Healing as a (low-level) Holy Paladin in Forever (Beta)

Thanks to Blizz giving everyone 16 legacy point to play with, I took the 5/5 talent thingy (called Talented), which means that I start getting talent points at level 5, but do not gain extra talent points. As a result of this, I got Holy Shock at level 25.

And then I went healing Stocks. I did record it, but it was just so underwhelming and it’s not a new instance, so I won’t be putting it up on YouTube. The funniest thing about it is that my muscle memory is still there to hit Holy Shock every six seconds or thereabouts and so I was constantly being reminded by my character “I can’t cast that yet”, since the cooldown is ten seconds. Rude. That’s going to take some getting used to.

Anyway, I was looking at some comments on my YouTube channel and there was this one comment that was… well, mean. To be frank, I’ve been online for most of my 40+ years, so I’m used to the odd mean comment or three. The interesting thing about the comment is that it would have been worth discussing if I thought the commenter was actually writing earnestly about what they noticed about my gameplay and healing in Deadmines.

Among other things, the commenter said I was bad, which, okay, whatever. But they did mention that “nobody plays like that anymore”, referring to my constant healing and overhealing.

And this is where a more nuanced view of things, including a nuanced discussion, could be interesting. But the place for that is not in YouTube comments. The place for that is on my blog!

So let’s talk about it a bit.

Specific criticisms:

  • too much overhealing
  • literally zero damage
  • nobody plays like that anymore
  • why spam healing spells when they’re at full health?

Let us take these criticisms one at a time, even though a couple of them could be consolidated.

  1. Too Much Overhealing. Hi. I’m a holy paladin. That’s kind of what we do. Or at least what we have traditionally done. Why? Because we can. Flash of Light is cheap! It’s a cheap, cheap spell! At level 20, it costs 35 mana for Rank 1 Flash of Light. 35 mana! You can almost always cast Flash of Light. Rank 2 is only 50 mana. The highest rank of FoL costs 140 mana, from what I can tell, and you get that at level 58. (Theoretically. We don’t know anything for sure yet, this is still beta.) And we can afford to “waste mana” (or at least we have been able to do so) because of it. Granted, the nerf to illumination (50% of mana back on crits) may affect this a bit, but that’s what you traditionally did as a holy paladin back in the old days. And you didn’t need to step off or otherwise interrupt your cast because it cost so little and because the cast time (1.5 seconds) was so short. It was easier to just let the heals go and it wasn’t terribly inefficient either, especially if you were casting on the tank.
  2. Literally Zero Damage. Well, I’d argue the claim, but let’s assume Commenter is actually correct. Then, so long as I’m not dropping Holy Light max rank bombs on my tank, if I’m hitting the tank with Flashes of Light and I’m not out of mana, then… I’m winning? Because my tank should be taking some amount of damage, no?
  3. Nobody Plays Like That Anymore. No, they don’t. But shouldn’t they? This isn’t Classic, but it’s not retail, either. It’s a third, weird thing that is somewhere in between the two. For me, part of Beta is to get used to the functionality. I find that generally, I’m healing more like I did in Classic than I have in retail in years. And I’m pretty sure that’s a decent way to go. In a group situation, I’m likely the only one who’s going to heal anyone. If I don’t keep the tank topped off and then a mage pulls aggro, then I heal the crap out of the mage but the tank taunts and then takes a ton of damage, do we have a dead tank or a nearly dead tank? Probably! Holy Light takes 2.5 seconds to cast! With Infusion of Light, when you crit with Holy Shock or Flash of Light, you can get that down to 1.5 seconds, but that’s only with a crit from IoL or FoL, and since there’s the illumination nerf, I don’t think stacking crit is going to really be the way to go. So by the time we switch our attention to the tank, the tank could be dead halfway through our 2.5s HL cast. (Barring forcing a Divine Favor/Holy Shock to hasted Holy Light combo, but with the GCD, that’s still 2.5 seconds until your Holy Light cast has finished and you’ve only slightly healed the tank.) I find it fascinating that people are just saying things without any experience or facts to back them up. I was there when they changed things in Cataclysm to force us not to keep everyone topped off. It was a difficult change, especially coming out of Wrath when you had tanks taking 40k damage hits in raids. Chimaeron panicked me and my healers in Blackwing Descent. PANICKED us. One of the healers on the first night of attempts was like “all I use is Flash Heal and I am sad” and another was like “I need a pancake”. But lo and behold, we got used to people not being topped off all of the time. And in Mists, they added the 8s cooldown to cleanse/etc. (Well, the 5.0 patch, I guess.) But now we get to go back to a time where maybe it’s not worth it to step out of your heal, and where you might still need to be discerning about what and when you dispell, but we have a lot to learn going forward.
  4. Why Spam Healing Spells At Full Health. Again, if it’s Flash of Light, it’s currently costing me 50 mana a pop. And the tank will eventually take the damage that the next incoming heal will heal. I do need to be mindful of the 5-second rule for the first time in my life, but I have 0 spirit on anything I wear, so I don’t have a lot of mana regen anyways. So it’s still worth it for the time being. Will it continue to be? We’ll see. I don’t know what my mana pool will be like at 60. I don’t know how challenging Scholomance or Strat Undead will be or if I’ll be panicking in UBRS or laughing my way through BRD. No one knows anything yet. Including me.

So if I don’t know anything yet, why this post?

Because I’m bringing context to my actions. I’m talking about what we used to do 20+ years ago. I’m talking about why we used to do those things 20+ years ago. Priests with their Greater Heal spells? They would step off their casts all the time, but they usually had one winding up in case their tank took a huge hit. Druids would HoT up the tanks and the OTs. And paladins would generally FoL spam and then when enrages hit or what-have-you, would bomb a couple of Holy Lights, hopefully in conjunction with Divine Favor, and then maybe whack on the boss a bit to get some mana back with Seal of Wisdom.

Without more information about Forever, all I have to fall back on is my past experience. But because I knew what I was doing then and, more importantly, why I was doing what I was doing back then, I can adapt to the moment. If I end up with 12235972 spirit on my gear, I won’t be finishing my casts nearly as often to better take advantage of the 5-second rule. But that also depends on which classes I’m healing with, if I’m doing dungeons, etc, etc, etc.

Everything depends on other things. And I kind of love that about WoW and, specifically, how we don’t know most of the things about WoW Forever yet.

Forever is not Classic

Ladies and gentlemen, theys and gays, Forever is not Classic.

On one hand, of course it’s not Classic. Classic still exists. Forever is a whole other game mode.

But on the other hand, Forever sure looks a lot like Classic, it feels a lot like Classic. And it should, because it’s based on Classic. Many of the abilities, mobs, NPCs, quests, zones, are very much the same or at least very similar.

Make no mistake, though. It is not Classic. It is not the same game that came out in 2004, 22 years ago. Do you realize that World of Warcraft, were it a person, could legally drink in the United States as of last year? (Their minimum age for alcohol is 21.)

The thing about a game that came out 22 years ago, the thing about a game that was then re-released in 2019, is that it’s basically a solved game. Everyone knows all the optimal things to do, or, at the very least, it can be found fairly easily. Quick, how much defense do you need to be uncrittable at level 60 by a raid boss?

440 defense. Check out this cool site and all the math:

WoW Classic Defense Calculator for Tanks

But that’s exactly what I’m saying. The fact that this exists, along with other sites, shows how much time we’ve had to absorb the math behind the game, the concepts put into play by the designers, and it shows that the generally-available knowledge by the population who wants to know something is incredibly high.

Meanwhile, what are some mobs in Blackmaw Hold? How about Alcaz Prison?

Right now, we don’t know those things because they’re locked behind the level 30 cap on WoW Forever’s Beta. We don’t know what mobs look like, much less what they drop. And they’re going to maintain a type of secrecy, too — things that have not dropped yet should not be able to be data-mined.

And I, for one, welcome it. I haven’t done a ton of reading about WoW Forever in terms of what drops from where or which boss or anything like that. I’m curious, of course, but I want to find out for myself, largely. I remember what it was like to know absolutely nothing about WoW! And learning stuff was half the fun. “Who are these Silverwing Sentinels?” I remember asking myself.

“What is a weapons master?”

“Ooh, there’s a NEUTRAL auction house in Gadgetzan? How on earth do I get there???”

The hours I spent at thottbot, trying to piece everything together. Glorious.

So for the forseeable future, remember that no one has it figured out and that includes me! We’re all going to be testing and testing and testing some more to see what happens in X, Y and Z scenarios!

In my latest video, about the legacy system, I say something about how the points that get earned by one character get given to all the other characters. But as I sat down to record that, I wasn’t sure. So I logged on and double-checked. Here’s the video, by the way.

But like, no one knows anything. We certainly don’t know anything beyond level 30. We absolutely don’t know what items and itemization and such will be like at 60. We don’t even know all the legacy skills/talents/perks yet just for these trees. Are more trees coming? WHO KNOWS?

And that, folks, is part of why I’m psyched for WoW Forever. It feels similar to the game I fell for in 2005. It looks similar (but better!). And I think it’s going to capture people’s imaginations the way World of Warcraft once did.

You know, in the old days, there was always talk of new, upcoming games that would be the WoW-killer: Warhammer Online, Lord of the Rings Online, Guild Wars 2, Elder Scrolls Online, Wildstar (! hahaha)…

What if WoW Forever is the World of Warcraft killer? What if it proves so much more popular than retail that most people play Forever?

It makes sense to me that the only game that can truly kill WoW is WoW itself.

Anyway, that was just a tangent. No one knows anything yet and part of the fun is going to be figuring stuff out. Enjoy it. Stop trying to solve the game before it’s even out.

What to do about Holy Paladins in WoW Forever?

I’ve been mulling things over for a while, because I think the state of the holy paladin is kind of sad in WoW Forever, but I don’t love critiquing something without bringing solutions. And then I realized, hey, if professional game designers seem to not have a good solution, I don’t need a good solution either! So I can attempt to throw some stuff at the wall and see if it sticks.

The Problem: Where to use talent points?

Back in Classic, this wasn’t a problem. A standard “all the buffs” build was something like this 33/11/7 build:

Improved Wisdom, Improved Might, Improved Devo Aura, Kings

I had been thinking that a 31/5/15 build to grab Conviction would work, but I’m remembering the Wrath of the Lich King version of the spell, which did affect spell crit. Conviction from Classic does not and so it will not in Forever.

So this leaves me wondering what the heck to do with some points. I have this build in mind:

33/7/5

But that leaves me with six unused points. And I don’t want to put those points anywhere in particular. And I have questions! If I have 3/3 Divine Precision, is it useless to grab 1 or 2 or 3 points in regular Precision in Prot?

So like… where do we go? There is nothing tempting for me in the ret tree except for Benediction (which is way more useful now than it used to be). There is nothing tempting for me in the prot tree except for Guardian’s Favor.

Ideas for Row 1 or 2 Talents in Prot/Ret for Holy

– Easiest idea first, let’s put the spell crit back into Conviction like it was in Wrath! It would be handy for every flavour of paladin, although not even fantastic for holy pallies because oh yeah ILLUMINATION WAS NERFED TO 50%. (ahem)

– How about extended range on judgement? We are ostensibly going to be judging for light and wisdom, so let us do it from 30 yards away. Maybe put this in row 2 of prot, because it would be really handy for tanks to be able to hit something from afar.

– Oooooh, how about this? Redo Redoubt in row 1 of prot to say what it usually does (increased chance to block) and also “when a shield is equipped, increase your mana regeneration by 2/4/6/8/10%”?

– Maybe something else in ret, like “when your judgement is a critical hit, your next Holy Shock or Holy Strike is free (can only occur once per minute)”?

Ideas for Deeper in the Holy Tree

– Maybe put an extended range on judgement deeper in the holy tree if you’re worried about balancing prot and ret against holy in PVP?

– Maybe instead of Consecrated Ground doing 5%/10% increased damage against the first 4 enemies in our Consecration, this deep in the holy tree, maybe it could heal instead of harm? Like maybe 0 damage to enemies and mild healing to allies, decreasing in efficacy the more people are standing in it?

Not sure what else to do here, frankly. What do you think?