Holy Paladin Changes Patch 3.2 - Beacon, Flash, SS, Illumination
Eyonix has posted a description of the proposed changes upcoming for Holy Paladins in Patch 3.2 and have also released the full Patch 3.2 notes. Here is a condensed version related to Holy Paladins with my thoughts and the full post below. Of course, everything is subject to change. First, the most important change:
- Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
This is an incredible buff that Holy Paladins have been asking for forever. With this buff, every single heal a Holy Paladin does will get transfered to the tank, even overheals. This is absolutely huge, allowing a paladin to solo heal two tanks with no risk of either tank dying as long as the paladin has enough throughput and mana to keep it up. It also means a Holy Paladin can heal anyone in the raid with no risk of the tank missing a heal. It literally doubles the amount of total healing a paladin does. Its completely awesome. It does mean that Beacon takes less skill and thought to use, which makes me a little sad. But with Beacon on the tank, you’ll have absolutely no reason to ever directly heal the tank, unless your target is somehow over 60 yards away from the tank. You might as well just heal the rogue for fun even though he has full health. It’s so awesome. However, its tempered with the following nerfs:
- Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
- Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
With no improvements to how Mp5 work for us, this means that they are pretty much forcing us to use Flash of Light more in order to conserve mana. This is fine with me, I already use Flash of Light often. I am a concerned that they went overboard and made the mana problems too severe, but we’ll have to see how things pan out. There’s no doubt that as long as we have the mana we’ll be doing a ton more healing now, whether you’re using Flash of Light or Holy Light. I certainly will be, since I already mostly use Flash of Light. Obviously, Mp5 will have a slightly higher weight on our gear now compared to Intellect and Crit, not because its better but because the others are slightly worse.
- Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
I approve of this change. I don’t think it will actually affect very much, but it is a small buff. The HoT isn’t enormously large, but its much better than the Glyph of Flash of Light HoT was. People who like using Flash of Light on the tank will be happy (like me), people who only use Holy Light will think its a pointless change. I’m sure Blizzard’s intention is to encourage Holy Light spammers to weave a Flash of Light between their Holy Lights to keep up the HoT. However, if the HoT isn’t large enough, then it won’t be worth it, especially since you’re losing time that you could be casting another Holy Light. Its a nice buff to PvP, which I approve of. Overall, a buff, but just a small one.
- Replenshment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second.
- Mana Regeneration: will be adjusted slightly and all items that provide “X mana per five seconds” have had the amount of mana they regenerate increased by approximately 25%.
The Replenishment change is a nerf. It will return 20% less mana than now. More Mp5 on gear will help us a bit with the lost mana from our talents, although I think most people will still think Mp5 is mostly worthless. So, every class is getting a bit of a nerf to mana regen, while us and Resto Shamans get a bit of a buff that priests and druids don’t since we use Mp5 more instead of Spirit. Like I said before, this causes us to give Mp5 a greater weight over Crit and Int than we do now.
- Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
Yay! Ret Paladins no longer do a stronger Judgement of Light. I’ll need to go back and update my post on paladin judgements.
- Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor
This is a buff I think.
Blizzard has pretty much done exactly what some Holy Paladins feared and others have been crying for: moving us away from Holy Light spam into raid healers. They also didn’t make Mp5 any more attractive, they simply forced us to use our mana better by using more mana-efficient heals. Like Eyonix says at the end of the post, playing a Holy Paladin effectively is now going to require more “skill” and less one-button spamming. Many paladins are going to cry because of this. Our niche has been single-target tank healing and now we’re definitely moving away from this niche. If druids, shamans, and priests can raid heal already, why bring a paladin? Is Blizzard pushing us out of our raid spots? I don’t think so, because Holy Paladins are going to be amazing raid and tank healers, with mana being our only potential issue.
These changes clearly encourage a more balanced approach to stats. We’ll need more Mp5 and more Spell Power to make Flash of Light more effective. Int will still be important though since we’ll definitely need the mana. Crit and haste will be less important, but still necessary. Overall, it makes things very balanced.
I’m totally gung-ho for these changes. This is exactly my healing style and I already top the meters for raid healing on most fights. Blizzard is pushing us into the exact healing style that I described in my post about paladins being versatile healers. They gave huge buffs to our ability to heal while only nerfing our mana regen. As long as I don’t run out of mana, these changes will make me a super-powered healer. I’m totally stoked. I have a number of posts on this site describing Holy Paladin raid healing, which it looks like all healadins are going to have to do now. Check out these posts if you’re interested in learning more about raid healing as a Holy Paladin. I also have Blizzard’s entire post related to Holy Paladins below the links.
By the way, there are a ton of other huge changes in Patch 3.2, like changes to the token system and the battlegrounds and arenas. I’m totally going to be running the heroic and regular 5-man dungeons, 10-man OS, 10-man Naxx and whatever else as much as I can to collect those Emblems of Triumph and Emblems of Conquest. Resilience has also been buffed which is good for me considering thats what I gem and enchant for and I have a ton of it. Check out the Patch 3.2 notes for more info.
- Holy Paladin Healing Guide
- Are Holy Paladins Versatile Healers?
- Holy Paladins as Raid Healers
- Can Holy Paladins Raid Heal? Should they?
“We like that Holy paladins have a niche as single-target healers. 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.
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.
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. 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.
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. 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. 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.”
Update: Ghostcrawler has made some comments as well (mostly repeating Eyonix):
“Many Holy paladins (on these boards even) said they were weary of only using HL spam on the tank and were willing to trade their virtually unlimited mana for the ability to contribute to raid healing in other ways. As I tried to explain in the article we posted earlier, the SS change encourages more FoL use. The Beacon change encourages you to heal targets other than the tank, while still contributing to tank healing. The Beacon change (through the HL glyph) and the SS change give paladins a little more versatility in raid healing and healing on the run. The Beacon change with a nerf to mana regen would have made paladins the strongest healer in the game by almost any estimation. We figured the regen nerf was tolerable since it never even comes into play on many fights, and you still have Divine Plea.
We think healer homogenization is a very dangerous risk. We’re not going to give every healer an AE heal or a hot or a shield just so they all have the same tools. We already have 5 viable healing specs for PvE, and many raids were inviting all 5. That’s better than we’ve ever done in the history of WoW. That’s not to say there weren’t some problems though, which this patch hopes to address.”
Update: Some more comments from Ghostcrawler:
“When you are deciding between high throughput or high efficiency you have a choice and the better paladins can make better choices on when to use either one. When you have one spell that is the only choice no matter what the circumstances, well that is no choice at all. We think this is a major problem with the Holy paladin spec. Many players complained about that. We’re not asking you to all agree on every change before we make them, but you also have to understand that this was something several players were asking for. We discussed our options and came up with a solution that we think makes the healing style more dynamic and interesting without fundamentally changing it.”
“We allowed Holy paladin regen to be very high for a long time because we thought there was an okay trade-off for being so limited in scope. We expanded the scope now. Paladins will be able to contribute a lot more (almost double in ideal cases) to non-tank healing. I understand some of you are saying you did run OOM. It’s hard for us to balance around the experience of every single player. In the end we have to try and follow trends and what we are seeing in the data. Paladin mana pools were large, which exacerbated percent mana restores, and Illumination allowed HL to never be a choice and by contrast every other heal to feel paltry by decision. If down-ranking existed in the game right now, you would never need to do it.”
“If it matters, we changed Illumination first to correspond with the Beacon of Light changes. Then when we agreed on changing resilience (and it was a very long discussion) we knew we would have to look at healing, or at least the healing by prominent Arena specs. Resto and Disc almost certainly needed attention. We thought paladins might be okay since their mana regen had already been nerfed and Beacon isn’t a huge factor in PvP.
I understand some paladins who don’t like the change are trying to somehow trap us into admitting the Illumination nerf was for PvP. This strategy of questioning our motives always perplexes me, because we try to be up front about when we think something is too powerful — we don’t try to hide it. We would rather face player ire directly by stating something is getting nerfed because it was too good rather than try and sneak the nerfs in under questionable justification that smart players would see through anyway.
Illumination was nerfed for PvE reasons. Having made that nerf convinced us we didn’t need additional PvP changes (for now anyway). We always consider what effect changes will have on PvP and PvE (and 5-player dungeons, soloing and the level-up experience as well). (Source)
[...] The nerf to Illumination was almost entirely because of the buff to Beacon of Light. Beacon can now provide massively more healing in some situations. If paladins still had the mana return they do currently, they would be the best healer in the game by a pretty wide margin. It is difficult to argue that point. Now you can argue that you prefer the current model (HL on the tank and nearly unlimited mana) better. But it’s hard to argue the new Beacon would be balanced without other changes.
I’m going to throw out some made-up numbers. These are not from actual stats, but are hopefully typical of say a 25-player, 10-min hard fight (something like XT). Feel free to disagree but they shouldn’t be off by orders of magnitude.
A Holy paladin’s mana regen might look like this:
Illumination 70,000
Divine Plea 50,000
Replenishment 36,000
Other sources of mana 30,000
Mana from gear 10,000
Overhealing 60%A Holy priest’s mana regen might look like this:
Replenishment 30,000 (remember, the paladin has more mana)
Other sources of mana 40,000
Mana from gear 25,000
Overhealng 30%See the problem? We’re not talking about mana regen that is slightly off from other classes.
This situation is acceptable (somewhat) in current content because you can only do so much with such high levels of regen since you generally have to target one heal at a time. We could pretty much just make paladin spells free and the outcome wouldn’t change that much. That’s an exaggeration, but you get the point: paladins are generally GCD limited much more than they are mana limited. I’m not sure anyone is that mana limited in current content (though slightly more so on the hard modes), but whatever it is, paladins feel it the least.
Now we change Beacon so that the overhealing counts. Paladin healing is going to go up, probably by a lot. We can argue how much it’s going to go up or how of that will be effective healing. But it will go up a lot, especially considering the glyph of HL will get more use. Considering how much higher paladin regen is than other healers, it has a long way to fall before it would even be at parity.
Remember, we are also nerfing Penance, Prayer of Healing and Lifebloom. The latter won’t be felt as much in PvE, but also realize we are talking about 3.2 changes here and the current druid set bonuses (which might be slightly overpowered) won’t be around.”

I whole heartedly agree. And I think the pally’s that don’t like it are worried about the end to easy-mode.
I really can’t imagine what the huge nerf to illumination means before I can try it out myself; but beacon is going to be so awesome.
Do you think the HoT-component of fol will stack with itself?
The hot given by the retribution talent (”sheathed by light”?) does, but as fol is a cheap spammable heal it probably would be too good.
It’s a shame the HoT will be tied to the use of sacred shield, spreading it all around the raid would be so amazing.
I highly doubt the HoT will stack with itself, just like the Glyph of Flash of Light HoT didn’t. It will probably refresh the timer though.
I almost completely disagree, the main problems of holy paladins (as GC said) are mobility and raid healing, issues not addressed by these changes.
HOT generated by FoL on the single-targeted SS is a buff for main tank healing. Basically it doubles FoL healing power on the sacred-shielded target = main tank. Probably they want us FoL-spam on the MT.
Beacon change is almost useless for my gameplay, I already use beacon in that way with very little overheal. During heavy AoE phases, if I have to help raid-healing, I beacon tank and spam HL on the (very) low health raid members, so overheal is very low. There is never need to spam HL in full overheal on raid, except for wasting mana. And again, mobility and raid healing is not addressed by this change, since the only buff is the amount of healing on the beaconed target = main tank. A very bad side effect of this change is the intrinsic increase of our overhealing percentage, since they want us to spam overhealing HL on raid.
In summary they gave us two buff in maintank healing and two huge nerfs to manapool (less intellect) and mana regen (almost halved).
Another big problem with Holy Paladins that you forgot, khassad, is the fact that we don’t care about Mp5. Blizzard isn’t going to remove Mp5 from our gear because it makes us overpowered compared to other healers who do need regen stats on their gear. So, they needed to make us care about Mp5. They decided to do that by nerfing crit and Intellect and forcing us to use our more mana-efficient heal more often. To make up for that, they allowed us to convert all of our heals onto the tank, meaning we never have to directly heal the tank except once every 12 seconds to keep up the HoT.
The FoL HoT doesn’t really double FoL healing power unless it stacks, which I doubt. Especially because of the Beacon changes, I don’t think they want us to FoL spam on the main tank. They want us to raid heal.
I like your point about the overheal with Beacon, good Pallies don’t do that much overheal. However, I think its impossible not to overheal some, so this change does increase our total healing, even if you don’t overheal much. More importantly, it means you can heal anyone else without worrying at all about the tank. You should rarely need to put a direct heal on the tank anymore. It means our total healing is literally doubled with no restrictions at all.
You mention spamming HL on the raid a lot, but that’s clearly not what Blizzard wants us to do because of the mana nerfs. They want us to spam FoL on the raid. This does improve our mobility somewhat since the cast time is shorter.
To me, it sounds like Blizzard doesn’t want us to be solo main tank healing anymore and just pushing one button. They want multiple healers helping tank heal and raid heal. They want us to raid heal along with the other healers. This also improves our mobility because we can take a short breather instead of being the sole person responsible for the tank doing long Holy Light casts. In that case, if you miss a Holy Light, the tank dies. But missing a FoL in Patch 3.2 won’t necessarily kill the tank. The HoT helps out with that as well. Take a look at the latest post I just made where I clarify a bit more.
I admit, the mana nerfs do seem pretty large. I’m a little worried about having mana issues. Its very likely that the total changes put together is still a nerf. But these changes are a huge buff as long as I can still last the fight without going OOM, especially for someone like me who already tops the meters doing a lot of FoL raid healing. I might have to learn how to do more Seal of Wisdom whacking. Either way, I think healing will be more interesting for everyone.
I said that the FoL HOT basically doubles FoL healing power on the sacred-shielded target, because if you land a 5k FoL, you put also a 5k HOT over 12s on the sacred-shielded target.
Is it enough to divert attention from the tank and raid heal?
The answer is plain NO, as you say in your last post.
But if my assignment is MT-heal, it is because MT almost constantly need a HL spam for boss hitting 20k+. My guild would never allow me to heal maintank in that way. My guild want a holy paladin in raid to sustain heavy and steady damage on main tank, and at present the only way is HL spam.
My concerns are that they are destroying also the narrow niche of the holy paladin, the sustained single target HPS, while that niche should remain unchanged and add perhaps an aoe-heal mechanics with.
For example, Glyph of Holy Light could be a Glyph of FoL, to quickly spam FoL on raid and have a small AoE-heal associated. Because in order to raid heal with a single-target spell, you need the lowest casting time. Or reverse the direction of Beacon of Light, so that HL on the beaconed target will splash aoe-heal around, on a medium-small radius. In this way the MT-heal niche is preserved and a poor-man raid-heal is possible.
Just to put an example. In the 10-man run of hardmode Hodir of this week, we ran with two healers, holy paladin (me) and holy priest. Oneshotted on the first try, I topped the meter with an average of 4k effective HPS and 50% overheal (LOG http://www.worldoflogs.com/reports/rt-Z23owe3f61q4Q4hf/). I used every single trick to raid heal avoiding overheal… but with the above changes it would not be possible.
khassad - i was doing it with resto shaman, also topping healing meters. But. I use DivSanc spec and i don’t use so much HL’s. So yes, it would be possible easily IMO.
@Terlig: Could you link a log, to have a look at setup, spec and so on?
I think you’re exactly right khassad. Blizzard is “destroying the narrow niche of the holy paladin”. That’s even what they said they’re doing: “The problem is we think this niche is a little too narrow at the moment.” I agree with everything you said in your comment Khassad.
However, I don’t think its a problem. I agree with Blizzard that paladins shouldn’t be able to solo heal a tank with Holy Light spam. You should need help from other healers to keep up the tank, and they should need help from you to keep up the raid. We should have to think about mana and not just spam one button.
In your log, you used Holy Light much more than FoL or HS and Blizzard wants those numbers to be reversed. It looks like you cast Beacon on yourself. In Patch 3.2, if you cast Beacon on the tank instead, all of your raid healing will be doubled on the tank who is taking much more damage than you. You won’t have to cast as many Holy Lights since all of the raid heal Holy Lights are doubled on the tank. You’ll have a lot less than the 75% overheal on Beacon that you have now, which means you’ll have more effective healing for less mana. You won’t need to use Holy Light as often because every heal you do gets put on the tank, including the 38% Holy Light overheals you did, 100% of the Glyph of HL heals, including the overheals, and the 81% flash of light overhealing you did. That’s an insane amount of extra healing going to the tank. In fact, its a ton more than you have now because you don’t even put Beacon on the tank at all. Both the tank and the raid will be receiving a ton of heals from you, no matter what spells you use. I truly think it will be overpowered.
Yes, that means you’ll have to move around a little more and heal yourself more. But Blizzard doesn’t like the idea of you just standing in one place casting Holy Light everywhere with Beacon on yourself. The encounters get a lot more simple (and less fun) if you rarely ever have to move. I don’t think you’ll have any problems healing hard mode Hodir in 3.2, you seem to be doing really well.
Also, FoL will only be doubled in 3.2 if you cast it once every 12 seconds. It won’t be doubled if you’re doing FoL spam.
Just 2 clarifications.
Beacon on myself: Beacon on tank is dangerous with 3.1 mechanic, and Hodir fight is monotank.
A lot of HL: If you see stats for Hodir fight, I use a lot of HL but with only 35% overheal, and a few FoL with a lot of overheal. In fact I always try to use HL only for reactive healing and FoL for preemptive healing. How we are supposed to heal with 3.2, isn’t it?
Beacon on the tank is dangerous if you’re healing the raid with Holy Light and you’re the only healer on the tank. However, if you’re healing the raid with Holy Shock and instant Flash of Light you can be fairly confident that your heal won’t get sniped (even regular FoL). Your other healer should help you keep up the tank. His AoE heals will do a large part of the raid healing while your quick Holy Shocks and Flashes will keep people from dying and top people off. Then you’re taking full advantage of Beacon instead of it being 85% overheal. Both healers are doing raid and tank healing and keeping everyone up. This strategy doesn’t require as large a mana pool, which means you can have more spell power and stronger flash of lights and holy shocks.
This strategy works for some fights and some people, but not all. Sometimes, you should just Beacon yourself and spam Holy Light on the tank. To share healing duties, the healers have to really trust each other and be able to react to changing situations quickly. Its requires a lot more split-second reactions.
Patch 3.2 makes this strategy even more powerful, and the Holy Light spam strategy weaker, but its still a viable strategy even in 3.1.
Ummm is it just me or does the strategy not even work because of our reddiculously low mana efficiency now, so even with the numbers that you published earlier, you’d only be able to cast about half of that before becoming oom, having to cast Divine Plea, Avenging Wrath, Divine Illumination, Potting, and then still going oom before the fight is over? And even if you were somehow able to make it without going oom in the fight with Flashes of Light, could you even have it be viable for the hard modes where the same heals are coming with the hots and what not? If so, they better have some really easy hard modes.
FoL is actually very mana efficient. There have been fights and arena matches where I can literally spam FoL forever without going OOM by using Divine Plea every cooldown. The rediculously low mana efficiency we have is from Holy Light use. I’ve always raid healed this way without mana problems except in rare cases.
You’re right though, it isn’t viable for every hard mode. But with the Patch 3.2 changes it will be more viable (and even necessary). Also, you’d be surprised how many fights it is viable for that don’t actually require Holy Light spam and allow very decent raid healing with Beacon, even in Patch 3.1. The key is to remember that you’re not keeping up the tank or the raid by yourself. With you raid healing, your raid healer has more time to help heal the tank. Both (or all of the) healers are healing both the tank and the raid, instead of just the paladin.
Okay thanks, I was just wondering, and even our Flash of Light is going to be a bit less efficent beacuse even with the amazing crit chance with Sacred Shield, it will give us less mana back, but I hope they just give like a 1000%increase to Mp5, that way we can stop worrying about mana again =)
Okay see what i dont understand is like how now in fights that require us to sit there and spam HL less the tank dies. I’m still trying to figure out how we will beable to use FoL in hardmodes, because rite now if you try to use anything else but HL on the tank the tank dies. And another thing, with the beacon and FoL HoT upgrades, wont this also increase the amount we overheal, because right now im still the highest over healer in a raid with like 40% overhealing, granted i have an excuse do to the amount of crit holy pallys strive for. also im pretty nerves about having to get a curtain amount of mp5, i like the fact that i can just put mp5 underneath the bed and not having to worry about it
But i kind’ve figure something like this was going to happen because of the fact that theres not one peice of plate healing legs without mp5. and noticed A LOT more mp5 on plate gear which was making me mad at the time because i was wondering why blizz was really allowing me to stack my crit.
correction on the above post *there not one piece on plate healing legs in Uldar”
@spitfyr wrote: “And another thing, with the beacon and FoL HoT upgrades, wont this also increase the amount we overheal”
Yep, I agree. Both changes to Beacon and FoL HoT will increase overheal.
The only way we’ll be able to use FoL in hard modes is if the other healers are helping us keep up the tank more. They can help us do that because we’re helping them heal the raid more.
Overhealing comes when you spam a heal regardless of someone’s health, especially a big one like Holy Light. The more reactive your healing is, the less likely you are to overheal. If you see someone’s health is low and you hit them with a Holy Shock, you’re not going to overheal much. The same is true for FoL. Since the tank is always taking damage, your Beaconed heals are less likely to be overheals compared to if you beaconed yourself, for example, who is taking much less damage.
Of course, reactive healing requires very fast reaction times. It might even require knowing/guessing who’s going to take damage before they take it based on what’s going on in the fight. Holy Light is the biggest culprit for overheals. If you use Holy Light less, you should overheal less. One Holy Light cast can often fill 3/4 of most people’s health, so its often not necessary except on tanks or if someone is really low.
Point 1: I do not disagree with mana regen changes, just the severity.
Point 2: GC stated changes were to encourage raid heals by Pallies, I do that now and still place at top or at least fairly high in 25Man Naxx/Uldar content. This is play style more than anything else effectiveness of the style only forces change to an existent.
Point 3: HoT ok cool, I might use SS on the tank more.. How about a Minor/Major Glyph that increases mana usage by 50-75% and auto applies SS on the target. Then I might see it as a bonus and oh look it would also help with the mana adjustments instead of nerfing regen.
Saw a mention of reactive casting, Haste can and does make HL as fast as the base FL. So in current build I opt for HL over FL due to shear hit value plus splash heals to those around my target. Some fights require FL even now, KT is such a fight where FL is more effective generally than HL, except for add tanks and even then at least to start.
this patch is a nerf to holy paldins by far bl is the only buff raid heals if u are good u can already do that bl the tank fl the raid hs low targets lowering our mana and mana regen with no buff to mp5 on paldin gear is a waste we have to aoe next to glyph of holy light we will no longer be needed out heals will match other clases without the quick raid healing chance we are by far on the botom of the totem pole for heals now
I like that in 3.2 if you heal melee with HL, that heal and ALL of the Glyph heals will sink into a target with BL on him/her. That with the HoT sounds like a funky little combination to me. Holy Pallys are a fun class to play and I think the changes are going to prove this.
Well I think Blizz have done an awesome job here, Beacon of light and sacred shield together on the tank and I dont need to panic on healing the tank anymore when I see someone else running low on health. Now i can throw a HL on the near dead person and flash the tank, and they are at 50% or more health again.
Sure the new ToC instance 10 man is a drain, with three big fights continuos for about 9mill hp so far, new boss added next week apparently, so will wait to see how we go. All in all good job blizz. It is just a matter of changing how we heal.
Probably just a stupid question,
what’s happen if 2 or more pala holy put beacon on the same tank ?
How does it work Bol in that case ?
Sorry for my poor english.
Ty.
Since this last patch ive seen my HPS skyrocket. even with the crit based holy/ret tree its not uncommon to see 4k+ in most raid fights and in more notable single point damage fights (patchwerk, northrend beasts, etc) its easy to hit 5k+ for the whole battle with spikes upto 8k or more if the situation is right. Battles like patch even in 25man can now be handled with 2 healers easily if one of them is a pally.
The Nerf to crit regen is somewhat noticable because of this, but with the buff to beacon, 2100+ sp, and 20k+ mana you should not be having an issue if you use your abilities wisely. In essence, adjust your play style
Hi Marcus. Since Patch 3.2, two or more Holy Paladins can put Beacon on the same tank. All of both paladin’s heals will get replicated on the tank, meaning the tank will be getting a ton of healing onto him.
The nerf wasnt all that bad sure we lost a bit of mana back but BL gave us a big advantage esspecially if your always low on healers. Also HL spam still works you just have the mana to support it and pop divine plea every CD. On some high damage fight like hodir you can peak at 7k HPS easy and keep that up for a full fight and just barly make the enrage timer. Nerf wasnt all the bad just you have to be smarter now.
in my experience blizzard need to look more closely at the overall effect of their changes on every class as a whole.
the seemed to be encouraging FoL with this patch, howver they have actually made it an even worse spell to use. heres why i think this:
tanks are now stacking more and more avoidance. as a result the brainiacs at blizzard have decided to make bosses hit harder. this leads to them taking huge burst damage, in some cases a tank could take no damage at all then enough damage to kill him in 2 seconds. the only way to ensure ur tank is fully healed after taking such hits is through HL spam. FoL does not heal for enough nor do you have enough time to reactively cast a quick holy light.
they have tried to fix this problem in ICC with a 20% dodge reduction caused by chill of the throne. i have currently been assigned to DPS in 25mans as an ele shaman and have had no healing experience as of yet. however, i have observed that the bosses do more steady damage, but it isnt lower steady damage. they just hit like a truck constantly ratehr than every so often. as i said, im yet to heal ICC so im concentrating more on focusing DPS not the machanics of the bosses dps.