[Edited Note: The following is meant to apply to my battleground experience, not arenas as I have not done them yet post - Cata.]
I’ve been playing mmorgs since EQ beta back in 1998 and very seldom have I seen such a drastic disparity manifest after a new release as that between holy paladins and resto druids in the post Cata WOW PVP environment. Mind you, I play both a paladin and a druid and enjoy both. But here is what has happened in a nutshell.
Pre Cata, resto druids were aoe healing beasts, where they could roll endless hots on themselves and their PVP team members, and the relative strength of their heals was sufficient enough to overcome significant damage upon themselves even with modest resilience, thus why resto druids were given very little survivability talent relative to holy paladins.
Post Cata, hitpoint and dps pools have grown exponentially, far outpacing healing, thus drastically impacting the relative effectiveness of individual heal spells, especially hots. I.e., the comedy that is dropping a rejuv on a tank now that only moves their healthbar 10% upon completion as opposed to 30-40% pre Cata. Further, Blizzard has vastly increased mana intensiveness to most heal spells, hots especially, essentially hitting resto druids with a double whammy – “many of your heals are way less effective now, and they cost way more mana so you can’t use them as much.”
For PVE, this has worked well in my opinion. It has reintroduced challenge to the resto druid, where you have to actually use your brain to heal, or you go oom. Gone are the days of yawning through rolling 8 rejuvs on party members while you watch SportsCenter with your other eye. Enter the world of LBx3, spam nourish, and save your mana intensive hots and tree form for shit hitting the fan.
But the changes have created a vast disparity in the viability of resto druids vs holy paladins in [battleground] PVP. Rolling hots has been deeply nerfed due to it’s mana intensiveness and it’s minimized effectiveness relative to HP/DPS pools, essentially crippling the most viable function of a resto druid in PVP, but nothing has been added to compensate the resto druid in terms of survivability.
a. Wild Mushrooms? ROFL.
b. Switching to bear form and popping frenzied regeneration? Yay…. Can druids heal while doing this? Can they do much other than pop a quick stun and regenerate a bit? No. There simply is no comparison between holy paladin survivability and that of a resto druid now.
c. Bark skin? No better than Divine protection except yay you aren’t interrupted for a short period.
d. Remove curse? No better than Cleanse.
e. Shapeshift change to break root? No better than Hand of Freedom because, while HoF has a cooldown, it is compensated by the fact that the paladin can continue to heal and fill his roll during it’s use, as opposed to a shape shifted druid who can do nothing but run in travel form, do weak dps or minor stun in bear of cat form.
f. Cyclone? Nice, but long cast time, easily interruptable with diminishing marginal returns. Somewhat useless when 4 opponents stack dps against one friend or yourself.
g. Root? Easily breakable now by many classes without popping trinket.
h. MotW? No better than Kings.
i. Bear form stun? Not nearly as effective as Hammer of Justice – instant 6 second stun which keeps the paladin in full function and healing shape, unlike a resto druid in bear form who can’t heal a thing over than himself via Frenzed Regen.
j. Tree Form? Nice, but is this really any better than a paladin popping Avenging Wrath (all healing increased 20% for 20 seconds), GoTAKings (pet spawns and heals, for free, the most in need party member, be it the healer), and Divine Favor – increases the paladin’s spell haste and crit chance by 20% for 20 sec?
k. Innervate? Slightly better than Divine Plea, which replenishes 10% mana over 15 seconds. And in battlegrounds, not usually a make or break ability. Typically focused on and used between skirmishes.
On the other hand, let’s look at what holy paladins can also do to survive:
l. Plate armor increases physical damage mitigation vs leather.
m. Devotion Aura – increase armor for raid.
n. Resistance Aura – provides fire/frost/shadow resistance to all members, great vs mages/locks.
o. Aura Mastery – makes all friends immune to silence/interrupt for 6 seconds and increases ALL current aura effects by 100% for 6 seconds. Amazing when two holy paladins chain this, offering 12 seconds of tremendous boost to current resistances, armor, etc.
p. Hand of Protection – instantly make anyone including the paladin target immune to all physical attacks for 10 seconds. Druids have nothing close to this.
q. Hand of Sacrifice – Transfer 30% of the damage on the target to the holy paladin – a nice way to buffer damage on any party member in perild when other talents are on cooldown.
r. Divine Protection – 100% immunity for 8 second, and reduces paladin’s damage but NOT healing by 50% during that time. Druids have nothing close to this.
s. Lay On Hands – huge insta-heal with long cool down. Druids have nothing close to this.
t. Insta-cast Word of Glory and insta-cast Holy Shock (post Daybreak) – big insta heals with no cast time. Druids have nothing close to this. Every big non-HoT has a long cast time, save for an occasional nature’s swiftness use which requires an extra click first by the druid.
The counter argument would be something along the lines of how resto druids still have all of the HoTs available that afford them more groupwide healing than a paladin. Oh really?
a. What about a holy paladin with Beacon of Light (automatically heals a friend for 50% of the amount healed for no mana) and Protector of the Innocent (healing someone else automatically heals the paladin for a large percentage of the heal. No mana cost)? These two abilities have no down time, and essentially allow a paladin to heal THREE people (their target, the beacon target, and themselves) all for the price of ONE. The beacon heal and PoI heal cost nothing. With the cost of hots now, can a resto druid viably roll hots on more than 3 people including themselves for any extended period, given that they have to PAY MANA for ALL THREE? No. How about two paladins beaconing each other? Tried and tested for the ages, as effective then as it is now.
b. Toss in the Pallie’s own AOE heals – Light of Dawn/Holy Radiance.
c. Toss in Word of Glory – insta monster heals at zero mana cost. ZERO MANA COST. ZERO MANA COST. Nerfed already, but still.
This is my minor, stream of consciousness thesis. It’s not meant as a “here’s the facts, screw you if you disagree” type of post. It is meant more as this is what I think, and I post it not so much to educate, but more to see if someone can tell me where I am wrong or what I am missing. But for now, the PVP results have backed this up.