3 changes to fix holy pally

  1. Remove holy light:
    Just get rid of it. It feels terrible to sit around and watch the cast bar. Spread the healing to other sources to compensate. The multitude of talents that prop it up, give them to the next point.
  2. Give us back Crusader strike baseline:
    The biggest caveat to this is make it feel good to press. Let it do a lot of damage. Let it somehow buff our future healing either holy shock or spenders. Make holy paladin feel like a holy paladin not some confused priest.
  3. Change our mastery:
    Our mastery is incredibly boring. Its powerful when everyone is stacked but we really don’t have any control over that. Give us something new that we can actually interact with. Such as, when you deal damage a portion of that damage is added to your next spender.
6 Likes
  1. No, I like the big heals at the cost of big mana. Feels like you’re desperately calling on the Light.
  2. Hell no. I like where it is now in AC, and I think Holy Shock feels so good replacing it. Shield keeps us in melee range. “Bring is back but make it feel good” is a half-baked idea, they tried doing this briefly and were unanimously rejected.
  3. Beacons give us control but I agree, I don’t really like the Mastery. I like the idea of dealing damage to empower our Aura and provide healing through that to everyone.
7 Likes

Holy Light doesn’t get used that much, I must be doing it right. My top heals are Shock and LoD.
The dungeons are more rot than chunk, if people are getting chunked that’s literally their fault.

If you’re standing around doing nothing, then reactively using Holy Light, then going back to doing nothing, then I think you might be playing wrong.

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Exactly. Holy Light is GREAT now. It’s like a mini-cooldown that you can use whenever you want, but which forces you to manage it and take gameplay responsibility yourself. It adds planning to the rotation and lets you think a little, rather than just hitting the strongest thing that’s off cooldown nonstop.

4 Likes

Yeah holy light is great. It’s something you shouldn’t be using that much ideally, but if the s**t hits the fan or you just need some big healing for a bit, it allows you to sacrifice more of your mana to pull through. I love that personally.

As for crusader strike, I don’t understand why people want it back as it was so boring and restricted to melee. I guess bringing it back with some interactions with our healing could be interesting, but I think I prefer it just being gone.

I think they need to buff some of our talents associated with judgment. I still use it for a little damage, the holy power, and to drop consecration, but it would be nice for it to have more impact on our healing, especially with the tier set giving it a chance to give infusion of light.

3 Likes

Friendly advice. Even though I know you censored yourself you can still get silenced by blizzard.

Got reported by Vulpera for it….. don’t ask. I don’t want to get silenced again.

I don’t think Holy Light is an issue. It’s a useful spell that provides a big heal when needed, but because of its cast time and mana consumption, it has built-in factors that prevent over-use.

Crusader Strike.. yeah well I liked it, but it’s gone and I don’t think it will ever return.

Change our Mastery.. better idea would be to just remove the range component. More you have, more you heal. Yes that’s versatility, but you could make mastery a spec-specific buff.

40% mastery. 40% better heals. Yes that’s boring, but at least we aren’t trolling the raid when we bring an H.Pal.

Hot take, but I’d rather return Aura of Mercy and see Mastery turn into a scalar for said aura’s buffs and some new effects from each aura, wherein —based on healing (benefiting recipient) or damage dealt (benefiting all)— Devotion aura also adds a portion of barrier, Mercy a HoT, Crusader a very brief burst of speed based on healing taken (and small chance on AA for an extra HP), etc., atop maybe increased MP regen when no aura is active (or, auras drain MP faintly while active but HPal has higher regen to compensate, resulting in the same). Or that and benefits to Judgement effects.

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Holy Paladin in battlegrounds would be hilariously fun. Especially LoH’ing someone from almost dead to full

Not joking, I would love that. Clutch-saved and bweeee! off you go.

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aura of sacrifice :classic: god i miss it so much

Kinda same, but for the group it was mostly the same as the pure mit from Devotion while also giving less opportunity for LotM anyways, so also kinda don’t miss it except in that it scaled with proximity (which seems doable with all other auras as well even without HP cost via diminishing returns on excess allies), if that makes sense?

Like, I’d rather have just gotten a bit more self-healing, more interesting SotR interactions (maybe offering the Armor benefit to your New ones target or in a short, fat cone behind you, or damage suppression on its victims, more against its primary target), and kept LotM and a second noticeably at-cost skill opposite Holy Light’s acting like a multi-charge soft CD via high MP costs…

  • …and ideally the option to use Templar’s Strike with a 2h (maybe with added holy damage around the target) for a more offensive build better, for reasons harkening back to Legion in silhouette and presence on meters…
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I’d just like to see Crusader strike and Rebuke given back to us. I heard they were removed in order to reduce the amount of buttons we have to press or something. Offensive abilities don’t add more buttons for me because I have them set up with help/harm macros. So that the buttons shown depend on who I have targeted. If I get caught by an enemy in a battle ground, I like to be more options available.

Why do we need crusader strike though? I don’t even run with crusaders might lately and I always seem to have something to press for damage. If I did take crusaders might I could have more judgments. Why do we need crusader strike, which does nothing but generate a holy power?

  1. Holy Light is in a good place and different than FoL now. While still being an expensive spell. Is the best iteration in a LOOONG time.
  2. No. Holy Shock fills the same purpose for damage, and its ranged. Crusader strike brought nothing to the table.
  3. Agreed. It’s counter-intuitive and even a loss on certain encounters.
1 Like

That would be terrible? Holy Shock does what it does and way better. CS only bloats the kit. Also play it on AC, it’s still there and I like that version, even if the healing feels undertuned. Holy Shock replacing CS was genius design.

And no to Healer kicks, big no. Healers do enough already.

Nah, give us back our kicks. They were more fun to have and enemy cast frequency to be partly tuned around (not that it was reduced any with kick nerfs anyways) than to not have them.


Hot take, but the real solution to excessive comparative stress for non-DPS is to force DPS in the likes of M+ to contribute more in ways beyond just stops, interrupts, damage, and not dying-wholly-unnecessarily.

Then healers and tanks can each have fully engaging combat without the pain of DPS needing only one combined brain cell for every two necessary to the other roles.

Yes, I say that as a DPS. Make us knock things back or in, take interceptible skillshots for others, and more often soak, bait, etc. That, too, is fun.

  • Related yet hotter take: Drop these crappy free buffs-from-efforts-negligible-to-all-but-maybe-healers and let us choose affixes. Drop the keys, let us go to any level anyone in the party has unlocked, and replace them with real affixes that we can throw into the mix for after selecting what level we want, alongside daily bonus loot for a given dungeon or few and a weekly reward for completing all dungeons in the season that week to nonetheless incentivize some rotation. I miss having to actually care as a support-capable DPS about how our tank could respond to Necrotic, whether to hold CDs to nuke a mob next pack during Inspiring, etc.

I disagree. From a design perspective, this clearly sets the standard that kicks are NOT a healer’s responsibility. DPS is the mindless role because regardless of the content you’re engaging in, one thing never changes: DPS until the thing dies.

Tanking isn’t anywhere other than group content. Healing others is a group content thing too obviously. DPS is the most intuitive role. And as such, they have ONE responsibility: Kicks. It’s not asking too much. But it does ask too much for roles like Healer and Tank to do another thing because DPS are too lazy/braindead.

Holy light and Devo Aura/AM are two of the lamest aspects of this spec. The S2 4pc bonus somewhat encourages Holy light casts but only if everything else is on CD for the most part. HL is not to be played into often coz of the high mana. I agree about CS - it was a nice holy power builder. Lightsmith can have it but LS is weak atm

This is the best part about current holy light design. It’s always there, always powerful, always useful, but you have to make the decision about when it’s worth the cost of casting.

1 Like