Because I've always been a Healer at Heart.

Every healer needs somewhere that they can keep their notes. A journal of sorts so that we don't lose our train of thoughts or the awesome cool new tidbit we found recently in our perusal of the knowledge out there on the net.

This is not intended to be an educational blog. If anything, this blog will contain more hailing of the information from others combined with my own anecdotal responses. My ramblings will never likely pull the interest of some of the foremost Holy Priest blogs, but I feel it important all the same for me to have somewhere I can track everything.



Friday, October 15, 2010

There Is No Spoon. The "new" Holy Paladin for 4.0.1 and beyond


First to understand the holy paladin, we have to wrap our mind around the fact that Paladins have been completely remade each expansion. Cataclysm is no different.  As always, you must understand the most important thing to know about Paladins in the next expansion is that you know nothing.

Forget everything you know about pali healers.


According to The Dev Team, the new healing model for Cataclysm will not be built around overhealing and spamming to fill health bars. Rather, the new healing model involves "Triage healing". As such, we are not to hold still and mindlessly spam an 'auto-attack' heal as we were able to in Wrath of the Lich king, with spamming Holy Light on a non-beaconed tank until our eyes bled.

Rather than maintaining full green bars, we will be performing Triage. A shortened definition of Triage is: prioritizing patients based on the severity of their condition, rationing treatment efficiently while resources are insufficient for all to be treated immediately. In our case, resources will be our mana pools and ability to heal. Priorities must be made. Stupid dps will be killed off by impatient healers.
 
 
Part of the challenge in healing is letting go of old ways and fully adapting to new ones.



From now on, we must think on our feet, react to procs and be ready to take on whatever comes at us. We will have to proritize, act, react. We will be mobile healers. In fact as one Beta tester pointed out, with the new Speed of Light, the ability to spec into Pursuit of Justice and our new healing 'rotation' being built around AoE and insta-casts, we are arguably one of the most mobile healing classes to be released in Cataclysm.


Hailing back to the original purpose of this blog, I am using the rest of this blog as somewhere to save my thoughts and notations about holy paladins.

This is a semi-organized ramble of notes and information I've collected from across the worldofwarcraft.com forums, beta forums (and yes, I have read each and every post on the beta forums), elitistjerks.com, mmo-champion.com and wow.com. I apologize for not having sources directly linked, as again, this is more for personal information and understanding than for general education.

The information that follows is not the end-all-be-all of Holy Paladins, but is a valuable collection of some of the most pertinent information and conclusions which have been drawn by some of the brightest holy paladin minds in Beta and 4.0.1.

 
THERE IS NO SPOON



New Spells (not all are included)
·        Divine Favor (reworked): Increase your spell haste by 20% and spell crit by 20% for 20sec 3m c/d
·        Divine Light (DL): Large heal for friendly target. 30% base mana, 40y range, 3s cast
·        Seal of Insight: combo of Seal of Light/Wisdom
·        Mastery: Illuminated Healing: places absorb shield on target for 8% of amt healed, lasts 6 sec. Each point of mastery = 1% more absorbed.
·        Word of Glory: 40y range, instant. Consumes all HoPo to heal 1553-1729 per HoPo
·        (Cata) Guardian of Ancient Kings (For Holy):  
o   Summons a Guardian of Ancient Kings to Protect you. While active, your next 5 heals will cause the Guardian to heal the same target for the amount healed by your heal, and friendly targets within 10 yards of the target for 10% of the amount healed."
o   AKA Your very own Healing Mirror Images
·        (cata) HRad (HRad): Heals all friendlies within 10y for 683.58 every sec. Lasts 10 sec. 40% of base mana, Instant cast, 1 min cooldown
·        (cata) Inquisition: Consumes all HPower to increase HDmg by 30%. Lasts 4 sec per Hpower point. Instant.



On Talents (Not all are included)
·        Further discussion on how to spec is lower in the blog
·    Speed of Light: holy Shock grants 30% spell haste for your next FoL, HL, DL. HR gives you 60% movement speed for 4 sec. Lowers c/d of HR at all times.
·        Tower of Radiance (Tower): Healing the target of Beacon has a 33/66/100% to generate 1 HPP
·        Healing Light: Increases the amt healed by your WoG & dmg/heal of Shock by 10/20/30%.
·        Daybreak: Flash of Light, Holy Light, Divine Light now have a 20% chance to make your next Holy Shock not trigger a cooldown if used within 12 sec.
o   Watch for procs, double-shock = 2 free HoPo!




On Holy Power (HoPo) And Holy Power Points (HPP)
·        Gained through Shock, Crusader Strike and directly healing the target of your beacon*
o   *must be spec’ed into Tower of Radiance
o   Crusader Strike = 10% of Base Mana. NOT worth it for 1 HPP. Not even glyphed.
·        Stacks to 3
·        Consumption spells:
o   Word of Glory: consumes all HoPo to heal for 1741-1906 per HPP
§  AKA free/instant Holy Light
§  Great for mana regen/heavy heal portions!


On Blessings:
Wisdom/Might are combined
Kings stands alone
Sanct is removed


On Auras:
Resistances have been combined into 1 +130 to all resistance aura
Devo, Concentration, Ret and Crusader are still all stand-alone


On Seal of Light/Seal of Wisdom:
These are now combined into the all-encompassing and highly nerfed Seal of Insight
Seal of Insight returns appx 150-180 mana on melee auto-attacks. Sometimes.


On Judgements:
·        All judgements have been consolidated into one spell: “Judgments”
·        Judgement: Unleashes the energy of a seal to do extra holy damage to a target
·        Judgment has little purpose beyond maintain Judgments of the Pure

  
  On Mana Regeneration
·        Illumination Gone
·        Divine Plea – under half the mana, double the cooldown. Yields 20% of what it did.
·        Seal of Insight – only 170 mana per tick
·        Answer: Get your mana from Spirit
  

On Mastery:
Whenever you land a direct heal you create a bubble (strength relative to your mastery)
Landing another on that same person will either:
·        If a larger shield it will replace the 1st shield with a bigger one
·        If a smaller shield it will refresh the 1st one
o   If you cast 2 of the same heal in a row, i.e. 2 HL, your 2nd heal might heal for less, refreshing the shield
·        It’s possible the 2 HL could land between damage/ticks, so shields can be wasted
o   Even more of an issue as tanks gain more crit
o   Refreshed/replaced shields leaves the first one as ‘unused’
Meaning:
·        Haste/mastery conflict if you’re healing faster than damage as it wastes shields
·        Crit/mastery conflict as crit leaves bigger shields
o   If you crit your first you will refresh it w/the 2nd, not allow it to be used



 On Beacon:
·        Now transfers only 50% of your heals to your Beacon
·        No longer a way to heal a tank without paying attention
·        Ways to consider Beacon:
o   Think of it as a support tool to help the person healing the other tank
o   Think of it as a HoT. It won’t do everything to the beacon’ed tank, but it will help
o   Tower of Radiance grants 1 HPP per direct heal of your Beacon, which makes it not as much of a sacrifice to have to heal your Beacon
o   Word of Glory is an excellent opening move when directly focusing your heals to your Beacon if you have 3/3 HPP
Using WoG/Tower on your Beacon is pointless
·        Efficiency will plummet if you’re not generating HoPo when healing Beacon
·        Tower doesn't proc from Holy Shock or WoG, don’t heal your beacon with these. It’s a waste
·        If healing 2: heal the Beacon with casted heals, others with Shock/WoG
o   Gives you the 50% transfer of Shock/WoG,
o   not a ‘sacrifice’ to heal beacon and stack HoPo
Keeping a tank alive through Beacon alone baffles me. Ask yourself:
·        Can the tank survive on ½ olf your throughput?
·        Do the dps really need double the heals?
·        Can you sustain the mana to keep them all alive w/o healing the tank directly?




On Gearing
·        Intellect is your mana pool and your spell power
·        Mana regen will come largely from Spirit
·        Crit and Haste will be about comparable, but neither as valuable as Spirit and Intellect.

“Haste is effected by the c/d on Shock. With about 10% do HS-HL-HL-WoG in 6 seconds (Pre-Infusion of Light). With ~11% you’ll be able to get an extra tick of Holy Radiance too. After 10-11% Haste isn’t important unless you can get enough to cast an extra Holy Light.”

“The big problem with haste will be that it will not scale as well as one might expect due to the fixed 6s HS cooldown. Having more than about 15% item haste doesn't seem very valuable.”

“Crit is still the same as it has always been, RNG except now it has no regen value for us.
(I say reforge to spirit because I can only guess INT will always be present on gear)”


One person’s break-down of stats:
·        Intellect *the* stat for us. Gives passive mana regen from spirit and increases mana from replen/DP. Reliable way to increase HPS and spell power.
·        Spirit: Main source of mana regen. The more you have, the less it hurts to heal
o   You need to be able to spam HL/HS/WoG w/o losing mana.
o   Appx 2500 raid-buffed is ‘good’.
o   *Nammy’s thought: I think this is a Cata number. Get what buffs you can and go practice your heals for a few minutes (3-5), see how you do.
·        Mastery:  Will be encounter-dependent based on how fast damage is being taken. See a discussion below the break-down.
o   The shield doesn’t roll, meaning multiple direct heals on 1 target can lead to the shield doing nothing.
o   The shield not rolling makes mastery in direct conflict with haste/crit.
·        Haste: Appx the same as LK with few minor changes: Reaching soft cap is harder to do
o   Scales very very well with Holy Radiance and Conviction
o   More haste doesn’t’ mean an increase in mana spent over X amount of time if you use Tower of Radiance
§  Casting more HL = more Daybreak procs = stronger/faster heals = more free WoG
§  Even without Tower, haste gives more Daybreak procs, which is a very very very good thing
·        Crit: Still the odd one out.
·        No longer affects our mana pool.
·        If mastery shield starts to roll, crit will be our WORST stat. If it stays the same it should be as worthless as mastery.
So to me, Int = Spi > Haste, and the rest don't matter

·        Various takes on gear order:
o   Int = Spirit > Haste = Mastery  = Crit
o   Int  > Spirit > Haste (10-11%) > Mastery =/= Crit




*The following contains some of the most useful notes from The Light and How to Swing It, wow.com’s weekly Holy Pali blog. For more information on each note section I have left the source URL. Italic comments were inserted by me ;)

Heroics from a Holy Paladin’s Perspective

Holy Shock is your main heal
Watching for constant procs instead of spamming

Leaning on Holy Shock
·        Shock as often as possible and rely on Daybreak
o   It’s strong and cheap, use on cooldown to conserve mana
·        Speed of Light gives a haste buff when you Shock a target to ensure Spell synergy
·        Infusion of Light still causes Shock to reduce cast time of HL by 1.5sec
·        Shock leads to Holy Power, which leads to the instant/free heal Word of Glory


A tale of two heals (more aptly titled “Redefining your Heals”)
You need to forget everything you know about a heal. Each has a new role in your life.

Holy Light redefined:
·        Considered your ‘auto-attack’ heal (spammable)
·        fits into Wrath’s Flash of Light role nicely
o   Think of Auto-attacking. Not the best plan, but it does do something.
·        Not fast enough to keep the whole raid or the tank up, do not spam
·        Base healing has been  increased since this was written
·       

Flash redefined:
·        Doesn’t really fit its role yet
·        We trade mana for speed/potency
·        It’s fast but just not powerful enough for use
·        Faster to cast 5 FoL than to cast 5 HL, but it’s better to use a LoD or HR
·        Base healing has been  increased since this was written

Divine Light:
·        Best matches with today’s HL – aka the ‘big bomb’ for tank healing
·        Mana cost/speed don’t let us spam, but it’s the ‘big bomb’ for tanks
·        Use in situations when you need higher HPS than HL but can’t afford to use FoL to cover the gap
·        Base healing has been  increased since this was written


Our new toolbox is exciting
·        LoD can be fun, when it works
o   You have to target a cone right on the move
o   Poor positioning of cone or Ranged dps = dead ranged
o   Ranged must understand: when we say stack up we mean it.
§  All healers now have a ‘stack up and heal’ spell, this should be common
·        LoD/HR:
o   LoD is most effective when targets are at a distance
o   Holy Radiance are best when they are near by
·        HR is most effective when targets are near us
o   Best way: Use HR on melee then LoD on ranged
·        Protector of the Innocent keeps us alive as a mini-self Beacon


 SINCE all of the above comments:
* DL base healing increased by 10%
* Flash of Light base healing increased by 10%
* Holy Light base healing increased by 10%
* Holy Shock base healing increased by 10%
* Walk in the Light (Passive) now increases healing by 15%, up from 10%.
Posted 10/6
Live 10/12/10



Hot Talents and Glyphs for Holy Paladins

·         Left-overs give playstyle based wiggle-room:
·         Blessed Life is pvp-only
·         Prot:
o   Divinity = Boost to throughput
o   Eternal Glory: fun to play with
o   tier 2 of prot is weak for healers.
·         Ret
o   Ret: Crusade gives huge boost to Shock
o   Ret: Speed increase is nice for mobility, especially with Speed of Light

Prime glyphs
·        Glyph of Holy Shock -- YES
·        Word of Glory
·        Seal of Insight
o   Divine Favor is just too weak to be valuable
·        Optional: Exorcism for dps fights

Major glyphs looking all too familiar
·        Beacon of Light: YES
·        Divine Plea: boosts man of DP by 50%. Yes!!!
·        Choice:
o   Divinity vs Light of Dawn = Divinity.
§  Divinity gives a lot of mana, Light of Dawn is a double edged-sword.
§  LoD reduces c/d by 10 seconds, but also the amount healed
§  LoD will be better as spell power raises
§  Could be for those who like AoE.

Minor glyphs are exactly the same
·        Lay on Hands
·        Seal of Insight
·        Blessing of Kings/Might
o   Suggestion: learn both, switch out based on what your assignment is for the raid.
**this ends my notes from WoW.com.


Quotes from Forums:
 …had to drink every 2-4 pulls, but mana is supposed to run out. Reasonably good group that knew the mechanics and used CC, here’s what made the difference (from prev runs):
- A - Chaining cooldowns on bosses to make HL viable for longer
- B - Making better use of the HS > HL combo for the haste, even when daybreak is active
- C - Giving priority to HS & WoG when the tank was above 50% health to conserve mana
- D - Not healing people till they were at least 10k health down
- E - Reforging everything I could into spirit
D & E made the biggest difference.
Get in the mindset: don’t ‘keep everyone topped’, just keep them alive


When I hear stuff like "paladins have conflicting aoe heals" it seems so small minded.
They are different and complementary. If they were identical, why have both?
Will they work for every situation? Nope. Does having 2 different tools allow you to apply healing in more diverse situations? Yes.




When do I use What? (Directly from a fourm)
Healing has become a proc-based rotation with cd’s and ability durations. It is a priority system like a dps has, plus we have to decide who to heal:
·        Burst elemental damage -> Aura Mastery
·        Long term heavy damage -> Wings or Divine Favor
·        Heavy AoE Healing required -> Holy Radiance and Light of Dawn
·        3 HP -> WoG
·        HS off cooldown ->HS
·        HS off cooldown in <0.5 second ->wait then HS
·        Someone needs heal badly -> Cast HL or DL
·        Beacon Fading Soon -> Beacon
·        JotP Fading Soon -> Judge
·        Light AoE healing required -> Light of Dawn
·        Someone needs heals -> HL

Friday, October 1, 2010

Journey to Seeker and Loremaster

Have you ever escorted a spectral undead cow to her living master?
What about drank a potion to die, just to talk to a ghost?
Have you seen hundreds of ogres turn from Red names to a neutral reputation, all of whom bow to you and dance with you at command?
Does your screen shot folder have pictures of ’you’ as a  member of the opposing faction or reputation clan, a wisp, a raven, a mine cart, anything that you normally aren‘t?

If you have, your journey may have been just as crazy as mine has been so far.

I am seeking a new title. No, it’s nothing fantastic, and no it’s not really proof that I have no life. Okay maybe it is proof that I have no life -- I haven’t seen the inside of my gym more than twice since I took this journey on.

What I am talking about are the oh-so-daunting achievements: 3,000 Quests and Loremaster.

If all goes as planned and the Cataclysm expansion doesn’t mess with me, I am hoping to be come Namika the Seeker.  Inspired by a recently discovered tv show Legend of the Seeker (Yes that nerdy show. I know. Laugh it up. I love it anyway.), I was ecstatic when I discovered that I too could become The Seeker.

From meet-and-greet quests to the annoying ‘hey go find 20 of these, 10 of these and 1 of these super epicly rare items’, I've discovered 3 key parts that I need to become the Seeker. First, I have to be dedicated to the achievement. Next, I need to know how long my journey will be. I also have to be organized, so that the journey is smooth and easier on my sanity.


Dedication for me struck when I realized a good portion of my quests already completed would be wiped clean in cataclysm. Yes, I am aware that the rezoning of quests will be accompanied by a lovely guide from Blizzard that says ‘you have 30 quests left in Hillsbrad Foothills’, etc. My dedication was not that I would have it so much harder/easier in Cataclysm.

It was that I had never seen the content, and I was determined to see at least ‘old Azeroth’ before the cataclysmic event which changes the shape of questing and leveling in Azeroth forever. I realized that I never really experienced the game. There are so many questing zones I’d never even touched. Zones my guild mates use for leveling simply baffle and confuse me as I’ve never even touched them. These quests, which are second-nature to those playing since pre-bc seem to be insane or demanding  to a self-dubbed ‘bc baby’.


Did I know how many quests I would be taking on as a Seeker? Yes. I started with a countdown of  roughly 200/550 in Eastern Kingdoms and 360/685 in Kalimdor (Yes, I play Horde.) With a count of under 2,000 quests and the journey of a combined Loremaster and Seeker laid out before me, I had roughly 1,300 quests to go and several continents to do it in.


Was I organized enough for the challenge?  Not in the least. However, thanks to some wonderful guildies guiding my footsteps I mixed and matched addons into a godsend for any Loremaster. My addon combination consists of:

  • AutoProfitX
  • Everyquest
  • Carbonite
  • Lightheaded
  • Loremaster
  • MapCoords

It may seem a strange combination for the unversed. Allow me to break it down:
AutoProfitX (very low importance)
This very handy for those who loot everything, as you will often be doing, otherwise you never know what ‘this item starts a quest’ item you may leave behind on a corpse! This inserts a button into your vendor pane which allows all grey items to be quickly sold. It only takes accidentally selling your quest items once before you start relying on this addon more and more. I found it early in my leveling process and now use it at all times on all characters.

Everyquest (high importance)
This addon allows for a quick look-up of all quests in an area. It includes filters by faction and level, lets you ignore quests to remove them from the list.
My favorite use for it was to help trace quest lines backwards to complete disjointed quest lines from my leveling period.



Carbonite. (high importance)
Ah the ever-friendly addon that makes leveling a snap. With a click of a button you can see who drops what quest item, where they are and who to turn it in to. But did you also know the little yellow button on the pop-out Quest Watch will turn each quest giver that still has a quest for you into a scroll on your map? This is amazing for finding that random NPC on the top of a mountain who just happens to start the last quest line for your home stretch.



One warning: It will give you class specific quests (rather annoying how many mage quests there are out there!!) or even profession specific (thanks so much, Thorium Brotherhood). However, you can right click on the scrolls and set the quests on that giver to ‘complete’ so they are not cramping your map!


Lightheaded. (medium importance)
To anyone who uses comments from sites like Wowhead for advice, this is your best friend. It adds a pop-out section on your in-game quest log, which contains the highest rated comments on the quest you have highlighted. It will also show you who to turn a quest in to, their coordinates, and (if using Carbonite) you can click on the coordinates for a handy little ‘go-to’ walk path to get to said quest giver. It also shows you the quest line in its entirety, so you can backtrack through a line and discover where it started or where it is going. Everyquest used with Lightheaded makes finding loose threads in quest lines easy!



Loremaster (high importance)
The name should say it all. For those who are unfamiliar with this sad truth: Not all quests in WoW count towards Loremaster and Seeker. Allow me to say this again: Not all quests count for Loremaster and Seeker.
 Wowhead.com   is a fantastic place to double check, but it is not always accurate. This addon is also not 100% accurate, but I have found it to be accurate 99% of the time.

This addon helps in 2 main ways:
Everyquest + Loremaster --
This addon places a [L] at the end of the name of quests present in a zone, as noted in my screenshot. The [L] denotes if a quest does or does not count.

Quest log + Loremaster --
in your in-game or carbonite Quest log this will add text into the body of the quest stating ‘Counts towards [achievement]’. Sometimes it will ‘probably count’ or ‘might count’. Often times you can trust ‘probably’ to mean yes, while ‘might’ has a much lower chance of being correct. It also notes the ones which simply do not count. You can toss those from your quest log, ignore the quest giver on carbonite and never look back to those which do not count to make looking for those last 3-4 quests much much easier.




For anyone who is looking forward to taking on Loremaster or Seeker, I highly recommend looking into your add on set before accepting the journey. You will need several water walking potions, much patience, and a helpful guild for when you ‘just don’t get it’. I’d recommend bookmaking your favorite ‘help me’ site from wow, my preference being Wowhead.


Take on the journey, for whatever reasons. It’s fun, it’s profitable (who doesn’t love more gold!) and it gives the feeling of accomplishment when you get closer and closer to your goal. I know I am going to be celebrating when I get Seeker!