Source: Feedback: Paladins in Fractures in Time
So… why bother having Holy Power then? Just get rid of it at this point.
Source: Feedback: Paladins in Fractures in Time
So… why bother having Holy Power then? Just get rid of it at this point.
Absolutely. It just doesn’t work. It might be fine for the predictable nature of PvE, but in PvP you’re struggling for global’s all the time.
Ive played holy for a long time and dont feel thats the right way to go with the class. Our spenders should be doing the bulk of our heavy lifting but right now its a struggle to generate holy power reliably in a lot of content outside of wings. Let judgment be a generator and tune mana cost accordingly
I have seen multiple complaints about CS in PTR due to increased cooldown. One of my main issues playing its feeling that sometimes I’m desperate to press a generator so I can get that LoD or WoG out, so honestly this would make our life 100% easier
Judgment will generate HP with the new changes at this stage, but tbh BFA Holy Paladin played so much smoother. The need to build combo points for heals when other classes can just press a button and do a heal is not fair on H Pal.
its perfectly fair. if our spenders were actually strong.
/cry about it. This is how MSW has worked for years for Enh Shaman. No mana, no cast. Welcome to the club.
Nobody cares about your stupid DPS spec.
The healers are talking here, go back to standing in fire.
Just pointing out that mechanics not negating mana cost has a precedent.
I think they should just stop focusing on mana having to be a limiting factor for all healers. Resource management doesn’t have to be a traditional mana system for all healers, it’s perfectly fine for mana to not be a meaningful focus for a healer.
At one point holy paladin’s basically didn’t care about mana and it wasn’t an issue. Your resource management was managing holy power and cooldowns. You didn’t need to be mana limited. Then I guess they decided paladin’s sitting at 90%+ mana at all times was an issue and created a problem that didn’t need to exist by raising mana costs.
Just lower the mana costs and accept that holy paladin’s don’t need to be mana limited. They’re balanced by being limited by holy power and cooldowns. They don’t need to run out of mana.
I agree. It seems like being limited by holy power and your ability to generate holy power would be enough.
Holy Paladin even as it currently is in 10.1 would be SIGNIFICANTLY better with the removal of just Holy Power. With just a few tweaks to talents and abilities referencing Holy Power we would go from garbo PvP healer, to middle of the pack. When your friend is getting smashed, you don’t want to be having to rely on Holy Power to save him, you just want to press Word of Glory if its not on cooldown and heal him. And if it is on cooldown, you aren’t in a desperate race to generate holy power, you just use another heal available to you.
Also going to point out that Mistweaver had Chi but it got removed to simplify triaging.
Ya I can’t understand why they’re making that decision. Like what’s the reasoning?
Either make every spell give you holy power and use it as a modifier or get rid of it. Pallys are supposed to be a mana class anyway. It’s treated as a hybrid of two power methods making both suck. Paladins always had to manage their mana like warrior manages rage.
I don’t see why every class needs to be about mana…
The reasoning for this change is to lower the amount generators cost so we can press things like cs/hs for damage without running oom constantly. We press generators a lot more than spenders overall, so it would be a good change if they get the balancing of mana correct.
However, I think they need to add a way to conserve holy power somehow. As it stands we will want to use spenders as much as we can still but only because we want to avoid overcapping. If they added someway to store holy power or something i don’t think we’d send spenders right away depending on the mana cost and we’d also be able to potentially hold awakening as well. Right now though we don’t have any way to conserve holy power, so we just spam spenders even if it isn’t worth doing to avoid overcapping.
I have a Paladin and we were a mana class. We use to get mana back from heals we have two generating moves and if you try keeping redout up all the time for the strength and stamina it gives you then you would just about only cast it. If 2 holy power increases its duration you can use work with that.
Or you let blocks generate holy power. Withe blocking and two generators I think you could easily manage it. Blizzard gives you some builds that look likey would be really fun but they’re a headache to run because of the current system. WoTLK did it pretty well. But I still prefer the vanilla and tbc play style. But that would never work today because almost all stats for characters got ejected trying to homogenize everything.