Ya, creative title isn’t it 😛
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:
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?