Once a hunter…

This happened back on Thursday, but I felt compelled to write this down somewhere because it delighted me so very much.

We took a ten-man group into Bastion of Twilight to play with Halfus Wyrmbreaker (worst. combo. ever. Slate, Storm and Whelps.) and we got to the enrage, which I view as a moral victory.

The trash, the initial trash, was painful. We wiped a few times on it. The first group, not a problem. But we had trouble pulling the second group without pulling either side.

Finally, I watched my tanks as they pulled and I realized what the issue was. They were cheating to the left side and pulling the left side of trash as well as the second group of central trash.

We released. We ran.

“Stand back,” I said. “I’m pulling.”

“Wait. YOU’RE pulling?!” exclaimed my brother, one of our tanks.

“Yes.”

“Okayyyyy.”

Well, why not, right? I have a 35y range on my judgements, I have a bubble.

So I was on the steps, smack dab in the middle of the staircase and ran up to pull the pat as they turned away.

Et voila. Just pulled those four (or five?) mobs. Ran back and bubbled and that trash group died quickly.

Playing a hunter for five years, even if I don’t raid as one most of the time, has instilled in me good pulling habits. I can pull off “risky” pulls that others dare not attempt because I know how to pull properly. Not to say that my guildies or my tanks that night don’t, but there’s a certain something about knowing the angles and typical mob behaviour that can’t really be adequately communicated. It’s just something you learn.

There was a pull I loved (and hated) in Strat Live. I don’t even know if the pull still exists. It was after the rat cage. There was an Abomination that patted left and right and if you pulled it at the wrong time, you’d get a group of trash as well as the Abom and, back in the day, that was almost certainly a wipe. Nailing that pull took me a long time and a lot of practice, but at a certain point, I was able to snag that Abom perfectly every single time.

I know WHY my tanks kept pulling the sides. They didn’t want to stand right in the middle and risk getting both sides. In their defense, I think the safe zone at the top of the stairs in the beginning of Bastion of Twilight is maybe 5 yards wide. Too far left, you get the left group. Too far right, you get the right group. I was definitely taking a chance in standing in the middle, but my hunter instincts were like “just stand in the middle”. I couldn’t even explain why. I just knew.

There’s a certain je ne sais quoi that you get after playing this game for a while. You might not know the trash at all, but you learn to watch for healing spells on mobs with mana bars. You learn to watch for cleaves on mobs with large weapons. You learn how to position yourself and your group and the mobs for a pull.

It’s like you’re playing pool and you see your opponent trying to sink a ball from across the table. And you know the angle’s not right. It looks okay, but you KNOW that the 4 is not going to get sunk. You KNOW it’s just going to ricochet off the side.

It’s about instincts.

I may not have been on my hunter on Thursday and I don’t even know when or if Kurn will ever see the inside of Bastion of Twilight, but, by golly, making that pull is why I still call myself Kurn. :)

It felt pretty damn awesome. :)

A Word About Lay on Hands

I have a lot of comments to respond to, I know. I’m sorry! Responses coming Soon(tm) to a blog near you.

I did want to mention something, however.

Last night, I did a 10-man Blackwing Descent run. More new people in for Magmaw, to get a handle on it, then a lot of Omnotron attempts.

On the entire night, trash included, I hit Lay on Hands 10 times.

I never used to use Lay on Hands on myself for mana regen back in Wrath of the Lich King. And with its crazy cooldown of 40 minutes to an hour, back in the day, along with the fact that it drained ALL your mana for using it, I didn’t use it very often at all in Vanilla and Burning Crusade. I’m sure I used it a bunch of times in raids and stuff, but I only have one really strong memory of using it in Burning Crusade and that was well-documented in our Vashj kill video when my LOH crit the tank for 15k and it was only 9% overheal.

But I used it a lot last night. I probably used it more last night than I would have in three weeks of Wrath raiding.

Used properly, it’s an amazing tool. You can pop it on someone, anyone, who’s about to die and half of that will transfer to your Beaconed target, which is great. Sometimes you have to use it on your Beacon itself, sure, but you can save two lives with one keypress a lot of the time. Plus, appropriated glyphed for it, it’s on a 7m cooldown and you get 10% of your maximum mana back.

I used to think that having to use Lay on Hands had meant that I had screwed up. That my inattention had meant that my target had gotten that low. To use Lay on Hands felt, to me, as though I had failed.

Not the case, not in Cataclysm. In fact, it probably was never the case and that’s just my own neuroses talking. I never hesitated to blow it when I thought my targets needed it, but I always felt as though things could have gone better to prevent my using it.

Now, I love Lay on Hands more than I ever thought possible. It is NOT an indication of failure — at least, not yours. It’s an indication that you are in a tight position and you used the tool best suited for the job. Using Lay on Hands is almost always a great thing to hit. With a 7m glyphed cooldown, with the mana you get back from it, there’s almost never a downside to using Lay on Hands.

So use it more. EVERYONE should use it more. Paladin tanks especially — do not hesitate to pop it unless you need to bubble or BOP something off during a fight, since Divine Protection no longer causes Forbearance.

The moral of the story: Using Lay on Hands should be a point of pride; that you used The Big Heal when you had to. So make sure you’re using it!

An Open Letter Regarding Armor Class

Dear Citizens of Azeroth,

If you can wear leather, mail or plate, you may have noticed that you could train something called Leather Specialization (or Leather Specialization), Mail Specialization (or Mail Specialization) or Plate Specialization (or Plate Specialization or Plate Specialization) at your trainer. The point of this is to strongly encourage people to wear their maximum armor class, so that warriors no longer desire leather or mail, paladins no longer want mail, druids no longer want cloth and other such things.

Similarly, cloth-wearers may have noticed they have something like Wizardry, which exists solely to allow cloth-wearers to not be penalized for only being able to wear cloth.

Obviously, they never had problems with tanks wanting lower armor class gear. But hunters would use rogue leather, moonkins and resto druids would use priest cloth, holy paladins would constantly use resto shammy mail and such like.

So they fixed it. Add the specializations, bam, problem fixed, because there is NO WAY that any amount of lower armor class gear would ever trump 5% bonus strength, stamina, agility or intellect.

Seriously, think about that. 5% bonus to whatever your most-desired stat is.

So why am I, and others, still seeing holy paladins running around wearing CLOTH and LEATHER and MAIL?!

Stop it.

Right now.

I mean it.

You would be better off wearing three pieces of ret or prot gear, so long as they’re plate, than three well-itemized healing pieces that are cloth, leather or mail. That’s how good the bonus is. 5% intellect not only gets buffed by Blessing of Kings and Mark of the Wild, but also adds to your spellpower and crit. It’s not just adding to your mana pool. Intellect is what we’re made of, people. Take anything you can to add to your intellect. It is your primary stat. And being dressed all in plate? Well, that’s part of what a paladin should be doing.

The same goes for anyone else who isn’t wearing their max armor class in all their slots. Why are you purposely gimping yourself? Why are you losing out on 5% of your best stat?

Sadly, it seems rampant among uneducated holy paladins, though. We can equip all armor classes, so it’s not horribly unusual to see one sporting mail AND plate AND cloth. Which is sad. And tragic.

Like I said before, STOP IT.

Thank you. That is all.

A Tale of a Heroic PUG

I’ve done quite a few heroics lately, as I expect most of us have. I could tell you about my healing in heroic Halls of Origination, on the Setesh fight that lasted almost 7 minutes because we pulled by mistake when still fighting trash. (Hymn of Hope + even a feral innervate + tranquility + every effing cooldown in the book = win, apparently)

I could tell you about how I “healed” (I use the term loosely, because we died an AWFUL lot) heroic Stonecore yesterday. But I won’t. What I’ll say about that run here is what I tweeted yesterday about Ozruk, which should help out holy paladins everywhere:

I don’t know if this is a hotfix or something, but I found that I got the melee bleed debuff when I’d appropriately judge when he had his Elementium Bulwark up.

When Ozruk says “Break yourselves upon my body. Feel the strength of the earth!” judge at “Feel”. This will give you the bleed debuff for four seconds and you’ll break yourself out of Paralyze.

This was while using Seal of Insight, FYI, and I was at range the whole fight. I knew I wouldn’t survive the shatters if I was in melee range, so I came prepared with Sulfuron Slammers (again, drink them at “Feel”!) which also worked. Bubble works, Every Man works and Hand of Sacrifice (you can cast it on the tank at any point during the “Break yourselves” emote, I believe). But then I noticed I had the bleed debuff and realized it was my judgement that had caused it. So go forth, paladins, and heal Ozruk knowing you can get out of Paralyze very easily with just a bit of timing. :)

Having said all that, I will not regale you with my tales of heroic SFK (two Godfrey kills, no legs yet) or heroic Deadmines (Ripsnarl isn’t really that bad, though).

What I will say is that I did most of H Deadmines in a guild run yesterday as my holy pally and then swapped out to my hunter for the last boss (allowing one of our healers to actually heal the last fight instead of OS DPS) so I could snag the Chaos Orb for the crafting of a guildie’s gear.

I probably should have just stayed in on the paladin because then I would have gotten another 100+ Justice Points. And then would have had enough for my helm, the Crown of the Blazing Sun.

I logged back on to Madrana to see… 2143. 57 points shy of my damn helm.

Crap.

ALL of my heroic runs to date have been with the guild. I don’t know if it’s because I’m the GM or because I’m a healer or because my hunter can actually CC or what, but I’ve never had an issue finding a group in-guild. This is opposed to most of my guildies who complain constantly about the fail pugs/dungeon finder groups they’re in.

So I decided I’d go try a heroic random, all by myself.

Blackrock Caverns. Which I haven’t done on heroic.

Thankfully, at least to my eyes, I get a group of four people all from the same guild on the Akama server. I figure this should be less painful than most, even if the tank hasn’t done this on heroic before.

They’re really good at pulling the trash around the first boss, there’s great use of CC (sheep and sap and repentence) and things are going great.

We pull the first boss properly, after clearing most of the trash and the first thing I realize is the boss occasionally puts on a 25% reduced healing debuff on the tank. Peachy.

Then I realize that Quake spawns adds. Peachy.

All of this is handled okay, we kill the adds easily and then get chained.

We break the chains. I pop Holy Radiance to GTFO… and three people, including the tank, die to the thing the boss casts after he chains you. Sigh.

So I’m like “gotta run out of that, guys. :)” and the tank was like “lol I usually stay in on regular guess I can’t here!” I’m fine with that, no worries.

We go back in and take down the boss properly, now that we’re all aware that there are these crazy-ass adds and that we have to run out, etc. Goes fine.

Everything goes beautifully until Corla, the second boss.

Now, on beta, she had three adds. The way we did it on beta was have people rotating in two beams to prevent those zealots from evolving and just let one of them evolve at a time. But the version I tested didn’t have Corla fearing, nor did things hit quite as hard as they were hitting on live.

The Evolved Twilight Zealots, if you were unaware, have an ability called Gravity Strike and, in conjunction with Grievous Whirl and Shadow Strike, all of this will totally destroy the tank. It was actually a bit hairy to heal them separately in the trash leading up to Corla. So my group was basically planning to ignore the beams, evolve all three adds and I’m like, “I can’t heal that.”

“I’ll interrupt the strike,” said the rogue.

“That’s not the issue,” I said and linked them Gravity Strike.

“oh wow that sucks,” one of them says.

So I tell them I’m going to handle the stacks on the right-most add, which I marked with a circle. The mage says he’ll take the left-most add. The ret pally says he’ll do the middle one.

About thirty seconds into the encounter, the mage’s target evolves.

We wipe, despite a heroic effort by yours truly. The tank also popped his CDs appropriately, using Shield Wall and Last Stand. But the damage was just overwhelming.

Mage apologizes, we give it another shot.

This time, the mage himself evolves. He didn’t watch his debuff and got stacked to 100.

Wipe.

Mage apologizes again. They now inform me that they’re all on their vent and that they’ve got it all worked out.

So we go again. This time, the ret paladin’s target evolves. Apparently, there had been some confusion and he thought the rogue was going to get that target.

Apologies once more.

At this point, I’m like… I have my Justice Points. I literally only came in with the hopes of doing one boss to get the points that I need.

Then they suggest they let the zealots evolve in a controlled fashion. Bear in mind that I’ve had ZERO issues controlling my stacks and the stacks of my zealot in these three attempts, even when things went to hell.

Based on my mana and such on the previous attempts, I reiterate that there is no way I can heal through a zealot up along with the boss at this point, but that if they want to boot me and replace me with another healer, I’d completely understand, since it’s a guild run, basically.

They were like “no, no, that’s okay,” so we tried it again. And promptly died when the mage transformed because he, again, wasn’t watching his debuff and stepped in too soon, refreshing his stacks.

So at this point, it was clear to me that we weren’t going to get the encounter down. I had wiped five times with these people. Throughout it all, I’d been patient and calm. I’d been clear about how to go about doing the encounter. I had used buff food after every wipe.

On the run back to the instance, I basically said, “I think I’m going to take off, guys. Thanks for the run and I wish you the best of luck with the rest of the instance. Take care.”

And I dropped group, grabbed my body, then ran out, got my new helm and that’s all she wrote.

I feel badly about leaving. I feel badly about not being able to heal through an evolved zealot. But I’d gotten what I wanted and I gave it a really good try, educating the group about the evolved zealot’s abilities, giving them the opportunity to replace me to try their strat and basically being very patient with them.

I still feel badly, though. Shouldn’t I be able to heal through an evolved zealot? Maybe, maybe not. I mean, the issue isn’t that I can’t heal through one for 30 seconds, but I can’t continually heal through one up during the entire encounter. 85k mana goes FAST if you’re casting Divine Light and the occasional Flash of Light all the while praying Eternal Glory procs more often. Even with my Big Angry Man out (Guardian of Ancient Kings), I can’t maintain that kind of healing. Not even with a variety of both my cooldowns and the tank’s.

My paladin was always my alt. I’d be pulled into raids if we needed healers, back in Vanilla, but my main was always Kurn. As such, since then, I’ve always been lacking a bit of confidence. “This is my alt,” I used to think, “I have no business healing Molten Core!!”

Obviously, healing through Burning Crusade and Wrath of the Lich King has alleviated the confidence problem. I had no problems being the strongest single-target healer in WotLK ICC25HMs. I had no problems shouldering the responsibility of healing two tanks at once or being the primary reason Valithria Dreamwalker got healed to full.

When I came back to Eldre’Thalas, I knew I was one of the most geared and experienced people in Apotheosis and so I was fine with taking a lot of responsibility on myself in our little excursions to ICC.

So it’s a little humbling to sit there in a heroic 5-man and be like “Yeah, I can’t heal through that.”

Should I be able to? I mean, assuming that the fears and Shadow Strikes are interrupted properly, assuming good cooldown usage by the tank, should I be able to heal through the Corla encounter with a single evolved zealot up at all times? If so, why can’t I? Is it gear? Spell selection? Oh, God, is it really because I’m just not good enough of a healer?

One half-hour spent working on Corla and all my WotLK confidence has flown out the window.

MMOMeltingPot linked to a great post about how healers have no instant gratification from casting a heal and seeing it actually DO something. The poster says “Random dungeons are a front for blamestorms and negativity that make folks discontent, and it’s a bit worse than I expected, but that is just one element in the shitstorm.”

While I wasn’t blamed by my group (they seemed to mostly understand that Gravity Strike is a Bad Thing), I came away from my pug feeling very negative and discontent and, worse, blaming myself. Questioning myself.

So I ask you, my fellow paladins, my fellow healers, my fellow dungeon-runners…

How have YOU done the heroic Corla encounter in Blackrock Caverns? And what kind of a healer did you have?

Tower of Radiance Nerf is Intentional

Nethaera just confirmed that a change to Tower of Radiance‘s functionality is intentional. There’s also been a change to lower the overall healing done by Light of Dawn (although it now seems to not have a target cap. Whether that’s intentional remains unclear, but is likely a bug.).

The change to Tower of Radiance means that healing your Beacon of Light target with Holy Light no longer results in any Holy Power being gained.

Here’s the text of the forum post by Nethaera.

These hotfixes were intentional and we wanted to share more information about the “why” for you all here:

Mana is supposed to matter for healers, and in the case of Holy paladins, that just wasn’t happening. We were seeing raid groups attempting to learn new bosses where the other healers were out of mana while the paladins were still at 90% of mana. We also thought the experience of paladins healing harder heroic dungeons was inconsistent with that of other healers, or our design intent. We thought it was only a matter of time before groups started going out of their way to stack paladins for raids or recruit them for dungeon runs, which of course is not our intent. For this reason, we thought it was important to address this point now rather than sitting on it until a future patch.

The main culprit for the increased paladin efficiency this was Holy Power from Tower of Radiance. We were seeing a strategy develop where paladins would cast Holy Light on a Beaconed tank, and then cast Light of Dawn on the raid (and use very few other spells). This strategy was remarkably successful considering how simple it is. The Holy Power-based heals are supposed to be an important component of the paladin kit, but because Holy Light is designed to be super efficient, the overall strategy was too efficient. The intent of Tower of Radiance was to make directly healing a Beacon of Light target less punitive, but instead it was becoming the only smart way to play. You can still generate Holy Power by using Flash of Light or Divine Light on a Beaconed target, or through a variety of other ways. Remember, overall it isn’t balanced if paladins are just as mana efficient as other healers and have several mana-free spells.

Light of Dawn was adjusted because it was completely eclipsing Word of Glory. We lowered the healing of Word of Glory late in development, but also redesigned Light of Dawn. They had fallen out of sync, and Light of Dawn was just too good.

So now, we have 3 points in Tower of Radiance and four of our six direct-healing spells do not give us holy power when we directly heal the beacon target. Holy Shock won’t give us holy power through Tower of Radiance (because it already gives us one charge for using it), Word of Glory doesn’t give us holy power through ToR, nor does Lay on Hands and now nor does Holy Light. Only Flash of Light (our fast, very expensive spell) and Divine Light (our long, very expensive spell) will give us charges of holy power through Tower of Radiance.

What does this mean?

For one, it means that, unless we want to resort to standing in melee range and attacking with Crusader Strike, we will rarely be generating more than 3 holy power in the span of 12 seconds. (00:00 – Holy Shock, 06:00 – Holy Shock, 12:00 – Holy Shock)

For another, it means  Blizzard hates us that Holy Light, our most efficient direct heal and the one that heals for the absolute least, won’t be cast as much because it really does very little in terms of healing someone up at all. With 125k tank health pools, is 7k actually going to make a difference? Not so much. We’d use it a bit as a filler, to get some healing out while Holy Shock was on cooldown, and also to generate holy power. Now? Well, I suppose it’s better than standing around doing absolutely nothing between Holy Shock casts.

The more important thing to realize here is that we’re now being punished for casting Holy Light on the tank instead of Flash of Light (which is stupidly expensive) and Divine Light (which is stupidly expensive and also stupidly slow). We’re actually being punished for keeping our tanks (or our beacon targets) at a relatively high level of health and are being encouraged by Blizzard’s mechanics to let them drop to a significantly low amount to justify casting things like Flash of Light and Divine Light. After all, no reason to cast a quick Flash of Light on the tank when they’re not in danger of dying really quickly, right? And there’s no reason to cast a long, big Divine Light when the tank’s over 75%, right?

So why bother casting Holy Light on the tank? Why bother keeping the tank at 75%+?

For that matter, why bother getting Tower of Radiance?

In thinking about it, the best reason I can think of to get Tower of Radiance is because we have nothing better to get. This is ridiculous. That’s five talent points (3 from Tower of Radiance, 2 from Protector of the Innocent) that I don’t feel benefit me particularly much, but we NEED them to get down the tree.

What else would we put the three points in? Fill out 3/3 Protector of the Innocent, 2/2 Enlightened Judgements and then… 1/2 in Blessed Life?

So take it. Besides, we’ll almost certainly have to use Flash of Light and Divine Light to save the tank’s ass now and again, so we can be pleasantly surprised to get a charge of holy power. :P

Does this mean we shouldn’t beacon the tank? Or shouldn’t take Beacon of Light?

Beacon of Light should always be part of a holy paladin PVE build and should be placed on a target who is tanking a lot of damage, which is typically a tank. Beacon is what allows us to heal the party plus keep the tank alive in a five-man setting, and allows us to attend to other wounded allies in a raid setting without leaving the tank without a heal for several seconds on end. Keep beaconing the tank. Keep taking Beacon of Light.

Besides, what else would you take? You’d end up with a build like this one.

So what does this change?

A lot less use of Light of Dawn. A lot less use of Word of Glory. Thought you were starved for mana before? Think again. I didn’t even use WoG and LoD all that much and I was still going through my mana like mad in regular instances. I assume at least some of it is because I’m still in a bunch of 264/277 gear, but if I still have these issues at 85 in heroics and in raids, it’ll be time to stack a ton of spirit.

In conclusion…

Clearly, a bunch of paladins who were stacking holy power through Holy Light have wrecked things for the rest of us who weren’t healing like cheap-ass chumps. Thanks a bunch. :P

Honestly, we should be using a variety of heals, and those who are will now find the overall healing choices they make to be very similar to what they were using before, only using less of the “free” heals. It SHOULD be only those who were exploiting this strategy who find themselves in trouble.

It doesn’t mean that the fix Blizzard has implemented doesn’t hurt us all, because it does, but it means that if you weren’t overly reliant on Light of Dawn and Word of Glory, you should be okay.

You can still be angry that a few morons who aren’t as talented and skilled as you are got Tower of Radiance nerfed and therefore really changed how holy power is earned and used drastically, though. I know I’m pretty livid at them and I’m ticked off by how Blizzard elected to “fix” the problem.

Tuesday Terrific-ness

Here’s some random news!

1) A commenter named Imak pointed out the flaw in my math/gem selection in my meta gem post from a couple of weeks ago. I double-checked the math and gem selection today (since I finally had a few free minutes!) and have edited the post. It doesn’t change the post substantially, nor does it alter my choice to want to try out the Revitalizing Shadowspirit Diamond, but my math on the Bracing and Revitalizing was wrong. I was thinking of the old green cut that was intellect/spirit instead of spirit/mastery, but basically thought the gem was intellect/mastery. It’s actually spirit/mastery. Whoopsiedoodle. So that’s fixed. Thanks again to Imak for pointing out my error and I’m sorry it took me forever to actually fix it!

2) Episode 4 of Blessing of Frost is out, guest-starring the tank officer of Apotheosis, Dayden. It comes in at a massive 95 minutes (!) and I assure everyone that our aim is no more than 1h15m for most podcasts. We’ve just had a lot to cover and we’re still finding our rhythm. Anyways, go listen and rate us up on iTunes if you like the show! :)

3) Madrana’s at 84 and 16%. Gotta finish up Deepholm and then go to Uldum to start Ramkahen rep. I’m really looking forward to dungeoning with the guildies, both normals and heroics. (I may be horrified at the possibility of heroic Stonecore, mind you.)

4) I was horrified to learn that the top guild on Eldre’Thalas, the Horde guild Echelon, is already 3/12. Gah. Time to get our asses in gear, even on 10-man. I’ve set up an unofficial 10-man raid for next Tuesday and I don’t even know WHERE we’ll go, but chances are we’ll try out Baradin Hold (is that even the name of it?!) and maybe play in Blackwing Descent. Time to make a splash!

And on that note, I should spend the next while before realms come back up studying strats for various entry-level bosses…

Kurn's Holy Paladin Pre-Tier 11 Gear List (4.0.3)

Welcome one and all to Kurn’s Holy Paladin Pre-T11 Raid Gear List. Before we begin, let me warn you that I hate writing gear posts. I don’t do it often and I don’t know if I’ll do a BiS at T11 or T12 or anything else, but I’ve gotten a lot of people asking me about gear and rep and everything that I really felt this would be useful. The biggest reason I don’t do them is that hey, who’s to say that I’m the person who knows exactly what to wear? And also, it’s a pain to insert all the links to all the pieces. ;)

So. Here’s the caveat: These are my opinions only. Please feel free to comment with pieces you’d use instead. Please, let’s not argue about the relative stat values of crit, haste, mastery and spirit. Feel free to say that you’d want more crit, so you’d want X, Y and Z pieces, but I don’t want to moderate an argument over what secondaries are The Best. The expansion’s been out for less than a week and it’ll take a little longer than that for the community as a whole to figure out what’s “The Best”.

Here’s how I’m planning to gear pre-raid. My ideal gearset is based heavily off Vile Pickle’s BiS guide, but tweaked to my own preferences. I’m prioritizing haste and spirit over mastery and mastery over crit. I’m also ignoring anything that wastes valuable item stat points on resilience.

The first thing I did at BiS was select:

Hard Mode
Normal Mode
Available
5-Man
Other Size

That turned up a variety of items, which I then looked at in turn. Note that I didn’t edit the filters and weights, because I like BiS’s weighting intellect and spirit more than haste, which is more than crit and mastery. Basically, the default filters at BiS reflect my own gearing philosophy very well.

Also, remember, do NOT downgrade to mail! This was viable and useful in Wrath of the Lich King and I’m sure we all remember clothadins from Vanilla and BC, but in Cataclysm, you’ll lose out on your Plate Specialization bonus!

Helm: If you’re not an engineer, you may want to save 2200 Justice points for Crown of the Blazing Sun as it’s one of only two pre-raid helms that has a meta socket. It’s either the Crown (guaranteed purchase) or the Helm of Untold Stories from Lord Godfrey in heroic Shadowfang Keep.

Neck: The Quicksilver Amulet is beefy with the stats I want: spirit and haste. You get it from Steelbender in heroic Blackrock Caverns. Of course, the Celadon Pendant isn’t bad either, although it has mastery as opposed to haste, and is much more easily acquired with 1250 Justice points.

Shoulder:
Harp Shell Pauldrons from Ulthok in heroic Throne of the Tides are the clear winner in this slot. Spirit, haste and a socket! A red socket! I’d dump a Brilliant cut in there anyways, and it gives me an extra 10 haste. Sweet.

I wouldn’t really use the Pauldrons of the Forlorn or the Cinnabar Shoulders. Why? The Pauldrons have spirit, a socket and crit, which is my personal least-prioritized stat at the moment. I wouldn’t use the Cinnabar Shoulders because there’s no spirit.

Cloak: Solar Wind Cloak from Rajh in heroic Halls of Origination is pretty much the be-all and end-all of cloaks at this level. Spirit and haste aplenty. It’s such a good cloak that even the regular version is, IMHO, worth using over other 346 items.

If you’re absolutely desperate for a cloak and cannot find one ANYWHERE, get the Cloak of the Dryads which is a rep reward from Hyjal at Honored. Since you’re a healer, you want to be at least revered with this faction, so this is one you can acquire pretty easily. (A note, as a human who did all of Hyjal, I got 8000 rep into Revered after doing the whole zone. Getting to Honored is not an issue if you do all of Hyjal and wearing their tabard at friendly if you don’t feel like doing the zone is a great way to build up rep.)

Chest: If you’re using the selections I did on the BiS site filter and you’re looking at chests, the third one that pops up is the Light Elementium Chestguard. Looks good, right? Pretty and purple and shiny? Well, not so much. There are no sockets, no spirit… and the crafting requires three Chaos Orbs. Right now, Chaos Orbs are BOP, so your crafter has to be the one to acquire them off the last boss of a heroic dungeon. So either prepare to pay through the nose for this or get to be buddy-buddy with a Blacksmith who’ll run with you.

A much better solution is the Peacemaker’s Breastplate from Revered with the Earthen Ring. TWO sockets, spirit and haste. Sweet deal. Don’t feel like grinding rep with Earthen Ring or doing Vashj’ir? A good alternative is the Omega Breastplate from Anraphet in heroic Halls of Origination.

Wrist: Geez, not a lot of options here. I’m going to try to grab Bracers of Umbral Mending (the regular version is also decent) from Erudax in heroic Grim Batol.

Hands: Since I went Hyjal at the start and don’t particularly want to grind Earthen Ring rep, even as a human, I’m going to forego the World Keeper’s Gauntlets in favour of the Gloves of Curious Conscience which are acquired with 1650 Justice points. Yes, there’s a lot more intellect on the WKGs, but the GoCC also have a socket and have haste. And they’re just so much easier to get.

Belt: And here’s the reason I don’t want to grind Earthen Ring rep for a piece with no haste. The Sun King’s Girdle which is an exalted Ramkahen rep reward is clearly best in slot for us pre-raid. Like, it’s not even a question. If you’re a Blacksmith or have easy access to a crafter, Light Elementium Belt (2 Chaos Orbs!) isn’t a bad choice, but I think you’re much better off grinding Ramkahen rep. If you don’t have time for a rep grind like that, Belt of Barred Clouds for 1650 Justice points is pretty good, just not as good as the SKG.

Legs: Another bunch of pretty poor choices here, which means we’re going to have to go kill Lord Godrey in heroic Shadowfang Keep again for Greaves of the Misguided.

Feet: So bearing in mind that we’re going to hit exalted with Ramkahen, the natural choice in boots for us will be the Drystone Greaves which you get at Honored. 333, yes, but better than anything else out there, honestly, at least from my gearing perspective.

Rings: Lots of choices here! So many that it’s kind of overwhelming. But basically the ones I’d probably say are easiest to get are these:

Ring of the Great Whale – a BOE drop out of heroic Throne of the Tides, meaning it should be on the AH
Diamant’s Ring of Temperance – a revered reputation reward from Therazane, with whom you need to be exalted anyways for your shoulder enchant

Trinkets: Man, I’m just drooling over some of these…

Darkmoon Card: Tsunami – The Solace of the Defeated of Cataclysm. Beauty. Unfortunately, this is a Darkmoon Card, so you have to collect the Ace, Two, Three, Four, Five, Six, Seven and Eight of Waves or a Tsunami Deck already assembled. This is NOT going to be cheap.

Tyrande’s Favorite Doll – This comes from Archaeology, so this may actually never be something you can actually craft, considering the randomness of the profession.

Okay, let’s stop dreaming. On to stuff that’s much more realistic.

Mandala of Stirring Patterns – This is an interesting trinket that comes from being exalted with your local Tol Barad faction. I’m kind of eh about it, but it’s definitely interesting.

Witching Hourglass – Ascendent Lord Obsidius in heroic Blackrock Caverns.

Rainsong – BOE zone drop from heroic Vortex Pinnacle. Pretty awesome looking, actually.

Tear of Blood – dropped from High Priestess Azil from heroic Stonecore. THIS is something I really want. But I’ve heard the horror stories about heroic Stonecore… :)

What am I going to use? I’m not sure, but one of them will likely be Figurine – Dream Owl since I’m a Jewelcrafter. You get these odd drops as a JC that push you to “restore” various figurines and this is the healer version. I have this one already and like it very much.

Since I’m an alchemist there’s also the Lifebound Alchemist Stone that I may swap in now and again just for the buff to mana potions taken and for the stam. Since World of Logs STILL hasn’t updated things, I still don’t feel I have a firm grasp on how awesome our mastery is, but I feel it’s a decent stat. Just maybe not in the trinket spot. For now, I’m using this with a 35 mastery gem as part of my ret set. (Seriously, Hand of Light -> Templar’s Verdict -> 3HP TV -> Hand of Light -> TV = win.)

Weapon: Forget the Elementium Hammer if only because of the Chaos Orb issue. Go for the Scepter of Power from Setesh in heroic Halls of Origination.

Shield: Elementium Stormshield is a great pickup. With only one Chaos Orb used to craft it, this probably won’t be too bad to get crafted or even to buy. If you can’t pick that up, 950 Justice points will get you the Shield of the Mists.

Relic: This is kind of a tie between three items:

Book of Dark Prophecies, from High Priestess Azil in heroic Stonecore, has spirit, but no haste.

Book of the Well Sung Song, from Vanessa Van Cleef in heroic Deadmines has haste, but no spirit.

Tattooed Eyeball, crafted by scribes, is likely to be much easier to acquire than the other two.

I’ll probably just go with the Tattooed Eyeball since my guild has a 525 scribe.

Other Gear Guides:

Here’s an interesting post by tuutti of Paragon: Holy Paladin 346 Gear Guide

A lot of the options we’ve picked are pretty much the same, although there are differences (and I don’t include PVP points, nor do I assume you have 4000 JP saved up).

Gortlol also linked his or her list here: Holy Paladin Pre-Raid Gear. Cataclysm.

So what does all this mean?

1) Get to exalted with Ramkahen & Therazane, revered with Hyjal
2) Run Halls of Origination and the Stonecore a lot on heroic
3) Check out the AH for those BOE heroic drops

Also, don’t skimp on gems and enchants for your 333/346 gear. This stuff is going to last you into raids. My guildies need to use blue gems and good quality enchants on this gear, and I recommend the same for everyone else reading.

What to gem and enchant? Well, that’s another post entirely…

If you’ll excuse me, I need to finish up Deepholm and haul ass to Uldum to start my rep with Ramkahen!

Lowbie Holy Paladin Guidance

After a discussion I had with Majik and Oestrus on the latest episode of Blessing of Frost, I thought I’d throw some thoughts out here with regards to lower-level paladins who are new rerolls and such. We’ll break this down into 5 sections: 1-25, 26-50, 51-75, 76-80 and 81-85. You can also refer to my 4.0.1/4.0.3 posts for advice at 80 to 85.

In each section, I’ll look at the talents available and the glyphs available. This advice is based on healing in a PVE environment, so levelling through the Dungeon Finder, primarily. You should ideally fill out the talents in the order I discuss them as I’m selecting talents that will help your overall healing output the most.

1-25

Here’s the Wowhead link: 9/0/0

Why those talents:

Tier 1:

– 3/3 Judgements of the Pure because Judgements of the Pure is awesome. Always pick talents that will increase your haste.

– 2/3 Protector of the Innocent because we need to get to Tier 2.

Tier 2:

– 3/3 Clarity of Purpose: Talent that reduces your cast time on two spells, even though you only have one of them at the moment. 3 seconds to 2.5 seconds on Holy Light? Yes, please.

– 1/2 Last Word: Useful talent. We’ll want to fill this out with our next talent point, as well.

Glyphs:

We get one Prime, Major and Minor glyph slot at 25, 50 and 75. Here we’ll go with Holy Shock, Lay on Hands and Blessing of Kings. Holy Shock because you’re using it all the time, Lay on Hands because it’s never a bad thing to reduce that cooldown and Blessing of Kings because our minor glyphs suck and that’s one of the ones that sucks least.

Tips:

– Always have a Seal up so that you can judge so you can get your Judgements of the Pure up! At level 30, use Seal of Insight and feel free to swap to the Glyph of Seal of Insight, or you can wait until level 50 for that, too.

26-50

Here’s the Wowhead link: 21/0/0

Why those talents:

Tier 2:

2/2 Last Word: Fill this out so you can get down to Tier 3.

Tier 3:

1/1 Divine Favor: A real cooldown to use that will increase haste and crit chance. Pop this when you’re in trouble.

2/2 Infusion of Light: Crit Holy Shocks lead to a much shorter cast time on Holy Light and, later, Divine Light. And this talent also gives us 10% extra crit to Holy Shock. Even if this didn’t lead to Speed of Light, this is beautiful.

2/2 Daybreak: A chance to get two Holy Shocks in a row? Yes, please!

Tier 4:

1/1 Beacon of Light: Beacon, also known as Bacon, lets you heal the tank (or another beaconed target, but typically the tank) while healing someone else. This is only 50% of the healing your target gets, mind you.

1/1 Sacred Cleansing: The ability to cleanse magic debuffs. Ecstasy!

3/3 Speed of Light: At this level, it’s just spell haste, yet again reducing the amount of time it takes to cast your heals.

Tier 5:

1/3 Conviction: This is a buff to healing based on your crits, so up to 3% extra healing based on your crits. You’ll want to fill this out with your next two talents.

Glyphs:

Prime: Seal of Insight (or put Holy Shock back in if you swapped it out at 30)

Major: Divinity (why not gain mana when you do use Lay on Hands?)

Minor: Blessing of Might (again, our minors suck.)

Tips:

– Have Seal of Insight up with the Glyph so that your healing is increased by 5%.

– Cleanse, cleanse, cleanse! You are one of two healers who can cleanse three kinds of debuffs, the other being druids. You can magic, diseases and poisons and resto druids can do magic, curses and poisons. So use your cleanse button!

– Typically beacon the tank and do not be afraid to directly heal your beaconed target.

51-75

Here’s the Wowhead link: 31/3/0

Tier 5:

3/3 Conviction: Fill out Conviction to bump up your healing done.

1/1 Aura Mastery: Ultimately, probably not the most useful talent in lower-levels, but play around with 100% extra resistance (with Resistance Aura up) or immunity to silence (with Concentration Aura up) for six seconds. Think of AOE Shadow, Frost or Fire damage. Or if a boss has an enrage and is doing physical damage, use it with Devotion Aura.

1/2 Paragon of Virtue: Divine Protection is a great button to prevent damage to yourself, Hand of Sacrifice is a great button to prevent damage to others and when you get Avenging Wrath, that’s a great button to help your output. This talent reduces the cooldowns on all these things. Pick this up at 1/2, we will definitely come back here.

Tier 6:

3/3 Tower of Radiance: Hooray, another way to generate Holy Power! This is why you shouldn’t be afraid to heal your beaconed target.

Back to Tier 5:

2/2 Paragon of Virtue: Here we go, pick up this remaining talent because it’s awesome and it can help us get down to our 31-point talent.

Back to Tier 4:

1/2 Enlightened Judgements: Now you can step back another 5 yards when keeping your judgement up. This is useful to get you the heck out of melee range.

Tier 7:

1/1 Light of Dawn: Hello, Light of Dawn! Our very own Circle of Wild Dawn! ;) This is our version of the holy priest’s Circle of Healing and the resto druid’s Wild Growth and even the shammy’s Chain Heal. Aim yourself at people. Hit the button (preferably with 3 holy power). Witness awesome group heals.

To the Protection Tree we go!

Tier 1:

3/3 Divinity: 6% increased healing. Bam, done. Eternal Glory is also an option, but mana should not be such an issue that you need the EG procs for more Word of Glory heals.

Glyphs:

Prime: Word of Glory (+healing)

Major: Light of Dawn (extra target, so up to 6)

Minor: Seal of Insight (see what I mean about our minors sucking?)

Tips:

– Get used to using Aura Mastery in various instances because it starts to get useful in BC dungeons and Wrath dungeons.

– Make sure you’re keeping Judgements of the Pure up. The extra haste is really going to come in handy in BC/Wrath dungeons.

– Make sure you’re keeping your Holy Power up and using it appropriately with Light of Dawn or Word of Glory as needed. Remember that 50% of each Light of Dawn heal will go to your beaconed target!

76-80

Here’s the Wowhead link: 31/3/2

To the Retribution Tree we go!

Tier 1:

2/3 Crusade: You’re using Holy Shock basically on cooldown. Increase its healing!

81-85

First, the Retribution tree:

3/3 Crusade: Fill this out for some awesomeness.

Back to the Protection tree:

2/2 Eternal Glory: This is where you end up learning how to use Word of Glory back-to-back when you get procs of EG.

And back to the Retribution tree:

2/2 Improved Judgement: Extra range! You now have a 35y range on your judgements, which is excellent.

So a level 85 spec looks like this:

31/5/5

Additional reading: 4.0.1 post /4.0.3 post

Hope that was useful for anyone who’s embarked upon the challenge of starting a new holy paladin!

Cataclysm Meta Gems (and the Holy Paladin)

(Edit: 12/14/10, math is hard!)

One of my very first posts here at Kurn’s Corner was about jewelcrafting. It’s woefully outdated, obviously, but demystifying the jewelcrafting profession has always been something I like to do.

I was on the beta the other day, before it shut down, and I had copied over a fresh character copy in 359 epic level gear. As I was trying to gem her up, I realized two things:

a) … what the hell do I stack?

b) Oh my God, the Insightful meta cut doesn’t have a level 85 version!!

I’ll worry about how to gem as a holy paladin later on, but let’s talk a bit about the meta gems.

My Insightful Earthstorm/Earthsiege Diamond cut has been my go-to cut for Madrana since Burning Crusade. That’s, you know, four years. And now there is no Insightful Shadowspirit Diamond cut. This freaks me out.

Here’s a list of all the meta gems at 85.

Right off the bat, we can eliminate a lot of them. Austere (tank), Chaotic (caster), Destructive (PVP), Enigmatic (PVP), Eternal (tank), Forlorn (PVP), Impassive (PVP) and Powerful (PVP) are not on-par with the remaining options for a PVE-based holy paladin.

So here are the gems that I think could be useful to a holy paladin.

Bracing Shadowspirit Diamond – 54 intellect and 2% reduced threat. Typically, one would scoff at this, but were you aware that holy paladins no longer have an innate 50% less threat on their heals? Yeah, that changed at 4.0. So we’re causing a lot more threat than we did. Of course, in a raid situation, this should never be an issue, so this isn’t amazing, but if you’re honestly pugging all of the time and don’t have a solid tank with you, you may want to investigate this as a possibility.

Ember Shadowspirit Diamond – 54 intellect and 2% maximum mana. This is the big brother of the current Ember cut and it definitely looks beefy! In lieu of Insightful (proccing mana returns), Ember certainly looks like a useful meta gem. Remember that Replenishment is still based off of maximum mana, as is Divine Plea, so this is not a bad balanced meta, since it affects our regen and also increases our output (54 int is equal to 54 spellpower).

Fleet Shadowspirit Diamond – 54 mastery rating and minor run speed. The instant I moved to my RL friend’s guild, I was instructed to enchant Tuskarr’s Vitality for the speed boost. I have been a convert ever since. I am going to be asking every member of my guild to have some kind of run speed bonus, whether in their spec or their meta or their boots. Normally, the run speed metas are very PVP-related, but Fleet gives us mastery rating. While we’ll have mastery rating gems (Fractured. They’re yellow.) and mastery rating enchants, meaning mastery rating won’t only be available via reforging the way it is right now, this is still a potentially useful meta gem. Not only do you get the run speed and the mastery rating, but it frees up your boots for a potentially better enchant. More on this in a bit.

Revitalizing Shadowspirit Diamond – 54 spirit and 3% critical healing effect. Another balanced meta for us, since the spirit is pure regen and the 3% increased effect on crits is pure throughput. Given the new world of “no one is ever fully topped off” style healing in Cataclysm, this will almost certainly not translate into more overhealing. Further, for a holy paladin, our mastery rating will benefit from the larger crit heals, creating a larger Illuminated Healing shield.

So which one to pick?

Bracing and Revitalizing can both be activated with a single green gem, as they require 1 blue and 1 yellow. The Zen Dream Emerald, which is +20 mastery and +20 spirit, would probably be the best cut for a holy paladin out of the various green gems available. This would leave the rest of our sockets open to stacking intellect or whatever it is we will try to be stacking. Ember and Fleet require two yellow gems, which needs to be done in two separate slots. Granted, we’d probably use an orange gem to get 20 intellect and 20 of another stat. My favourite orange gem is the Reckless Ember Topaz for the haste, but we could also use Artful Ember Topaz or Potent Ember Topaz as an orange gem of choice.

So with the Ember or Fleet choice, we have to use two gem sockets for our meta versus the one with Bracing or Revitalizing.

Ember/Fleet = 2 orange = 40 intellect + 40 haste rating/40 mastery rating/40 crit rating

Bracing/Revitalizing = 1 green = 20 spirit + 20 mastery rating + 1 socket to do with as we please (probably 40 intellect from a Brilliant Inferno Ruby) = 40 intellect + 20 spirit + 20 mastery rating

Kind of on par with Ember and Fleet, no?

But then we look at Ember’s effect – 54 intellect + 2% maximum mana.

So Ember really looks like this: 2 orange + 54 intellect + 2% max mana = 94 intellect + 40 haste rating/40 mastery rating/40 crit rating + 2% max mana

Fleet’s stats need to be combined with whatever boot enchant you’d like that doesn’t increase run speed. So: 2 orange + 54 mastery rating + 50 mastery rating/50 haste = 40 intellect + 40 haste rating/40 mastery rating/40 crit rating + 50 mastery rating/50 haste

So Fleet is pretty much out of the running, if you’ll excuse the pun. ;) It does offer the most versatility, though. If you want 90 mastery or 90 haste, it would be easy to acquire those with a Fleet.

Bracing’s equation, with stats, looks like this: 1 green +54 intellect = 20 spirit + 20 mastery rating + 1 socket to do with as we please (probably 40 intellect from a Brilliant Inferno Ruby) + 54 intellect = 94 intellect + 20 spirit + 20 mastery rating

And Revitalizing looks like this: 1 green + 54 spirit + 3% increased critical heal effect = 20 spirit + 20 mastery rating + 1 socket to do with as we please (probably 40 intellect from a Brilliant Inferno Ruby) + 54 spirit + 3% increased critical heal effect = 40 intellect + 20 mastery rating + 74 spirit + 3% increased critical heal effect

It looks to me that Bracing and Ember are both sitting pretty in terms of intellect, with Revitalizing being more of an option if you need the extra regen. However, it should be noted that you aren’t getting intellect from Ember’s effect of +2% mana. You’re just gaining mana. So your mana pool grows (which is great) but you don’t gain spellpower or spell crit from its effect. So its effect isn’t really equal to the extra mana 20 intellect gives you.

Since I plan to heal primarily with tanks that I know and trust, I’m throwing Bracing out the window. Fleet has been eliminated. That leaves me with Ember and Revitalizing as choices.

As of right now, and bear in mind that this is before Cataclysm has even launched, I’m thinking of going with Revitalizing to try out the 3% increased critical heal effect and the fact that it’s easily activated with a single green gem. I’ll be sure to write another post if I decide to go with Ember or another choice!

What Holy Paladins Need to Know for 4.0.3a

*** All content copyright © Kurn’s Corner, 2010. Reproduction of this guide in full or in part without express permission from the author (“Kurn”), represents copyright infringment and violation of copyright law. Please, if you like this guide, link to it, do not copy it. ***

4.0.3a is about to be dropped, according to Boubouille at MMO-Champion, who has done a great job of compiling the changes. With the release of 4.0.3a, among other things, paladins are getting their talents reset due to changes to the class talents. What follows is a fairly complete compilation of the various changes holy paladins can expect when 4.0.3a launches and will be updated over the first few days of 4.0.3a if anything was missed. Special thanks to my buddy Walks for proofreading and adding some suggestions, including reminding me about Infusion of Light’s change!

Edits to the post after testing on live are marked with an asterix (*).

As with my 4.0.1 post, I’ll be breaking this down into different sections: TALENTS/SPELLS, GEAR/STATS and GLYPHS. Bear in mind that there are fewer changes for 4.0.3a than there were for 4.0.1 and I’ll only be talking about ones that have changed between 4.0.1 and 4.0.3a. That means that my 4.0.1 post is still useful! All changes have been compiled at MMO-Champion.com or Wowhead.com.

TALENTS/SPELLS

1) Beacon of Light now lasts 5 minutes. I remember when I first glyphed for Beacon of Light. I did so in order to get the extra 30 second duration on it so I could stagger refreshing Sacred Shield and Beacon of Light and also save 1500 mana or so. A five-minute duration on Beacon of Light means a lot of mana savings and a lot of GCDs saved. What this tells us, though, is that our beacons are  meant to be used on one person and not meant to be switched up mid-combat. This is a “quality of life” change that basically just makes it that much easier to “set it and forget it”. Good stuff.

2) Blessed Life: the effects of this talent cannot occur more than once every 8 seconds, up from every 2 seconds. This is a clear nerf to the utility of this talent. However, it is largely a PVP talent and this change really negates any use in PVE content, particularly if it still doesn’t proc from AOE-wide raid damage. Incidentally, this no longer stacks with Pursuit of Justice, according to my buddy Walks.

3) Illuminated Healing absorb shield now absorbs 10% of the total amount healed, up from 8%. Each point of Mastery increases the effect by an additional 1.25%, up from 1%. *Additionally, the shield now lasts 8 seconds, up from 6. It’s a buff! Oh sweet Lord, it’s a buff to our mastery! The jury is still out over the usefulness of our mastery because World of Logs, for example, does not properly attribute our absorbs from our mastery. Either it’s being attributed to Power Word: Shield/Divine Aegis or it’s not being counted at all. (As an aside, please take a second to politely lobby the WoL people to get that fixed!) I reforged a lot of my crit to mastery to see if I could notice a difference and the Recount I ran last night showed Illuminated Healing to be 26.4% of my healing done in Ruby Sanctum. While Recount (and probably Skada?) are up to date, World of Logs is almost certainly attributing Illuminated Healing to priest absorbs.

So just because you don’t see your mastery in action through the parse doesn’t mean it’s not doing something. As such, this is a good thing for us.

*Note that the increase in duration was not listed in the most recent compilation of patch notes, but I’ve confirmed this on live servers. The duration is 8s, up from 6s.

4) Light of Dawn has been redesigned. It no longer has an enforced cooldown, now costs Holy Power instead of mana, and scale in direct proportion to the amount of Holy Power used. In addition it now heals the 5 most injured group targets (including self) in a 30-yard frontal cone. Goodbye, Infest healing. Hello, Circle of Wild Dawn. ;) This works very similarly to a priest’s Circle of Healing or a druid’s Wild Growth, except you don’t have to select a target. You aim yourself at them and let ‘er rip. I kind of like this. It’s a way for us to use our 31-point talent without it being completely overpowered and it’s a way for us to have a smart heal, at long last. But since it’s not something you cast on a person, it’s distinguishing itself from Circle of Healing or Wild Growth. I haven’t had much chance to use it on the Beta (and Beta testing is now done!) since this change went in, so I’m anxious to see how it works.

It should also be noted that, as of right now, Light of Dawn’s healing (and overhealing) does get transferred to the beacon, with its 50% healing reduction, of course. But that can still be a lot of healing all at once on your beacon.

*After testing this on live, you MUST be in a party in order to use Light of Dawn! If you aren’t in a party and have 1, 2 or 3 stacks of Holy Power, you get an Invalid Target error if you try to use it. I tried targetting myself and using it, no dice. Then I thought “oh, don’t tell me it IS a targetted heal now!” but I tested this out with a guildie (thanks Num!) and it remains unaffected by any target. It’s definitely still a directional, conal heal. But you need to be in a party to use it.

5) Protector of the Innocent no longer triggers from self-heals. Well, this just makes sense. If we just healed ourselves, we generally don’t need to immediately heal ourselves again, do we? At least not in PVE content. This heal also transfers to the Beacon, with the 50% reduction.

6) Crusade now also has a proc on kill to increase the healing done by the paladin’s next Holy Light by 100/200/300% for 15 seconds, in addition to its current effects. This is mostly a PVE change, but it’s more for World PVE, like questing. This addition to a key talent will be great for all specs of paladin while questing so we can save our Holy Power for something like Inquisition instead of using Word of Glory on ourselves after killing a mob or two.

7) Lay on Hands no longer gives anyone any mana at all. However, go check out the Glyphs section for an exception to this.

8) Seal of Insight still does what it normally did, but will now also return 15% of the paladin’s base mana when judging. This is fantastic. Judging to get mana back again! With an 8 second cooldown, I’m pretty sure this will get nerfed at some point, but enjoy it while it lasts! I should also mention that Seal of Insight’s 4% base health/mana gain never procced at all on judgements, unlike Seal of Wisdom which procced from judgements. That could explain why they’re making sure we get mana returns from judging.

9) Holy Radiance will suffer diminishing returns further than 8 yards from the target or when healing more than 6 players. We haven’t had the chance to enjoy Holy Radiance yet, since we get it at 83, so this is just something of which to be aware when we do get it.

10) Clarity of Purpose, rank 2, now reduces Holy Light and Divine Light cast time by .3 seconds instead of .35 seconds. This is obviously a move to ensure that people get all three ranks of Clarity of Purpose instead of just dropping two points in here. Probably a PVP-based decision, or one to help balance rets/prots since any decent holy was probably going to drop all three points in here anyways.

11) Paragon of Virtue: Reduces the cooldown of Divine Protection by 10/20 sec, Hand of Sacrifice by 15/30 sec and Avenging Wrath by 30/60 sec. The big change here is that Hand of Sacrifice has been added to this talent. I do believe I’m going to go for 1/2 Enlightened Judgements and pick up that second point in Paragon of Virtue.

12) Infusion of Light now applies to Divine Light’s cast time as well as Holy Light’s. So 1/2 points in this talent will grant you .75/1.5s off the cast time of both Divine Light and Holy Light after critting on Holy Shock. While this means we can’t do a Holy Shock (IoL proc) -> Divine Light -> Holy Light combo for 2 hasted spells, we wouldn’t have been able to do that anyways with the change to Speed of Light. And speaking of Speed of Light…

13) Speed of Light: Grants 1/2/3% spell haste and reduces the cooldown of Holy Radiance by 10/20/30 sec. Casting Holy Radiance increases your movement speed by 20/40/60% for 4 sec. This is the big holy change. Instead of gaining 30% spell haste to Flash of Light, Holy Light and Divine Light after a Holy Shock, you just now get 3% more spell haste. The other stuff stays the same. Yay for more spell haste! As mentioned in my 4.0.1 post, we still want to hold on to a 1s GCD and 3% passive spell haste just made that easier. See the Gear/Stats section to see what this means for all the haste we require.

*14) As previously noted, Holy Shock has been nerfed by about 30%. I’ve just confirmed this on live. Holy Shock was hitting for about the same as Holy Light. It’s now down from about 7k unbuffed to 5k unbuffed when I cast it.

Recommended Talent Spec: I still recommend 31/3/2 for current Wrath content, although you’ll note I recommend 1/2 Enlightened Judgements and 2/2 Paragon of Virtue, now. Also, 31/5/0 and 31/2/3 are viable, although the 31/3/2 build I first linked will probably give you the most amount of healing due to Divinity and the buff to Holy Shock from Crusade.

GEAR/STATS

1) With the addition of 3% spell haste from 3/3 Speed of Light, our haste softcap just changed again. Given 3/3 Speed of Light, plus 3/3 Judgements of the Pure and a Wrath of Air totem (or equivalent), you now only need 894 haste to reach the 1s GCD. You can check out this awesome spell haste calculator and see for yourself. It doesn’t have Speed of Light listed, but select Darkness/Netherwind Presence to add that 3% for Speed of Light and you’ll get the same result. Of course, this will change as we level once Cataclysm launches.

GLYPHS

1) Glyph of Beacon of Light (Major) now makes Beacon of Light free, instead of increasing the duration by 30 seconds. This is no longer a very useful Glyph, considering we’re really only expending 1500ish mana every five minutes. I suppose it might have its uses in PVP, but barring any kind of gimmicky fight in PVE, this is pretty sad.

2) Glyph of Lay on Hands (was Minor, now Major) now reduces the cooldown of Lay on Hands by 3 minutes, up from 2 minutes. *** This wasn’t in the patch notes, but was how the Glyph was changed on Beta. This may not be included in the 4.0.3a patch.

3) Glyph of Divinity (Major) has been redesigned. It now grants the paladin 10% of maximum mana upon use. FAN-FREAKING-TASTIC. A 7 (or 8) minute cooldown on 10% of your mana, regardless upon whom you use it, is just awesome. Rather than waste this raid-saving cooldown on yourself for extra mana, you just use it at ALL and you get mana back. This is a fantastic change. I was never a fan of glyphing this and using LoH on myself, preferring to use it on the tanks or whoever was about to die.

4) Glyph of Light of Dawn (Major) now increases the total number of most injured targets healed by 1. Yep, our version of Circle of Healing and Wild Growth. This glyph makes six targets healed by LoD.

My go-to Major Glyphs would be LoH, Divinity and LoD, although Divine Plea and even Cleansing may snag the LoH spot in the event that I find I need to Plea a lot or there’s a lot of cleansing to do. There’s also the Glyph of Divine Protection that could you may want to swap in as it may come in very handy on any fight where you take a lot of magical damage. Remember, Divine Protection no longer causes Forbearance and is only on a 1 minute cooldown, or 40 seconds if you’re specced for 2/2 Paragon of Virtue. That could be a lot of damage mitigated.


Hopefully that helps demystify the 4.0.3a changes we’re about to see. See you on the flip side of the Shattering!

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