Light…I hate you so much, Blizzard…I do *not* want to give up a constant 15% haste boost in a raid. Along with the points I have in Ret, the judgement affecting talents are just too useful to ignore for this raid spec.

The decision to put only 2 points in Imp Concentration Aura is pure selfishness. I realize that filled it’s a really darned useful raid buff. But I just can’t seem to ever spare the point for it without losing a point in something that I feel makes me an overall more effective raid healer (namely, post-patch, the crit in ret tree). If I dump Aura Mastery, this is where I’ll put that point.

Improved Lay on Hands just got more improved, thanks to the new minor glyph that reduces cooldown by 5 minutes. With these two LoH glyphs, and points here…when cast on myself that returns 3900 mana. That’s practically an extra mana pot for each boss fight!! *boggle* And even if I do need to use it as an “oh shit, heal” instead of “show me the mana” I still get mana back. And I can use it either way in every boss encounter without worrying about it; it’s only an 11 minute cooldown! *double boggle* No, for real though, remember the days when LoH was an absolute, last-ditch effort, only for emergencies kinda thing? I remember those days. And now I’m all nonchalant-like about it, knowing it’s not going to be AN HOUR until I can use it again. Let’s just keep this one real quiet-like, so maybe Blizz will not think about it too much, and decide to nerf it.

I gave up the Flash of Light glyph for the Holy Shock glyph. In all honesty, my play style and usual raid makeup with my guild had me not really using FoL all that much, so the crit chance from the glyph wasn’t doing much for me. And while the HS glyph means I’ll have the option for an instant FoL more frequently, I wouldn’t want to give up my other major glyphs for a 5% crit increase on my teeny tiny heal, even if I do find myself using it more often. That may change if I really find myself constantly using FoL, but I don’t yet see that happening.

I had chosen glyph of Seal of Wisdom over Seal of Light pre-patch for the mana efficiency. I switched them back and forth over and over (some inscriptionist on my server made a fortune off me in a 3 week period there) and I found Wisdom worked better for me with my play style, spec and raid makeup. Even though the light glyph gave me a slightly higher heal output, it wasn’t enough to really reduce the number of heals I had to cast significantly. So with that same thinking in mind…I’m switching over to the Divinity glyph, since I believe it’s even *more* mana efficient than the wisdom glyph, by giving me that almost-as-much-as-a-mana-pot return on mana so frequently.

Paladin Healing in Heroic Ulduar

This is a guest post by Adgamorix with some tips for Holy Paladins working their way through Ulduar.

3.1 and Ulduar are upon us, and the tears of Healadins fill the forums, feeding Yarg-Saron and keeping XT’s joints lubed. Bloggers and forum goers alike lament the death of Flash of Light as a useful heal, and wonder if the new Infusion is even worth it. 10% extra crit on a Holy Light? I want my haste back! I need to raid heal!

Can you taste the tears?

My question is what is the real issue? Granted, my guild hasn’t cleared Ulduar yet, but we did get six bosses down in the first week (no hard modes), and I haven’t seen the problem. As we’re a 25 man raid guild, we typically run with seven healers: two Paladins, Disc priest (dual spec’d for Holy which some Priests just aren’t good enough to do *wink*), Holy Priest, two trees, and a Resto Shaman. Our tanks are a mix of all the tank classes, and we run a fairly balanced mix of melee vs. ranged (though we do have a lot of hunters – fortunately no huntards).

Given a balanced raid makeup, I’m very happy with where paladin healing is right now. On any boss fight that we’ve done so far, I’m confident in putting my paladin partner and I on the tank and letting the other healers take care of the raid, off tanks, etc. Between Beacon of Light and Sacred Shield, we can run a steady rotation on the tanks, and it hasn’t failed us yet. Granted, I haven’t seen the fights in 10 man yet, but I’m confident that it’ll be ok.

Note that I’ve said ‘balanced raid makeup’ a couple of times here. Even though we’ve been told to “bring the player and not the class”, I don’t think anyone would reasonably expect to waltz through Ulduar with nothing but a pocket-full of rogues and no ranged DPS… at least not for a while anyway. Having a mix of buffs and abilities is part of what makes raiding so much fun. It’d be boring if any 25 people (regardless of class/spec) could walk in and down the content during the first week.

I think the problems being experienced by some paladins can be explained with the same explanation we had when our MT pulled XT with his face the first time, leaving all his healers 40 yards behind him.

“You’re doing it wrong!”

Ulduar isn’t Naxx, and I’m glad. The trash is harder than most Naxx bosses, and “gasp” we have to use crowd control again. XT’s trash brought back nightmares of old Kael’Thas trash (with a mix of Void Reaver), and it takes some getting used to. Healers can’t snipe any more, and target assignments are crucial. Trusting your raid mates to do their assigned task, and focusing on yours, keeps the raid alive. I generally can’t spare the GCD to hit someone else, and I count on the raid healers to cover me when I’m not beaconed. Sure, I’m lower on the meters than I used to be, but our strategy works and bosses die.

I won’t disagree that it would be nice to have another tool in my box, but I love the healing aspect of my paladin so much that my Resto Shaman has been collecting dust for two months. I like the challenge of healing without a designated ‘raid heal’, and learning new ways to cope with the incoming damage.

Here’s how we’ve pulled off each boss so far

Healing rotation: This healing rotation is similar to what we use for every boss we two heal. My partner will spam HL while I run FoL/HS rotations. I generally keep my SS up on the tank, and we beacon an OT if they are close, our we just beacon ourselves. After about one minute of this, we switch roles, and she hits DP to start her regen (I usually hit Illumination right at the start – I also pop my haste gloves). This continues for one minute, and then we switch again (this time I Plea). With this rotation the MT is getting around 30k in healing every 2 – 2.5 sec (lag depending), and there is always a heal landing.

Flame Leviathan: All I can say is, flying through the air with a boom-chicken by your side is worth it. I beacon the boom-chicken and unleash my holy DPS on the turrets. Instant FoLs on myself are enough to keep us both alive without any stress (hard mode may be different).

Ignis: Pallies beacon themselves and do nothing but roll heals on the MT. We have our Disc priest on the OTs, with the druids dropping HOTs on them as they race by with the constructs. Raid healing is covered with the shaman and holy priest, and the druids kicking in after a flame jet.

Razorscale: This fight is a lot less coordinated. Generally I sit on our DK who picks up the whirlwinders and also stays closest to Razor so he gets her fire patches. I beacon myself, and just roll FoL on him until the fight ends. I’ll also run in and hit the boss a few times while she’s harpooned, that way I have a full mana bar at the start of phase 3 (phase 2 if you don’t count the chained phase) so I can just bomb the tanks with HL.

XT-002 Deconstructor: We handle this fight just like Ignis. Prot pallies on the tank, Disc Priest on the add tank, and the rest of the healers on the raid. The only change up is during the earthquake/pound one of us will switch off the MT and drop HL bombs on the melee to help with the damage.

Kologarn: See previous strategies. I usually beacon the add tank on this one, since he’s close enough to always receive my heals. Only one of the tanks holding Kologarn should be taking a significant amount of damage, so we focus on them individually. A Resto shaman is also amazing for the folks caught in the grip.

Assembly of Iron: This one we switch up just a touch. We’ve only downed this once, and that was in the ‘easy’ mode. Here we flip the disc priest and a holy paladin, beaconing the off tanks and healing through the damage. A shaman is an ideal healer for the tank on Stormcaller, as they can interrupt the chain lightning and the lightning whirl.

Suggested Healing Priest Specs, Glyphs, and Addons for 3.1

Not sure how to spec or glyph for 3.1? Here are my suggestions. Feel free to modify accordingly. WoW Insider has a great roundup to everything 3.1 related.

No Stock UI has a great list of updated and compatible 3.1 addons for you to peruse.

Discipline Priest Specs

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Soul Warding: Reduces the cooldown of Power Word: Shield by 4 seconds and reduces the mana cost of Power Word: Shield by 30%.

Absolution: Reduces mana cost of Dispels and Disease curing spells by up to 15%.

Focused Will: Increases your spell critical effect by 3% fully talented. If you get crit, incoming damage is reduced by 4% and healing effects on you increase by 5/10/15%.

3 points can go either into Absolution or Focused Will. With the amount of cleansers and dispelers in my arsenal, I opted for the increase crit for the time being. But that might change later.

Improved Flash Heal: Must talent, I think. Reduces mana cost of Flash Heal by 15% and increases the crit chance if your targets are below half health.

Rapture: It’s different now. When your Shield is absorbed or dispelled, you instantly get back 2.5% of your total mana and your target gains 2% mana, 8 rage, 16 energy, or 32 runic power. Works every 12 seconds.

Discipline Priest Glyphs

Glyph of Flash Heal
Glyph of Power Word: Shield
Glyph of Penance – NEW: Your Scribes will have to be lucky here.
Glyph of Prayer of Healing – At least it’s some form of AoE healing if the fight calls for it

Holy Priests Specs

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Blessed Resilience: For 3 points, it increases your healing effectiveness by 3%. The stronger your healing effectiveness, the better this talent will be. For the time being I opted not to get it.

Serendipity: A haste inducing talent. Requires you to Flash Heal or Binding Heal before it adds a 12% haste buff per stack up to 3 (total of 36%). Makes your next Greater Heal or Prayer of Healing faster. Note: Binding Heal used to grant 2 haste buffs per one cast. It doesn’t do that anymore.

Test of Faith: No change here.

You’re going to end up with 6 talent points. You can only invest in two of the above abilities. I recommended Serendipity and Test of Faith.

Empowered Renew: Another instant healing spell added to Priests. The closest thing I can think of is that it’s an inverse Lifebloom. Instead of tick, tick, tick, BOOM! It becomes BOOM! Tick, tick, tick.

Holy Priest Glyphs

Glyph of Circle of Healing
Glyph of Hymn of Hope
Glyph of Renew
Glyph of Flash Heal
Glyph of Guardian Spirit

Things will be very busy in the World. New places to explore, new dungeons to conquer. All of us will do our best to provide the advice and guidance in the challenges ahead.

T8 Set Bonuses Revealed

Post updated 1:42 AM
MMO Champion’s got the goods on the next level of tier 8 bonuses. Let’s check it out and do some quick analysis shall we?

Priest

  • Priest T8 Healer 2P Bonus — Increases the critical heal chance of your Prayer of Healing by 10%.
  • Priest T8 Healer 4P Bonus — Casting Power Word: Shield also grants you 15 spell power for until cancelled. Increases spell power by 250 for 5 sec. (Source: Thottbot)

I’m not the most thrilled with the 2 piece. It’s not bad but it’s not that great, I don’t think. Although let’s not forget that Prayer of Healing is no longer restricted to the Priest’s current party. You definitely want to consider coupling this with the Prayer of Healing glyph. Having the extra crit chance means there’s a higher chance the glyph portion should tick for more.

Now the 4 piece is a real eyebrow raiser. I’m almost certain that’s a typo. More than likely, it’ll grant 150 spell power instead of 15. The second typo is towards the end. It sounds to me that either a) There’s going to be a duration on it. Probably 9 or 15 seconds. b) Until the Shield wears off of a target. This is a bonus that seems targeted towards Disc Priests. With talents like Soul Warding (Reduced cooldown of PW: Shield by 4 seconds and reduces the mana cost by 30%), I can see myself throwing shields around. It’d be mana inefficient, to be sure. But I’m chain casting it to maintain a spellpower boost. Of course, with the mana regeneration changes this might not be the most smartest idea. Anyway, I don’t think they’re quite finished with this set bonus yet guys.

Paladin

  • Paladin T8 Holy 2P Bonus — Your Holy Shock critical heals now also place a periodic healing effect on the target, healing for 15% of the Holy Shock’s heal amount over 9 sec.
  • Paladin T8 Holy 4P Bonus — Increases the damage absorbed by your Sacred Shield by 10%.

Any Paladins want to weigh in on these bonuses? How do these look to you guys?

Shaman

  • Shaman T8 Restoration 2P Bonus — Reduces the cooldown on Riptide by 1 sec.
  • Shaman T8 Restoration 4P Bonus — Reduces the cast time of Chain Heal by 0.2 sec.

That Shaman 4 piece makes me go wa wa wee wa. Assuming haste, could we possible see 2 second Chain Heals?

And for the Druids, don’t forget that Syd’s got a nice writeup for the Druid bonuses that were released earlier in the week.

Thoughts on Rapture and Mana Regen

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I wanted to put some thoughts together on the post 3.1 Rapture ability and our overall mana regen. A lot of players have contacted me and wondered why I thought it was a buff and asked what it meant for their mana regeneration. Why am I so optimistic about something that’s going to tank our regeneration?

Two key concepts

Mana regen is but one important piece to the whole puzzle. But here are two important concepts:

  • Regen: Your ability to grain the resources you need to perform your skills.
  • Obstacles: This is stuff that makes you use your skills and drains your resources.

We have access to half the puzzle right now. We sort of know what our mana regeneration mechanics are going to be like (in theory).

But we presently don’t know is under what conditions they’ll be stressed. We don’t know what our opposition is like yet. We don’t know how combat’s going to be in Ulduar. We don’t know the fights, we don’t know bosses, we really don’t know anything.

Calm down.

This is the public test realm. Players on there are supposed to provide honest feedback about what they feel works and what doesn’t. I’m not complaining about any of the changes yet because I haven’t been able to test them in combat. I don’t have any healing dummies, unfortunately.

Here’s the new Rapture:

Rapture ( Tier 8 ) revamped. Now a 3 point talent. When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with 1.5% of your total mana, and you have a 33% chance to energize your shielded target with 2% total mana, 8 rage, 16 energy or 32 runic power. This effect cannot occur once every 12 seconds.

Fully talented, the 1.5% of total mana becomes 2.5% of total mana and the 33% chance becomes a 100% chance to energize. I’m not sure if the second effect applies to Priests who cast it on themselves. I think the 12 second limitation effect is for the latter component not the Priest’s mana energized component. So if you’re shielding 3 tanks and they wear off one after the other, that would be 3 separate activations of the mana return. Only one of your tanks would get the benefit from the 8 rage.

I just can’t test that theory out right now.

Anyway, it’s a buff in the sense that the players we Shield will gain a return of some sort to their power. Warriors will no longer have a reason to cry and request zero shields on themselves. You are getting bubbled whether you like it or not.

With extra gravy.

We are now glorified battery chargers.

On the other hand, you could always click it off.

I’m okay with nerfs

They can nerf our regen if it’s proven that we (as Priests) don’t need it. Decently geared players don’t have to watch their mana as much. I’m not potting, I’m not hitting my Hymn of Hope, I’m not asking for Innervates and I’m not breaking out the Shadowfiend because they aren’t necessary right now.

When does it become a problem?

If our nerfs our active and we’re hitting all of our consumables and mana regen abilities and we’re still running out of gas? That’s when it becomes a problem.

Holy changes

Serendipity has lost its mana gaining flare. This is supposed to be counteracted by the revised Holy Concentration.

Holy Concentration (Tier 7) changed to: Your mana regeneration is increased by 16/32/50% for 8 sec after you critically heal with Flash Heal, Greater Heal, Binding Heal or Renew. (Previously had a chance to grant clearcasting effect)

Beneficence started a thread on Plusheal regarding the new 3.1 mana regen mechanics. Be wary as it is numbers heavy. The bottom line from Bene:

The HC change itself strikes me as about even with it’s current iteration, by itself. Once you factor in the oo5sr changes that can result from that, it looks like a light nerf. The loss of serendipity’s mana restoring mechanic though, can be a pretty noticeable loss, even if you are relatively efficient.

Why so optimistic?

In my line of work, I kind of have to be. I have a fun job where I get to write about a game and a class I truly enjoy playing. Every buff, every nerf, every change I view as fascinating! It’s just another step in the evolution of the Priest. If all I did was zero in on nothing but nerfs, I’d end up being just a shell. I’m being optimistic because my sanity depends on it.

Ever watch or read the news lately?

There’s always a shooting. There’s always a homicide. Someone gets robbed. Someone gets sexually assaulted. Even in newspapers, you read about corruption and what’s wrong with our society today. Good news is lucky if it even makes it on to the side bars.

It’s depressing.

Now imagine what kind of blogger I would be if I approached every change negatively. If I said our class was getting wrecked left and right. If I told you to all reroll Paladin (heaven forbid). If I told you I was quitting the game. I’m sorry, but that’s not who I am. My glass is not half empty. It’s going to be completely full.

In the sense of the Priest, some parts of us are getting hit with nerfs. Other parts are getting buffs. We’re getting non stop changes.

A majority of us have yet to try out the changes in the situations where it matters: On the field.

And once I do, you’ll get an honest, zero BS assessment. I won’t bore you with numbers. It will be a straight up yes-or-no answer to the important question we’re all dying to know: Are we running out of mana in combat?

Besides, we’re apparently missing a few talents in the Disc tree.

For another point of view about Rapture, try this: