Tag Archives: guide

4.0 [Holy] Talents Revisted

This past Tuesday 4.0.3a went live and the world experienced a Cataclysm of epic proportions, changing and scarring the face of Azeroth forever. What also occurred at the same time as the sundering of the world was a re-balancing of healing class including holy paladins. As a result, our talents were reset regardless of our specialization. In light of the changes, I will be taking a look an updated talent builds and include gylph changes as well as patch changes.

There have been some changes sense the original launch that I have analyzed and tested and decided a better route. Let’s start off by taking a look at a talent build:

Holy Tier 1: 2/3 Protector of the Innocent – 3/3 Judgements of the Pure

Holy Tier 2: 3/3 Clarity of Purpose – 2/2 Last Word

Holy Tier 3: 1/1 Divine Favor – 2/2 Infusion of Light – 2/2 Daybreak

Holy Tier 4:  2/2 Enlightened Judgements  – 1/1 Beacon of Light – 3/3 Speed of Light – 1/1 Sacred Cleansing

Holy Tier 5: 3/3 Conviction – 2/2 Paragon of Virtue

Holy Tier 6: 3/3 Tower of Radiance

Holy Tier 7: 1/1 Light of Dawn

Protection Tier 1: 3/3 Divinity

Retribution Tier 1: 2/3 Crusade

Since the original build with the new mechanics, I have worked with Eternal Glory (Prot Tier 1) and decided that at our current point level, the proc chance is not high enough to deduct a point from Crusade and the boost to healing for Holy Shock. Also, with the deficit in our Judgement distances I have still opted for 2/2 in Enlightened Judgements instead of Aura mastery for distance utility. I am not excluding the base of utility of Aura Mastery by any means.

This build is specifically designed for PVE healing and does not take into consideration any leveling talents that may be beneficial or PVP focus points like Blessed Life. This build emphasizes strong end-game healing with a few debatable and optional talents including Aura Mastery, Enlightened Judgements, Paragon of Virtue, and Eternal Glory.

What 4.0.3a brings to spells…

Beacon of Light now lasts 5 minutes, up from 60 seconds.

This change is for the greater good as it brings along a multitude of effects. Not only does it remove the extra GCD every 1-1.5 minutes but it also reduces the amount of mana that is used to refresh this. The mana cost at this spell is 6% base mana. At an approximate 3000 base mana, that is 180 mana, so over the course of 5 minutes (the current duration) we save 720 mana (given an unglyphed duration). These numbers may not be significant given our 40k+ mana pools but I have not looked at base mana amounts in a while either and we could see these numbers be much more drastic if they were in the Level 85 bracket.

Holy Radiance now has reduced effectiveness on targets over 8 yards away from the paladin.

Why this is implemented into a pre-Cataclysm patch I will never understand given that this spell is beyond our capabilities until we reach Level 83. However, when we received direct healing spell boosts, we were given the compromise that this spell would be rebalanced to reflect those changes and this is the manner in which the mechanics were implemented.

Holy Radiance now has reduced effectiveness on targets over 8 yards away from the paladin.

I have never considered this to be a PVE talent even though I did hear of some consistent procs with this in 5-Mans, I cannot vouch for its viability in raid settings prior to this change; since this change it is not optimal or viable for end-game PVE though it could be taken into consideration for leveling.

lluminated Healing absorb shield now absorbs 10% of the total amount healed, up from 8%. Each point of Mastery increases the effect by an additional 1.25%, up from 1%.

Whoa baby! It is great to see a boost to our mastery. It is reported that WoL (WorldofLogs) does not reflect this but I can neither confirm or deny but Recount meters have been updated to take this into consideration. With this boost we should see a boost in absorbs and stands to make mastery a little more appealing. Also as reported in the original PTR build (13221) the duration of this has been increased to 8 seconds.

Light of dawn has been redesigned. It no longer has an enforced cooldown, now costs Holy Power instead of mana, and scale in direct proportion to the amount of Holy Power used. In addition it now heals the 5 most injured group targets (including self) in a 30-yard frontal cone.

This is not a nerf. Contrary to my first observations of this, I have discovered that this is a smart heal and while you still do not need a target, you must direct yourself in the appropriate direction if you expect to heal anyone.

Protector of the Innocent no longer triggers from self-heals.

This is really neither good nor bad. It really shouldn’t effect the situation if you are already healing yourself…right?

Crusade now also has a proc on kill to increase the healing done by the paladin’s next Holy Light by 100/200/300% for 15 seconds, in addition to its current effects.

Given the fact that we are looking at PVE end-game healing at the moment, this change doesn’t have any direct effects for by the time we reach the kill, we are not direly pressed to get heals off in most cases. There could be some cases, i.e. Frozen Orbs linger after Torovon, when it could be helpful but this is primarily a leveling change or ret soloing change.

Implemented Glyph Changes

I will do a full glyph analysis after Cataclysm’s release as I expect to see some more changes, I know of one (Lay on Hands) that Wowhead does not show its implementation yet. So I will talk about the ones that are directly effected by this patch and its rebalancing.

Glyph of Beacon of Light (Major)

In my honest opinion, the changes to Beacon of Light (the 5 minute duration) opens up another slot for us to chose another glyph. Perhaps the new and improved Glyph of Light of Dawn I will talk about in a minute. But as far as this glyph goes, I don’t see the necessity in saving 6% base mana on something I am only going to cast every 5 minutes. We may not even see some fights last that long and what would eliminate the utility of this glyph.

Glyph of Light of Dawn (Major)

This is very similar to the Glyph of Circle of Healing that priests have always had. This can really up the utility of our end tree talent as long as we can maximize the spell’s conal direction factor. I strongly recommend replacing Glyph of Beacon of Light with this more functional glyph.

So there you have it, the analysis of the reset specs and latest glyph changes. I hope that when you are trying to make your way through the scary new world, at least the mechanics and informational aspects don’t have to be so scary.

Remember that you can always ask questions or if you want clarifcations you can leave comments and/or email me at tarinae @ gmail [dot] com.

Disclaimer: Aside from 6%, numbers used for Beacon’s mana use are not actual, only representational.



Filed under Holy Paladin

The 1-10 Paladin

I know I have been running horribly behind, and I have promised to have this done by now but alas…without further ado…last week’s shared topic and this week’s addition to the leveling guide!


It is said that in World of Warcraft, 70% of accounts don’t make it past Level 10. Given that there are 11 million players, that is a pretty high number. Because of these statistics, Guthammer has suggested the Shared Topic of the leveling 1-10 experience.

I decided that this was a good time to level Tiny Tar, over in Single Abstract Noun. This is a paladin blog so why not do a paladin baby guide? Typically, I am FOR THE HORDE, but Tiny Tar is on Argent Dawn-US and is therefore alliance, so…oh, well!

First things first; rolling your character! There are 3 options on the alliance side for paladins and one horde, this variety gives you the chance to create your paladin with the thought of racials and roles in mind! The first time you log into your character, your abilities are already provided on your action bars. The racial ability is #4:

Starting Action bars w/racials

Each racial has a different bonus they can bring to the type of paladin you essentially want to be. A Blood Elf paladin has Arcane Torrent allowing for that mana boost most paladins (especially healadins) can always use. Draeni paladins have Gift of the Naaru which is spectacular for the holy paladin given that it scales with level! The human paladin has Every Man for Himself which is a great pvp buff that allows you to maximize the use of other trinkets; and the dwarf paladin gets Stoneform to remove diseases and whatnots; this ability makes it a great solo-questing choice and/or tanking choice. Dwarves also get an ability called Find Treasure that can be removed from the action bar as you can activate it in the mini map!

After choosing the race, roll the character with a name, enter the world (feel free to re-roll as many times as you need. My record is 12). Like I said, this will be using the Draeni starting area and race to level to 10, but general leveling rules, tactics, and training apply almost 100% across the board if not 100%.

Level 1

Start off by accepting the quest “You Survived!”, if you are a lore junkie, read the quest lines here, they are pretty neat! This will direct you towards the camp/crash site which will serve as the first questing hub. There are several things to note about a level 1 paladin:

  • When starting the quests, pick them ALL UP at the SAME TIME. This will expedite your adventures in a reasonable manner by eliminating travel.
  • Leveling a paladin is boring. Put your Seal of Righteousness up for 30 minutes and just auto-attack. Yawn. Auto-attack some more.
  • It it trainable at Level 1 but I doubt you have any money so train Devotion Aura at Level 2. You gain +55 Armor!

Also, a general rule of thumb is that if you come across any armor drops, wear them. Even if it is a cloth Frayed Robe, you start out only wearing a shirt!

All other levels behind the cut for length!

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Filed under Paladin Guides

The Leveling Healadin Part I

Leveling: Getting Started

Leveling a healer can be very trying at times. The lack of damage output can leave you fighting the same mob for seemingly ever, and can leave the most simple quests taking hours to complete. Leveling a healer can also result in a lot of downtime. Priest healers output a lot of mana usage for damaging spells, holy paladins spend time healing themselves from the result of lengthy melee, etc. This can be a very arduous task for even the most skilled player.

Nonetheless, healers are always going to be needed and healing itself is a fun role to play. It is also encouraged that every player plays a healer once. Don’t let leveling scare you though. Whether you are a new players or veteran-new-to-the-class, my intention is to create a leveling guide that will include avenues of leveling, heirlooms that can help, talents, and “rotations” for the questing types.  The guide will be divided into two parts. This should help with the amount of information as well as make it easier to read. In Part I I’m going to start with the avenues of leveling including questing, instancing, and PVP. I will also address the heirloom issue for those that have an 80 and access to BoA (Bind-on-Account) items. Figuring out how you want to level and setting up potential gear for a new character are the first steps in getting started.

Methods of Leveling

Dungeon-Finder Tool

When 3.3.0 went live, it changed the face of instancing leveling (potentially) forever. Prior to the patch, leveling through instances was an option that took a lot of work. Instances offer great gear and even better experience, but the hassle of finding the right group composition could make you pull your hair out. The tool allows you to queue for an instance as a tank, damage role (DPS), or healer and the tool then does the work of group making for you while you wait around crafting, chatting, or questing.

This tool is available when a character reaches Level 15 and the use of the dungeon finder can be very beneficial for characters of all classes and specs. Upon successful completion of the instance, you receive a level-based amount of extra experience as well as a [Satchel of Helpful Goods]. This bag can contain a variety of armor pieces and jewelry for the appropriate level. The gear will come with enchants supporting a multitude of class/spec combinations. The enchants found on this gear (i.e. of the moon, of the solider, of the bandit, etc.) is currently unavailable on uncommon quality items of low-level.

The extra rewards that can be reaped from leveling in the Dungeon Finder are plentiful and easy to obtain with the lack of work involved for finding the group; that makes this method a very viable method for leveling characters, especially healers. Healers are only responsible for their role in the group; they are not responsible for killing mobs and keeping themselves alive, they don’t have run around Azeroth to grind 30% drops off orange mobs that crave their blood, and the sheer amount of their downtime is cut drastically.

As a healadin choosing to level this way, you may find a standard PVE spec for instancing more beneficial than a questing build or PVP. Builds will be in Part II so check back. I will update this with a link as soon as it is out.


Questing in the starting zone!

This is the age old method of leveling. Quests or “missions” are a common part of MMO’s across the genre. Throughout the past five years, Blizzard has attempted to make questing less stressful. They have lowered mount levels to 20 allowing you to travel between spread out quests quickly; they have added heirloom items that increase experience gains; they have lowered experience needed in between levels of a certain range, etc.

All the same, after a few characters questing can become quite monotonous and repetitive; the same grind, the same rewards, the same traveling. Questing does provide the player with gear, experience and money; it also provides one thing that cannot be gained from the Dungeon Finder tool: reputation. Old-word reputations do not mean as much as they once did but working through these quests can help you get access to other racial mounts, cheaper repair bills in any city, and a neat title “Ambassador” from the achievement [Ambassador of the Horde]. For those interested in [The Loremaster] achievement, questing is doubly beneficial. If you have never leveled a character through questing, I strongly suggest doing it once (and even on both factions) because once Cataclysm strikes, these quests will never exist again and your chances will be gone.

However, questing as a holy paladin can be tiresome and lengthy. Without any real abilities built around the output of damage, melee is simply a back-and-forth between you and the mob. You will find that you are healing yourself throughout the fight and  but there is a build that will help maximize your healing throughput and damage out put for soloing mobs in your journeys. Check here later when Part II is released for a direct link to the questing build.


Patch 3.2 brought a brand new aspect to the game: PVP experience.

…players will be able to gain experience within the Battlegrounds for completing objectives and actions that yield honor in them. These objectives include (but are not limited to) capturing flags in Warsong Gulch, gaining resources in Eye of the Storm or Arathi Basin, or taking objectives in Alterac Valley. Player level will also affect the amount of experience that can be gained within the battleground. –Blue Post

PVP experience put the concept of twinking a character at low level in danger of leveling out of their bracket. Due to this factor, patch 3.2 also included the option to turn of experience gains. This option stops experience in all forms; this includes PVP, questing, and instancing. This is not recommended if you want your character to reach higher level. However, for the same fee it takes to turn experience off (10g), you can also turn it back on when you are ready to continue your leveling ventures.

PVP is another viable way to level a healer quick and (relatively) painlessly. Aside from the fact the other players are seeking you out to kill you, in battlegrounds like Warsong Gulch that surge on Flag Carrier protection, healers are received very well. While it is dreadful not being able to go anywhere alone, you are very valuable to the group as a whole. They have also incorporated heirloom items that provide low levels with the PVP stat (Resilience) as well as an experience bonus.  The items that can be used effectively for holy paladins will be discussed below.

When leveling a healadin through PVP, you will want to make use of the damage reduction and other PVP talents that are built into the tree. In a future post, away from a leveling guide, I will discuss a PVP that will support a strong PVP background in healing as a paladin. A direct link will be posted here when it is published, but the PVP healer requires a lot of attention.

Click the link to follow the cut to heirlooms & gear!

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Filed under Holy Paladin, Paladin Guides