Flash of Light
We've updated the Flash of Light reference to make it a bit more clear in the original post as follows.
- Flash of Light remains a fast heal, but will be more expensive to justify the cast speed. Holy Light will be the go-to heal that has average efficiency and throughput. Beacon of Light needs to be changed so that its benefit is letting the paladin heal two targets at once, not letting the paladin get two heals for the mana cost of one. It’s intended to save GCDs and targeting time, not mana.
In addition we’re changing the paladin heal design to match that of the other healers. Holy Light is the middle heal. It’s very efficient, but not particularly fast and doesn’t have a lot of throughput. Flash of Light will be the faster heal that costs more mana. (Currently paladins sort of flip the model around by having a fast, efficient heal.) Holy paladins can talent into an additional heal that is like a giant Holy Light. It might take three of these big heals (or two crits) to get a tank from death’s door back to 100% health. (
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Beacon of Light
Currently on live, Beacon of Light is a tool that allows paladins to target more than just the main tank. In Cataclysm if it just doubles their healing, it is going to be overpowered. We have two ways we might handle this and we’ll experiment to see which feels better. The first is that Beacon only works on some heals, such as Flash of Light or Holy Light (but not the big one). An alternative idea is that Beacon increases the mana cost of a heal cast on a beaconed target, since you’re essentially getting a double heal. Under this model, Beacon itself would cost no mana. (
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Guardian of Ancient Kings
As for the Guardian of Ancient Kings. First, it's important to understand that this is not a pet nor does it have a pet bar associated with it. Second, it's also not meant to last for very long. So, it's not a pet in the traditional sense. It's a friend in need when you need it, but not a permanent companion. (
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Single Target Healing / Huge Mana Pool
Also on the live realms currently, paladins have huge mana pools and massive throughput. The trade-off is that they are excellent single target healers and much weaker in other roles. We want paladins to be slightly more interchangeable with other healers. In Cataclysm, you should be able to have a Holy priest on the tank and a Holy paladin on the raid. We’re not sure we’ll back off of the current healing roles completely, but we definitely want to add more breadth to those whose roles are currently too narrow. (
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Paladin Healing model
We talked a lot about keeping the paladin model inverted, where the small heal is super efficient. There is probably a way it could still work. In the end we were just concerned that it would end up biting us in the rear. Somewhere along the way we'd have to make special rules to handle the paladin, who would risk being too mana efficient or too incapable of healing when forced to heal outside of their mana-efficient comfort zone. Could we have designed it? Probably. But frankly I'd rather spend our time on more interesting mechanics and spells. I'd rather the new AE heal really make paladins feel like they can AE heal rather than really making sure FoL felt small, cheap and fast. I agree it erodes a little bit of distinction among the classes, but only a little bit. There are far more interesting ways to make healers feel unique than in the relative mana efficiency of their small spell. (
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Divine Storm
Divine Storm will get the Whirlwind treatment (less damage per target but unlimited targets).
The difference is that paladins fit their rotations around cooldowns while warriors do so around a limited resource. So it's entirely possible a paladin will still use DS when other attacks are on cooldown. (It will depend on what exactly the Ret rotation looks like, which we're still developing.) Divine Storm also provides a little healing too, so it's not exactly the same as Whirlwind. We probably wouldn't want to get to the point where Rets feel the need to have their single target spec without DS and the cleave spec with DS. (And without knowing the numbers, it's going to be difficult for any of you to insist that this will or will not happen.)
In general, we don't want buttons that are good against single targets to just be better against groups of targets. It makes rotations too static and makes numbers hard to balance since "cleavey" specs can do so much more damage against tight packs of enemies. Some higher damage is fine. It just too extreme right now.
These are previews, not patch notes. Just because we didn't mention anything doesn't mean there is no chance of it changing. (
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Blessings / Blessing of Sanctuary
Kings and Might can just be raid wide. There should be no need to target individuals. We're trying to make sure there isn't a circumstance where one dude would prefer the opposite buff to everyone else.
Bo Sanc could just be Kings with an extra mana component (for the paladin). We're also considering making it a passive that gives the paladin mana and provides the 3% damage reduction buff raid-wide which is currently brought by Renewed Hope (the Disc talent). (
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Scaling back AoE Tanking Capabilities of Paladins
That's still the goal. I guess I'm unclear of what part of the paladin preview you took to mean that we're keeping the same or even enhancing the ability for paladins to AE tank.
We tried to stay away from numbers as much as possible in the previews, except to give you a vague sense of the intent for some of the new abilities in terms of whether something has a short cooldown or a long cooldown.
[...] No, it's not really that. We just have a couple of different avenues we're exploring and we didn't want to have say models A, B and C in different large paragraphs. The ideas just need a little more time to bake.
And I'm not entirely sure how you're using "niches" but I am talking about wanting Prot paladins to use slightly different rotations against single targets than against groups. The addition of Crusader Strike (and maybe Holy Shock?) alone start to provide that. (
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Critical Healing Effect
There also seems to be some confusion about Critical Healing Effect which simply means a critical heal can do more than 150%. (Think of talents like Ruin for warlocks.) We wanted to keep some of the feel of Holy paladins getting big critical heals and caring about crit in general. This mechanic wouldn’t really have worked in Wrath of the Lich King because big crits just translated into overhealing. In Cataclysm that shouldn’t be the case. (
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Twitter Dev Chat - 04/16 (
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Q: Will healing hands be a paladin-centered tranquility, or something we have to run around to keep people in range of?
A: The idea is that it matters where the paladin is, so it won’t be raid-wide like Tranquility will be in Cataclysm. We will make sure the magnitude of the heal is sufficient that it’s a button the paladin wants to use. The cooldown and duration aren’t set in stone either.
Q: Now that paladin's Holy Shock is baseline is there any plans to change the Art of War talent?
A: We like Art of War, so we don’t expect it will go away. We understand the concern that Holy Shock might compete with Art of War a little bit in terms of role (an instant damage spell) and that’s something we’re going to have to address.
Q. What information/ideas can you share on PvP utility in the Retribution tree? Mandatory gap closer/interrupt question. Not having a cleanse will hurt. :\
A. Retribution paladins will be getting an interrupt.