Posted tagged ‘Paladin’

How I’m healing in MoP – Holy Pally 4eva: Talents

December 9, 2012

Yay it’s finally time for part 2!

For once I don’t feel like writing a really long general intro so I’m just going to skip to the really long specific intro.

Intro to MoP Talents

I was amused when MoP Talents were released and guide-writers painfully treated them like old fashioned talents, mapping them into “you should do this” cookie cutters. The new talents don’t work that way. The new talents are fluid.

In theory, this means you switch them around based on fights and strategy. In practice, this means you experiment with most of them and eventually settle on a combination that works for you 98% of the time.

Originally I was going to include Glyphs in this post, but it turns out there’s an awful lot to say about talents. Glyphs will have to wait for their own post.

overall talents

Specialization VS Talents VS Glyphs

I’m writing this fairly late into Mists, so most of you know the difference between talents and specializations and can safely skip to the next section. But say you’re just coming back to the game after a hiatus. Or! You’re completely new to the game altogether (in which case, yay! We love you!). This section is for you.

Specialization or “spec”, as a paladin, defines your role. Holy is for healing, Retribution is for damage, Protection is for tanking. With me being primarily a Holy Paladin, I’m really only qualified to talk about that spec.

Talents are a completely different feature. At levels 15, 30, 45, 60, 75 and 90 you’re given the choice between three “talents” (if you’re using the default settings, use “N” to bring up talents). Talents can be either new abilities, or modifications on existing abilities. The difference between the old (and the more traditional RPG) talent system and this one is how every character in a given class (so in our case, all Paladins), regardless of spec, choose between the same talents (though some talents might behave differently based on spec).

Glyphs are a similar (but distinct) feature: extra abilities or ability modifications you can choose from. Again, all specs have access to all glyphs, but some glyphs may be useless to certain specs.

Glyphs and talents can be individually swapped around using Tome of the Clear Mind, which can be purchased from a variety of NPCs or made by Scribes. Gone are the days of spending 15 minutes mapping out your choices, only to have to start all over if you catch a mistake.

Level 15: Speed Boost

level15

You get to choose between a running speed cooldown (Speed of Light), a speed boost after Judging (Long Arm of the Law) and a small speed boost that increases with Holy Power (Pursuit of Justice).

I played with all 3, using Long Arm of the Law when doing dailies in ret spec and Pursuit of Justice for long runs back after wipes. In the end, though, Speed of Light ended up being the most convenient, both for raiding and for wandering around Pandaria. Your mileage may vary.

Level 30: Your Crowd Control

level30

Here you get a choice between a longer range and shorter cooldown to Hammer of Justice (Fist of Justice), a solid 1 minute crowd control (Repentance) and a debuff slowing enemies’ movement speed (Burden of Guilt).

As a PvE healer, I honestly don’t use any of these very much. I run with Fist of Justice most of the time but only really use it in 5s heroics when running with a clumsy tank.

When I’m doing my dailies in ret spec Repentance helps for “free the mind controlled guards” type quests and Burden of Guilt is nice for killing mobs who flee (think vermin during Tillers dailies)… I could see Burden of Guilt having use in PvP, but my knowledge of PvP too limited for this paragraph.

Level 45: The Interesting Level

level45

Selfless Healer makes Flash of Light stronger and cheaper after you Judge, Eternal Flame adds a HoT (heal over time) component to Word of Glory and Sacred Shield adds an absorb shield to a target.

Understanding this level takes a good knowledge of our healing spells, so if you’re a brand new holy paladin, you might want to come back to this section after reading the (to-be-written) “basic healing technique” section.

Unless you have a weird Flash of Light based style, you won’t be giving Selfless Healer a test drive. (It could maybe have some use if you’re having trouble healing the Spirit World on Gara’jal, but as a general rule Eternal Flame is really nice on that fight.)

Eternal Flame is the preferred talent of most. It’s fantastic in small groups or for tank/single target healing, and it allows for a technique called “Eternal Flame blanketing” that I’ll cover later on.

Sacred Shield has less healing potential on its own than Eternal Flame, but it is sometimes used in 25s raids (or world bosses) in situations where you tend to use Light of Dawn over Word of Glory as your Holy Power sink.

If you’re a beginner and/or if you’re running 5s, go with Eternal Flame. If you’re running 10s, Eternal Flame will generally be your go-to talent (with maybe the occasional exception). If you’re running 25s, you can choose between Eternal Flame and Sacred Shield based on your healing style, your assignment and the fight.

Level 60: Damage mitigation Cooldowns

level60

This level is a lot of fun because your choices really let you adapt to different situations.

Hand of Purity is ideal for bosses who put DoTs (damage over time) on your healing targets (think Heroic Stone Guard – this might also work during Titan Gas phase on Will of the Emperor though I haven’t tested it, note that it does NOT work for Garalon’s Pheromones as counter-intuitive as that seems. Thank you to @Miskat0nic for clarifying.). One of my favorite tanks once described it as “6 seconds of love”.

Unbreakable Spirit reduces the cooldown on Divine Shield, Divine Protection and Lay on Hands based on your Holy Power usage (which should be high). Since it’s a passive ability (in other words, you don’t have to think about it), it’s nice to have as a baseline talent, especially if you’re new to paladin healing and are already suffering from cooldown-induced ulcers.

Clemency lets you use your Hands of Sacrifice, Freedom, Protection and Salvation twice before triggering the cooldown. This is especially wonderful for dealing with bad tanks in random groups since your Hands help you manipulate tank damage and aggro. Otherwise it comes in handy for bosses who deal REALLY BIG HITS (Sacrifice), for dispelling on the trash before Elegon and Will of the Emperor (Freedom FTW!) and to flirt with Warriors, Death Knights, Rogues and Retribution Paladins (Protection always gets their attention).

Level 75: Your Healing Boosts

level75

Your choices at 75 are between a Holy Power (and select heal) boosting cooldown (Holy Avenger), an added effect to Avenging Wrath reducing the cooldown to Holy Shock while Avenging Wrath is active and increasing the uptime of Avenging Wraths (Sanctified Wrath) and a passive ability that will sometimes give you a free full strength Light of Dawn or Word of Glory (Divine Purpose).

To beginners, I say start with Sanctified Wrath. Since it modifies an existing cooldown, it doesn’t add ANOTHER button to worry about. And you can’t go wrong with more Holy Shock casts and longer Avenging Wraths.

Holy Avenger is a somewhat complex talent (Kurn breaks it down here), and one I haven’t played much with. It’s an extra cooldown to think of, but it allows for strategic healing.

Divine Purpose would be lovely except that, like all random-proc abilities, it never procs when you need it too.

Personally, I primarily play with, as odd as it might sound, Divine Purpose. Because of my playstyle (which I’ll describe in a future post), the randomness generally doesn’t bother me and I like not having yet another cooldown to worry about. But, like I mentioned earlier, beginners should go with Sanctified Wrath. And if you’re an absolute control freak, you’ll probably enjoy Holy Avenger.

Level 90: Your Fun AoE Spell

level90

Holy Prism, when cast on an ally will give you a cheap (but not free), instant single target heal. Strength-wise it’s about equivalent to a Divine Light. You also get a bit of AoE damage on nearby enemies. When cast on an enemy, you get some damage on the enemy (nice for challenge runs, scenarios, dps races and when you’re bored) and a moderate (between a Holy Shock and a Flash of Light in strength) heal on 5 nearby teammates. This is nice for fights with burst AoE damage (Elegon and Blade Lord Ta’yak come to mind), especially in 10s. It looses power in stationary fights with small, periodic damage. The 20 second cooldown can be inconvenient as well since you have to monitor it.

Light’s Hammer has a very cool graphic (always important) and provides a nice area of periodic healing on the ground for about 20 seconds. The spell is mana-free, can be cast every minute and will heal any teammate standing in the effect. As a 25s raider, I use this talent most of the time. On 10 man, it loses some of its potency, with perhaps the exception of stacking fights with small, periodic damage (think Titan Gas on Will of the Emperor). Fights with constant movement tend to take away from Light’s Hammer’s usefulness as well.

Execution Sentence, while great as an offensive spell for doing dailies, is less attractive than the other two options. As a single target heal over time with a burst at the end, it doesn’t compliment our already super-strong single target healing style the way the AoE-ish Holy Prism and Light’s Hammer do.

Go Forth and Experiment

The best thing about these talents is how much room there is for experimenting. If you don’t like your current setup, it only takes a second between fights to switch a talent. You can also jot down potential talent choices for individual fights while doing your pre-raid boss strat learning. For example:

- Massive DoT on the tank(s) (or on a various raid members): Think Hand of Purity (level 60)
– Need to help with crowd control: Repentance (level 30)
– Fight required sudden quick movement: Speed of Light (level 15)
– Small, but constant AoE damage on the raid: Consider Light’s Hammer (level 90)
– Massive, predictable damage spikes on the tanks: Clemency (level 60) and Eternal Flame (level 45)
– Need to run fast for extended periods of time: Pursuit of Justice (level 15)

Feel free to share your own and I’ll add them to the list (with credit given)!

Paladins on YouTube

January 10, 2012

A bit over a week ago, I got an email from Freckles, a Holy Paladin who’d recently made a how-to video on healing Heroic Morchok.

The email was immediately followed by this reaction on my behalf: “OMG! THERE ARE PALADINS ON YOUTUBE!!!”

That reaction was shortly followed by me reacting to my reaction: “Well, duh! Of course there are paladins on YouTube. You can find anything on YouTube, even paladins.”

I guess it kind of goes to show how little I watch videos. It’s funny to say that videos don’t do much for me because I’m visual, but that’s how it is. I need to see words to understand them, and most videos don’t have subtitles. I do all my research via written text. So I’m completely out of the loop when it comes to the WoW YouTube scene.

Which is a shame because there are some fantastic resources (like Freckles’ video) out there, and there are a lot of players who really benefit from videos, and I, who tries to be the Librarian of Paladin Content, haven’t shared them.

It’s time to remedy that.

I added Freckles’ YouTube page Channel to my blogroll.

I did a search through YouTube to find more Paladin videos, but YouTube is so huge that it’s hard to find relevant videos amidst everything else. I wasn’t kidding when I said you could find anything on YouTube.

Some recently updated pages I found were:

Hellseth’s Channel has 2 Holy Paladin guides for 4.3
CrAcK123Cr’s Channel has some videos on Leveling a Human Holy Paladin
PalawinFC’s Channel has some Heroic 10m Videos from a Paladin’s perspective
RXthames has quite a few videos about PvP and tanking
mehie’s Channel has a lot of helpful videos on a variety of topics, among which you can find a number of Paladin-themed videos.

Note that I can’t necessarily attest to the quality of all the channels I listed, but there are paladins out there in the YouTube world, and some of them may be entertaining, informative or all of the above. If you’ve got some paladin channels you’d like to share, let me know and I’ll be happy to update the blogroll to include our cinematographic cousins.

Holy Paladin 4.1 Mastery with World of Logs Pictures

May 5, 2011

Patch 4.1 brought on some changes to our Mastery. Two changes:

1) Shields last 15 seconds instead of 8.
2) Each point of Mastery increases the amount absorbed by 1.50%, up from 1.25%

These changes triggered the following question: Should I still avoid Mastery?

My generic response was: “I don’t have any logs to look at and I haven’t had the chance to read about others’ experiences, but the changes look pretty minor to me.

Now that I have looked at the discussions on Elitist Jerks and Plus Heal, or rather the lack-thereof discussions, my answer is pretty much the same. I find that, with the exception of intellect/spell power which pwns them all, the value of all our throughput stats is somewhat subjective. Haste is generally preferred as the few extra casts during a fight are more practical than unreliable Crit procs or the mini-heals during global cooldowns Mastery shields offer.

One person on EJ brought up logs of someone who was getting some nice bang for his buck out of Mastery, which I felt like talking about.

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Spending those hard earned Valor Points (Holy Edition)

February 22, 2011

Now that I’m not raiding on a regular basis, I’m suddenly very, very conscious of my valor points. While I wasn’t lucky with the RNG in the month and a half I was killing a lot of raid bosses (I didn’t see a single plate drop, not one!), I still hoped. Now my mantra is: If you’re a good girl and do your random heroic every day and pug your Baradin Hold once a week, every month or so you can choose a new piece of gear.

Since every Valor Point is precious to me, I’ve been very, very careful with the order I spend them in. Don’t want to buy a piece of gear I might replace later on in the week. Eventually I was able to make a list of the items I wanted, in the order I wanted, as an occasional raider who has intermittent access to raid loot.

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Beacon of Light Strategies

January 27, 2011

A common complaint of holy paladins is about their healing leads. About their healing leads blindly telling them where to put their Beacon of Light (BoL).

When told by a healing lead where to put my BoL, I’ve always retorted with where that healing lead can put my BoL, with proper anatomical references and the issue would be closed for the reminder of my time with that healing lead. (I’m joking of course- the more effective the communication among members of a healing team, the better the team performs. If you have a game plan for your BoL that conflicts with your leads’, just say so.)

Fact is, optimal placement of BoL is strategic. It always has been to an extend, but until recently, you could get away with “beacon the tank and spam heals around“. Most of the time at least. Now that Beacon only transfers half of a heal, getting the most out of its use isn’t as straightforward.

These days, you’ll want to know a few things before deciding where to put your Beacon (or, if you’re a healing lead, before risking being told where to put your Beacon assignments):
– Damage patterns
– Number of holy paladins in the raid
– Everyone else s healing assignments.

If you’re healing with other paladins, you’ll want to make sure you track all the Beacons in the raid. If a teammate isn’t cooperating with the current BoL strategy in place, you need to know so you can adjust according.

A Little Background on Beacon

Beacon of Light is a buff you can put on yourself or on another party or raid member. It transfers half (50%) the value of each of your heals onto the player with the BoL buff. So, if you have Beacon on Mary and cast a 3000 heal on Jack, Mary receives a 1500 heal through Beacon. Beacon doesn’t care about effective and overheal, 50% of the total heal with transfer.

One paladin can only have one Beacon active at a time, but one player can be buffed with several Beacons from several paladins at a time (in other words, Beacons stack).

Most paladin heals (direct heals, Light of Dawn, Protector of the Innocent, Enlightened Judgments and, if you’re reading this before 4.0.6, Lay on Hands) transfer through Beacon. However, heals received by the person with the Beacon don’t transfer. If you cast your 3000 heal on Mary, she’ll only receive the 3000 health from that heal. (I think they did transfer at some point, but we’ve since been hotfixed).

An added feature to BoL is via the Tower of Radiance talent: directly casting Divine Light and Flash of Light on your Beacon target will give you one (1) charge of Holy Power. (The tooltip still mentions Holy Light, but the tooltip is a LIAR.)

Strategy 1: Beacon the tank (or your single target assignment) and heal around

This was the strategy of choice during Wrath, but thankfully we can be a bit more creative now, at least in raids. 5 mans generally don’t give us a lot of options: you’ll almost always want your tank Beaconed so you can stray and heal the dps (or yourself!) as needed and not worry about the tank turning into a smoothie.

In any setting, the biggest advantage of this trick is building up Holy Power faster with the Tower of Radiance talent, given you cast Divine Light or Flash of Light on your Beacon target/tank/singe target assignment. It can also come in handy on fights where you might temporarily be out of direct healing range of your target. The range on Beacon transfers is 60 yards from the target of your heal, while direct heals only reach 40 yards. So if your assignment pops out of range, dumping a Divine Light on someone standing between you and your assignment, can make the difference between a kill and a wipe.

There are two main disadvantages to this strategy. The first is that Beacon of Light only transfers 50% of a heal. Damage in Cataclysm, especially in raids, is intense, so straying from your assigned target is risky. The second is that heals on your Beacon target don’t double up. So by direct healing your Beacon target, you’re wasting a lot of potential healing.

Situations where I like to use this strategy:
– 5 mans.
– When raiding with an uncooperative or communicationally challenged paladins.
– When being out of range of my assignment is very likely (have yet to encounter a fight where this situation applies… maybe Ascendent Council, but I still prefer cross-beaconing for that fight)
– When assigned to raid/melee healing on fights with high tank damage (Magmaw, Valiona)

Strategy 2: Cross-Beaconing

Cross-Beaconing is when you have two paladins, each assigned a separate target. The paladins each direct heal their own target and Beacon their teammate’s target. Alternatively, a solo paladin variant is to direct heal your target and have another tank (or target taking a lot of damage) Beaconed.

While you’ll be getting a lot less Holy Power from Tower of Radiance using this strategy, you’ll get extra healing output. Having some cushion heals on your target from your teammate is also helpful in case you have to move/get out of range/scratch your leg.

Even when I’m the solo paladin (ok, that has yet to happen in Cata, but lets pretend it has), I like having my Beacon on a tank I’m not currently assigned to. Healing my beacon target for reasons other than charging up Holy Power just feels like a waste.

Situations where I like to cross-beacon:
– 2 tank fights, when I’m tank healing
– Raid trash
– Fights with a lot of movement and two paladins.

Strategy 3: Beacon Stacking

You’ll need at least one other holy paladin for this one. Beacon stacking is when two or more holy pallies Beacon the same target and heal a different target. This strategy works by constantly bombarding the target of multiple beacons with small, but very frequent, heals. As you may imagine, this trick is best used on targets taking damage too frequently to be healed at a conventional pace.

Fights where I like to Beacon Stack:
– Halfus (Beacon stack on the drake tank)
– Chimearon, when tank healing (Beacon stack on the main tank)

Strategy 4: DPS Beacon

I rarely use this one, but it has its moments. Instead of putting your Beacon on a tank, you put it on a dps, preferably one who has trouble healing itself.

Sitautions where I’d pick a DPS Beacon target
– When damage isn’t really aggro based (Cookie in Deadmines, those exploding wisps in Vortex Pinnacle before finding high stam Cataclysm gear)
– When perfectly-timed raid healing is crucial (when healing a party on Chimareon)

A Note about Beaconning Yourself

During Wrath, there were a few times when Beaconing yourself was an awesome trick. Last phase of Sindragosa normal mode or Putricide any mode, for example. This doesn’t translate to Cataclysm: unless you’re spamming Divine Lights and pumping out Light of Dawns, Protector of the Innocent offers as much or more self-healing than a Beacon would. Beaconing yourself, therefore, is a huge waste of healing.

Conclusion

The first time we faced Halfus sporting our blues and greens that probably wouldn’t have even gotten us through heroics, we had our arses handed to us. With both hands. Especially our drake tank. When I looked at parses from guilds who had killed Halfus, I discover they were doing something we weren’t, and it wasn’t wearing content-appropriate gear. It was Beacon stacking. The light shone, the little naked angels sung. We Beacon stacked on our drake tank, and Halfus toppled over dead.

The moral of this story is that Beacon strategies can make or break a progression fight. Too often, Beacon positionning is left out of healing discussions, or worse, assigned inappropriately. So be vocal about your Beacon use. Be vocal with your healing lead, with your fellow pallies, with your fellow healers and even with your entire raid team.

It’s like they say, “the better the Beacon brainstorming, the smoother the raid“.

Holy Paladin Reforging

December 22, 2010

Don’t we all love questions with no clear answers?

I’ve had a few people ask about reforging. Each time, I make my way to Elitist Jerks.

At first, the answer I got from there was “Definitely Haste. All Haste all the time OMG yes.

Then I went back and got the answer “Haste is nice, but Crit packs a better punch.

When I looked closely, I also saw “How about Mastery? Can we give Mastery a try?

Then I spoke with paladins who don’t frequent the various resources and received an overwhelming: “Moar Spirit plz!


For the time being, reforging isn’t a black and white issue. And I hope it stays that way- I love paladin healing right now: it feels as if each successful paladin has their own style and adapts in their own way to different content. Which is how healing should be. I don’t know about the rest of you, but the constant adjustments to fit each unique situation is the whole reason I fell in love with healing in the first place.

Love story aside, I’m going to take a look at the different reforging options. If you want a “do this” answer, scroll down a bit and you’ll find some reforging suggestions to fit your paladining lifestyle. And if you read all the way to the end, I’ll let you in on my personal strategy.

I’m going to inspire myself from the debate in the Holy Paladin thread on Elitist Jerks as well as use my own experiences to weigh the pros and cons. Two Three weeks into the expansion, I’ve done countless heroics, with pugs of all skill (and common sense) levels as well as guild groups, I’ve killed Conclave of Wind on 10 man, 25 man kills are Halfus (X2) and Argaloth (I’ve done quite a bit of log parsing from other guilds for Halfus too, to see how other healing teams are handling the fight), with a some wiping experience on a few other 25 man bosses. The only area I haven’t investigated much is the world of PvP, so you die hard PvPers are unfortunately on your own for this.
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An “In-Practice” Take at the Holy Paladin Nerfs

December 15, 2010

By now, pretty much every holy paladin blogger has posted their thoughts, comments, disdain and disgust about Tuesday’s holy paladin changes. In case you’ve been missing out, here’s what happened:

- Holy Light doesn’t pump up your holy power bar anymore when you cast it on your beaconned target.
Light of Dawn, an already weak spell with the exception of how it transferred nicely through beacon, had it’s healing reduced by 40% so the beacon transfers don’t give healing envy to Word of Glory.

The rationale is that paladins have too much mana and are relying too much on the “pump up Holy Power via Holy Light and use Light of Dawn transfers to bomb the tank” strategy.

On the mana part, if you’re rubbing your eyes, I don’t blame you. When I started running heroics a few days ago, the idea of “too much mana” would be have had me laughing until my sides hurt. But, now that I’m decked in heroics gear and running with other heroically geared players, I kind of have to agree. Holy Light, with it’s low mana cost and long cast, becomes basically free with enough passive mana regen.

As for the “Light of Dawn abuse“, well, it was nice while it lasted. According to Tuesday’s raid logs, with a mix of 333-349 ilvl gear and 25 man raid buffs, my Light of Dawn was hitting individual targets for ~ 8k, occasionally critting for ~ 15k. Which looks great, but considering that everyone had over 100k hp and were taking insane damage left and right, LoD was actually crap for raid healing. Where it shone was through beacon. Say my LoD hit 5 targets for 8k for a total of 40k. Half of that (so 20k) was transferred to the tank, which is more than my ~15k World of Glory could heal them for.

How the changes affected my heroics healing

In all honesty, they didn’t. I kept the same “Holy Shock on cooldown, then Holy Light unless massive damage” strategy I used before. I couldn’t use Word of Glory as often, but, meh, other than making me crave haste (the instant cast component of WoG is nice), it didn’t matter. With heroics gear, Holy Light is basically free and Word of Glory is a weak spell. When my group didn’t screw up, I still ended fights at nearly full mana. I even started using Holy Radiance on cooldown.

How the changes might affect 25 man raiding

I raided Sunday and Monday, but I won’t get to test the changes until Thursday night. It’s difficult for me to predict how it’ll affect raiding. At our last attempts, our offtanks were too undergeared and our raid team too undisciplined (we have a lot of new guildies who are on their first raids with us and aren’t used to our ways) for me to get a clear idea of Cataclysm 25 man raid healing. Our attempts on Halfus Wyrmbreaker were under 2 minutes long and my tank was getting smacked with 40k-60k hits every 2 seconds.

To (attempt to) keep up with that kind of damage, I was using Holy Shock on cooldown and otherwise spamming Divine Light. Light of Dawn was a good option when I had at least 4 people in front of me (which didn’t happen often) so I might notice a loss there. Holy Light wasn’t in the equation at all when it came to healing in raids.

A Return to Wrath Healing?

We have too much mana… To which Blizzard responded by attacking the very mechanics they wanted our class to use. With our glorious passive mana regen untouched and with Word of Glory and Light of Dawn being so weak, I can see us going back to single or double spell spamming pretty quickly.

Aunna at Bandage Spec made some excellent suggestions that could solve our problem of being overpowered without ruining our new and improved playstyle. I have some suggestions of my own:

1- Nerf our specialization – 50% of mana regen from spirit is too much? Bring it down to 40%, or 35%.
2- Raise the mana cost and effectiveness of Holy Shock – Right now Holy Shock doesn’t do much beside give us holy power. It helps a little bit with raid healing, but that’s about it. Make it more expensive and more useful and it’ll put a dent in our mana bar.
3- Reduce the mana back from judging Seal of Insight or increase the cooldown on Judgement – Seriously, 3500 mana every time I use an 8 second cooldown spell? For real? No wonder my mana bar is full!
4- Increase the mana cost of Holy Light – It’s too cheap? Make it less cheap.
5- Buff Light of Dawn, but don’t let it transfer through beacon - Light of Dawn is a really week spell without the beacon component. With the amount of health people have, you couldn’t even notice the 8k heal. (Fannon as well as a few others have mentioned this too)
6- Make it harder to stack holy power, but buff Word of Glory – I don’t care how free and instant Word of Glory is, it’s not powerful enough to be worth working for. If it healed, for like, say 30k, I might be tempted to put some effort into getting 3 stacks of holy power.

So final words, if you’ve been worrying about the nerfs, you can relax. They haven’t affected us a whole lot. But! I can see the nerf bat heading our way again shortly, so gear up and farm heroics while we still have it sort of easy.


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