Blizzard’s Suggested Paladin Healing Model

Ya, creative title isn’t it :P

Anyway, I found some new information that came from some blue posters.  This pertaining directly to the Paladin healing model.  Here’s the text from the thread:

Paladin Healing model
We talked a lot about keeping the paladin model inverted, where the small heal is super efficient. There is probably a way it could still work. In the end we were just concerned that it would end up biting us in the rear. Somewhere along the way we’d have to make special rules to handle the paladin, who would risk being too mana efficient or too incapable of healing when forced to heal outside of their mana-efficient comfort zone. Could we have designed it? Probably. But frankly I’d rather spend our time on more interesting mechanics and spells. I’d rather the new AE heal really make paladins feel like they can AE heal rather than really making sure FoL felt small, cheap and fast. I agree it erodes a little bit of  distinction among the classes, but only a little bit. There are far more interesting ways to make healers feel unique than in the relative mana efficiency of their small spell.

This accentuates the point of how they plan to change how us paladins heal.  It’s going to be real hard for me to not want to use FoL a lot, as I already do now. In fact, I’m almost going to have to just change my Clique setup, so that I do it subconsciously.  We are going to have to get very used to using Holy Light as our Flash of Light replacement, and use the Super Holy Light as our healing bomb.  But this makes me wonder where Flash of Light is going to come into play.  I understand that it is still going to be a quick heal, and I’m sure the spell power coefficient will likely stay the same (or hopefuly go up), but when will it be better to use it in place of Holy Light or Super Holy Light?

Also mentioned is how they plan to have our AE heal feel like we’re able to AE heal.  I still am really skeptical on how Hands of Healing will work.  We are going to be a moving HoT, but unless there is enough healing radiating from our pores, then we’ll still need to stand still and cast something.

My prediction is that they will provide a decent range (15-20 yds?) and at least a decent amount of healing + (spellpower coeffcient * 100), to allow us to continue running around the raid keeping the HoT moving and reaching those who need it.

I can’t resist… here’s my visualization again:

lol HoH

lol Hands of Healing... lololol... >_>

Anyway, back to the subject at hand.  (no pun intended)  There was mention of some clarification to the Critical Healing Effect passive Mastery abilities we would get as Holy Paladins.

Critical Healing Effect
There also seems to be some confusion about Critical healing Effect which simply means a critical heal can do more than 150%. (Think of talents like Ruin for warlocks.) We wanted to keep some of the feel of Holy paladins getting big critical heals and caring about crit in general. This mechanic wouldn’t really have worked in Wrath of the Lich King because big crits just translated into overhealing. In Cataclysj that shouldn’t be the case.

This is exactly how I interpreted the change.  I figured that they would simply increase the amount of output that Critical Heals generate by increasing the percentage (150% -> 175% or even 200%).  It also gives further insite into how large some of our health pools will be, or at least the kind of damage that is going to be output.

I do have a question about it though.  If our health pools get larger, and the new bosses will hit a bit less hard, but hit more often…. what are going to happen to the current HARD hitting bosses?  Is it going to be much more difficult to heal through these encounters if we decide to have an old school raid night?  Really interesting thing to think about.

What are your thoughts on Blizzard’s new Paladin healing model?

Paladin Cataclysm: Holy Clarifications

Ceontemplating the new changes

Contemplating the new changes.

After the release of the Paladin Class Preview, Blue Poster Nethaera put out some clarifications.  These answered some of the questions that I had about the suggested changes, and brought up a few more questions.  This post will deal mostly with the Healing aspect, and hope to put together another post about some of the Tanking and Ret changes as well.

First up, some clarification of the Flash of Light/Holy Light/Big ‘ol Holy Light change.  According to the post.

Flash of Light remains a fast heal, but will be more expensive to justify the cast speed.  Holy Light will be the go-to heal that has average efficiency and throughput.  Beacon of Light needs to be changed so that its benefit is letting the paladin heal two targets at once, not letting the paladin get two heals for the mana cost of one. It’s intended to save GCDs and targeting time, not mana.

In addition we’re changing the paladin heal design to match that of the other healers. Holy Light is the middle heal. It’s very efficient, but not particularly fast and doesn’t have a lot of throughput. Flash of Light will be the faster heal that costs more mana. (Currently paladins sort of flip the model around by having a fast, efficient heal.) Holy paladins can talent into an additional heal tha tis like a giant Holy Light. It might take three of these big heals (or two crits) to get a tank from death’s door back to 100% health.

Continue reading

Crusader’s Patience: Paladin Cataclysm Changes

Well, we waited patiently, and here it is.  Somewhat lack luster and I plan on updating the post as I put together more commentary on it.

It does appear that they are creating a “Concecration of light” that moves along with you… I actually have some comments on that already in my Paladin Predictions post.  Anyway, here’s the meat of the post.

Paladin Class Preview

Bout damn time...

  Continue reading

UPDATE: Paladin Preview Change

Manly Squeee!

Manly Squeee!

MMO Champion had a good point about the Paladin Date change announcement…

According to a post on the European forums, the Paladin class preview will be posted earlier than expected. The “european” part is important, something posted late on the 13th in the US is still counted as 14th in the EU. We’ll have to wait to hear from the US posters to get a definitive answers.

MANLY SQUEEEEEE!  It is possible that we may still hear about the Paladin changes as early as this evening.  Let’s see how lucky we get.

Paladin Preview date change

Awwwww yeah!

Awwwww yeah!

According to Blizzard, the Paladin preview has been pushed up to Wednesday, April 14… THAT’S TOMORROW!

Wryxian
We are thankful for all the paladins and their patience in having to wait just a bit longer than others to get their Cataclysm class preview. While we had initially announced that we were planning to post the Paladin preview on Friday, April 16, we can now reveal that it will instead be posted on Wednesday, April 14!

(Source)

So, as soon as the news comes out, I’ll be sure to jump on it, and get the latest info to you, along with some personal views on the changes.

Until then, I have a Paladin Predictions: Cataclysm Preview up with some ideas… we’ll see tomorrow.

Paladin Predictions: Cataclysm

*raspberry*

Alrighty, since we’ve got another week to wait for the Paladin Cataclysm class preview, I thought that it would be a good time to put my predictions in, at least to fill the time.
Some of these predictions may actually have some real backing due to things mentioned in other class previews, but as Blizzard states:

Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.

So, on with the show.  I’ll separate these into their respective classes, so that we have some kind of organization, and who knows, maybe I’ll be close on some of them.


Protection PaladinProtection:
I believe that Protection will have the guaranteed Mastery ability of Vengeance.

This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree; these values will be smaller at lower levels.

So, this means that our tanks will likely be gaining an AP buff from damage taken. Now, Linedan did have a point. Here’s his quote:

Right now, in tank gear, Linedan has around 46,000 health. With his tank weapon, unbuffed, he has 4391 AP. 10% of 46,000 is, surprise, 4600. 4600 + 4391 = 8991 AP. That’s almost…well…OVER NINE THOUSAND. (Oh, sue me, you were thinking it too.) You mean to tell me that Blizzard is going to give me the potential, while tanking, to more than double my attack power, simply by getting hit in the face?

That’s a lot of AP, crazy amounts in fact. Now, I don’t have that much AP, I might top out at 3k, and maybe more buffed, but the Vengeance buff only works off of Unbuffed HP, so my 32,500 HP would equal about 3250 AP, add that to my 3k AP (which can still be buffed upwards of 4k) and I’d have 6k-7.5k AP. That’s a lot of Attack Power. Another thing that I thought about is the fact that all “Defense Rating” stats are going to be turned into either Stamina or Avoidance stats. That’s going to grow our health pools even higher, unless the amount of health gained from Stamina is changed. If, for example I suddenly gain 5k health because of all the stat changes, that’s still another 500 AP. It’s going to be really interesting how they plan to balance this.

There was another little caveat that Linedan caught. What about those moments where you’re not getting hit in the face? There are a lot of cases, especially in WotLK, where you had to swap tanks, whether it be to wear off a debuff, or to keep from getting insta-gibbed. In these cases, your AP and in turn DPS will drop significantly. In his case with Warriors, dps was already low, but as stated before, we can’t really make a determination until we see real numbers and see what changes to damaging abilities come out with Cataclysm.

Now, another change I’m hoping for and predicting is a gap closer. Maybe, just maybe we’ll sprout wings, and leap onto our enemies (yes, borrowing from Heroic Leap), but calling it Righteous Intercept, or something like that. That would be SWEET. It would also fill in that ability that us Paladin tanks have always wanted. We can’t charge, we can’t deathgrip, we have to either silence with Avenger’s Shield, and hope we don’t pull any extra mobs, or facepull the enemies. This I mean specifically for caster enemies, where LoS pulls aren’t available.

Righteous Intercept
4% base mana
8-25 yard range
Instant        15 sec Cooldown
Requires Righteous Fury
The paladin sprouts wings and leaps towards the target, slamming the ground with his or her hammer, causing a 3 sec stun to surrounding targets.  Stun will be broken by any damage dealt.

Lastly, something that is missing from the Paladin tanking toolbox is an off the GCD spell interrupt. The current selection we have is….. Avenger’s Shield, and that’s about it. I’m considering PvE situations, where more often then not, a Boss is immune to Hammer of Justice. (Though I’ve yet to research whether the spell interrupt is not resisted… hmm.) Anyway, a nice, quick (even decent cooldown) silence would be nice. Don’t have any ideas off the top of my head though.


Retribution PaladinRetribution
I really am unsure what we can do here.  Retribution is a very well balanced melee DPS branch, with a lot of Crit and AP emphasized.  The only thing that is truly lacking here is, again, that gap closer.  A ret paladin can be tearing up a target, but if it moves away, we still have to get back into melee range, and if that target is moving faster then you (even with Pursuit of Justice, think about a Mage blink), how can you catch up?  It took me a little while to think of something, but I figured a possibility. It may be a utility spell as well as a speed increase spell that could be used while in combat.

Think of a short duration Sprint/Dash with a increase to dodge of, say 5-10%.  What this would do, is allow the paladin to have a quick (maybe 5 sec) boost of speed that allowed them to catch up with the target, however the small dodge increase, allowed them to resist some (not all) snare mechanics that may be holding them back.  I even came up with the name “Grace of Menethil”, I thought maybe “Grace of Uther”, but Uther seemed to me more on the Holy side than Arthas was (before he got all mean and lichy).

Grace of Menethil
Instant          2 min cooldown
Temprarily increases the movement speed of the Paladin by 50%, in addition to increasing dodge chance by 5-10%.

Another suggestion, would be a ranged mini-Hammer of Justice.  This would throw a “spectral” weapon at the target stunning them temporarily (say 3 sec), just enough for the Paladin to catch up, and to keep it balanced only allow it to be useable while in combat and on the same cooldown as Hammer of Justice, simply so that a Ret pally couldn’t open up with a ranged stun, then start wailing away, and then HoJ again to keep the stunlock up.  Maybe call it “Hammer of Divine Fury”

Hammer of Divine Fury
3% of base mana
1 sec cast          1 min cooldown
20 yard range

Stuns the target for 6 sec and interrupts non-player spellcasting for 3 sec. Only usable while in combat, and exclusive to Hammer of Justice.


Holy PaladinHoly
Ah, home sweet home, here’s where I can see the most changes happening.  First up, mobile healing.  With the introduction of “Spiritwalker’s Grace” for the Shamans, I can see something close to that (not identical) being implemented for Holy Paladins, called Lightbringer’s Will.  If you think about it, Holy Paladins currently heal like an actual tree would heal.  We’re rooted into one place, casting away our lives.  There is not much movement available to a Holy Paladin (except certain cases, see Paladin Raid Healer), and because of that, it makes for some scary moments when you have to run out of the fire, but still need to top off the Tank.  I could see there being some balancing where healing is slightly less effective while moving, but still capable of happening.

Lightbringer’s Will
Instant Cast      10 sec duration
2 minute Cooldown

Fills the Paladin with the will of Uther Lightbringer, allowing them to cast uninterrupted by movement or damage.  Healing done is decreased by 10% while moving.

Another concept that I thought about was a way to integrate an AoE heal into our own current skills.  Some suggestions have been made, and I have had the same idea myself, where if talented in the Holy Tree, Concecration provided an AoE heal around the Paladin instead of damage to surrounding targets.  This would be the balancing factor, as often double duty spells (heal/damage) can be the target of nerfs and QQ.  Either it could use the current Concecration, or create a new spell called Concecration of Light.  I based it a bit more on a Wild Growth mechanic then a Circle of Healing type spell, simply because it would work like Concecration, where the healing would come in pulses.  I included the “infinite number of targets” part simply because of the mechanics of the spell.  It would also require groups to move towards the paladin when heals are needed like that.  I also increased the range just slightly so that it would cover a greater amount of people, and still allow for boss mechanics to limit it’s use.  Some other spells seem to be taking advantage of the “diminishing returns” that multiple targets would create, this may use that mechanic as well, as further balancing may be needed.

Concecration of Light
23% of base Mana
Instant cast         10 sec cooldown
Concecrates the land beneath the Paladin, healing friendly party or raid members within 20 yards of the Paladin for 1442 over 7 sec. The amount healed is applied quickly at first, and slows down as the Concecrated ground begins to cool.


I hope you like my ideas, and have some of your own.  Us pallies gotta wait till Friday for any info on our class, so this might whet your whistle while we wait.

Viva la Paladin!