Paladin
My First Full Day on Beta
Elapsed — Fri, 08/15/2014 - 22:34

I just logged out from spending my first full day on Warlords of Draenor beta and let me tell you a bit about what I did. I had the beta here for a couple of days, and I've logged on and looked around a bit but hadn't done very much beyond setting up my bars the way I wanted.
The very first thing today was to run a dungeon with Craeg. He had been just dying waiting for someone to get on the beta he could run stuff with. So I made a level 100 paladin and setup my holy setup. From talents to glyphs to macros. I got myself ready for the changes. We queued up for all of the dungeons and with me being a healer it took no time at all to get in. We got a dungeon already in progress with the first boss down. Craeg was feral druid, I holy pally, our tank was a paladin, we had a few dps as the dungeon went on, and they were not worth mentioning really. The dungeon we found ourselves in was Grimrail Depot. A moving train, very tight quarters, close walls, and not a lot of room to get out of mechanics at times. We had a few struggles with randoms not picking up on the mehcanics very quickly. But our tank had patience and I was just healing my ass off trying to keep everyone afloat (Holy Pally guide and thoughts to come at a later date) We finished up and enjoyed our loot.
Then I coppied over Elapsed as level 90 over to the "leveling realm". Once coppied, bars setup, and UI configured I started with the Blasted Lands intro quests. They were straight forward and for the most part your standard "Kill x targets, loot y things, take them to z person." It told a story that I wont spoil here, but it's the full into into getting to Draenor. The Blasted Lands reminded me a lot of what they did to the Barrens for the Vol'jin story arc of MoP. It's not quite as involved but there's a ton of shit going down.
Upon completion of those quests I found myself entering The Dark Portal. This was the biggest nostalgia trip I've had in AGES. Something about how they made the other side look and feel reminded me EXACTLY of when I did this back for the launch of The Burning Crusade. I proceeded on to do some phased solo quests (not sure if you can group for them) But this phasing from the rest of the worl immersed me into the story and the world so much. I found myself fighting aside badass lore heroes as they assaulted the other side of The Dark Portal. The quests themselves had some nuance to them. There were the new "Extra Action Button" quests and even a vehicle quest or two that really were quite fun.
Once you complete that "phased" quest line, you find yourself in Shadowmoon Valley. The very first quest line sets up your Garrison. The Garrison seems to be quite quest-centric and if you want to quest beyond that point, you'll be required to go back to your Garrison from time to time (or at least create it.) This is another in the long line of things Blizz changed their minds about since Blizzcon '13. But I'm 100% OK with it! The Garrison is fun, a little home away from the grind, and you even get a special Garrison Hearth (20 min CD.) You send off "follower" NPCs to do quests for you, they take some time and trying to find the right follower for the right quest is important to it's success chance. The items they come back with were nothing compared to my Siege of Orgrimmar raid gear, but they vendored nicely.
In Shadowmoon Valley I found all sorts of neat things to do. From your basic pick up a bunch of quests for a spot and do them, to rares that all drop 516 ilvl blues, to even new "Bonus Objective Quests" that pepper the area. The "Bonus Objectives" are your standard kill X things, pickup Y things, quest that were used to. They show up in your quest tracker the moment you enter their zone. They give over 50g each and a good chunk of XP. You only need go slightly out of your way from the other quests to do them and are well worth the effort.
I leveled twice today (I coppied over Elapsed.) At 92 I got my first "Draenor Perk." For those not in the "know" these are enhancements to some of your current arsenal of spells that you will get every other level. Every spec has 5 Draenor Perks, and you earn them in a random order. My first ret perk was to reduce the CD on Hand of Sacriffice by 30 seconds. By no means a game breaking ability, nor even one I'll use while questing, but a cool way to break up the leveling none the less and make you feel as though you've accomplished something along the way.
The mount I'm on is the new Ravager Mount from the store
Lastly I found and ran into one of the new "Rare mounts." Rare Mounts require you to have a certain level Stables in your garrison to tame. The one I found was named Shinri, and was pretty fast! Shinri is a Ghostly Talbuk, and the new model their using looks very cool and noble. I'm disheartened to know that you have to have a Stables for this. As you will be taking up 1 large plot just to have that ability. I suppose that once you have them all, you can replace the plot and get a new building. That will keep you working in your garrison to be sure. And also headed out for whatever the best way possible at 100 is to get garrison supplies.
I will be back as I find more interesting things to report on in the WoD Beta, if you have any requests let me know. I'll be more than happy to try and get any info from the beta I can.
Please click HERE to check out our dungeon guides/experiences from Beta.
Holy Pally Changes 5.3
Elapsed — Tue, 04/16/2013 - 10:31

Woo my first Holy Pally update Blog! I'm going to discuss the changes that hit us in 5.3 and what that means to how we play.
First just the notes
- Mastery: Illuminated Healing now places an absorb shield for 10% of the amount healed, down from 12%.
- Daybreak is now a stackable effect with a duration of 10 seconds, stacks up to 2 times, and causes the next Holy Shock to also heal other allies within 10 yards of the target for an amount equal to 75%/150% of the original healing done.
- Item Sets
- Tier-14 Holy Paladin 4-piece set bonus now reduces the cooldown of Holy Shock by 1 second, down from 2 seconds.
So Mastery!
Sadly they decided (inc flame from Atar, Kauu, Sassyßrat and Luna) that Holy Pallies were just too OP with their bubbles. They brought the ammount of healing from our mastery down by 2% /whopty doo. I'm still in forums now (as this just went up) to see the real numbers from this change and the difference. But I'm guessing as long as you're getting gear and upgrades this wont effect you much.
Numbers I'm seeing so far is putting haste out in front of stat priority only slightly as it "scales" better than mastery. As to say it takes less haste for each 1%.
The numbers are as follows so far
*OLD*
- 400 Mastery = 1% Illuminated Healing
*New*
- 480 Mastery = 1% Illuminated Healing
- Haste 425 = 1% Haste Rating
BUT DONT GIVE UP ON MASTERY! It will still be our top heal and Illuminated heailng effectively costs no mana. Where as more haste will still continue to drain your mana bar quicker.
Let's talk Daybreak, It's a buff we get after a cast of Holy Radiance that turns our Holy Shock into an AOE spreading it over 10 people. Makes for some great AOE healing and keeps your finger off Holy Radiance as much
My 5.2 AOE healing rotation (when stacked) is
HR > LoD > HS > LoD --repeat that until it's over
So how they have it now is a bit of a nerf to that style. The first stack of Daybreak after a Holy Radiance is only 75% of the holy shock over 10 people (used to be a flat 100%) But at two stacks you get 150%! of your heal over 10 targets.
HR > LoD > HR > LoD > HS > LoD > HR > LoD > HR > LoD > HS > LoD -- Repeat (please note you can save your LoD for 3 holy power in more control scenarios)
With our two piece T15 This will make Daybreak up to 225% (I believe) Making it one of our most POWERFUL AOE heals possibly (will have to see real numbers before I make that call)
R.I.P. T14 4P
We hardly knew you. To be fair we were going to hold onto you until heroic T15 4P. They could have simply buffed T15 bonuses a bit... but know they had to hurt you instead. You're my favorite set bonus of the whole game thus far. I can't think of another bonus that made such a huge impact on our healing, or my heart. You took my favorite heal in the game, and you made it oh so much better.
In seriousness now, Be ready to have T15 pieces laying around ready to swap out your T14 at any given time. In AOE centric fights (i.e. Megaera's Rampage) 2 pieces of both tiers will provide maximum healing. Where on tank centric fights (i.e. Ji Kun Main Platform) T15 4 piece will sadly be king.
Well that's my first installment of Holy Pally PTR changes.
The Prodigal Son...
Dangly — Thu, 03/21/2013 - 16:28
It's been a long time since I graced y'all with my presence. A lot has happened over the course of the years. Let's see...I bought a house, got married, got a promotion, had a kid. That's the "Dangly in a nutshell". However, those that remember, wouldn't be fooled by that simplistic approach at describing me.
In any case, I just wanted to let you guys know that Downfall will always hold a special place in my heart. I don't give credit where credit is due sometimes, and I needed to say that. There have been many times when I'll be in the middle of something, and somehow I'm reminded of Downfall and "the good times". You guys/gals really are special to me. You even took me back after I flipped out and acted like a 12 year old (sorry 12 year olds...at least you can relate...lol). Of course, it took some begging, but I think most of you knew where my heart was. I was just dealing with stuff. Anyone who knew me, knew that wasn't the real me.
I don't want to give you guys a wall of text like last time (some long ass story about a "Wayward Paladin"), so I'm just gonna be quick here. I love Downfall and I've never been part of such community...EVER. Sure, I have my close RL friends, but for me, Downfall breaks the mold of shitty internet clans/guilds. Downies pave their own path, and I like that. Cheers to you! I love you and miss you all!
./me hugs Shihli
Epat probably coming back
Epatrick — Mon, 06/13/2011 - 11:45
Hey guys,
a lot of you probably dont know me, but my two job days are one for a while (probably a long while) so ive decided that ill be resubbing soon. i probably wont be looking to join anything more than randoms, but ill be back in game soon on a semi regular basis. miss you all, hope that raiding and cata are as cool as the screenshots ive been seeing.
epat
Holy paladin 4.0.1
Ghli — Sat, 10/16/2010 - 14:07
As 4.0.1 came out on Tuesday, new changes came out for paladin healing. Gone are the days of Holy Light bombing to help AoE Via the Glyph of Holy light. Now our AoE heal is Light of Dawn, or rather our flashlight. It appears to not have a cap on the amount of people it can heal at once. Currently it heals for about 2.5-2.7k for 922 mana, but is currently on a 20 second CD unless glyphed down to a 10 second CD and becomes weaker by 20% (not sure if this is a good idea at level 85, but we will see). It’s not a bad way to proc Solace to a full stack for 288 spirit.
Judgment of the Pure has not changed, but with no Judgment of Light around, There’s no reason to judge every 10-15 seconds or so.
Our big heal is now Dawn of Light. Heals for about 13-15k, but costs 1318 mana and has a base cast time of 3 seconds. With the haste that I currently have, this has been knocked down to 1.99 seconds/ 1.82 with Judgment of the Pure.
Holy light is still our main heal, but isn’t as strong as it was. Heals for 5.6k, costs 395 mana, and has a base cast time of 3 seconds.
Flash of light is has changed to the fastest heal that we can do, next to instant casts. Heals for about 10, costs 1186 mana, and has a base cast time of 1.5 seconds. With haste, this is down to 1.19s/1.09s
Beacon of light got wacked by the nerf bat, and did it get nerfed hard. Half of any heal that I do gets sent to the person with the beacon. Costs 263 mana. However, it’s also a combo point generator, if my beaconed target is directly healed
Although Crusader Strike is now a baseline ability for every paladin, it’s still viable to use as it generates combo points. Might as well stay in melee range, and generate combo points as a filler for not needing to Judge every 10 seconds.
Holy shock become a combo point generator with the new Holy Power mechanic that we picked up. Glyphable so you can increase it’s crit rate by 5%. It's still on a 6 second CD. However, casting holy shock now has benefits.
1. A holy shock crit can reduce the next cast of holy light by 1.5 seconds. In 4.0.3, this will make the cast time of Dawn of Light or Holy Light be reduced by 1.5 seconds.
2. Casting holy shock (crit or not) grants 30% haste for the next FoL, HL, or Dawn of light. HOWEVER, when 4.0.3 comes out, this(speed of light) has been changed to only grant 1%/2%/3% spellhaste
Word of Glory is our Holy Power finisher. 1 charge 3k heal, 2 charges 6k heal, 3 charges 9k. Costs no mana.
Protector of the Innocent is not exactly a heal we do, but something like a nerfed Beacon on ourselves. It can crit (this might get nerfed so it doesn’t crit all all). In addition, if you heal yourself, you do gain PotI heals(might get nerfed as well).
Illuminated Healing is our Mastery bonus. This turns us into a weaker (8% baseline)/stronger version of Val’anyr with no 45 second cooldown. I reforged crit on all my armor pieces (down to 32.7%) to mastery (up to 17.93%). However, World of Logs doesn’t take account into Illuminated Healing yet, so I expect the true healing+Absorb for me to go up when it is added.
Going over what happened with half of ICC being completed, healing as expected was strange. Marrowgar, not everyone was grouped up, so the healing from Light of Dawn wasn’t very effective. Then again, we were attempting to do Boned, and failed the achievement, which probably explains why no one was grouped up.
Not sure what was going on Lady Deathwhisper as we were doing Full House.
Gunship was snoozeship. Nothing unusual except Nuit wasn’t on for his usual kiting duties.
Saurfang was strange to everyone. The order of people getting marked were me, Kish, Crawfeesh, and Puregenius. People healing marks were me, elapsed, raziella, and silentalaram, with kish healing the first melee mark. Since I was marked first, healing became a breeze just for healing myself. Marks were doing about 6k-8k damage per tick. Holy light+PotI would heal myself for 6k+5k +whatever spell decided to crit at that point. Mana was never an issue; I never dropped below 70%, no innervates, and no divine plea(which is 10% mana regained on a 2 minute cooldown now).
Not sure what people were doing on Rotface. We were supposed to Dances with Oozes. I was one of the first people to get diseased. Stood in area away from the other ooze with my ooze just hitting me (2k-3k hits)and let PoiI keep me up while healing Orky.
Heroic Festergut was nothing but full of bugs. Vile gas was being thrown at anyone, and I mean anyone in melee or ranged. It was at the point where I was barely out of melee range, and somehow I got vile gas chained into the melee. I hope this gets fixed by the next lockout.
Other than that (and the nuking of illumination and DI), it seems like we’ll be fine at 80 and ok at 85. We’ll have to see when we get our hands on our level 81+ abilities that we don’t have access to yet to see if we’ll be fine at 85.
Ret Pally 4.0.1
Jayel — Wed, 10/13/2010 - 16:45
I'll start by hitting the big changes and then get into more details later. First say goodbye to the faceroll rotation and say hello to a very rigid and unforgiving rotation. I am loving the holy power mechanic so far and I have to say that its going to be really easy to spot Paladins who know what they are doing and those that have no clue.
I'll get into talent changes, stats, reforging this weekend when I have time to be detailed.
Most of the information is from either my own findings or reading from EJ_RET_4.0.1
Rotation.
I dont have tons of data to go by yet but I have spent a lot of time on the target dummy and I feel like I have the basic rotation down. First off Crusader Strike (CS) is our main way of getting Holy Power (HP). Every time it hits we get 1 HP. With my current gear + talent (I'll get into this later) my CS comes off CD about every 3 seconds. This gives me time to react to AoW procs (free instant cast of Exorsim) or , Judge, holy wrath (HW), throw my hammer (if in execute range or if I have wings active). Templars Verdict (TV) and Divine Storm (DS) our the only DPS finishers we have at level 80 and each should only be used when you have 3 HP. DS now is only used if you have multiple targets and TV will be the main finisher you use. Seal of Truth is the dps seal. The 31 point talent Zealotry also consumes HP and should also only be used when you have 3 HP. This talent allows CS to grand 3 HP instead of just 1 so you will change your rotation accordingly. Here is what my rotation looks like currently for three different phases of a fight.
Meat and Potatoes (no heroism, wings, or execute range)
CS filler CS filler CS .. TV will replace CS or filler if you have 3 holy power
filler: judge, HW, Exorcism procs.
For procs that appear if its the Mastery proc Hand of Light (TV as though you have 3 HP and doesnt use any HP) its always #1 priority. If there is AoW proc and I have 3 HP already then its TV then Exorcism. There is a talent that give a 40% change of gaining HP from Judgements, Exorcism, (others) so you dont want to use a skill if you already have 3 HP and potentially waste that HP. Sometimes you will find that you will proc 2-3 Hand of light in a row so its important to use them and then get back into the rotation.
Wings + Zealotry
hammer CS TV filler CS TV filler CS TV hammer ...
(looking into if it is really best to use zealotry with Wings or not.
This is an easy area to screw up and I'm still working on perfecting it. I would say that while wings is up hammer hits hard and should be #1 priority. I may change my mind as I get more data but thats my feeling right now. Again any TV procs that happen should be consumed right away and exorcism procs should be used as fillers since TV currently hits a lot harder then Exorcism.
Execute Range
Pretty much the same as Meat and Potatoes except that you use hammer as a filler when its available.
As you can see the old rotation is dead and gone.
You'll notice that I never mentioned consecrate because its a huge mana dump atm and the damage that it does is almost equal to the mana (2.5k ish). On multiple targets you'll change out TV with DS and add consecrate (maybe worth it on 4+ mobs) as a filler but otherwise its the same rotation as I stated above.
I'll get some more in here as time permits.
The boost they gave to us is good. Not OP good but it puts us close to where we were pre 4.0.1 so that its the new rotation thats hindering damage and not because we are swinging a wet noodle..
Let get back to our Holy Pally Discussion
Elapsed — Tue, 07/20/2010 - 10:58
First off, my apologies for not continuing this sooner. Time hasn't truly been on my side lately (nor the brain power to completely discuss a topic and not come off as some trolling nublette) But here we are, that much closer to Cata and I've seen some pretty neat stuff for us Holy Paladins.
As always I will discuss Holy since.... well I do have 2 holy pallies.
(all info within of course comes from mmo champion with exception of my own speculation)
Mastery
"Q. How do the Mastery Bonuses work now that they don't show up on the talent interface anymore?
A. The Mastery Bonuses will be trainable passive bonuses somewhere around level 75. Each talent specialization will have a different Mastery available on the trainer with a base potency with 0 Mastery Rating. The character sheet interface will have additional information on the additional potency gained from Mastery Rating. "
Ok so that's a good general idea of Masteries, or at least how they are obtained.
For holy we'll be look at our 3 masteries and how they'll effect us. Keep in mind since I don't have the beta I can't really see what the numbers are for these for how much mastery we have on our gear.
Mastery #1
Healing. Pretty straight forward... bonus healing not much to it but a useful first mastery
Mastery #2
Meditation. This is our mp5 bread and butter, this is where pallies will get what I've always wanted. (no not mp5 from hit gear) MP5 from Spirit...... but this is the same for all healing classes. Kinda of generic but hey not everything can be new shiny and unique.
Mastery #3
Critical Healing Effect. Thank god this is back to some extent, not only will we have stuff that gives us a higher chance to crit but now our mastery bonuses will give us a bigger heal when we do. Why am I glad about this? because of the homogenization on healers in this next expansion (with exceptions of our cool new spells) I think were going to need a little extra help keeping the tanks up. (yes I know we wont be necessarily tank healing)
Okay those are our Masteries. each will be increased based off the amount of mastery we have on our gear. So very cool. Let's move on to some of the odder abilities, and then maybe if I have the brain power I'll get a little into our talent tree.
Spells And Abilities
Flash Of Light.
What used to be our bread and butter spell (TBC) is now something that is reserved for the instant proc from a crit holy shock or just to put a hot up on the tank we happen to be healing. This i s being changed in a way. It will be our fast and expensive spell (if you don't know about the new healing outline blizz has setup go read up on it) So not very mana efficient, but very fast cast time to fight off a death.
To match this pattern Holy Light is now very mana efficient but not very much throughput, and we have a new heal (well we have several but I'll get to those) Called...... *drum roll* Divine Light! which will be similar to a priest's Greater Heal (or so they say) so thats our huge throughput heal which will probably cost an arm a leg and a testicle to cast.
So theres our 3 main spells to match the new healing idea from Blizz. Let's discuss the cool new ones now.
In my previous blog I touched on Healing Hands, we have a bit more information along with a "number" for the aoe heal over time (not channeled from what I can tell)
Heals all friendly targets within 10 yards for 683.58 every sec. Lasts 10 sec.
40% of base mana, Instant cast
A couple of things, firstly this is up from the 6 seconds duration it was before (clearly not set in stone here) and secondly and obviously this is a base number and is most likely (almost certainly) effected by our +healing and hopefully can crit. IS this to replace The holy bomb? no no not really, but it's a neat spell with a short CD. (15 seconds is the latest number I have for the CD on it) This is now a 1 minute CD Untalented 30 seconds talented
We have a new spell though that requires some thought and discussion.... and I wonder if it'll make it to the game or if we will use it because it strikes me more as a gimmick, or on the other hand (just literally thought of this) it could be our version of "chain heal"
can I get another drum roll? no? ok then fine
LIGHT OF DAWN! Info listed below as it's currently the 31 point talent
So technically we could do what Kish is so good at and proud of and that's heal all of the melee like gods in the Saurfang encounter (or other similar situations where a solid group of people need a bit of healing) Now why do I wonder if this will make it to the final game? ......eh like I said, seems kind of like a gimmick more than anything. I think that while they're trying to bring all of the healers to a similar model, I think this may make us too close to some other healers. Or even give us too many heals and buttons to manage (because we know Blizzard wants to keep the game somewhat simple or casual too) I can see many PuG holy paladins spamming all of their heals real quick and "blowing their loads" so to speak, And that would hardly be a casual way to handle it.
Okay this one will be fun to go over and then we can move on to new talents. All paladins will now have a new resource. Holy Power. here's what we got from the Dev chat
A. All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:
- An instant mana-free heal: Word of Glory
- A buff to increase holy damage done: Inquisition
- A massive physical melee attack for Retribution paladins: Templar’s Verdict
- Holy Shield’s duration is now extended by Holy Power
- Divine Storm’s damage is now increased by Holy Power
So, I did forget to mention a heal, Word Of Glory? oh sorry, here you go this is the snipit of info we have thus far on this heal
Word of Glory: Consumes all Holy Power to heal a friendly target for a specific amount per application of Holy Power (0 mana cost, 0 cooldown, instant cast).
Not the best info thats for sure, but an interesting idea this "Holy Power" We'll see how it plays out in the following months and weather or not it'll make it Live or not.
So glad the hunter's no longer use mana because the next would've broken their hearts.
Judgement of Wisdom is Removed from the game....... Completely...... Gone! finished! Over!
Instead we now have a Judgement of Light that also have the anti flee ability of Judgment of Justice.... oh Justice is gone too. Here is the dev chat snipit.
Q: If Judgement of Wisdom is being removed from the game, are paladins getting a new Judgement so we don't all have to use Judgement of Light?
A. There will only be one Judgement spell. This spell places a single debuff on the target with the effects currently associated with Judgement of Light and Judgement of Justice. The Judgement of Wisdom effect has been retired completely.
I would like to bring up that Seal swapping (along with the glyph swapping) is done. No more going to light on Valithria and changing glyphs. Because the old Seals of Wisdom and Light are gone! We now have a combined one, Seal Of Insight. Here's the ability text
Fills the Paladin with divine power for 30 min, giving each single-target melee attack a chance to heal the Paladin for [0.15*AP+0.15*SPH] and restore 0% of the paladin's maximum mana. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will deal [1+0.25*SPH+0.16*AP] Holy damage to an enemy.
Talents! I know I know this is a long blog but there's a lot to discuss, plus I have a surprise ending!
We have a new tree, it's 31 points now (like everyone else) and it's been changed around a bit. Firstly head on over to MMO-Champion's Talent Tree For Paladins This is where I'll be pulling info from for this next part. Everything in here is just what's in the beta thus far and if very much so subject to change at a moments notice.
Ok so as I said subject to change at a moments notice right? so what happens the day I spent 2 hours typing this up? They fully change the tallents........ For Fuck SAKE! Anyhow here's the latest build of talents, this is updated as of build 12604. This time around I'm just going to comment on the tier of talents and abilities, so it will be easier to edit later on.
Tier 1 Talents
It would seem that they're trying to make you a super effective healer right off the bat now in this tree. Increased haste from judgments and improved healing on people you heal and who heal you will make for a very useful healer in an early dungeon or with a group for questing.
Sanctified Light (2 points)
Increases the critical effect chance of your Judgment, Holy Shock, and Word of Glory by 6/12%
Divinity (3 points)
Increases the healing done by you, and all healing effects on you by 2/4/6%
Judgments Of The Pure (3 points)
Your Judgment Spell increases your casting and melee haste by 3/6/9% for 1 minute
Tier 2 Talents
Once again making you a very effective healer in this tier, with a tank CD in LoH and improving your heals by up to 12% this tier is a healers dream... but if you're out soloing stuff you still get 12% more damage from Holy Shock, and the improved melee hast from Judgments of the pure in the first tier. So maybe with Crusader strike as well leveling Holy wont be the most terrible experience of all time anymore.
Clarity Of Purpose (3 points)
Reduces the casting time of your Holy Light and Divine Light by 0.1/0.2/0.3 seconds
Improved Lay On Hands (2 points)
Grants the target of your Lay on Hands spell 10/20% reduced physical damage taken for 15 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 2/4 min
Healing Light (3 points)
Increases the amount healed by your Word of Glory, Holy Light, Flash of Light, Divine Light and the effectiveness of Holy Shock spells by 10/20/30%
Tier 3 Talents
What makes it easier to either heal or solo stuff than free crits amirite? One could say with Illumination, Divine Favor and Infusion Of Light that tier 3 talents are Critical to the holy tree....... ok ok I'll stop with the jokes and move onto the spells. In all seriousness Enlightened Judgments has been one of my favorite talents for quite some time. 40 yd judgment who can complain? but now 100% hit conversion from your spirit is just fantastic.
Illumination (3 Points)
After getting a critical effect from your abilities you gain mana equal to 10/20/30% of the base cost of the spell.
Divine Favor (1 point)
Increases your chance to critically hit with your next Word of Glory, Holy Shock, Flash of Light, Holy Light or Divine Light by 100%.
Instant, 1 min cooldown
Infusion Of Light (2 points)
Your Holy Shock critical hits reduce the cast time of your next Holy Light by 0.75/1.5 sec.
Enlightened Judgments (2 points)
Increases the range of your Judgement spell by 15/30 yds and grants you hit rating equal to 50%/100% of any Spirit gained from items or effects.
Tier 4 Talents
Alright this tier is all about utility at it's finest which is what makes a Holy Pally that much more unique of a healer. Beacon is an ability that if a Pally doesn't have right now their a joke. Here's something new though! Speed of Light! First off reduces the CD of HH to 30 seconds (down from 1 min) then adds a rocket boots type function to it. Which screams to me "Use this and run around like a chicken with your head cut off to the entire raid... Hell Elapsed pop your actual Rocket Boots and make it that much faster!" Seems like this may be a fun heal now. Oh this is also the tier where a pally gets the ability to cleanse magic. Good news! lol
Beacon Of Light (1 point)
The target becomes a Beacon of Light to all members of your party or raid within a 60 yard radius. Each heal you cast on party or raid members will also heal the Beacon for 50% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 1 min.
6% of base mana, 60 yd range, Instant cast
Speed Of Light (3 points)
Casting Holy Shock grants 5/10/30% spell haste for your next Flash of Light, Holy Light or Divine Light, and casting Healing Hands grants you 10/20/60% movement speed for 10 sec. Also lowers the cooldown on Healing Hands by 10/20/30 sec at all times.
Sacred Cleansing (1 point)
Your Cleanse spell now also dispels 1 Magic effect.
Tier 5 Talents
Ok pure utility here, nothing to improve your healing or ability to heal. Starting with my favorite Aura Mastery, now up from 4 seconds to 6! (it started at 10 back when it came out) Very important ability when it comes to a raid wide damage from something our auras can help resist. Also a nice speed increase when on a mount. Improved Conc Aura hasn't changed and is the only improved aura still in the game really. And the new one in this build.... Denounce...... a free exorcism instantly after every critical heal...... this seems more like a 5 man or leveling ability to me. I understand they want to add some damage abilities for healers and whatnot.... but in a raiding environment as it stands now I would hate to see a holy pally with this talent. a waste of points and if their using the free pop then a waste of a GCD.
Aura Mastery (1 point)
Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of all other auras by 100%. Lasts 6 sec.
Instant, 2 min cooldown
Denounce (2 Points)
You have a 50/100% chance when any of your Holy spells get a critical effect to make your next Exorcism spell instant and cost no mana.
Improved Concentration Aura (3 points)
Increases the effect of your Concentration Aura by an additional 5/10/15% and while any Aura is active reduces the duration of any Silence or Interrupt effect used against an affected group member by 10/20/30%. The duration reduction does not stack with any other effects.
Tier 6 Talents
2nd to the last tier we have a new talent in the tree, so new it's not yet implimented (NYI) This one is Tower Of Radiance. Which is fairly nice so that if you heal your beacon you can generate holy power, so let's say the tank is your beacon (as it most likely will stay in this next one) and 50% of heals isn't cutting it, or maybe the raid/party isn't taking damage only the tank is. You can get some holy power ready to pop that bonus heal we have now for an oh shit moment coming up. Oh and Blessed Life which hasn't changed at all. A very useful PvP talent but we'll see if it's something we'll use our points on this time around for PVE.
Tower Of Radiance (3 points)
Directly healing the target of your Beacon of Light has a 33/66/100% chance to generate Holy Power.
Blessed Life (2 Points)
All attacks against you have a 5/10% chance to cause half damage.
Tier 7 Talent
Ok and the Pièce de résistance The Final Talent in the tree (as of the current build) Light Of Dawn. Our cone heal.... Looks pretty cool and like I said earlier sounds like our chain heal or our bomb the melee heal. Should be a cool one to play with thats for sure.
Light Of Dawn (1 point)
Send a wave of healing energy before you, healing all friendly targets up to 30 yards away for 1832.7 to 2239.97.
21% of base mana, Instant cast, 30 sec cooldown
And those are your holy talents!
What I didn't note were the ret talents that will help healing an incredible amount. It seems as for now that the prot tree would be a bad choice for any leftover points. Ret tree just offers too much for Holy with these talents
Rule Of Law (3 points)
Increases the critical strike effect chance of your Crusader Strike and Holy Light by 5/10/15%.
Crusade (3 points)
Increases the damage and healing of your Crusader Strike, Hammer of the Righteous, Templar's Verdict, and Holy Shock by 10/20/30%.
Conviction (3 points)
Gives you a 1/2/3% bonus to damage and healing for 30 sec after causing a critical effect from a weapon swing, spell, or ability. This effect stacks up to 3 times.
Not sure we'll be able to full spec into these or not but they all are SUPER useful healing talents and really seem to be the only way to go after you're out of the holy tree
Oh for your little Surprise you've been waiting for
New Glyph
The only new glyph we are ready to announce right now is the Glyph of Divine Shield, which reduces the cast time of your Hearthstone whenever Divine Shield is active.
That's Right!!!! A bubble Hearth Glyph!!!! .........dear god the humor in this is ridiculous.
Alright tell me what you think, what are the new changes you see being class makers or breakers for us.
Let's Discuss Paladins In Cataclysm
Elapsed — Thu, 04/22/2010 - 10:35
Now I have said many times, I honestly don't see myself making the move to Cataclysm. However this may change, will that be because of the Paladin Class changes? Let's talk it over and see.
(yes I'm following the order of everything posted on MMO Champ)
Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin’s shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.
Ok this is interesting, we will be getting what seems to be a pretty decent PvP ability. Also it wont be a bad CC ability in a raid. Since it looks like Blizz is wanting us to go away from our current trash strat (gather it up and AOE it all down) and maybe go back to a CC pull type strat this may be a good initial pull utility, or better yet an Oh Fuck! people are dying help the tank get everything CC Them now! I'm not too Impressed by this ability but it may be fun from time to time.
Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration
Ok so stick the pally where the aoe damage is going to be hitting and have them hit HH while flashing the rest of the raid! Can't fully speculate on the usefulness of this until we see how this figures into the new healing format. Also how great can it be with a 15 second CD? I suppose if it's on par with a healing stream totem (as it is now) that would be fairly useful in the new healing format.
Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).
First off, see This Video That is what this ability will kinda look like supposedly. If they can make it pretty damned cool looking this may just be worth it for the looks of the ability alone. So Healing the most wounded ally.
I'm curious about the wording on this, Let say theres 4 people in raid who are below 100% health. one is Orky who is at 40% "the most wounded ally" then we have Onrique and Ag at 75% and then I'm at 95%. Will this guardian come out and heal Orky and only Orky for 30 seconds? or once Orky is at 80%+ will the Guardian move onto Ag and Onrique... better yet! if people are at the same % who will he heal? what is the priority? is it alphabetical? or in order of party in raid? We'll have to get further info on it before anyone can really speculate further.
The other abilities of this guardian seem to be pretty straight forward. We'll just have to see what the numbers are. It appears this will be a "go to" CD for Pallies in Cataclysm.
I want to continue this blog in awhile and discuss further changes but for now I need a break.
time to think
lleme — Thu, 03/11/2010 - 21:35
Well i must say..this is the first time ive written something like this for ANYTHING!..But i am sad to say that come March 25 when my time expires i wont be getting anymore time to activeate it further..im gonna be taking a break from WoW for awhile because of some serious real life shit going on with me..i have to take time for myself to get my head right and back into the game and what i want in my career in the military or something civi-side..since i dunno if im going to be medicaly released or not..so i need the time to figure stuff out get my mind right and the proper surgery i need..but i must say for the 3+ years ive been playing WoW..ive never been more happy then to call Downfall Home for my toons and thats what it is..one big ass family..and i know im not a serious hard-kore raider but i have filled in a few times for some of the raids and i had a blast..and im tankful for the oppertunity :) . considering i didnt get invited to the guild cause of my raiding i got invited cause i was curious what the IRC chat thingy was lol..and cause i was in there Garreth liked that i was talkitive and stuff i guess :P..But it doesnt mean ill be gone forever ill be on vent to talk with ya peoples and what not and if not feel free to add me on facecrack i mean facebook..Rich Blackstock...lol :P...and for those who play xbox live..Fearfulrich..dont worry im easy to find im the one swearing at COD when i get my ass blown up :D..so ya..i will miss everyone..but..I'LL BE BACK!
thanks,
Rich








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