Well noone uses that armor in pve... we use fel armor wich doesnt improves healing anymoreVersus wrote:Also not sure if they fix it but that warlock selfbuff which improves healing by 20% on themselves combined with new bacon means it's better to always heal the warlock too instead of the tank since overhealing will be transferred with beacon on the tank. Not sure if other classes these days have also some kind of selfbuff like the warlock one but seems a bit weird mechanic oh well at least Fenz will be usefull for once!
PALADINS
http://blue.mmo-champion.com/27/1789968 ... eared.htmlGhostcrawler wrote:This isn't quite accurate. We buffed MP5 because it just did not provide enough mana per stat point. You are often going to end up with MP5 on your gear almost no matter what you do because you aren't often choosing directly between Int, spellpower, crit or MP5.
The nerf to Illumination was almost entirely because of the buff to Beacon of Light. Beacon can now provide massively more healing in some situations. If paladins still had the mana return they do currently, they would be the best healer in the game by a pretty wide margin. It is difficult to argue that point. Now you can argue that you prefer the current model (HL on the tank and nearly unlimited mana) better. But it's hard to argue the new Beacon would be balanced without other changes.
I'm going to throw out some made-up numbers. These are not from actual stats, but are hopefully typical of say a 25-player, 10-min hard fight (something like XT). Feel free to disagree but they shouldn't be off by orders of magnitude.
A Holy paladin's mana regen might look like this:
Illumination 70,000
Divine Plea 50,000
Replenishment 36,000
Other sources of mana 30,000
Mana from gear 10,000
Overhealing 60%
A Holy priest's mana regen might look like this:
Replenishment 30,000 (remember, the paladin has more mana)
Other sources of mana 40,000
Mana from gear 25,000
Overhealng 30%
See the problem? We're not talking about mana regen that is slightly off from other classes.
This situation is acceptable (somewhat) in current content because you can only do so much with such high levels of regen since you generally have to target one heal at a time. We could pretty much just make paladin spells free and the outcome wouldn't change that much. That's an exaggeration, but you get the point: paladins are generally GCD limited much more than they are mana limited. I'm not sure anyone is that mana limited in current content (though slightly more so on the hard modes), but whatever it is, paladins feel it the least.
Now we change Beacon so that the overhealing counts. Paladin healing is going to go up, probably by a lot. We can argue how much it's going to go up or how of that will be effective healing. But it will go up a lot, especially considering the glyph of HL will get more use. Considering how much higher paladin regen is than other healers, it has a long way to fall before it would even be at parity.
Remember, we are also nerfing Penance, Prayer of Healing and Lifebloom. The latter won't be felt as much in PvE, but also realize we are talking about 3.2 changes here and the current druid set bonuses (which might be slightly overpowered) won't be around.
Myeah multiple classes with heal modifiers gotta be fixed with beacon transferring that bonus cause largest heal increase possible i saw through beacon linking on the mt would be a hunter pet
quote from ej
quote from ej
Messing around with rawr, I can get my FoL spam up to 6400 HPS. That's not alot, no... but if you can convince a hunter in your raid to spec into Spirit Bond and bring a Tenacity pet with the Blood of the Rhino talent, all heals done on that pet are increased by 50% -- and with beacon transferring overheal, that means you can spam on this pet and it'll all transfer to the tank. If you can get your hunter to do that, and yes it would hurt his DPS by a ton, you could have 10,000 HPS on the tank, perfectly sustainable, completely infinite, just root yourself in place and cast FoL on this hunter pet. It's close to how much HPS chain-casting HL can give, except it'll still be sustainable after the patch.
Well, that sounds like a really boring way of healing. The proposed changes have grown on me and I look forward to trying it out when the patch hits - I might even try it out on the PTR.
However, one thing that I won't do when the patch hits is to stand in a corner healing someone's pet just because someone is either trying to maximize healing by exploiting game mechanics or just refusing to cope with changes.
In my current gear I can push about 4.5K HPS with a FoL spam and with beacon that will effectively be doubled. It won't be 9K HPS on the tank, but two paladins will most likely be able to replace a raidhealer who can then switch to tankhealing instead - and don't forget about the HoT that we'll get and the fact that we'll most likely have as many Sacred Shields up as there are holy paladins.
I will have to research whether or not speccing into 2/2 Divine Guardian is worth it over 5/5 Benediction and 8% crit - the points put in Stoicism, Anticipation, Toughness or Improved RF are more or less wasted.
However, one thing that I won't do when the patch hits is to stand in a corner healing someone's pet just because someone is either trying to maximize healing by exploiting game mechanics or just refusing to cope with changes.
In my current gear I can push about 4.5K HPS with a FoL spam and with beacon that will effectively be doubled. It won't be 9K HPS on the tank, but two paladins will most likely be able to replace a raidhealer who can then switch to tankhealing instead - and don't forget about the HoT that we'll get and the fact that we'll most likely have as many Sacred Shields up as there are holy paladins.
I will have to research whether or not speccing into 2/2 Divine Guardian is worth it over 5/5 Benediction and 8% crit - the points put in Stoicism, Anticipation, Toughness or Improved RF are more or less wasted.
It's the sign of the nerfed!
Tested a bit on test with full t8/mp5/haste set, beacon heals is so far doubledipping on healmodifiers raidmembers transferring on the tank dont think they gonna keep that though although on the other hand the holy light glyph giving extra healing on raidmembers transferring to the tank was intended according to a post from gc.
Think im going for the 51/20/0 spec next patch anyway most of the time. Got 2 holy specs anyway though other is 51/0/20 but might change to prot too.
Divine sacrafice combined with aura mastery is a nice cooldown can macro those 2 to put them active at same time. 2 min cooldown on both with that spec but guess you always have to have bubble up to not get gibbed instantly . Read that the 150% max health from divine sacrafice also does not aplly when immune from bubble and goes for full 40% raid dmg reduction for 10 sec but also buggy sometimes and stops at 150% health not sure whats intended behaviour here. Having to have bubble up makes it a 5 min cooldown though or you can try with hand of protection/divine protection when using divine sacrafice but dangerous 2 sec of dmg will go through with hand and all elemental dmg and divine protection only prevents 50%
Not sure if aura mastery/divine sacrafice rotations gets used that much in ulduar and beyond only played till that flash freeze guy before i had to take raiding break but was pretty handy there imo. And slight increase in ss absorbtion then with that spec combined with full divinity for 5% more healing.
Tested a bit on test with full t8/mp5/haste set, beacon heals is so far doubledipping on healmodifiers raidmembers transferring on the tank dont think they gonna keep that though although on the other hand the holy light glyph giving extra healing on raidmembers transferring to the tank was intended according to a post from gc.
Think im going for the 51/20/0 spec next patch anyway most of the time. Got 2 holy specs anyway though other is 51/0/20 but might change to prot too.
Divine sacrafice combined with aura mastery is a nice cooldown can macro those 2 to put them active at same time. 2 min cooldown on both with that spec but guess you always have to have bubble up to not get gibbed instantly . Read that the 150% max health from divine sacrafice also does not aplly when immune from bubble and goes for full 40% raid dmg reduction for 10 sec but also buggy sometimes and stops at 150% health not sure whats intended behaviour here. Having to have bubble up makes it a 5 min cooldown though or you can try with hand of protection/divine protection when using divine sacrafice but dangerous 2 sec of dmg will go through with hand and all elemental dmg and divine protection only prevents 50%
Not sure if aura mastery/divine sacrafice rotations gets used that much in ulduar and beyond only played till that flash freeze guy before i had to take raiding break but was pretty handy there imo. And slight increase in ss absorbtion then with that spec combined with full divinity for 5% more healing.
Well, we knew it was a nerf - they said so themselves
I've been testing a bit aswell and I think I will keep my crit-build since crit will still be an important contribution to my mana regen - I don't think we will be FoL bots since mana regen still is pretty high, the Illumination/int/replenish nerf combined with the mp5 buff will amount to 5-15% reduction in mana regen depending on how HL intense we are. I think we can go for pretty varied healing using all three spells when they are needed. They've also said that future encounters will not be of the same "CD and max HPS on the tank now or you wipe" type as a lot of encounters in ulduar are.
They will probably lower tank avoidance and make bosses hit for smaller amounts aswell to counter the current issue with tanks requiring huge heals because they get hit for 30K (which was a design choice in ulduar to make encounters more difficult because tanks had such high avoidance).
I think we will see more armor on DKs and Druids and more block on Paladins and Warriors with avoidance lowered a lot in the future and this will make healing a bit more reactive and focused on choosing the correct spell for the amount of damage the tank has taken instead of just spamming the tank with as high HPS as possible because he will be twoshotted otherwise.
Regardless of what happens I think we will need to have one additional healer on the tanks since paladin single-target throughput will be a lot lower. (On the other hand, our healing on the raid will be higher)
I've been testing a bit aswell and I think I will keep my crit-build since crit will still be an important contribution to my mana regen - I don't think we will be FoL bots since mana regen still is pretty high, the Illumination/int/replenish nerf combined with the mp5 buff will amount to 5-15% reduction in mana regen depending on how HL intense we are. I think we can go for pretty varied healing using all three spells when they are needed. They've also said that future encounters will not be of the same "CD and max HPS on the tank now or you wipe" type as a lot of encounters in ulduar are.
They will probably lower tank avoidance and make bosses hit for smaller amounts aswell to counter the current issue with tanks requiring huge heals because they get hit for 30K (which was a design choice in ulduar to make encounters more difficult because tanks had such high avoidance).
I think we will see more armor on DKs and Druids and more block on Paladins and Warriors with avoidance lowered a lot in the future and this will make healing a bit more reactive and focused on choosing the correct spell for the amount of damage the tank has taken instead of just spamming the tank with as high HPS as possible because he will be twoshotted otherwise.
Regardless of what happens I think we will need to have one additional healer on the tanks since paladin single-target throughput will be a lot lower. (On the other hand, our healing on the raid will be higher)