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Holy Paladin State on the Shadowlands Beta - Return to Holy Power, Glimmer of Light, Infusion of Light
어둠땅
2020/08/22 시간 04:44
에
Jaydaa
에 의해 작성됨
In this ultimate episode of the state of healers series, we'll explore Shadowlands Holy Paladin, the most changed healer to date. These devout and stalwart followers of the Light, wield their faith as a weapon to revitalize their comrades and wage a righteous war against all forms of evil. If called upon, these dogmatic lightbound soldiers will make the ultimate sacrifice laying down their own lives in service of the greater good.
Previous Articles in the Series:
Restoration DruidMistweaver MonkDiscipline PriestHoly PriestRestoration Shaman
Introduction
Currently all classes with their updated toolkits are able to be tested, but so much has changed with each healer on a base level and the introduction of covenants adds a completely new twist and set of tools for each class. Fortunately, the full toolkits for healers is basically out now including soulbinds, conduits, and legendaries. Unfortunately, only a limited amount of content is available for testing. For healers, the types of encounters have just as much of an impact on healer balance as the toolkits of the healers themselves. This series will attempt to give a first look at each healer specialization in Shadowlands and hopefully provide early feedback on the current changes including baseline toolkits, covenants, conduits, legendaries, and even the hot topic of abilities that feel lackluster still on the GCD.
Previous articles (ie.
Ny'alotha
and
Eternal Palace
) ranked healers according to desirability in previous raid tiers. While those articles were helpful especially for new and returning healers to determine what healers would be in high demand, it's nearly impossible to determine any sort of ranking or demand this early in development of Shadowlands due to how much is still unknown or in flux regarding healing.
Remember, this is only my opinion on healers so far in Shadowlands and primarily comes from a PvE point of view. Everyone should provide as much constructive feedback as possible. As always, the information presented here is based on the 9.0 Beta cycle as of this article's release date and thus will almost certainly be inaccurate when the Shadowlands officially launches. Expect lots of changes to classes, covenants, soulbinds, conduits, legendaries, items, and encounters between now and launch. It should be noted that we're trying to hit the
major
changes to each class, yet for the sake of brevity we won't cover every single spell differential or mana cost reduction. If you're interested in the entirety of the spell differentials for each class please see the Class Change link listed at the top of the section for each class.
About the Author
This article is written by
Jaydaa
a veteran healer and contributing writer to both World of Warcraft content and other Blizzard games content here on Wowhead. I've been raiding in WoW for almost 15 years at various levels of progression. I've contributed to the theorycrafting of multiple healing classes, notably Mistweaver Monks and Restoration Druids. Find me on
Twitter
or on the
Wowhead Discord
.
Contributors
Pelinal
, Holy Paladin with over 10 years top end raiding experience, Wowhead Holy Paladin Guide Writer, and Templar/Holy Staff Member of
Hammer of Wrath Paladin Discord
.
Holy Paladin
Paladin Class Changes
We'll be primarily looking at how Holy Paladins have changed since Battle for Azeroth, especially in the stripped down world of healing sans Azerite, Essences, and Corruption. Holy Paladins were absolutely the biggest benefactors of the additional systems of Battle for Azeroth giving rise to the dominant
빛의 자락
playstyle that had strong throughput, offered high mobility (as long as the paladin can
성전사의 일격
an enemy), and had no real mana restraints; a playstyle that remains quite strong currently on live even after multiple targeted nerfs to the playstyle.
Azerite provided the powerful
빛의 자락
trait that scaled primarily based on item level of Azerite gear. The
완벽의 환영
essence combined with talent
축성의 분노
and a Retribution Azerite trait
빛의 칙령
gave greater access to
응징의 격노
and consequently more
신성 충격
s essentially supercharging the playstyle. High uptime on
응징의 격노
became one of the highest priorities for
빛의 자락
Holy Paladins, so it's no surprise that
타락 - 형언할 수 없는 진실 1
became the go-to corruption especially after corruptions became available from a vendor later in patch 8.3.
For Shadowlands, there appears to be two emerging playstyles for Holy Paladins; the melee variant that is reminiscent of BFA Holy Paladin and the more traditional caster variant typical of previous expansions. The melee build focuses on the new talented spellpower scaling
빛의 자락
and primarily generates Holy Power via
성전사의 일격
and
성전사의 권능
. Though the support systems that helped turn
빛의 자락
into the premiere Holy Paladin healing playstyle are going away with Shadowlands, the spec is still alive and fairly strong in Shadowlands. This spec was dampened by the addition of a hefty mana cost to
성전사의 일격
, and as such generally ignores
빛의 섬광
and
성스러운 빛
even with
빛 주입
active. The traditional caster variant has felt weak comparatively due to lower holy power generation and a stronger reliance on mana. We'll examine the changes for Holy Paladin and try to put them in context of how they affect both playstyles.
Baseline Toolkit Changes
Holy Power Resource System
: Similarly to Retribution in BFA and former incarnations of the spec in prior expansions, Holy Paladins have once again inherited the Holy Power resource system. Holy Paladins will generate Holy Power via a number of generators holding up to a max of 5 Holy Power. They'll then spend 3 Holy Power on one of a few mana-free spenders.
Generators:
신성 충격
,
성전사의 일격
,
천벌의 망치
, and
빛의 섬광
/
성스러운 빛
via
광휘의 탑
.
Spenders:
영광의 서약
,
여명의 빛
,
정의의 방패
, and
(Talent).
Holy Power in Shadowlands marks a return of the builder-spender resource system for Holy Paladins instead of their more cooldown oriented system of Battle for Azeroth. For most of BFA, Holy Paladins have eschewed a large portion of their toolkit for the fast and high throughput playstyle of
빛의 자락
often neglecting abilities like
여명의 빛
except when filling empty GCDs while waiting for the cooldowns of
신성 충격
or
성전사의 일격
. With this new resource and the balancing of the
빛의 자락
spells, Holy Paladins generate Holy Power with a similar rotation as in BFA but now mix in a fair amount of spenders to supplement their throughput. This gives paladins more control over when they spend those resources, instead of using all abilities as they are active.
Aura Revamp
: Auras have been extended baseline to all Paladin specializations rather than talents specific to Holy Paladins. Instead of only having access to a single aura throughout an encounter, Paladins now have access to 4 different auras at max level that can be swapped at will. Because these auras do not stack with those of other Paladins, if multiple Paladins are in a raid then there'll need to be some organization to take advantage of this extra utility. Holy Paladins retain the exclusive ability
오라 숙련
to empower their chosen aura and should be considered when assigning auras for Paladins.
REMOVED:
Aura of Mercy
and
Aura of Sacrifice
REWORKED
헌신의 오라
- No longer diminishes the damage reduction based on the number of allies in the aura radius instead just a flat 3% damage reduction. Nerf for any group smaller than 3, but exceptional buff for larger groups. The
오라 숙련
empowerment increases the damage reduction to 15% for 8s, a 5% nerf compared to its BFA functionality.
NEW
성전사 오라
- What was previously the Heart of the Crusader passive has now returned as an aura that affects all allies as well. The
오라 숙련
empowerment increases the 20% mounted movement speed increase to 60% for 8s. It is worth noting paladins still had this passive baseline, and now must always switch auras to take advantage of this. This does impact
천상의 군마
. Personally love the return of this aura because of how impactful this can be for your group E.G getting out of the gate and to different objectives in battlegrounds could be.
NEW
응보의 오라
- The Retribution Paladin passive but in aura form granting 8s of
응징의 격노
when an ally within 40yds dies. The
오라 숙련
empowerment grants an additional 4s of
응징의 격노
for a total of 16s with the Shadowlands leveling perk. For a Holy Paladin, this aura is interesting as it can be very powerful in the final phase of a fight as players tend to die off slowly as an encounter concludes. Think
우우나트
's final phase if you need to consider how strong this could be. Ideally, as a healer you want to prevent any and all deaths wherever possible so this can be somewhat counter to your main goal; however, sometimes due to specific mechanics players are destined for death and this can be seen as an exceptional boon that Holy Paladins can take advantage. I think the base ability can be quite strong, but the
오라 숙련
empowerment feels quite weak especially when you consider the precise timing required to achieve the benefit and generally how much more useful 15% raid wide damage reduction tends to be.
NEW
집중의 오라
- A favorite aura returns reducing interrupt and silence durations. The
오라 숙련
empowerment grants full interrupt and silence immunity for 8s. Not since the days of
피에 굶주린 토크
have players in PvE been frequently silenced or interrupted, this will almost certainly be invaluable in PvP.
While these are not exactly game breaking changes to Auras, the extra utility is a welcomed changed for a system that largely felt stale. Now there's a few choices and even some reward for capitalizing on different opportunities. Freeing up an entire talent row is the icing on top of the aura cake.
New Baseline Holy Paladin Abilities
:
NEW
- A more limited Holy Power generator that can only be used on enemies below 20% health or during
응징의 격노
with the level 58 perk. While the ability itself doesn't heal, as a Holy Power generator it does contribute to throughput and the cooldown can be reduced by haste. With the addition of Discipline's
어둠의 권능: 죽음
and subsequent
죽음의 입맞춤
legendary, there's a general trend toward giving healers execute abilities that significantly contribute to throughput which can be a fairly controversial move. Specifically, the final 20% of a bosses health tends to be high incoming damage burn phases where high healing and damage are required to secure the kill. Having two healers provide both execute damage and additional healing is a questionable call, especially when the two specializations given an execute have typically been heralded as the premiere healers in BFA due to their extra utility and rarely struggle to find placement in Mythic raids because of this utility.
NEW
- Single target healing Holy Power spender with very few limitations. With the rebalance of
빛의 자락
and the sheer strength of
영광의 서약
, you'll want to avoid eschewing your spenders and capping on Holy Power.
정의의 방패
- A defensive and AoE damaging Holy Power spender. Requires you to be in melee and properly positioned to maximize your damage. Overall nice to have a way to deal AoE damage beyond
신성화
and
빛의 자락
or even as a minor physical damage reduction. While it's rare for Holy Paladins to use 2-handed weapons it definitely pops up on occasion. Limiting itemization is never a good thing unless there's a meaningful trade off. Remains off the GCD even for Holy Paladins.
NEW
(Level 54)
A unique tracking ability that will probably have limited uses, but it certainly doesn't hurt to have the ability.
NEW
A thematic albeit limited crowd control ability for Paladins on a 15s cooldown for a single target and a range of 20yds. Might see some uses for Shadowlands with a fair amount of undead; however, because it instantly aggros the target and causes them to flee in random directions aggroing other nearby enemies, there tends to be way better more controlled crowd control abilities. Perhaps better in PvP for various pets, etc.
Shadowlands Leveling Perks
:
NEW
Rank 2 (Level 44)
Casting Flash of Light or Holy Light on your Beacon of Light grants 1 Holy Power.
While not specifically a leveling perk received during Shadowlands content, This passive helps offset the cost of directly healing a beacon, similar to the mana return Holy Paladins had before. Due to the low ability to generate Holy Power currently, this may be a mana efficient way to heal, however is a significant throughput loss. Because you need to heal your
빛의 봉화
target, you lose out on the beacon transfer healing which at the buffed 50% can be fairly significant to your overall throughput. It can feel even worse if your
빛의 봉화
target doesn't need healing but you still are wanting to generate Holy Power in preparation for incoming damage.
NEW
Rank 2 (Level 56)
Duration of
응징의 격노
granted increased by 4 sec.
A small duration increase to the
응징의 격노
granted by
응보의 오라
taking it to 12s baseline or 16s with the
오라 숙련
empowerment. Nice perk but definitely not game breaking.
NEW
Rank 2 (Level 58)
Hammer of Wrath may be used on any target during Avenging Wrath.
Turns this execute generator into one that can be used anytime
응징의 격노
is up. With a few additional ways to gain
응징의 격노
in Shadowlands,
천벌의 망치
becomes an even more significant generator for Holy Paladins.
Reworked Holy Paladin Abilities
:
빛의 봉화
Holy: Wrap a single ally in holy energy, causing your heals on other party or raid members to also heal that ally for 40%50% of the amount healed.
With
빛의 봉화
transfer increasing to 50% healing this is a large passive increase to Holy Paladin healing on tanks. How much of this will be effective healing remains to be seen especially with other healers receiving fairly significant tank healing abilities. Think the strong legendary
암흑 티탄의 교훈
from Restoration Druids with
광합성
as an example. Here's hoping that tanks are going to get absolutely trucked throughout the entire expansion.
성전사의 일격
Strike the target for (76.5% of Attack power) Physical damage. Generates 1 Holy Power. Cost changed from None to 12.0% of base mana.
The bread and butter Holy Power generator for melee Holy Paladins. This change makes it so that even Melee Holy paladins can oom, however it also means there is no room to use spells such as,
빛의 섬광
and
성스러운 빛
even with
빛 주입
active which are spells that saw larger mana increases. As a side effect of this change Holy Paladins lose the ability to deal damage without spending mana outside of
신성화
. While not huge other healers could spend open GCDs with damaging spells to still contribute while generating mana. This means generally as a paladin if you want to play conservatively, or are already oom your only option is to press no or fewer buttons and wait for passive mana regen.
신성 충격
Generates 1 Holy Power. Cost changed from 10.0% of base mana to 14.0% of base mana.
Holy Power generator for both caster and melee Holy Paladin. The mana cost helps offset the addition of the free Holy Power spenders. Did receive a small hit to throughput in Shadowlands. Last time Holy Paladins had Holy Power this spell had a shorter cooldown, as such Holy Power generation is significantly hampered comparatively to previous iterations of the spec where Holy Power was available.
빛 주입
Your critical Holy Shocks reduce the cost of your next Flash of Light by 30% or increase the healing of your next Holy Light by 30%.
For
빛의 자락
Holy Paladins,
빛 주입
procs were largely ignored except to fill empty GCDs. While this is a core passive for caster Holy Paladins, history seems to be repeating itself for
빛의 자락
Holy Paladins as they largely ignore these procs. The core issue here is that the benefits of casting
빛의 섬광
and
성스러운 빛
even under
빛 주입
are generally outmatched by
신성 충격
or
성전사의 일격
as these are both cheaper Holy Power generators. In the case of
성전사의 일격
, it helps get
신성 충격
off cooldown via
성전사의 권능
. Unless you spend
빛의 섬광
and
성스러운 빛
on a
빛의 봉화
target, which severely reduces its throughput due to not beacon transferring, then you're just not generating Holy Power.
여명의 빛
Cost changed from 14.0% of base mana to 3 Holy Power. Cooldown changed from 12 sec cooldown to None
Light of Dawn moves from a rotational cooldown to a free Holy Power spender limited only by your Holy Power generation. Still has all the positional requirements of BFA.
신성화
Cooldown changed from 4.5 sec cooldown to 9 sec cooldown
While not a huge change, you'll no longer be able to quickly reposition your
신성화
should the positioning of the encounter change.
From a base toolkit standpoint, Holy Paladins have been the most extensively changed in Shadowlands and arguably they needed to be in order to incorporate the dominant
빛의 자락
playstyle into the baseline Holy Paladin. For the most part Blizzard accomplishes this goal giving rise to what appears to be two different ways to heal as a Holy Paladin; the melee Shockadin with a playstyle similar to BFA's
빛의 자락
build, and the traditional caster Holy Paladin. However, while they've carved out spaces for each playstyles in a single specialization there's still a lot of rough spots and inequities between the two. If Shadowlands were to go live today, you'd likely see
빛의 자락
or the melee build remain the dominant playstyle due to higher throughput not to mention the passive damage contributions.
For
빛의 자락
Holy Paladins, there's a lot of improvements even over the BFA version. The builder-spender resource system functions similarly to a cooldown oriented system, a rebalancing of the spec under this perspective has allowed the
빛의 자락
playstyle to expand even further bringing more spells (
여명의 빛
and
영광의 서약
) under its purview as core parts of the healing rotation rather than empty GCD fillers. Unfortunately,
빛의 섬광
and
성스러운 빛
even under
빛 주입
are still largely ignored as the benefits of hard casting abilities are either less enticing or limited to very specific
빛의 봉화
targets. Without engaging in this
빛 주입
gameplay loop,
빛의 자락
Holy Paladins look for other ways to spend excess mana most notably
응징의 성전사
.
For traditional caster Holy Paladins, the problems arise around Holy Power generation or lack thereof. Without being in melee to
성전사의 일격
, you have to rely on
신성 충격
and
광휘의 탑
to generate Holy Power.
광휘의 탑
Holy Power generation generally feels bad because of the limits on who can be healed but also because you're trading for
빛의 봉화
healing transfer for that Holy Power. If that
빛의 봉화
target doesn't need healing than you're just trading excessive mana for Holy Power. Now consider that you're more mana constrained than your
빛의 자락
comrades and ultimately the choice becomes clear as to what playstyle will dominate. Holy Power spenders do a lot of healing, and being limited to only one generator in
신성 충격
every 9 seconds makes the build feel slow and sluggish.
So how do we fix the issues to make both playstyles viable giving players more agency over how they play Holy Paladin? While there's a lot of ideas out there from simple tuning changes for both throughput and mana, I personally would rather focus on
빛 주입
. For a more in-depth look please see the
Infusion of Light and Holy Power
section below.
Talent Changes
For brevity, we'll only be covering new, reworked, and removed talents for Holy Paladin. There were a fair number of talent tier changes that we won't cover here but are overall important to talent balance. Please see our
Shadowlands Talent Calculator
for a more complete look at talent positioning.
REMOVED:
Aura of Mercy
,
Aura of Sacrifice, and
헌신의 오라
.
헌신의 오라
was reworked and made baseline.
Aura system was made baseline with new auras. Existing aura talents were replaced. See Aura Revamp above.
심판의 주먹
Each Holy Power spent reduces the remaining cooldown on Hammer of Justice by 2 sec.
Reworked to work off Holy Power instead of
심판
. For Holy Paladins that were rarely using
심판
this is an overall buff to the talent. However, in PvP it can actually be more difficult to generate the Holy Power necessary to see a similar cooldown reduction.
고결의 봉화
and
신념의 봉화
Had their healing transfer buffed to 50% and the passive
광휘의 탑
applied.
Changes meant to bring them inline with the new standard
빛의 봉화
.
성전사의 권능
Crusader Strike reduces the cooldown of Holy Shock and Light of Dawn by 1.5 sec.
여명의 빛
removed since it no longer has a cooldown as a Holy Power spender.
신성한 목적
Holy Power abilities have a 15% chance to make your next Holy Power ability free and deal 20% increased damage and healing.
Functional rework for Holy Power. No longer a must pick for
빛의 자락
builds as it no longer works with
신성 충격
.
NEW
Holy Shock leaves a Glimmer of Light on the target for 30 sec. When you Holy Shock, all targets with Glimmer of Light are damaged for (16% of Spell power) or healed for (42% of Spell power). You may have Glimmer of Light on up to 8 targets.
Functionally the same as the Azerite Trait
빛의 자락
. Currently tuned in the area of 3x Mythic traits worth of the live trait, it won't be contributing as much healing as BFA simply due to losing a lot of the support systems that propped it up. However, it is supplemented by the Holy Power spenders so the playstyle is still quite viable.
신성한 복수자
Your Holy Power generation is tripled for 20 sec. Cooldown changed from 1.5 min cooldown to 3 min cooldown
Functional change to focus more on Holy Power generation. Very potent but doubled cooldown. Choice on talent tier will be short duration consistent buff, strong cooldown, or sustained albeit more random throughput. Won't be able to always combine with
응징의 격노
.
NEW
빛의 보살핌
When an ally with your Beacon of Light is damaged below 30% health, they absorb the next damage. You cannot shield the same person this way twice within 1 min.
Overall other talents will do more healing, but the strength of this one is how the healing is delivered when your tank likely needs it most.
NEW
The Light magnifies your power for 15 sec, granting 308 Haste, Critical Striek, Mastery , and Versatility. 45s Cooldown. Costs 3 Holy Power.
With a third uptime, this could be a pretty good short duration buff depending on the damage patterns of a fight.
각성
Word of Glory and Light of Dawn hashave a 15% chance to grant you Avenging Wrath for 10 sec.
Functional change to make
각성
healing Holy Power spender agnostic. Ideally
and
정의의 방패
will be added to make it truly Holy Power spender agnostic.
The Holy Paladin talent tree didn't receive a massive overhaul. Most of the changes were done to either adjust for the new Holy Power resource system, as additions after the removal of the aura tier in the Aura System revamp, or to make room for the new
빛의 자락
. In an interesting twist for healers, as long as both melee and caster Holy Paladins are viable nearly all the talents have a real chance of being used where the talent choice will largely be dictated by damage patterns or the type of healing required. If
빛의 자락
/melee Holy Paladin remains the dominant playstyle then choices tend to be more cookie cutter offering few options on many talent tiers. Hopefully a golden opportunity like this doesn't slip through the cracks.
Covenant Abilities
Kyrian:
천상의 종
&
울려 퍼지는 총명함
(Potency Conduit)
- 5
신성 충격
s for the price of one. That's some good mana efficiency and a lot of Holy Power. Combined with
빛의 자락
and you'll also get a lot of extra healing out of it as well. The conduit
울려 퍼지는 총명함
takes that efficiency even further starting at base 30% scaling up to 58% at max rank. At a 1 minute cooldown there's not a lot of downsides to this one. Versatile based on your target allowing you to do some pretty serious AoE damage if you're targeting enemies.
청지기 소환
- The steward offers some quality of life options like free talent changes or a vendor to sell things, but it essentially boils down to
평온의 약병
, a glorified healthstone for all intents and purposes. The healing will be nice and contribute albeit minimally to throughput, and the personal curse and bleed dispel for Holy Paladins could come in handy as you can't normally dispel those; when combined with Kleia's
승천자의 약병
soulbind you might even find a few opportunities to avoid entire mechanics though with
천상의 보호막
you already kind of have one of these abilities. Might not be the strongest all the time, but solid ability regardless.
Venthyr:
잿빛 신성화
&
성스러운 관찰력
(Potency Conduit)
- Essentially a large single target
꽃피우기
that deals both damage and healing and allows you to use
천벌의 망치
regardless of the enemies health. Scales with haste to increase tick rate. Although maybe a bit underpowered, the problems with this covenant ability are largely related to the cooldown, the lack of mobility, and the way the healing is delivered. At a lengthy 4 minutes, the cooldown is just unwieldy. Greater access to a cooldown for a healer will always be better than a bigger one on a longer timer. Perhaps baseline reducing the cooldown or Holy Power consumption reducing the CD would go a long way to adjusting the cooldown. Because you can't move the
잿빛 신성화
during its 30s duration, if the encounter moves across the room you're absolutely screwed. While it's more rare in raid, in Mythic+ it's almost a certainty that you won't be standing in a single spot for too long. Perhaps reactivating the ability to reposition could solve this dilemma similar to Restoration Shaman's
만과 토템
. Damage in PvE typically comes in waves of burst and it's rare when you need sustained single target healing. If the healing was more upfront, it might be more viable. Finally, the
천벌의 망치
ability usage is a weird benefit. Good when you don't have
응징의 격노
up with this spell, but as it's a large amount of healing you'll likely want to have
응징의 격노
to buff the healing and you'll have
천벌의 망치
available in that situation already. In its current state it's okay but there are better options currently and the
성스러운 관찰력
potency conduit doesn't seem to scale as fast at 10% to 25% increase at min and max rank respectively.
어둠의 문
- Quite possibly the star of the covenant signature abilities, it's hard to say no to a 35yd teleport with a minute cooldown even if it has a 1.5s cast time. This type of movement is almost universally valuable and it's hard to think of an occasion where it'd be useless. Full Venthyr dungeon groups can plan skips around this ability. As a fairly immobile Holy Paladin that needs to get back into melee as soon as possible, I will never say no to more mobility.
Necrolord:
제압자의 망치
&
의로운 권능
(Potency Conduit)
- A more rotational fairly straightforward covenant ability. Essentially every 30s a
영광의 서약
and
여명의 빛
combo costs only 4 Holy Power instead of 6. The additional
여명의 빛
can proc
신성한 목적
and
각성
. From a throughput perspective this one is pretty okay and has a lot of synergy with
마라아드의 마지막 숨결
legendary. There's some frustration if you can't take full advantage of the
여명의 빛
either because you don't currently need AoE healing or you're not properly positioned. The other issue is it's just kind of boring. The other covenant abilities just tend to be more exciting with bolder visuals etc. It could definitely help if the upfront damage hammer were instead a
신성 충격
giving it more synergy with the spec rather than feeling detached in its current state. The ability does feel a bit better when it turns into a personal heal with
의로운 권능
potency conduit scaling from 100% to 240% increased damage at max rank.
살덩이창조
- This extra self survivability will be nice and as an absorb will contribute minimally to overall throughput, but where this one loses me is the 4s channel. Adding a long channel to our toolkit is not exactly something we want. Fortunately soulbinds allow this to be channeled on the move via
에메니의 이동식 육체
or even avoid CC via
궁극의 형상
though with
천상의 보호막
you already kind of have one of those abilities. Could be an excellent tool for surviving burst damage especially in high Mythic+, but it's a bit of a harder sell against the other movement oriented covenant signature abilities.
Night Fae:
사계의 축복
&
기나긴 여름
(Potency Conduit)
via
봄의 축복
여름의 축복
가을의 축복
겨울의 축복
- A rotating cast of single target buffs for you or an ally. For a Holy Paladin this offers a fair amount of utility but also can be quite the personal throughput increase. You're likely to put
여름의 축복
and
겨울의 축복
on DPS players when you can cuz they'll likely make better use of them. The majority of your personal throughput will be in
봄의 축복
and
가을의 축복
. For
봄의 축복
, you'll bless either your tank, yourself, or a fellow healer. While 10% healing might not seem like much it can amount to a lot. The larger benefit can be the tank, especially tanks that heal themselves like Blood Death Knights. Other healers gain value from healing that tank as well. Strong buff for sure and for 30s too. For
가을의 축복
, the cooldown reduction should not be underestimated. While this essentially amounts to an extra 15s of cooldown reduction which might not seem like a lot, this does include all cooldowns;
응징의 격노
,
성전사의 일격
,
신성 충격
,
and even
사계의 축복
itself all count all at once. That's a fair amount of cooldown reduction when you count multiple abilities. Tons of flexibility and decision making. Downside of this one is the potency conduit
기나긴 여름
doesn't do a lot for Holy Paladins in regards to healing throughput as it now applies to
여름의 축복
instead of the earlier version that modified
가을의 축복
. With the most recent Beta build the cooldown of these blessings has moved from 30s to 45s causing this covenant to take quite a hit.
영혼형상
- With the recent buffs to
영혼형상
including the instant blink on activation and movement speed increase this one has definitely shot to the forefront of signature abilities. While the
Sylvari Mantle
soulbind has been removed, this still improves mobility a lot. You likely won't be coming up with skips for such a limited 15 yard blink, but you get 3-4 in the 12s duration so you may have some opportunities to blink over some particularly nasty mechanics. Comes with a cosmetic collecting minigame which is fantastic.
As of right now, after looking at the entire covenant package, signature and soulbinds included, I'd be picking between
Kyrian
and
Night Fae
for Holy Paladins. Both covenants offer very versatile healing tools to work with for all aspects of Shadowlands in PvE. Due to the most recent nerf to
Night Fae
, I'm pretty solidly
Kyrian
as of current tuning. The other two remaining covenants really aren't that far behind but seem more limited in their scope. A few changes here and there could really boost them to the forefront.
Lackluster GCDs
신성한 복수자
&
응징의 격노
- This combination of cooldowns plagued Holy Paladins throughout BFA especially towards the end of the expansion as the cooldown of each got shorter and shorter thanks to
형언할 수 없는 진실
. Because you frequently lined these up, having 2 GCDs before you actually started to heal did not feel good and goes against the immediacy healers have when popping cooldowns. While the cooldowns are less likely to line up as often in Shadowlands thanks to the changes done to
신성한 복수자
, it would certainly go a long way in for add upfront effects to at least
신성한 복수자
. Instantly gaining Holy Power would alleviate a lot of those issues.
Legendaries
Legendaries return with Shadowlands with each specialization having 4 class-specific legendaries and 4 spec-specific legendaries to choose from some being more passive in nature and others being more build defining. Ultimately tuning will decide which of these will be the strongest, so we'll mostly be looking at these from a mechanical standpoint in terms of how they change the playstyle of the Holy Paladins.
General Paladin Legendaries
- A toned down version of the Anima Power in Torghast. While the damage reduction can be good the primary buff is granted when maxing out your Holy Power which isn't too difficult. The problem arises when needing to potentially delay a Holy Power spender to get the buff leading to some awkward decision making.
- Interesting way to get a fair amount of extra Holy Power by turning your
참을성
spells into throughput abilities as well as offering some additional upfront power to
응징의 격노
. When you don't need those
참을성
tools this is a decent way to gain some on-demand Holy Power albeit on fairly long cooldown abilities. To maximize this legendary you'll want to keep these spells on cooldown as often as possible specifically when fight lengths allow for an additional use. In these situations you'll be going into a fight down a lot of your extra utility which might not be the best situation to be in.
- A more sustained Holy Power generator that works for both caster Holy Paladin and
빛의 자락
and nice if you're already using
심판
on cooldown for
빛의 심판
. The downside for this is purely the RNG related. It doesn't work off of a deck system, so often times procs feel like feast or famine.
- Super niche legendary that helps get your utility back up faster for more frequent uses especially if your raid is low on other Paladins.
Holy Paladin Legendaries
태양샘의 개화
- The premiere caster Holy Paladin legendary while almost useless for
빛의 자락
melee Holy Paladins due to their lack of hard casting. The wording on this can be a bit a confusing, so let me clarify. When you proc
빛 주입
, you gain 2 charges of the buff. Fairly versatile in terms of either reducing mana usage for
빛의 섬광
or increasing throughput for
성스러운 빛
. Would almost certainly need to be retuned if consuming
빛 주입
granted Holy Power, but would be a very strong interaction to further increase Holy Power generation for caster Holy Paladin.
마라아드의 마지막 숨결
A legendary that increases throughput via
순교자의 빛
, a spell that hasn't really had a clear spot in the Holy Paladin toolkit for awhile due to its many limitations and overall low throughput. This one does make it significantly better and has a lot of synergy with the
Necrolord
Paladin covenant ability
제압자의 망치
that allows for more casts of
여명의 빛
in addition to the
누그러지지 않는 헌신
conduit which rewards more frequent rotational use of
순교자의 빛
. Overall could be a strong pick depending on final tuning.
어둠파괴자 - 태양의 여명
- Removes some of the positioning restrictions on
여명의 빛
and offers a nice healing taken increase. Not super creative or exciting, but overall not bad. Has some synergy with
Necrolord
Paladin covenant ability
제압자의 망치
.
충격 방벽
Extremely strong legendary prior to the 3 target cap, especially for
빛의 자락
Holy Paladins. This legendary seems to be remenisint of an older Holy Paladin ability however tuning will determine if this legendary is potent. In many scenarios you may end up overwriting your barriers wasting a lot of this legendaries effect.
Conduits
Potency Conduits improve the power of your spells and are spec or Covenant specific. We mentioned the covenant specific conduits earlier in the covenant section, so here we'll cover the Holy Paladin specific potency conduits. There's additional ranks largely believed to be based on ilvl, but it's still unconfirmed by Blizzard as to how the system works.
Holy Paladin Potency Soulbind Conduits
(Potency Conduit)
오라 숙련
increases the healing of your next 3
여명의 빛
s by
40.0%
.
Ranks:
40.0%-96.0%
Turns a traditionally damage reduction cooldown into a gain of healing throughput. If the incoming damage is high enough that you're wanting to use
오라 숙련
then it's likely that the beefier
여명의 빛
s will be helpful topping your group off after. At max rank it's almost equivalent to 3 extra free
여명의 빛
s. Pretty solid for AoE healing however due to the 3min cooldown it may not be as impactful as other legendaries..
(Potency Conduit)
신성 충격
's chance to critically strike is increased by
15%
.
Ranks:
15-29%
Currently it is unclear how this conduit is *supposed* to work. If it acts as the tooltip suggest and adds an extra 15% chance to crit, it is a solid conduit for both melee and caster Holy Paladin. Melee Holy Paladin has an increased cast time of
신성 충격
thanks to the cooldown reduction provided by
성전사의 권능
so will gain a fair amount of extra throughput. Fantastic for caster Holy Paladin in terms of gaining extra procs of
빛 주입
and will be key especially when maximizing the benefits of the
태양샘의 개화
legendary. However it is currently providing a lot less critical strike chance than the tooltip suggests. This is hopefully just a bug
(Potency Conduit)
성스러운 빛
heals up to 5 targets within 5 yds for
5.0%
of its healing.
Ranks:
5-19%
For
빛의 자락
melee Holy Paladins, this one just doesn't have a lot of value. Even in a scenario where consuming
빛 주입
procs is a core part of their rotation, the likely scenario is they'll mostly be consumed with
빛의 섬광
. For caster Holy Paladin this offers a small AoE component and extra throughput and efficiency to one of their most cast spells. At max rank you're nearly doubling the efficiency and throughput of this spell. Not bad for a conduit. But it all relies on you actually casting
성스러운 빛
, which currently doesn't seem to be in the cards.
누그러지지 않는 헌신
(Potency Conduit)
순교자의 빛
's damage and healing is increased by
5%
each time it is cast. This effect can stack up to 5 times and lasts for 15 sec.
Ranks:
5-19%.
Because of the infrequency with which Holy Paladins of all types cast
순교자의 빛
, this almost has to be playstyle-defining in order to make it worth the soulbind pathing and conduit slot.
순교자의 빛
needs to a major part of your casts and healing breakdown to warrant it; dropping stacks and having to rebuild them will be crushing. That being said could be a very valuable asset in the
마라아드의 마지막 숨결
/Necrolord
제압자의 망치
build.
Infusion of Light and Holy Power
빛 주입
is at the center of many of Holy Paladins gameplay problems currently. It has been for a while, in previous expansions, the balance was such that for nearly every
빛 주입
proc you would spend it on a
빛의 섬광
meaning the passive had little to no gameplay. Then in BFA when we saw the emergence of a new build it acted as a mechanic that was largely ignored. In Shadowlands this passive was redesigned such that it now increases
성스러운 빛
s healing, and reducing the mana cost of
빛의 섬광
. This seems aimed at getting paladins back into the territory of very slow beefy heals that existed as a core part of the class for a long time. However, this retained the problem of its previous iteration by having
빛의 섬광
be neglected.
But what if it didn't have to be this way? The one suggestion that keeps coming up time and time again in discussions is what if
빛 주입
also, or exclusively caused those spells to generate 1 additional Holy Power? This change is the crux of this next suggestion and takes a dive into what impact this change would have on the Holy Paladin class as a whole.
As mentioned above Holy Paladins seem primed for two completely and radically different playstyles. Both are exciting for different reasons. The melee "Shockadin" getting in there doing damage and healing, and the traditional "Caster" paladin triage healing with constant nuke heals. Each build also comes with distinct mechanical advantages and disadvantages inherently. the melee build is restricted to melee while also providing additional damage. Whereas the Caster build would have any advantages of range and would excel at priority healing and consistent tank healing. Tuning and encounter design may temporarily force a "Meta" one way or the other, but both builds have independent tuning points (
성전사의 일격
CD/Mana cost,
성스러운 빛
Healing/Mana Cost) that could be tuned to ensure there is close enough parity between them.
So let's take an inventory of some core problem's Holy Paladins face currently on Shadowlands Beta.
빛 주입
doesn't represent a meaningful choice
성스러운 빛
and
빛의 섬광
are ignored in the melee playstyle.
Casting
성스러운 빛
and
빛의 섬광
regularly as a caster runs you oom quickly.
You don't have an option to generate mana, or play conservatively outside of not pressing any buttons.
The Caster build struggles to generate Holy Power.
How would this change impact the Melee Playstyle?
This change would have a smaller impact on the Melee playstyle than the caster variant. The overall rotation flow of using
성전사의 일격
s
신성 충격
s and your chosen spender would continue, however, you now have the option and ability to weave in
빛의 섬광
regularly to fill gaps in your rotation that previously would have been spent either waiting (depending on haste values), or on pure damage options. This also would allow Blizzard to claw back some of the hefty mana cost of
성전사의 일격
as it feels like the purpose of that spells mana cost is to curb this specific playstyle. Ultimately having
빛 주입
generate one additional Holy Power adds depth to the rotation, while also ensuring that more of the Paladins kit is being used. As currently if Shadowlands were to ship today, you would be ignoring not just one, two, or even three core class mechanics but four of them. As
빛 주입
,
성스러운 빛
,
빛의 섬광
and
순교자의 빛
are not mechanics that you need concern yourself with as a Melee Paladin currently. This change gives the player the agency to weave those casts in, either to expend mana and generate Holy Power or if they need the large burst of healing they can still
성스러운 빛
to provide a large nuke heal.
What are the benefits of the Caster play style?
This is the build that would benefit the most, the traditional cast based nuke healing Paladin is a classic going back from vanilla all the way to early BFA. It feels like Blizzard is genuinely trying to make this a viable play style and it is so so so close if
빛 주입
generated 1 holy power the build would have excellent flow and player agency throughout its core rotation.
First to understand the problem lets look at how this "Caster" playstyle is on shadowlands currently.
The core rotation contains several sequences of constant
성스러운 빛
s with very little to break up that "
성스러운 빛
spam" In fact the time it takes to generate 3 Holy Power assuming you aren't
성전사의 일격
ing (It costs too much mana, and if you were to take
성전사의 권능
you would be opting into the Melee playstyle). While not directly healing your beacon (this is always a loss in throughput) you are going to be waiting for one of your Holy Power spenders for 22-25 seconds. Let alone if you want to pool to 5 holy power.
You simply do not have access to enough Holy Power.
With the proposed
빛 주입
change however, your rotation would look something like this assuming you use the
태양샘의 개화
legendary. Your stat priority would shift heavily towards crit due to how
빛 주입
is still an on-crit proc effect. Though if the conduit scales well, and works as the tooltip suggests you could easily end up with crit chances on
신성 충격
well above 80% even 100% with good gear.
신성 충격
- 1.2s GCD - 8S CD - 1 Holy Power
성스러운 빛
- 2.2s Cast - 2 Holy Power
성스러운 빛
- 2.2s Cast - 3 Holy Power
영광의 서약
- 1.2s Cast - 0 Holy Power
Filler (
심판
,
신성한 반사
,
신념 수여
) - 0 Holy Power
신성 충격
- 1.2s GCD - 8S CD - 1 Holy Power
성스러운 빛
- 2.2s Cast - 2 Holy Power
성스러운 빛
- 2.2s Cast - 3 Holy Power
Filler (
심판
,
신성한 반사
,
신념 수여
) - 0 Holy Power
영광의 서약
- 1.2s Cast - 0 Holy Power
Repeat
This creates a system that flows smoothly while also providing a large amount of agency with how you decide to press your buttons. Let's say you are moving and can't
성스러운 빛
? You can use some of your filler spells such as
심판
,
신성한 반사
,
신념 수여
, Covenant Ability,
순교자의 빛
. Then begin casting your
성스러운 빛
s and
영광의 서약
. Maybe you want to pool your Holy Power for an upcoming Damage event? You can then forego the
영광의 서약
in favor of another filler spell. Maybe you want to use more fillers without wasting
빛 주입
charges? Then you can replace your
성스러운 빛
with
빛의 섬광
s. You have complete agency within an 8s window of what to press in what sequence and on whom. While still giving you access to your holy power abilities on a regular basis.
You may be asking well why not just play
성전사의 권능
in this build? Well, that puts you firmly back into the Melee play-style, which as stated before takes advantage of this differently. But with the double
빛 주입
legendary you would be wasting either
빛 주입
charges, or
성전사의 일격
charges which allow talents that otherwise are not possible to be taken such as Light's Hammer or
신념 수여
.
성전사의 권능
is essentially just the pre-cursor to the Melee play-style.
Alright now with that said let us take another look at the problems paladin faces mentioned above, and what impact
빛 주입
generating Holy Power would have on those problems.
빛 주입
doesn't represent a meaningful choice - Now, with this change
빛 주입
creates a meaningful choice, due to the increased efficiency of
성스러운 빛
, the Melee play style is forced to compromise in
빛의 섬광
s or
성스러운 빛
s depending on the state of their current haste values and cooldowns. With the caster build, you may need to increase the pace of your rotation else you will be wasting precious
빛 주입
charges so you may
빛의 섬광
to do so.
성스러운 빛
and
빛의 섬광
are ignored in the melee playstyle - Due to the high throughput of
빛의 섬광
s generating a holy power now, this build will naturally want to take advantage of those charges, forcing it to worry about mana more. Some of the mana cost of
성전사의 일격
may need to be clawed back in this scenario, but that is healthier for the class overall due to problem #4 in this list. As mentioned above ideally this build would be casting
성스러운 빛
s as well but has a much faster-paced rotation, as such may not have the time to do so making it a constant choice.
Casting
성스러운 빛
and
빛의 섬광
regularly as a caster runs you oom quickly. - This problem still persists at some level. However, it is alleviated as Holy Power spenders by nature of costing Holy Power do not cost mana, as a result, the mana efficiency of the "Caster" playstyle goes up significantly.
You don't have an option to generate mana, or play conservatively outside of not pressing any buttons - If
성전사의 일격
had some of its mana cost clawed back both builds could opt to let
빛 주입
go to waste, in order to be a bit more efficient.
The Caster build struggles to generate Holy Power - The caster build has a respectable amount of Holy Power generation as
빛 주입
, and
성스러운 빛
is at the core of this build far more than the Melee Healer playstyle.
Ultimately if
빛 주입
were to generate Holy Power it would address or touch on nearly every problem that the current iteration of Paladin faces setting paladin up to game-play wise in at least my opinion be one of the most interesting iterations of paladin ever that flows well and has complete player agency when it comes to spell selection. There are issues with tuning, perhaps the power of holy power spenders would need to come down, or other tuning issues may arise. But with Blizzard announcing that they are just now entering the tuning stage, this seems like the perfect time to make those tuning adjustments. It feels like Holy Paladin is at odds with itself, and is struggling to find its footing with conflicting mechanics and play styles. I'm afraid of missing the opportunity presented here to really bring the spec together because so many of the changes coming in Shadowlands are in the right direction.
Conclusion
Holy Paladins have a lot going for them in Shadowlands to be sure. With a bit of tuning and a few mechanical changes, there's a real possibility that Holy Paladins will have 2 viable and unique playstyles available to them including a talent tree with talents that are viable at least in certain scenarios. For healers in a new expansion, that's the dream and it doesn't get much better than that. That concludes our healer breakdown series on Wowhead. Stay tuned for final looks of healers as we move closer to Shadowlands release.
Previous Feedback Articles
These are all the spec feedback articles that we have done through the Shadowlands Alpha and Beta. Some of these are older than others, so please make sure to check the date. We'll be doing a second round of these articles once we're closer to the end of Beta.
Blood Death Knight
Arcane Mage
Assassination Rogue
Frost Death Knight
Fire Mage
Outlaw Rogue
Unholy Death Knight
Frost Mage
Subtlety Rogue
Havoc Demon Hunter
Brewmaster Monk
Elemental Shaman
Vengeance Demon Hunter
Mistweaver Monk
Enhancement Shaman
Balance Druid
Windwalker Monk
Restoration Shaman
Feral Druid
Holy Paladin
Affliction Warlock
Guardian Druid
Protection Paladin
Demonology Warlock
Restoration Druid
Retribution Paladin
Destruction Warlock
Beast Mastery Hunter
Discipline Priest
Arms Warrior
Marksmanship Hunter
Holy Priest
Fury Warrior
Survival Hunter
Shadow Priest
Protection Warrior
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