Welcome to another edition of The Long Word. Got some interesting stuff this week. Including some changes for my Paladin, and some good news for my DK. Lastly, I’ll try to keep everybody up to date with the latest releases and updates from Blizzard.
The Long Word
“Tanking” Care of Business
Yes, yes… it’s a corny title, so sue me. But it gives me a good start for this part of the post. After reading some of my favorite Tankadin’s blog (Righteous Defense), I decided to give Prot a shot again. I felt a bit lost with Retribution. Sure there were more buttons to push; however, it felt as if there was a lot of waiting, either that or I just had not yet figured out a “rotation” to work with. I usually topped out at aobut 5k dps, and just couldn’t break that barrier. Sure it’s still a good number, but I didn’t want to feel limited by my inept Ret skills, and wanted to go back to something a bit more comfortable.
Boy was it a suprise to see how little comfort was there. I will agree, originally Paladin Protection tanking was a bit of a faceroll. The same buttons, whenever the popped up, no procs, no Holy Power, the same old same old. That has all changed. I will admit, it is a much more fluid feeling rotation, though the rotation changes dependant on the types of enemies, and yes, it gets a bit monotonous hitting Crusader Strike every other attack, but wow does it feel so much more structured and fluid.
Pull with AS > CS > J > CS > HW > CS > ShoR > CS > J > CS > AS > CS > Shor > CS > J > CS > HW > CS > ShoR > CS > AS > CS > J > CS > ShoR > etc.
The rotation looks a bit complicaated, but isn’t that bad. It’s donned the name “939″, and though can be considered a rotation, requires for you to watch for procs, and have patience on using abilities “as they light up.”
A big change, is the fact that Holy Shield is no longer cast on yourself, but rather placed as a buff upon using Shield of the Righteous. Speaking of ShoR… it hits like a truck with 3 Holy Power… just keep that in mind ;) It is important to get the ShoR of as soon as possible though, so that you have that extra block buffer up. It will normally last until you have built up the Holy Power to place a full power ShoR, so get it up as soon as you can.
This is a tough subject. First up, you automatically get Vengeance upon choosing Protection. This converts some of the damage done to you to Attack Power, allowing you to hit a bit harder, in turn generating more threat. Next up is the good ol standby of Righteous Fury. This still provides us with the threat we need, as well as… if I’m not mistaken… our ability to be uncrittable (defense cap’d).
I was able to tank a few heroics last night, and discovered that our front side threat has really dropped from what it was. And, to tell you the truth, AoE threat has appeared to have been lowered as expected. But it took me a little whlie to realize it. First of all, I had forgotten to use Hammer of the Righteous whenever tanking groups… oops, give me a break here, it was only my first or second instance since 4.0.1. I had gotten so used to being able to use HoR as an extra attack when tanking groups, that I forgot the fact that it and Crusader Strike are exclusive from each other, and now share a cooldown. This did however, teach me how flexible our new rotation is. I was able to go from AoE tanking a group using HoR down to a single target focus by replacing HoR with CS on the fly, allowing me to keep threat up on a single target while the DPS burns it.
As I mentioned earlier, it feels very fluid, and the spells seem to work very well with each other. By the end of the night, I had pretty much gotten the rotation down pat, and was still hitting about 3k dps on the charts.
Tasty Holy Buffs
With the latest info released, it looks like several of our holy spells are getting a nice buffs. Check out the list below:
- Holy Radiance‘s effectiveness now diminish on targets farther than x yards away.
- Divine Light base healing has been increased by 30%. From 8538-9512 to 11100-12366 (!).
- Flash of Light base healing has been increased by 30%. From 5313-5961 to 6907-7750.
- Holy Shock base healing has been increased by 30%. From 3033-3285 to 3943-4271.
- Holy Light base healing has been increased by 30%. From 3202-3567 to 4162-4637.
- Beacon of Light now lasts 5 min, up from 1 min.
- Mastery: Illuminated Healing now absorbs 10% of the amount healed, up from 8%. Now lasts 8 sec, up from 6 sec. Each point of mastery increases the absorb amount by an additional 1.25%, up from 1%.
- Lay on Hands no longer restores mana.
- Holy Wrath now scales from 61% of SpellPower, up from 30%. Base damage reduced by 22%, from 3122 to 2435.
- Exorcism now scales from 34.4% of SpellPower or AP, up from 15%. Base damage increased by 15% from 2343 to 2741.
In the words of the Almighty Cthuloo… “Yum Yum!”
So, let’s begin:
This actually did not come as a surprise to me. I expected that you couldn’t run across the raid, and heal everybody for the same amount. That really just seemed to be a bit overpowered to me. So this change, was sort of expected. I still can’t wait to get this spell though.
Holy tauren… them thar numbers is quite large. And to think that those are base numbers, not buffed by spell power or any other healing buffs. Ever since 4.0.1 came out, I felt that Divine Light was a bit weak for its status as the heal bomb. But now with these “enhanced” numbers, I feel that we’ll begin to see some huge heals again, and possibly some more use of this spell.
Flash of Light
Yup, it’s still potent, and yup, it’s still expensive. However, I have a feeling (since I haven’t really done any raids since 4.0.1) that it will still be used, and now be spammed as much as Holy Light was back in the day. It feels so strange to not use it as my go-to spell, but it’s quick cast is so very nice combined with it’s big numbers.
Not a whole lot to say, like the other healing spells, it got a nice buff in base potency, and in turn should mean a little quicker turn around on tanks after damage spikes.
Our “go to” spell, though still slow as Christmas (unless a proc is present), did get a little bit of a buff as well. Again, not much different here, besides the base potency change.
Beacon of Light (!)
Oh shout praise and joy to the Heavens! Beacon of Light is now a 5 minute buff! That is a very big change. One thing that it will save is an extra global cooldown. I’ve always had those moments, when I need to get some big heals out, but also notice that the Beacon is starting to drop off of the tank, or my beacon target. This change will be huge. Next is the mana savings. With Beacon’s cost having been dropped as of 4.0.1 (6% base mana), it still is not an easy decision to make when you are running on fumes. But now that you will likely only have to cast it once maybe twice a fight, there is a good bit of savings there.
As for the Glyph to go with it, it now removes the mana cost… hmmm… not much of a help considering you will likely have regained enough mana to cast it tenfold by the time it would fall off after 5 minutes. Means it’s time to take another look at my glyphs. Or just follow Tarinae’s advice and go with the Cleanse Glyph in it’s place.
Mastery: Illuminated Healing
This new central mechanic of our class has gotten a nice initial buff of a 2% increase to the amount absorbed. In addition, an extra .25% is earned with each point of Mastery added. I’m not really sure of the reasoning behind this; however, it is a welcome addition.
Lay on Hands
Well, it no longer returns mana as well as HP. This is not that big of a deal to me, as I was not using it to return mana, but rather save a tank from the brink of death (or get huge numbers on Valithria Dreamwalker). It does have an effect on the Glyph though, which has now been changed to simply return 10% mana to you upon using it on another target. This is a welcome change, as it provides the same amount of mana return as Divine Plea would, but without the Healing debuff.
The damage output of this spell is now buffed by over twice as much spellpower now (61% up from 30%), though the base damage has been dropped by 22%. I’ve yet to really work these numbers in game, but some quick napkin math says that it’s about a 300 damage boost:
Original (with 3100 spellpower):
3122 (base) + 930 (30% SP) = 4052
New (with 3100 spellpower):
2435 (base) + 1891 (61% SP) = 4326
Nothing huge, but a nice little buff nonetheless. It very well may scale better with Ret and Prot, but I don’t have many numbers to work with there.
Again, like Holy Wrath, not much use for a Holy Paladin, but it too has been buffed to scale a bit higher via Spellpower or Attack Power (I’m assuming whichever is higher).
Original (with 3100 Spellpower):
2343 (base) + 465 (15% SP) = 2808
New (with 3100 Spellpower):
2741 (base) + 1066.4 (34.4% SP) = 3807.4
It is about a 1000 damage increase… very nice.
The Longer Word
Well, that’s all for the paladin class that I have got for this week. I’m sure I’ll have more as I get back into doing a few raids.
In other news though, I finally got my Horseman’s Mount. I actually got it after my son watched me take down the HH, and was about to head into the living room to play with some cars. I opened the pumpkin (which I thought I had not gotten since I thought my bags were full), and apparently had one slot left in my bags. So there went a stack of chilled meat… oh well, very much worth the mount, haha. Simply put, I’ve basically slowed down doing that fight anymore on my paladin, though have been hitting him up on my death knight.
Speaking of my Death Knight, he’s now getting close to half way through level 79. I hope to hit 80 this weekend. Sadly this will only be my second max level character. He has been fun to play though, an interesting difference from the paladin. He’s also my money maker, selling glyphs left and right. But I’ll have more on him later.
Until next week… Light be with you.