Posted tagged ‘Paladin’

Thok Follow Up

January 5, 2014

Ok so, about a month ago (shit, when did time speed up so much?), I made a post about Thok in hopes to improve my healing numbers.

The question: Did it work?

The answer: Not really.

Yes, we got the kill (would have been a one shot if I hadn’t screwed up my fixate AND unknowingly stolen a jailer key). Yes, my Devo Aura and my Hand of Protection and my Bubble helped out (Bubble really shone in the last few seconds after we ran out of CDs and people were dying without any healers being able to cast). But my numbers refused to leave their abyss.

healingnumbers

I showed a pally tank for comparative purposes. (HEY AT LEAST I OUTHEALED THE TANK!)

I didn’t do significantly more healing than my copally who (because informed consent isn’t something I’m strong at) was unaware of the experiment and who wasn’t even using the Cleave trinket. (Granted, I don’t think the Cleave trinket is as powerful for us as for our Holy Priest who gleefully reads out his Cleave heals every attempt: “8%, 10%….12%!!!” Me: “3%” – I may, however, just need to remember that I have it in my bags whenever I visit the item upgrader.) I didn’t pre-pot (that explains it all, yes!?!), but I doubt having an int buff up for the portion of the fight with the least damage going around will have the strongest effect on healing numbers.

Here’s an instant-by-instant reply of my healing compared to everyone elses.

healingflow

We got another kill last night, but I was dead for all of the third Screech phase (the stupid dinosaur didn’t have the decency to properly chase his last fixate target before turning to me, which had him standing in the middle of the room when he fixated me, cornering me and forcing me to sacrifice myself).

Not much I could do while dead.

Not much I could do while dead.

Here’s the healing graph with my pretty pink flat line:

healingflowdead

We’ve been working on Siegecrafter for the last few weeks. Not a whole lot of progress being made, we still rarely reach the first Magnetic phase with more than half the raid alive, but since us pallies are on bench duty a lot (my copally and I take turn – there is always one of us on the bench), the wipes aren’t too painful for me. I’d say it’s one of the only fights where I’m happy to only be there for half of the attempts.

And with that, I wish you all a happy New Year. May 2014 bring you many kills, much glory and bountiful shiny lootses.

The Suffering Inflicted on Holy Paladins by Heroic Thok 25

December 13, 2013

Raid: Your numbers suck on Thok. Make them not suck.
Me: /cry

We’ve been working on Heroic Thok for a few weeks now. The strategy has been worked and reworked, we’ve gotten into the flow of the fight and we’ll probably kill that big hungry (thirsty?) dinosaur on Saturday.

It was brought to my attention, frustratingly, that my healing numbers on that fight were, well, abysmal. I haven’t been looking at numbers lately – now that most of my cohealers consist of three disc priests and a shaman, looking at numbers is just asking for misery. (When all the disc priests are away or healing as holy, I can often squeeze into second place behind our shaman on the meters, but there’s no way I can get any impressive healing in with 3 disc priests in the raid. One cannot heal nonexistent damage and Illuminated Healing just doesn’t do the job.) But I’ll take their word for it. I’m silenced more often than not on that fight. I’ll believe any accusation of fail healing.

So. Paladin problem or player problem? And can I fix it?

Paladins and 25 Heroic Thock

The first thing I did was head over to World of Logs to see how the fight is going for everyone else. (See this post if you’re curious about my World of Logs searching procedure.)

I got rid of the Asian servers, because, well, their playing conditions are too different from ours and their logs are written funny. Then I had a look at how Holy Paladins measure up there in the US and EU.

As of today, Dec 13, 2013, in the top 800 parses, 22 were paladins (2.75%…If all healing specs were made equal, one would expect around 17% – 1 in 6 – representation). And here’s how the top 5 pallies did:

#363 with 326k hps, Dec 4.
#380 with 324k hps, Nov 27.
#561 with 299k hps, Dec 12.
#634 with 289k hps, Dec 3.
#645 with 288k hps, Dec 3.
.

If you look at the top 150 all pally ranks, HPS varies from 326k to 233k. Let’s have a look at other classes:

Disc Priests: 515k to 356k
Shaman: 458k to 314k
Druids: 380k to 278k
Holy Priests: 432k to 276k
Monks: 354k to 264k

It seems pretty clear to me that we are lagging behind, significantly when compared to Disc Priests and Shaman, and moderately when compared to the other specs. Which leads to the next question, what are the most performing Holy Paladins doing to avoid the bench?

Selfless Healer vs Eternal Flame

Out of those 22 paladins who made it to the top 800, 18 of those used the Selfless Healer style.

Honestly, having tried to heal the fight with Eternal Flame for a few weeks, I’m surprised any Eternal Flame users made it into the top. Silence much, anybody?

Quickly, I switched my talents. Then I was faced with another question. How, in the name of the light, do I heal like this?

I took the top 5 paladins (forever more known as “The Top 5”) and checked out their cast log. Thankfully, it was pretty unanimous and consistent throughout the fight:

[20:59:19.598] Light of Dawn (HoPo = 0)
[20:59:20.647] Judgment on Thok the Bloodthirsty (HoPo = 1, SH = 1)
[20:59:21.621] Holy Shock (HoPo = 2, SH = 1)
[20:59:22.644] Holy Radiance (HoPo = 3. SH = 0)
[20:59:23.506] Light of Dawn (HoPo = 0)
[20:59:24.444] Judgment on Thok the Bloodthirsty (HoPo = 1, SH = 1)
[20:59:25.454] Holy Shock (HoPo = 2, SH = 1)
[20:59:26.458] Holy Radiance (HoPo = 3. SH = 0)
[20:59:27.503] Holy Radiance (HoPo = 4. SH = 0)
[20:59:29.149] Light of Dawn (HoPo = 1)
[20:59:30.148] Judgment on Thok the Bloodthirsty (HoPo = 2, SH = 1)
[20:59:31.146] Holy Shock (HoPo = 3, SH = 1)
[20:59:32.289] Holy Radiance (HoPo = 4. SH = 0)
[20:59:33.269] Light of Dawn (HoPo = 1)

Regardless of whether the Jailer was up, or how far along they were in Thok’s screeching phase, each Light of Dawn was cast with 3 charges of Holy Power. The Judgement-Holy Shock-Holy Radiance rotation was flexible based on what was off CD (and possibly the needs of the raid). I noticed, as well, that Holy Radiance was usually cast with only one stack of Selfless Healer. (Two paladins, #2 and #3, I believe, were using two stacks of Selfless Healer during Holy Avenger. As far as I could tell, nobody else was doing that. #5 didn’t even use Judgement during his first Holy Avenger).

The Cooldown Usage

thokcds

I picked this particular screenshot because it illustrates pretty much every cooldown strategy I noticed among The Top 5.

1- Beacon of Light Swapping: 3 out of 5 moved their Beacon from tank to tank, although at different paces. Note, however, that all 5 were the only paladin healers in their raid.

2- Pre-potting: Two of them (and maybe others, WoL doesn’t always catch buffs that are cast before the fight starts) pre-potted with Int potions. 3 of them used Int potions later on, during the second or third Screech phase.

3- All the Throughput CDs, ALL OF THEM. After Heroism/Bloodlust/Timewarp (BHT): Everyone waited for HBT to wear off, then blew their Holy Avenger-Divine Favor-Guardian-Avenging Wrath combo. Based on how long their kite phase was, some (such as the paladin above) used all 4 again on the second Screech phase. Those who had shorter kite phases used only Holy Avenger and Divine Favor during the second Screech, and everyone used everything again for the third Screech. Note that all the top pallies killed Thok during or right after the third Screech phase.

Another note on the throughput CDs – my copally and I experimented with CD timing last week and it is essential to wait for BHT to wear off before popping everything. You won’t heal worth shit of you pop anything during BHT.

4- Selfless Healer Stacks: The paladin on the screenshot hit 3 stacks of Selfless Healer twice. Which, as I mentioned in the last section, seems typical among the top 5. No one seemed to really worry about SH stacks.

5- Devo Aura: I suck and forgot to show Devo Aura on the screenshot. If you wondering, this paladin used it for each Screech phase. As for everyone else, it seemed to depend how fast they moved through the fight. Those who phase changed too quickly used their Devo during First and Third, or during Second. This is something to be agreed upon among all the paladins in the raid since Devo Aura really makes or breaks this fight.

The Plan!

On the condition that I am not benched this week in favor of one shaman and six disc priests, here’s the improvement plan:

1- Selfless Healer with Light of Dawn cast at 3 charges of Holy Power. Judgement-Holy Shock-Holy Radiance-type rotation.
2- Pre-pot FTW!
3- Wait until AFTER HBT to cast ALL THE CDs.

Wish me luck!

How To Use World of Logs to Spy on Pros (Also Heroic Megaera Holy Pally CD Usage Discussion)

June 16, 2013

EDIT: Want to learn even more about World of Logs and Holy Paladins? Lucy over at Intellect Plate has a comprehensive and excellently written guide which touches on this topic and so much more, I highly suggest you check it out! (I wrote this post merely days after her guide was published, not realizing that she had already covered pretty much everything I bring up. I swear this was an unfortunate coincidence and I offer her my apologies.)

I’m always getting told that my World of Logs posts are long and boring, and the only people who would make sense of them are people who don’t need to be reading World of Logs tutorials anyway.

Yes, yes, no one ever words it quite like that. THATS STILL WHAT IT MEANS.

So I am going to try again.

In my last couple of posts, I mentioned creepy stalking looking up the pros and admiring their use of cooldowns. I didn’t go into details on my procedure and perhaps there are people out there at this very second thinking to themselves, “I wish I could look at Pro logs but every time I open World of Logs I get dizzy and sleepy.

To those people, I present: How to Use World of Logs to Spy on Pros

And for intermediate WoL users, those of you who pull up CD graphs but aren’t too sure what you’re looking at, you guys can scroll down to the last section. There we are sipping tea and calmly discussing Megaera rampage CD usage.

Finding An Interesting Log

1) Go to http://www.worldoflogs.com

Simple enough?

2) Select HPS

hps

3) Select your region (US&EU for me) and desired Mode (25 Heroic for me), in that order

findingpros

4) Choose your boss fight and hit “Rankings” (for this post, it will be Megaera)

findingmegs

5) Select the little Holy icon under “Paladin” and choose a recent log from a paladin on server where you understand the language.

selectingapro

I’m sure Афиа is amazing, but deciphering his or her spell names just won’t be worth the trouble. You want to go with a recent log too, as fight mechanics and class intricacies change over time. The more recent the log, the more likely it’ll give you an accurate representation of that fight for your class.

6) Click on a Paladin’s name, and check out their spell breakdown tab before hitting the “Buffs Cast” tab.

spellbreakdown

I’m not sure what general etiquette is for using screenshot’s of a stranger’s logs. To give credit where credit is due, these are Aladya’s (from Method) logs from June 5. I picked these particular ones because the CD timing on them is perfect for teaching. If it’s inappropriate for me to use them, I will take them down and apologize profusely.

7) To view CD usage click on the “#” next to the cooldown(s) you’re interested in

choosingCDs

Note that you can also select debuffs, and under the “Buffs gained” tabs, you can view uptime of buffs or debuffs that are cast on a player by someone or something else. For the sake of this discussion, though, we only care about Holy Pally CD casts.

8) Admire the graph you’ve created

CDgraph

Discussion

First, there’s a graph with pretty squiggly lines. The light yellow one shows damage the raid is doing (we don’t care about that at this time) and the orangish line shows damage taken by raid. If you’re colourblind, you can distinguish them (at least on this fight – and that’s why I picked this fight) because damage taken spikes at 6 specific spots.

Those 6 specific spikes are Rampages.

Under the pretty squiggly graph, there are green bars. Each green bar shows you when a buff was active. If you mouse over a green bar on World of Logs (note, this won’t work on my screenshots!), a tooltip will pop up showing who had that buff on them. Especially useful for assessing Eternal Flame usage, but also helpful if you happen to be interested in Beacon, Hand of Purity or Hand of Sacrifice targets.

From this graph, we can see that our pro paladin has Eternal Flames running throughout the fight on a number of people (the brighter a green bar, the more people that buff is on).

We can also breakdown his CD usage per rampage:

Rampage #1: Holy Avenger, Divine Favor and Avenging Wrath. (Guardian of the Ancient Kings was used as well – I forgot to add it when doing the screenshot.)
Rampage #2: None
Rampage #3: Holy Avenger and Devo Aura.
Rampage #4: Avenging Wrath and Divine Favor
Rampage #5: Holy Avenger
Rampage #6: Devo Aura, Intellect Potion (also Guardian of the Ancient Kings, missing from screenshot)

Avenging Wrath and Divine Favor were used again at the very end of the fight. (Had it taken longer for the last head to die, they could have been used on the last Rampage, but DPS was too high and they weren’t off CD yet.)

I added Divine Plea to the screenshot as well, you can see how it was used shortly before the third and fifth rampage.

Now, when I’m writing Holy Pally beginner CD guides, I always say “Don’t use Divine Favor and Avenging Wrath at the same time, you just get more overheal and less time with an active throughput CD“. I stand by that. For 5s, most normal fights and periods of lowish damage, at least. When damage is periodically intense (such as this fight) and every ounce of healing will be useful, you might as well hit with everything you have. Plus, the earlier you use your CDs, the more likely they’ll be up at the end.

For progression fights – whether you’re doing crazy heroic modes or you’re working on normal Horridon, you can plan your CD usage based on fight length and the time it takes for CD to come up. And then your “Buff Cast” graph can look like this one.

Ending Words

I was going to end this post by adding a few more CD graphs of top Holy Paladins. Then I realized that I’d be wasting a precious exercise opportunity. So go, use the instructions here to find other examples of Holy Paladin CD planning!

Hours and hours of fun, I assure you!

Holy Paladin Notes for Throne of Thunder: Tortos

April 10, 2013

So. I’ve had the chance to see Throne of the Thunder a few more times since part 1. I started writing part 2, but got as far as Tortos before my blogging juice ran out. After sitting for 3 days on a Tortos write up, I figured I might as well post it. I can do the next fights, well, if I ever get a day off work or something.

(Also realized that April 7 was my fourth bloggiversary! 4 years since I wrote my first post here. It feels just like yesterday, yet like an eternity at the same time. So much has happened since then, so much, so fast! A huge heartfelt thank you to everyone who’s ever read this little corner of the internet, linked to my posts, commented, offered me advice, RTed me on Twitter, hung out with me, invited me to their blog or podscast, got drunk with me or put up with me in any way. And a special cheers to all the guildies and friends over the years who’ve been such good sports about being featured as characters on this blog. You guys are the best – whether it was by or against your will. Here’s to 4 more years of being big grown up kids.)

Tortos

Icy Veins overall strat: http://www.icy-veins.com/tortos-detailed-strategy-wow

Predominate damage type: Physical (Though the raid will smacked by Nature damage from Rockfall)

Suggested Spec and Glyphs: http://www.wowhead.com/talent#l!^N|cnr

Track on your frames: None!

CD timings:
Devotion Aura – If you use it right after the first Quake Stomp, you can probably fit it in again near the end.
Guardian of Ancient Kings – Might be able to fit in twice if you use it right away. You’ll definitely want it off CD for the end.
Divine Favor/Avenging Wrath – You can use them on CD, or right before (or after) a Quake Stomp.
Divine Shield/Hand of Protection – Can be used to evade the stun from Quake Stomp. Hand of Protection can be used on a co-healer while you have Forbearance. Nice for 10s groups who 2-heal.
Divine Protection – Can be use for Quake Stomp or in combination with Hand of Sacrifice on the tanks, if Glyphed. If not Glyphed, use after Quake Stomps.

Move if: You are standing in swirly circles (Rockfall) or a spinning turtle is heading toward you.

Positioning: Kinda spread out. You’ll be moving and dodging most of the fight.

Discussion:

Quake Stomp (physical damage) happens about every 50 seconds. Before Quake Stomp, Rockfall will hit about once every 10 seconds, after Quake Stomp, it’ll be twice per second for 8 seconds, hence all the post-Quake Stomp cooldown suggestions. Toward the very end of the fight, Tortos kind of goes nuts with his little turtles so you’ll like to have some CDs available for that.

For glyphs, I opted for Glyph of Divine Protection to use during Quake Stomp and to help with Hand of Sacrifice. If you’d prefer to use Divine Protection to ease Rockfall’s Nature damage, you can pick another favorite Glyph.

Talentwise, Pursuit of Justice seems the most logical speed increase since you’re constantly running short distances. I haven’t actually tried Burden of Guilt, but I’m told that it can help slow the spinning turtles. I prefer Eternal Flame for level 45, but if you always use Light of Dawn on this fight, you could consider Sacred Shield. Clemency is nice for extra Hands of Protection, though Unbreakable Spirit works well too for more selfish healers (like me). Since there is constant damage throughout the fight, I’d go with Divine Purpose. And, Holy Prism is helpful since most of the raid will be spread out (though on 25 Light’s Hammer still does pretty good healing when used on the melee).

Happy turtle hunting!

How I’m healing in MoP – Holy Pally 4eva: Your Cooldowns. Use Them.

January 16, 2013

Second last post of the guide! (Not counting update notifications – of which should start, like, the day after I finish.)

You remember the three component of paladin healing?

1- Beacon Usage
2- Holy Power building and sinking
3- Cooldown management.

Even back when Holy Paladins were (wrongfully) accused of “one button healing”, proper use of cooldowns distinguished the decent Paladin healer from the good Paladin healer. Between mana buttons, output enhancing buttons and fight manipulation buttons, we had a lot of control over what happened during a fight.

Now that we have more healing buttons, we also have more cooldown buttons (including talents and excluding potions, I counted 17) and, more than ever, using cooldowns properly will take your playstyle to the next level.

What is a Cooldown?

Basics first!

A cooldown (or CD) is a spell or ability of considerable power which, when used, has a timer before it can be used again.

For the purpose of this post, the time between uses has to be at least 20 seconds (so Holy Prism can qualify). While Holy Shock does have a cooldown, I don’t think of it as a Cooldown Spell.

So how do I know to use a Cooldown?

First, make sure your UI clearly shows which cooldowns are ready to be used and how much time is left on those that are not.

Then, you’ve got two choice:

DPS Style: Use your CDs the second they’re ready, goals being to squeeze in as much healing as you can and to lower mana requirements for the fight.

Saviour Style: Save your CDs for specific moments, either to react to a predictable burst of damage, or to prevent a wipe in case of an emergency.

Both styles have their place and the wise Holy Paladin knows when to use each approach based on three elements:

1- The Nature of the Cooldown: There’s no point in using a specific damage reduction cooldown if that type of damage isn’t present, just like it’s silly to use a threat manipulation cooldown if threat isn’t a concern.

2- The Cooldown Timer: When a timer only allows one use per fight, the cooldown is best saved for an emergency or for the last minute of the fight. Abilities with very short cooldowns can be used more freely since they’re likely to be ready again by the time they’re really needed.

3- Knowledge of a Fight: If you know the types (magic vs physical) and patterns (burst vs periodic, single target vs raid-wide) of damage in a fight, you can plan your cooldown usage to get the most out of all your spells.

Cooldown use is also influenced by the strategy your raid or healing lead has in mind. It’s always a good idea to use your guild’s strategy threads to make sure you’re on the same page as your leaders when it comes to cooldown usage on specific fights. Prevents screaming matches.

I’ll also point out that on new progression fights, aka, fights where your team is just starting to learn the mechanics, aka, where you expect to wipe within the first 3-4 minutes, it makes sense to blow all your extra healing CDs early. They’ll help keep the team alive longer during the mechanics-learning process and they should be ready for use again by the time you recover from the wipe.

Output Enhancing Cooldowns

Divine Favor: (3 minutes) Increases haste and crit for 20 seconds.
Avenging Wrath: (3 minutes) Increases healing output. Can by modified with Sanctified Wrath (talent) and Glyphs of Avenging Wrath and the Falling Avenger.
Trinket with on-use Intellect: Empty Fruit Barrel was the only one I could find with an on-use Intellect boost.
Holy Avenger: (Talent only – 2 minutes) Increases healing output of certain spells and builds Holy Power.
Potion of the Jade Serpent: (Potion – Once per fight, may also use an extra one right before pull) Increases intellect for 25 seconds, which in turn increases healing output.

All of these cooldowns increase your throughput somehow.

I included a potion for completeness’ sake. You can only use one potion, total, per fight so only use a Potion of the Jade Serpent if you’re positive you won’t be needing a potion for mana later on. If a fight has a lot of damage right at the start, you can do like a dps player and pre-pot (drink a potion right before the pull to avoid triggering the once-per-fight restriction), however most fights in Tier 14 start off slowly damage wise, making pre-potting a waste. (However, as Talarian suggests in the comments, if a fight doesn’t start off with steep healing, you’re tight on the enrage timer and you don’t think mana will be an issue, you can pre-pot and use your damage spells for some smooth healer dps.)

All the other buttons (and the trinket), however, have a 2-3 minute cooldown, meaning you should use them at least twice on any fight longer than 6 minutes. On most fights they can be used DPS Style (as soon as they come up), but if a fight has conveniently spaced bursts of damage (think Empress in Heart of Fear), you can time your cooldowns to help you mop up after the bursts.

These throughput cooldowns also have a fantastic side effect: since they make your spells harder and/or faster, you can use lighter spells, saving mana. (Thank you Sol for the comment!)

Unless you need a biiiiig burst of healing, avoid having more than one cooldown active at a time. Hitting Divine Favor and Avenging Wrath together will, more often than not, result in 20 seconds of overheal. It’s much less of a waste to use one, wait for it to finish, then use another.

Extra Heals Cooldowns

Lay on Hands: (5-12 minutes) Heals the target for the amount of your maximum health. This is the tank saver. Can be modified with Glyph of Divinity for a bonus mana-return and with the Unbreakable Spirit talent for a cooldown reduction.
Guardian of Ancient Kings: (5 minutes) Adds to 5 of your single target heals and splashes healing onto nearby players.
Execution Sentence: (Talent only – 1 minute) Single target heal over time.
Holy Prism: (Talent only – 20 seconds) Can be used a cheap single target heal or as a small area of effect heal.
Light’s Hammer: (Talent only – 1 minute) Puts an area of healing on the ground for 17.5 seconds.

Lay on Hands and Guardian of Ancient Kings have fairly long CDs. On long, long, long fights they can be used twice (maybe three times if a fight goes over 15 minutes) but on most fights they can only be used once.

Lay on Hands is such a powerful tank savor that I like to save it for emergencies, regardless of fight length, unless I’m positive that our tanks won’t need it. As for Guardian of Ancient Kings, it’s nice to use twice on long fights, once early on and once at the end, unless you feel you might need to prevent a wipe halfway through. Never finish a fight with Guardian off CD. It’s such a great healing bonus that if the fight is almost over and you haven’t needed it yet, just use it. USE IT.

The other three are the level 90 talents. You pick one. They’re on short timers, so use them whenever they’re available, unless you have a perfect opportunity coming up within the next few seconds.

Raid-wide Cooldown

Devotion Aura:
(3 minutes) Reduces magic damage (AND ONLY MAGIC DAMAGE) for 6 seconds. Also prevents Silences and Interrupts for those 6 seconds, which is more useful in PvP than in Tier 14 raiding.

This time around, Devotion Aura (or, affectionately, Devo Aura) is our cooldown that affects the entire raid. It (only) lasts 6 seconds and is useless against physical damage.

There are still a lot of fights where Devotion Aura is lovely, though, so check the types of damage caused by different boss abilities. If there’s magic damage that affects more than 2-3 people at once, you’ve got a Devo Aura opportunity.

You can usually fit it in twice a fight, but check with your raid or healing lead – most teams like to coordinate raid-wide CDs for maximal benefit.

Fight Manipulation Cooldowns

Hand of Sacrifice: (2 minutes) Transfers some damage from the target over to you.
Hand of Purity: (talent only – 30 seconds) Reduces damage from (most) periodic effects on the target. Check out Gina’s list of HofPurity opportunities.
Hand of Protection: (5 minutes) Prevents all physical (AND ONLY PHYSICAL) damage on the target (also usually removes bleed effects) for 10 seconds, but prevents the target from using physical attacks (melee and hunters don’t like this). Has added affect that melee mobs will stop attacking the target and go elsewhere (squishies like this, tanks to do not).
Hand of Salvation: (2 minutes) Removes the targets threat. Hunters appreciate the thought. Tanks, not so much.
Hand of Freedom: (25 seconds) Removes/prevents movement impairing effects. Useful on the trash to Elegon.

Hand CDs are called Hands for a reason: they give you some control over fights.

Hand of Sacrifice can be used DPS-Style, however some teams like to coordinate usage for certain fights. Check with your leaders before keeping Hand of Sacrifice on CD. Same goes for Hand of Purity, on fights where HofPurity is helpful.

Note that while Hand of Sacrifice on its own should not be able to kill you, if you have Hand of Sacrifice active while intense raid damage is going out, your face might meet the floor. I speak from experience. Be wise when you use it, and if you think you might die, get a damage reduction CD on yourself (scroll down this post to read about Divine Protection and Divine Shield). Also note that damage transferred through HofSac keeps its type. So physical damage to your target means physical damage to you.

Hand of Protection is really handy (oh the bad pun!) during trash, or for fights with lots of adds, if your team is a little clumsy. I’ve also used it to clear nasty Wind Steps on Heroic Blade Lord. The CD timer is long, though, so you’ll rarely get to use it more than once a fight. Choose your opportunity wisely.

I’ve yet to use Hand of Salvation, but if your team is a little clumsy, some of your trigger-happy dps might appreciate a good Salv. As for Freedom, in PvE, it is very situation specific, but does have occasional uses. Both have a fairly short timer and can be used rather freely.

If you really like your Hands, look into the Clemency talent, which lets you use all Hands (except Purity) twice before triggering the CD.

Mana Cooldowns

Divine Plea: (2 minutes) Returns mana for 9 seconds but lowers healing output during that time. Can be modified via Glyph of Divine Plea to negate the healing penalty in exchange for a 5 second cast time.
Trinket with on-use Spirit or Mana: Scroll of Revered Ancestors, Jade Courtesan Figurine, Vial of Ichorous Blood, Price of Progress all have on-use Spirit or Mana return.
Master Mana Potion/Potion of Focus: (Potion – Once per fight) Potions that restores mana.

Unless you’re drowning in a pool of your own mana, Divine Plea can (and usually should) be used DPS-Style starting when you reach about 80% mana. Be smart about it though, if you’re approaching a point in the fight where the healing penalty (or cast time) might be a problem, wait a little bit. Same goes for if a point in the fight where the healing penalty or cast time doesn’t matter is coming up.

As for your on-use mana-returning trinkets, they have no penalty associated with them, so if you have a such a trinket, you’ll want to use it right after your first few casts, then whenever it makes itself available.

Again, I put some potions in for completeness. The Master Mana Potion only restores a little bit of mana, but can be used instantly. Potion of Focus, on the other hand, restores more mana but requires that you drop what you’re doing to sit and drink. You only get to use one potion per fight, so choose wisely.

Personal Damage Reduction Cooldown

Divine Protection: (30 seconds to 1 minute) In it’s original state, reduces magic (AND ONLY MAGIC!) damage for 10 seconds. You can add a physical damage reduction component via Glyph of Divine Protection, and you can reduce the CD via the Unbreakable Spirit talent.
Divine Shield: (2.5-5 minutes) Makes you invulnerable (with some exceptions) for 8 seconds and removes most debuffs. The CD can be reduced via the Unbreakable Spirit talent.

Divine Protection has such a cute little CD that it can be used DPS Style for fights with regular raid damage, unless there’s a big burst of damage coming up. Check damage types before each fight to know whether or not to add the physical damage reduction Glyph.

While Divine Shield coupled with Unbreakable Spirit can have a fairly short CD, this spell is such a powerful oopsy-fixer that you’ll want to almost exclusively use it Savior Style. If you screw up and are about to be killed (and humiliated) by avoidable damage, you want this spell to be available to save your face. I mean your life. You’ll probably only get to use it once per fight, but you’re a good pally who doesn’t make many mistakes, right?

AND THAT ENDS THE HOW-TO PORTION OF THIS GUIDE!

Oh yessssss.

Next post is the one I’ve been looking forward to since day one! I get to update my links and point all you avid pally-info readers to some awesome resources and fantastic members of the paladin community.

But for now I need to rest my sore fingers.

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

January 8, 2013

Review time!

The three components of paladin healing:

1- Beacon of Light Usage
2- Holy Power building and sinking
3- Cooldown Management

Yesterday we explored Beacon, today we’re doing Holy Power.

holypower

Holy Power: The Basics

Like a Rogue’s combo points, different spells you cast will give you points of Holy Power, which you can sink on a fun mana-free heal of your choice. You can use either Holy Power sink whether you have one, two or three points, but the more points you have, the stronger the spell.

Since Mists, the game lets us collect up to five points at a time, but a full strength sink will only use up 3 points. (The extra points are there so if you overshoot your Holy Power building, the casts aren’t wasted.)

Gaining Points Through Healing

We’ve got two healing spells that will always give us points and two spells that will give us points if we cast them on our Beacon target.

Holy Shock: Holy Shock (or, affectionately, HS) will give one point of Holy Power per cast. Since it’s very mana efficient and of decent strength, you should be using it on cooldown. I’m not kidding. The first thing I do when someone hands me their logs is whip out my calculator and check their HS per minute.

Holy Radiance:
Holy Radiance (HR) is cast on a target and AoEs to heal nearby allies. Unlike it’s previous incarnation in Cataclysm, it does not heal over time. It’s still a useful spell, but very expensive, so use it wisely.

Divine Light (DL):
This is our strongest single target heal. Slow and relatively expensive, this is a spell you’ll use on most, if not all fights, but that you have to use wisely if you don’t want to find yourself gasping for mana. You’ll gain a charge of Holy Power if, and only if, you cast Divine Light on your Beacon target.

Flash of Light: Flash of Light is our highest heal per second spell, but unfortunately, also our highest mana drain per second spell. Like DL, it grants Holy Power if you cast it on your Beacon target. As a general rule, you’ll only want to use it in emergencies or for gimmicky fights. (I’ll use it on Tsulong paired with Glyph of Flash of Light. I also used it early in the expansion as I was trying to heal through Gara’jal’s Spirit World in my quest-green gear.)

Healing Spells that Will Not Give Holy Power

Because I’m trying to squeeze a full spell guide into this post, I needed to find a way to include Holy Light.

Holy Light:
This is our small, cheap heal with the same cast time as Divine Light. It won’t generate Holy Power, but it does have the advantage of completely transferring (that’s 100%!) through Beacon. Good for when you’re waiting for Holy Shock to come off cooldown, don’t have the mana to cast Holy Radiance and aren’t close enough to the boss to cast Crusader Strike.

Non-Healing Ways to Build Holy Power

“When you cast Word of Glory using 3 Holy Power you will gain 1 Holy Power.”
– PvP 4 piece bonus

While you’ll usually build up your Holy Power by healing, there are a few other ways to squeeze in a point.

Crusader Strike:
If you’re in melee range, Crusader Strike is a fast, cheap, easy way to get some extra Holy Power during times of more relaxed healing. I do find this tier to be unfriendly to healing in melee, but if you’re able to pull it off, you’ll be rewarded in Holy Power.

PvP 4 piece:
For awhile, even the blue pvp set was considered better than raid gear because of how amazing the 4 piece bonus is (all this time, instead of doing dailies, you should have been doing BGs!). The 4 piece is still used quite frequently, especially by those who don’t run with the pve tier 4 piece.

Level 75 Talents:
Holy Avenger is a powerful cooldown that, when active, will make your Holy Power generating spells produce 3 points per cast instead of one. Sanctified Wrath will let you use Holy Shock more often when Avenging Wrath is active (and it lets Avenging Wrath be active longer) and Divine Purpose will sometimes give you a free 3 Holy Power strength spell after using a points sink. Which talent is best is debatable and more or less up to personal preference. See Talent section for more details.

Glyph of Blessed Life: I’m only adding this for the sake of completion. In PvE, you’ll never be feared, stunned or immobilized enough for a 50% single point proc to be useful.

Sinking Your Holy Power

As soon as you get 3 points of Holy Power, sink them. You’re allowed to bank two extra points if you go over, but going over should really only happen by accident. There’s no point in sitting on Holy Power.

You get two choices of where you sink your power.

Word of Glory/Eternal Flame: A strong, mana-free single target heal. The level 45 talent Eternal Flame adds a heal over time (HoT) component to it as well.

Light of Dawn (LoD): A multi target one-time heal. Can be modified with Glyph of Light of Dawn if desired. If someone chooses to heal with LoD as their primary Holy Power sink, they should consider taking Sacred Shield as their level 45 talent, as Eternal Flame is wasted if you never cast Word of Glory.

Opting for Light of Dawn as your primary Holy Power sink is often referred as “traditional” or “normal” healing: you rack up Holy Power, and at three points you hit your “Light of Dawn” button. Your Beacon target receives 15% of the healing you emit and you can use Sacred Shield as a bubble on your healing target.

Eternal Flame healing involves having as many Eternal Flame HoTs rolling on different players at a time. In addition to, well, healing them over time, the HoTs contribute to Mastery bubbles meaning those players will take less damage, AND the total healing (including overheal) transfers 50% through Beacon.

Raw healing potential wise, as far as I can tell, Eternal Flame healing beats Light of Dawn healing. Period.

In practice, though, both styles can be strong and viable. In the guild I’m raiding with now (they’re middle of road in terms of progression), I’m an Eternal Flame healer and one of my co-pallies uses Light of Dawn/Sacred Shield and we put out roughly the same numbers (however, I am just coming back from a month-long hiatus and am new to the team, which means I’m rusty, less geared and still learning the damage patterns. I’ll get back to you once I’m healing at full strength!)

Sinking at One Holy Power vs at Three Holy Power

I’ve been experimenting with this and reviewing logs from top guilds, and it does seem that sinking at 3 Holy Power beats sinking at 1, despite how much long it takes to build up that power. Though the paladins in the logs I’ve been reading likely used the PvP 4 piece. If you use the PvP 4 piece, you should definitely only be casting at 3 Holy Power – anything less would defeat the purpose.

However, as Talarian points out in the comments, the Eternal Flame HoT scales linearly (so if your 1 hp EF ticks for 200, your 2 hp EF will tick for 400 and your 3 hp EF will tick for 600), 3 people (non-tanks) with 1 Holy Power EF should come out to the same as one person with a 3 Holy Power EF. Better perhaps, because you’ve got 3 people getting little heals, rather than one person getting overhealed. Exception may be in certain 10 man fights where it is possible to have 2-3 Holy Power on the entire raid at once (this never happens on 25 man unless, by some godly intervention, you get 25 consecutive Divine Purpose procs).

And as Rades points out, the more times you cast Eternal Flame, the more chances you have of procing Divine Purpose, if you’re specced into it. Then, there’s also that emergency situations where you’re almost mana dry, need to get a heal out AT THAT VERY SECOND, Holy Shock is on cooldown and all you have is one flimsy Holy Power. That one Holy Power might be what prevents the wipe.

So one Holy Power or three? If you’re using the PvP bonus, three. On the tanks, three if possible. Other than that, use your discretion.

(Thank you to Talarian and Rades for your imput!)

And that completes another section of Holy Pally 4eva!

Tune in next time for cooldowns!

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

December 30, 2012

Better late than never, right? I’ve got my fingers crossed that I can finish this guide by the next expansion. (2 years, is it? I can do this in 2 years.)

So now that we’ve explored Stats and Talents, the next logical step is Glyphs. Glyphs, actually, are fairly similar to the new talent system, but add an extra fun dimension to building a character. We get two types of Glyphs: Major and Minor. Major Glyphs directly affect existing abilities while Minor Glyphs, for the most part, just make abilities look cooler.

I won’t go into Minor Glyphs since they have very little effect on gameplay (though Glyph of the Falling Avenger can help during Tillers Dailies). I do, however, highly recommend Glyph of the Luminous Charger because, you know, we’re shiny paladins and our mounts should reflect that.

I divided the Major Glyphs into possible uses to make the post more efficient. I left out the ones that affect retribution- or protection-only abilities but included everything else, for the sake of completion.

Healing Style

These glyphs all affect how you’ll be healing. I fit Divine Plea into this category because the nature of the Glyph has very little effect on mana regen and a lot of effect on how you’ll fit the spell into your healing.

Glyph of Light of Dawn: Light of Dawn heals for more, but hits less targets. I’ve yet to find a use for this. In 5s and 10s, I get better results by putting Eternal Flame on everyone than by casting Light of Dawn, while in 25s, if I’m using Light of Dawn then I want to hit as many people as possible. Feel free to experiment and share your discoveries, though. Rating: Your mileage may vary.

Glyph of Flash of Light: If you cast Flash of Light, your heals for the next 7 seconds will heal for more. For the most part, unless you’re a weird Flash of Lighting paladin, this Glyph is a wasted slot. I have found use for it, however, on Tsulong’s Day Phase where Flash of Light can be a smart spell choice. Rating: Situational.

Glyph of Beacon of Light:
Removes the global cooldown on Beacon of Light, making this Glyph lovely for tank or target switching fights. Feng and Garalon come to mind as fights where I like to use this Glyphs. Also, if you’re running with a less experienced team where the tanks tend to die (or fight over aggro), this Glyph can be handy. Rating: Situational.

Glyph of Divine Plea: Removes the healing penalty from Divine Plea but adds a (freaking long) cast time. If you’re new to paladin healing, are just gearing or running with a less experienced team, this Glyph sucks. The healing penalty is a little annoying, but the cast time is deadly. I’m sure it becomes less of a pain as Mastery shields and Eternal Flame ticks become powerful enough to keep targets alive during the 5 second cast and quite a few commenters stopped by to say they loved the Glyph (so do try it) but I’m hesitant to go back to it. Rating: Your mileage may vary.

Glyph of the Battle Healer: You heal the raid a little when you melee. It does very little healing, but if I can melee on a fight and I can’t find a third useful Glyph, I’ll use it. A teeny bit of healing is better than no healing. Rating: Filler glyph.

Mana

These Glyphs are all about mana. Because we like our mana.

Glyph of Illumination: Affect mana regen via manipulation of Spirit and Holy Shocks. To see if you’d benefit from this Glyph, Joe Ego (theorycrafter at Leveling Holy and Elitist Jerks) made a spread sheet. To use, make a copy of the spread sheet, plug the appropriate numbers in the blue squares and look at your graph. Basically, those who’d get use out of the Glyph run with low Spirit and never miss a Holy Shock. Which isn’t many of us. It might make a good Glyph for someone wanting to try an all-Intellect gemming style combined with a Tier 4-piece. Rating: Rarely useful.

Glyph of Divinity: Increased the cooldown of Lay on Hands but adds a 10% mana return. Good in combination with the Unbreakable Spirit talent. I’ve come to use this Glyph as baseline, since I rarely want to use Lay on Hands more than once or twice per fight, and an emergency mana button is always appreciated. Rating: Go for it.

Self Preservation

These Glyphs affect self-healing or incoming damage reduction. Sometimes they add a bonus to your healing, other times they just keep you from having to blindly trust your raid healers.

Glyph of Divine Protection: Adds a physical damage reduction component to Divine Protection but lowers the magical damage reduction component. For fights with a lot of physical damage, this Glyph is like a ray of light shining through the clouds (with, you know, naked baby angels singing and stuff). Wind Lord Mel’jarak’s Rain of Blades comes to mind. But if a fight is mostly magical, leave this Glyph at home. Rating: Situational.

Glyph of Avenging Wrath:
You get some health back while Avenging Wrath is active. If you’re using Avenging Wrath on cooldown, most of the health back will be overheal, but I could see the use on fights with constant raid damage (like Garalon or Tsulong) if you can’t think of anything better to use as a third Glyph. Use in combination with the Sanctified Wrath talent for maximum effect. Rating: Rarely useful.

Glyph of Protector of the Innocent: You get some health back every time you use Word of Glory (and it works with Eternal Flame too). This Glyph is a waste if you’re using primarily Light of Dawn as your Holy Power sink, but if, like most Holy Pallies, you use a lot of Word of Glory/Eternal Flame this is a fantastic Glyph, especially on fights with a lot of raid damage. Rating: Common Situational.

Damage

These are all Glyphs that affect damage output. You’ll rarely use them for raiding (though they might come in handy to beat an enrage timer), but you’ll love them if you want to do your dailies in Holy spec, run challenge modes or are bored in 5s heroics or Scenarios. I couldn’t find any solid numbers for dps increases per Glyph and my napkin math was inconclusive, so I’ll just explain the Glyphs and let you decide which respond best to your dps needs.

Glyph of Word of Glory: After healing with Word of Glory, your damage output increases by 3% for 6 seconds. Our dps is pretty low, so on it’s own, this Glyph won’t make miracles.

Glyph of Double Jeopardy: Judging a different target does double damage. I did the math with my spellpower and the Glyph gave me a 1400dps increase. Take that as you will.

Glyph of Denounce: Holy Shock has a 50% change to reduce your Denounce cooldown. Which means that, on average, every 12 seconds, your Denounce will take 0.75 seconds to cast instead of 1.5 seconds (or slightly less, depending on your haste).

Glyph of Harsh Words: Lets you use your Word of Glory offensively, provided you don’t have the Eternal Flame talent. Since I always end up with tons of Holy Power I can’t use when trying to kill things in Holy spec, I would probably go with this as a Holy DPS Glyph. I’d use it in combination with the Sacred Shield talent if soloing, or possibly Selfless Healer if running instances.

PVP and/or CC

Glyph of Blessed Life: You have a 50% chance to gain a charge of Holy Power when stunned, feared or immobilized. There is no situation in PvE where you will be any of these states frequently enough for this Glyph to useful (half a chance to gain a single charge? Really?) but perhaps it would have its use in PvP.

Glyph of Rebuke: Increases the cooldown on Rebuke but lengthens the effect. Again, I doubt it’ll ever come in handy in PvE, but PvP adepts might enjoy this Glyphs when quickly killing certain classes.

Glyph of Turn Evil: Instant casts on Turn Evil, but longers cooldowns. I’m not sure how many Demons, Aberrations and NPC Undead are in Pandaria, but this Glyph is available if you want to fear those types of mobs.

Glyph of Blinding Light: Blinding Light knocks down opponents for 3 seconds instead of blinding them for 6. Since damage breaks the blinding effect, this Glyph would let you damage your opponents right after using Blinding Light. I could see uses in PvP or soloing, but rarely for anything else.

And that completes the section on Glyphs. Tune in next time (whenever that might be) for another exciting chapter of Holy Pally 4eva!

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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