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    [Holy] WoD Alpha/Beta Info & Discussion

    Beta is upon us! There will be lots of information trickling in through in the next few weeks, and we'll try to compile them nicely here. Good or bad, paladins are one of the classes to receive the least amount of changes this time around. Please use this thread to ask, discuss and theorycraft changes to us in the beta.

    For the full, current official beta notes (updated June 18th): HERE
    Previous Warlords of Draenor Holy Megathread: HERE


    Official Notes

    Originally Posted by Blizzard Entertainment
    We made a few additional changes to Paladins. We revised the functionality of Hammer of the Righteous a bit, such that its performance is about the same, but its tooltip is much clearer. We also made Stay of Execution much more attractive to use as an emergency button. We also revised how Eternal Flame interacts with Holy Power, and allowed it to once again trigger Illuminated Healing. One big change for Retribution that isn't mentioned here is the removal of Inquisition (see Ability Pruning), which will have a notable effect on their rotation.

    • Eternal Flame’s periodic healing effect has been changed. Its duration now scales with Holy Power, instead of its healing. Its effect at 3 Holy Power remains unchanged.
    • Hammer of the Righteous now deals 50% Physical weapon damage (up from 15%) to the primary target, but the primary target is no longer hit with the Holy damage.
    • Illuminated Healing can once again be triggered by Eternal Flame.
    • Seals no longer cost any mana.
    • Stay of Execution (the Holy version of Execution Sentence) now deals its healing in a large burst at first, and then decreasing over time (reversed from before).
    • Supplication now also increases Flash of Light’s healing by 50%.
    Originally Posted by Blizzard Entertainment
    Secondary Stat Attunements

    A new concept that we’re introducing is each specialization having an attunement to a particular secondary stat. These take the form of a passive ability that grants a 5% increase to the amount of a specific secondary stat gained. This provides a good starting point for where to focus your secondary stats. Usually, it will be your highest throughput stat (not counting Spirit for Healers, and Bonus Armor for Tanks, which is an optimal secondary stat in most cases). There are exceptions, and raw throughput may not even be the biggest concern in some situations. Treat this as a guideline, not a rule, about which secondary stat to favor.

    Paladin
    Holy: Critical Strike
    Protection: Haste
    Retribution: Mastery

    Originally Posted by Blizzard Entertainment
    Ability Pruning

    We attempt to prune abilities with the intent to reduce the amount of keybind/macro bloat and merging abilities that served a similar purpose but are otherwise redundant together.

    Paladin

    • Avenging Wrath is no longer available to Protection Paladins.
    • Daybreak now heals all allies within 10 yards for 15% of Holy Shock's healing (instead of 75%, split between each ally).
    • Divine Favor has been removed.
    • Divine Light has been renamed Holy Light.
    • Divine Plea has been removed. Mana costs for Paladins have been adjusted accordingly.
    • Guardian of Ancient Kings is now only available to Protection Paladins.
    • Hand of Salvation has been removed.
    • Holy Light has been removed.
    • Inquisition has been removed.
    • Judgments of the Bold has been removed.
      • Judgment is now naturally free for Holy Paladins, and naturally generates 1 Holy Power for Retribution Paladins.
    • Seal of Righteousness is no longer available to Holy Paladins.
    • Seal of Truth is no longer available to Holy Paladins.
    • The Art of War has been removed.
    • Exorcism's cooldown now naturally has a chance to be reset on auto attacks.
    • Tower of Radiance has been removed.
      • Beacon of Light now naturally generates 1 Holy Power when healing the target of Beacon of Light with Flash of Light or Divine Light.
    Originally Posted by Blizzard Entertainment
    Instant Cast Heals

    Over time, healers have gained a bigger and bigger arsenal of heals that they can cast while on the move, which removes the inherent cost that movement is intended to have for them, while also limiting players’ ability to counter healing in PvP. This left Silences and crowd control (which we’re trying to curb) as the only ways to actually limit an enemy player's healing output. We're still preserving the option to instantly heal, but are reducing the number of instant-cast healing abilities overall. Raid and dungeon encounter damage during high-movement phases will be adjusted accordingly. Here are some examples:

    Paladin
    • Eternal Flame now has a 1.5-second cast time (up from instant cast) for Holy Paladins.
    • Guarded by the Light (Protection) now also makes Word of Glory and Eternal Flame instant cast.
    • Light of Dawn now has a 1.5-second cast time (up from instant cast).
    • Sword of Light (Retribution) now also makes Word of Glory and Eternal Flame instant cast.
    • Word of Glory now has a 1.5-second cast time (up from instant cast).
    Originally Posted by Blizzard Entertainment
    Crowd Control and Diminishing Returns

    Another big takeaway from Mists of Pandaria is that there was simply too much crowd control (CC) in the game. To solve that, we knew that we needed an across-the-board disarmament. Here's a summary of the player-cast CC changes:

    • Removed Silence effects from Interrupts. Silences still exist, but are never attached to an Interrupt.
    • Removed all Disarms.
    • Reduced the number of Diminishing Returns (DR) categories.
      • All Roots now share the same DR category.
        • Exception: Roots on 'Charge' types of abilities have no DR category, but have a very short duration instead.
      • All Stuns now share the same DR category.
      • All Incapacitate ("Mesmerize") effects now share the same DR category, and have been merged with the Horror DR category.
    • Removed the ability to make cast-time CC spells instant with a cooldown.
    • Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
      • Pet-cast CC is more limited and often removed.
      • Cyclone can now be dispelled by Immunities and Mass Dispel.
      • PvP trinkets now grant immunity to reapplication of an effect from the same spell cast, when they break abilities with persistent effects like Solar Beam.
      • Long fears are now shorter in PvP, to account for the target also needing to run back afterward.

    Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs, in order to further reduce burst damage. Please keep in mind when reading the specifics of the patch notes that some classes may have lost abilities, or had the power of select abilities reduced. These changes were made in the context of the above goals. Other classes have a reduced crowd-control ability overall. We believe that this entire package of changes will make PvP a more enjoyable experience for everyone.

    Paladin
    • Blinding Light has been removed.
    • Repentance's cast time has been increased to 1.7 seconds.
    • Turn Evil's cast time has been increased to 1.7 seconds and now has a 6-second duration in PvP (down from 8 seconds).
    Originally Posted by Blizzard Entertainment
    Holy Changes

    We made several changes for Holy, to go along with other larger system changes to compensate for the removal of Guardian of Ancient Kings from Holy, and merged its benefits into Divine Favor. In order to follow through on our change to merge all types of Haste %, we removed the Spell Haste % from Seal of Insight to a Holy-only passive, so that it didn't also increase Protection's baseline Haste by 10%. Our changes to healer mana and mobility also indirectly increased the value of Selfless Healer by a large amount, so we brought it back down to be even in power with the other talents on its row. We also raised the range of Denounce to be consistent with other spells. Lastly, we adjusted the critical strike chance of Holy Shock, to increase the value of Critical Strike for Holy Paladins.

    • Avenging Wrath now also increases all of the Paladin’s healing by 20% for its duration.
    • Denounce's range has increased to 40 yards (up from 30 yards).
    • Holy Shock now has twice the normal chance to critically strike (instead of having an additional 25% chance to critically strike).
    • Infusion of Light now also passively increases Haste by 10%.
    • Seal of Insight no longer increases spell Haste by 10%.
    • Selfless Healer for Holy no longer causes Judgment to grant Holy Power. It also is only usable on Flash of Light, no longer on Holy Light or Holy Radiance.
    Originally Posted by Blizzard Entertainment
    Retuning Healing Spells

    One of our goals for healing is to tone down the raw throughput of healers relative to the size of player health pools. Currently, as healers and their allies acquire better and better gear, the percentage of a player’s health that any given heal restores increases significantly. As a result, healers are able to refill health bars so fast that we have to make damage more and more “bursty” in order to challenge them. Ideally, we want players to spend some time below full health without having healers feel like their groupmates are in danger of dying at any moment. We also think that healer gameplay would be more varied, interesting, and skillful if your allies spent more time between 0% and 100%, rather than just getting damaged quickly to low health, forcing the healer to then scramble to get them back to 100% as quickly as possible.

    To that end, we’re buffing heals less than we’re increasing player health. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldn’t climb so much over the course of this expansion. For those concerned about what this means for raiding, don’t worry—we’re taking all of these changes into account when designing Raid content for Warlords of Draenor.

    It’s also important to note that spells that heal based on a percentage of maximum health are being effectively buffed by the massive increase to player health pools, so we’re lowering those percentages to offset the effect. That may make them appear to have been nerfed—however, the net result is that those percentage-based heals stay about the same as before relative to other heals.

    All of these changes apply to damage-absorption shields as well. Additionally, we're toning down the power of damage absorption in general. When they get too strong, absorption effects are often used in place of direct healing, instead of as a way to supplement it. We will, of course, take these changes into account when tuning specializations that rely heavily on absorbs, such as Discipline Priests.

    We also took a look at healing spells that were passive or auto-targeted (so-called "smart" heals). We want healers to care about who they're targeting and which heals they're using, so that their decisions matter more. To that end, we're reducing the healing of many passive and auto-targeted heals, and making smart heals a little less smart. Smart heals will now randomly pick any injured target within range instead of always picking the most injured target. Priority will still be given to players over pets, of course.

    Another of our goals for healing in this expansion is to strike a better balance between single-target and multi-target healing spells. We've taken a close look at the mana efficiency of our multi-target heals, and in many cases, we're reducing their efficiency, usually by reducing the amount they heal. Sometimes, but more rarely, raising their mana cost was a better decision. We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face a meaningful choice between whether to use a single-target heal or a multi-target heal based on the situation.

    Finally, we're removing the low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, because we think that while they do add complexity, they don’t truly add depth to healing gameplay. (We’re also renaming some spells to re-use those names. For example, Greater Healing Wave is being redubbed Healing Wave.) However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. Here are some examples from each healer class.

    • Paladin Higher Efficiency: Holy Light, Holy Shock, Word of Glory, Light of Dawn
    • Paladin Higher Throughput: Flash of Light, Holy Radiance

    All of this discussion of efficiency may cause most healers to start worrying about mana regeneration and their mana pool. To allay those concerns, we’ve increased base mana regeneration a great deal at early gear levels, while having it scale up less at later gear levels. This will make all of these changes play well even in early content such as Heroic Dungeons and the first tier of Raid content, and also play well in the final Raid tier without mana and efficiency becoming irrelevant due to extremely high regeneration values.

    That’s a lot of big changes for healers: reduced throughput, a more deliberate pace, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions. We’re confident that we can apply lessons learned from previous expansions to make this the best healer experience yet: more dynamic, less punishing, and frankly a lot more fun.

    General Changes

    • Smart heals will now randomly pick any injured target within range, instead of always picking the most injured target. Priority will still be given to players over pets.
    • Long-cast-time single-target heals, such as Greater Heal and Healing Touch, now cost roughly half as much as fast-cast-time single-target heals, such as Flash of Light or Healing Surge, and heal for roughly the same amount.
    • Every class has multiple area healing spells available, some low throughput and efficient, others high throughput and inefficient.
    • Area healing spells are tuned to be less efficient than single-target healing spells when they heal 2 or fewer targets, and more efficient when they heal 3 or more targets.
    • Spells with cooldowns or limitations may have higher efficiency than the no-cooldown equivalents.


    New Talent Tree

















    New Glyphs



    Datamined changes since the most recent official notes (updated June 18th) - All Specs

    Keep in mind that these changes are not final, and a great deal could change before the expansion ships!


    Beta Build 18505
    Originally Posted by MMO-Champion
    • Reckoning Taunts the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. 3.5% of Base Mana. 30 yd range. Instant. 8 sec cooldown.

    Protection
    • Grand Crusader When you dodge or parry avoid a melee attack you have a 30% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate 1 Holy Power. Paladin - Protection Spec.



    Alpha Build 18471

    Originally Posted by MMO-Champion


    Originally Posted by MMO-Champion
    Holy & Retribution
    • Supplication For 8 sec after you kill an enemy that yields experience or honor, your next Flash of Light will be increased by 100% and has 50% increased critical strike chance.Paladin - Holy & Retribution Spec.

    Holy, Protection, Retribution
    • Flash of Light Heals a friendly target for [ 185.3% of Spell Power ;]. Paladin - Holy, Protection, Retribution Spec;]. 23% of Base Mana. 40 yd range. 1.5 sec cast.



    Alpha Build 18443

    Originally Posted by MMO-Champion
    • Item - Paladin T17 Holy 2P Bonus Increases the healing of Word of Glory and Light of Dawn by 10%. When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 25% effectiveness. When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory at 25% effectiveness.
    • Item - Paladin T17 Retribution 2P Bonus Increases the damage of Crusader Strike by 10%. Judgment has a 101% chance to immediately deal 10% of the total damage of your Censure effect to the target.
    • Item - Paladin T17 Retribution 4P Bonus Using Templar's Verdict or Divine Storm empowers has a 30% chance to empower you with Crusader's Fury. Crusader's Fury increases all damage dealt by 5% for 5 sec. allows the use of Hammer of Wrath regardless of your target's current health.



    Originally Posted by MMO-Champion
    General - All Specs
    • Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed. 60 yd range. Instant. Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. 60 yd range. Instant.
    • Crusader Strike An instant strike that causes 100% weapon damage plus 0. Requires Melee Weapon. 15% of Base Mana. Melee range. Instant. 4.5 sec cooldown.
    • Flash of Light A quick, expensive heal that heals a friendly target for [ 185.3% of Spell Power ]. 23% of Base Mana. 40 yd range. 1.5 sec cast.
    • Hammer of the Righteous An instant strike that causes 100% weapon damage plus 0. Requires Melee Weapon. Unlimited range. Instant.
    • Hand of Sacrifice (Holy, Protection) Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin. Lasts 12 sec or until the Paladin has transferred 100% of their maximum health. Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin for 12 sec or until the Paladin has transferred 100% of their maximum health.
    • Hand of Sacrifice (Retribution) Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin and removing all harmful Magic effects from the target. Lasts 12 sec or until the Paladin has transferred 100% of their maximum health. Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin and removing all harmful Magic effects from the target for 12 sec or until the Paladin has transferred 100% of their maximum health.
    • Judgment (Holy) A magic attack that unleashes the energy of a Seal to cause [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage. Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage. Requires an active Seal to cast.
    • Judgment (Protection) A magic attack that unleashes the energy of a Seal to cause [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage and generates one charge of Holy Power. Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage and generates 1 Holy Power. Requires an active Seal to cast.
    • Judgment (Retribution) A magic attack that unleashes the energy of a Seal to cause Causes [ 1 + 50.21% of Spell Power + 60.3% of AP ] Holy damage, generate one charge of Holy Power, and apply the Physical Vulnerability debuff to a target. damageand generates 1 Holy Power. Physical Vulnerability Weakens the constitution of an enemy target, increasing their physical damage taken by 5% for 30 sec. Requires an active Seal to cast.

    Talents
    • Beacon of Faith Mark a second target as a Beacon, mimicking the effects of Beacon of Light. Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - LvL 0 Talent. 60 yd range. Instant. 3 sec cooldown.
    • Empowered Seals Your Seals also cause your Judgment to empower you with an additional beneficial effect which persists through changing Seals: Judgment of Justice Increases your movement speed by 20% for 20 sec. Judgment of Insight Heals you for 5% 3% of your maximum health every 2 sec for 20 sec. Judgment of Righteousness Increases your attack speed by 30% for 20 sec. Judgment of Truth Increases your attack power by 15% for 20 sec. Paladin - LvL 0 Talent.
    • Hand of Purity Places a Hand on the friendly target, reducing damage taken by 10% and damage from harmful periodic damage over time effects by an additional 80% (less for some creature attacks) for 6 sec. Players may only have one Hand on them per Paladin at any one time. Paladin - LvL 60 Talent. 7% of Base Mana. 40 yd range. Instant. 30 sec cooldown.

    Holy
    • Avenging Wrath Imbues you with wrathful light, increasing healing done by 100%, haste by 20%, critical chance by 20%, and damage done by 20%. Lasts and haste, critical strike chance, and damage by 20% for 20 sec. Paladin - Holy Spec. Instant. 3 min cooldown.
    • Beacon of Light The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - Holy Spec. 60 yd range. Instant. 3 sec cooldown.
    • Daybreak After casting Holy Radiance, your next Holy Shock will also heal other allies Casting Holy Radiance causes your next Holy Shock to also heal each ally within 10 yards of the target for an amount equal to 75% 15% of the original healing done, divided evenly among all targets. Stacks up to 2 times. Paladin - Holy Spec. Can accumulate up to 2 charges. Paladin - Holy Spec.
    • Holy Light A large heal that heals a friendly target for [ 185.3% of Spell Power ;]. Good for periods of heavy damage. Paladin - Holy Spec. 11.5% of Base Mana. 40 yd range. 2.5 sec cast.
    • Holy Radiance Imbues a friendly target with radiant energy, healing that target for [ 151.32% of Spell Power ] and all allies within 10 yards for 50% of that amount. Grants a charge of half that amount. Grants 1 Holy Power. Healing effectiveness diminishes for each player target beyond 6. Paladin - Holy Spec. 44% of Base Mana. 40 yd range. 2.5 sec cast.
    • Holy Shock Blasts the target with Holy energy, causing Deals [ 102% of Spell Power ] Holy damage to an enemy, or [ 122.16% of Spell Power ] healing to an ally, and granting a charge of grants 1 Holy Power. Holy Shock has 2.0 times double the normal critical strike chance. Paladin - Holy Spec. 7.1% of Base Mana. 40 yd range. Instant. 6 sec cooldown.
    • Infusion of Light Increases your haste by 10%. Additionally, your Holy Shock critical effects Your Holy Shock criticals reduce the cast time of your next Holy Light, Divine Light, or Holy Radiance by 1.50 sec. Paladin - Holy Spec. Also increases your haste by 10%. Paladin - Holy Spec.
    • Light of Dawn Consumes up to 3 Holy Power to emanate unleash a wave of healing energy, healing up to 6 of the most 6 injured targets in your party or raid within 30 yards for [ 1 + 24.5% of Spell Power ] per charge of Holy Power up to [ 3 + 73.5% of Spell Power . Paladin - Holy Spec. 1 Holy Power. 1.5 sec cast.
    • Light's Beacon The target becomes a Beacon of Light to all party and raid members within 0 to 60 yards. Only one target can be the Beacon of Light at a time. Beacon of Light Your spells Your heals on other party or raid members will also heal the Beacon for a percentage of Light target for up to 50% of the amount healed. Your Holy Radiance, Light of Dawn, Light's Hammer, and Holy Prism will heal for 15% of the amount healed. All other heals will heal for 50% of the amount healed Flash of Light and Holy Light on the Beacon of Light target will also generate 1 Holy Power. Paladin - Holy Spec. 60 yd range.

    Protection
    • Avenger's Shield Hurls your shield at an enemy target, dealing [ 2 + 237.6% of AP ] Holy damage, silencing and interrupting spellcasting interrupting and silencing the target for 3 sec, and then jumping to additional nearby enemies. Affects 3 total targets 2 additional nearby enemies. Requires Shields. Paladin - Protection Spec. 7% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
    • Grand Crusader When you dodge or parry a melee attack you have a 30% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec. Paladin - Protection Spec. 1 Holy Power. Paladin - Protection Spec.

    Protection & Retribution
    • Seal of Righteousness Fills you with Holy Light, causing melee attacks to deal 5% weapon damage to all targets within 8 yards. Instant. Paladin - Protection & Retribution Spec. Instant.
    • Seal of Truth Paladin - Protection & Retribution Spec.

    Protection, Retribution, Retribution
    • Hammer of the Righteous Hammer the current target for 35% weapon damage, causing a wave of light that hits all other targets within 8 yards for 20% Holy weapon damage. Grants a charge of 1 Holy Power. Requires Melee Weapon. Paladin - Protection, Retribution, Retribution Spec. 3% of Base Mana. Melee range. Instant. 4.5 sec cooldown.

    Retribution
    • Divine Storm An area attack that consumes 3 charges of Holy Power to cause Deals 50% weapon damage as Holy damage to all enemies within 8 yards. Requires Melee Weapon. Paladin - Retribution Spec. 3 Holy Power. Instant.
    • Exorcism Forcefully attempt to expel the evil from the target with a blast of Holy Light. Causes Blasts the target with Holy Light, causing [ 1 + 117.1% of AP ] Holy damage and generates a charge of generating 1 Holy Power. Your autoattacks have a 20% chance of resetting the cooldown of your Exorcism. Paladin - Retribution Spec. 4% of Base Mana. 30 yd range. Instant. 15 sec cooldown.
    • Mastery: Hand of Light Your Crusader Strike, Hammer of the Righteous, Hammer of Wrath, Templar's Verdict and Divine Storm Divine Storm, and their multistrikes deal 14.8% additional damage as Holy damage. Paladin - Retribution Spec.
    • Sanctity Aura (New) You radiate holy energy, granting all nearby party and raid members 3% Versatility. Paladin - Retribution Spec.
    • Sword of Light Increases the damage you deal with two-handed melee weapons by 30%. Your spell power is now equal to 100% of your attack power, and you no longer benefit from other sources of spell power. Grants 6% of your maximum mana every 2 sec. Increases the healing done by Word of Glory by 60% and Flash of Light by 100%, and Word of Glory is now instant. Paladin - Retribution Spec. Paladin - Retribution Spec.
    • Templar's Verdict A powerful weapon strike that consumes 3 charges of Holy Power to deal deals 185% weapon damage. Requires Melee Weapon. Paladin - Retribution Spec. 3 Holy Power. Melee range. Instant.

    Major Glyphs
    • Glyph of Ardent Defender Ardent Defender no longer reduces damage takent taken, but if its duration expires without being consumed, its cooldown will be reset to 60 sec. Major Glyph.



    Changelog:
    2014-07-02: Added beta build 18505.
    2014-06-30: Updated Glyph of the Consecrator description.
    2014-06-28: Initial post.
    Last edited by Fhi; 2014-07-03 at 05:33 AM.

    Paladin and D3 Moderator | MMO-C Guidelines | Signature and avatar art by Dancing Hare

  2. #2
    So am I missing something or do most of our paladin healing spells heal for less than half of every other healers? This is on live too btw. I have played ret and my resto druid for the majority of the expansion so forgive me if this is some sort of stupid question, but I noticed the trend continues into WoD. I thought at first that maybe it had something to do with Beacon of Light but that wouldn't really make sense.
    <celebrities> of perenolde 14/14H U.S. 37 10 Man -- Ret paladin/Resto druid
    http://www.twitch.tv/nature24

  3. #3
    Scarab Lord nightfalls's Avatar
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    Quote Originally Posted by Natureseer View Post
    So am I missing something or do most of our paladin healing spells heal for less than half of every other healers? This is on live too btw. I have played ret and my resto druid for the majority of the expansion so forgive me if this is some sort of stupid question, but I noticed the trend continues into WoD. I thought at first that maybe it had something to do with Beacon of Light but that wouldn't really make sense.
    You are likely not counting things such as Illuminated Healing and other passive effects. Spell Power coefficient alone is a horrible way to compare (not that I can tell how you are judging this, anyway).

    I'd be more concerned in how Paladins on beta fare against other healers in each department, and how they are relatively. So for instance if we can hold up against other classes on a single target but then fall flat on AoE, that's something to note. Poor mechanics is something else to note. Still probably not on a tuning pass yet.

  4. #4
    Quote Originally Posted by nightfalls View Post
    So for instance if we can hold up against other classes on a single target but then fall flat on AoE, that's something to note.
    paladins win single target, they're better than everyone else.
    paladins suck at aoe healing like disc priests do.

    summed up

  5. #5
    Will this set bonus still be in wod for the pvp set? " (4) Set: Casting Flash of Light grants 1 charge of Holy Power. " ??

  6. #6
    When it comes to Holy Paladins, I have to say, this feels like a regular patch rather than an expansion. There's just nothing to get excited about. I'm usually awaiting the beta patches with anticipation but it seems like literally all we're waiting for is tuning, which just isn't very exciting. I know they don't like to mix things up too much just for the sake of it but things just seem so dull this expansion.
    Last edited by Pasture; 2014-06-29 at 04:04 PM.

  7. #7
    Quote Originally Posted by Pasture View Post
    When it comes to Holy Paladins, I have to say, this feels like a regular patch rather than an expansion. There's just nothing to get excited about. I'm usually awaiting the beta patches with anticipation but it seems like literally all we're waiting for us tuning, which just isn't very exciting. I know they don't like to mix things up too much just for the sake of it but things just seem so dull this expansion.
    I had a chance to putz around on beta for a bit (I miss my addons, damnit!) and that's very close to my feelings on the subject. Expansions always come with their own special set of warts, but at least we get a few shiny new toys to offset the annoyance. This time around we don't even get that much. It's just... warts.

    Speaking of which: I found that I didn't mind the cast time on LoD all that much (well, aside from being a turret with very poor mobility in general), but the cast time on WoG/EF is a real show-stopper for me. The retard who came up with that brilliant idea had absolutely no idea how the healers operate.

  8. #8
    The level 100 talents...is it bad that I don't like any of them that much? The extra beacon could just be placed on the second tank, but that seems pretty basic. Beacon of insight is the most interesting one, but even then, I don't think I'd like the gameplay of being pointed to who I should heal next. Saved By the Light looks like a decent enough passive, but it's not enough for me to get excited about.

  9. #9
    Quote Originally Posted by Anetulan View Post
    The level 100 talents...is it bad that I don't like any of them that much? The extra beacon could just be placed on the second tank, but that seems pretty basic. Beacon of insight is the most interesting one, but even then, I don't think I'd like the gameplay of being pointed to who I should heal next. Saved By the Light looks like a decent enough passive, but it's not enough for me to get excited about.
    If you think Beacon of Faith is just meant to go on the 2nd tank/ Beacon of Insight is just a who to heal tool/ SBTL is a passive you're not doing it right.

  10. #10
    Quote Originally Posted by Aladya View Post
    If you think Beacon of Faith is just meant to go on the 2nd tank/ Beacon of Insight is just a who to heal tool/ SBTL is a passive you're not doing it right.
    Don't the beacons share a 3 second cooldown?

  11. #11
    Blademaster Clarius's Avatar
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    Quote Originally Posted by Anetulan View Post
    The level 100 talents...is it bad that I don't like any of them that much?
    They have potential for alot more interesting gameplay than the level 90 talents atleast.
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  12. #12
    Quote Originally Posted by Aladya View Post
    If you think Beacon of Faith is just meant to go on the 2nd tank/ Beacon of Insight is just a who to heal tool/ SBTL is a passive you're not doing it right.
    I guess that's true, there could be some good depth here, like throwing beacon on someone about to take a bit spike of damage so you can force SBTL to trigger.

  13. #13
    My idea is to use the second beacon for holy power generation.
    You could use a cast-macro for Beacon of Light and Flash of Light/ Holy Light in addition to Glyph of Beacon of Light (no GCD on Beacon of Light).
    So every 3 sec. you could place a beacon on the current FoL or HL target to get one Holy Power.
    You could use Beacon of Faith like Beacon of Light in MoP.

  14. #14
    Scarab Lord nightfalls's Avatar
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    Quote Originally Posted by Ennarion View Post
    My idea is to use the second beacon for holy power generation.
    You could use a cast-macro for Beacon of Light and Flash of Light/ Holy Light in addition to Glyph of Beacon of Light (no GCD on Beacon of Light).
    So every 3 sec. you could place a beacon on the current FoL or HL target to get one Holy Power.
    You could use Beacon of Faith like Beacon of Light in MoP.
    That is hardly a novel idea at all.

  15. #15
    Quote Originally Posted by Aladya View Post
    If you think Beacon of Faith is just meant to go on the 2nd tank/ Beacon of Insight is just a who to heal tool
    Which is 95% of what those two will be used for...

    Quote Originally Posted by Aladya View Post
    / SBTL is a passive you're not doing it right.
    Other than the fact that one is supposed to swap beacon around to proc it on other low targets and not just the tank, this is pretty much just a passive.

    I might be missing something here, but you just described the general purpose/dominant usage of all 3 talents, but go on to say it's "not doing it right".
    To be human is to possess superior intelligence to other species, yet channel that otherwise-wondrous potential into the most degenerate of endeavors rather than benefiting the world.

  16. #16
    Beacon of Faith is supposed to "mimic Beacon of Light," but does it also receive the benefit of the glyph that takes BoL off the GCD?
    Last edited by Kaeth; Tomorrow at 06:51 PM.

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  17. #17
    Quote Originally Posted by Kaeth View Post
    Beacon of Faith is supposed to "mimic Beacon of Light," but does it also receive the benefit of the glyph that takes BoL off the GCD?
    Yes. Targets single target healed that have Beacon of Faith also take 10% extra healing from the draenor perk.

    @PosPosPos.
    Did you try Beacon of Faith @ beta yet?
    The strength of BoInsight atm is actually aoe healing.
    Is SBTL really a passive if you're actively moving BoL around to proc it? Are you speced SBTL if the encounter doesn't favor this?
    Last edited by Aladya; 2014-07-01 at 05:17 PM.

  18. #18
    Scarab Lord nightfalls's Avatar
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    Quote Originally Posted by Aladya View Post
    Is SBTL really a passive if you're actively moving BoL around to proc it? Are you speced SBTL if the encounter doesn't favor this?
    SBTL seems still like a PvP only talent. If even that (and not 2nd Beacon).

    A couple of questions for the Beta: Since my previous round of questions,

    1) Does Daybreak now work with Multistrike?
    2) Do Multistrikes now trigger Illuminated Healing?

  19. #19
    Can a target have Beacon of Faith and Beacon of Light the same time? It says, that BoF mimicks BoL. So different buffs.

    Does Holy Radiance work with Beacon of Insight? It is partly a single-target heal.
    Last edited by Ennarion; 2014-07-01 at 08:00 PM.

  20. #20
    Quote Originally Posted by nightfalls View Post
    SBTL seems still like a PvP only talent. If even that (and not 2nd Beacon).

    A couple of questions for the Beta: Since my previous round of questions,

    1) Does Daybreak now work with Multistrike?
    2) Do Multistrikes now trigger Illuminated Healing?
    I have no doubt from the dungeon journal at least 2 encounters favor it atm.

    1)It did for a build and now it bugs again. It will work eventually.
    2)Yes


    Quote Originally Posted by Ennarion View Post
    Can a target have Beacon of Faith and Beacon of Light the same time? It says, that BoF mimicks BoL. So different buffs.

    Does Holy Radiance work with Beacon of Insight? It is partly a single-target heal.
    No,you cannot have both on the same target. The exact error is :" You are unable to have both Beacon of Light and Beacon of Faith on the same target" . In red, in the middle of the screen.

    No HR doesn't work with Beacon of Insight. Nor does the EF hot. The EF's direct hit works.

    EF and EF hot do work with the Draenor 10% Beacon Perk. HR does not.

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