There’s nothing inherently wrong with the idea of caster paladin, but some things need a redesign for it to be viable. I’m going to be suggesting some buffs which may make you think “but that would also buff melee pally” so I will mention up front: Avenging Crusader is OP. Its existence is the only thing keeping holy pally viable; some of that healing needs to be moved to other abilities. Let’s get an idea of how strong Avenging Crusader is.
Avenging Wrath vs Avenging Crusader all talents (ignore cooldown/cost/duration for now)
Avenging Wrath gives 20% damage, 20% healing, 20% extra crit chance (which is sort of extra value on holy shock because holy shock crits give infusion of light, but that doesn’t do much and holy shock already has increased crit chance so the average increase of healing is less than other abilities), and 40% holy shock cooldown reduction (which lets you move more and guaranteed holy power each time, so minor throughput increase, slightly better with Glimmer). These benefits are all multiplicative. Let’s say Avenging Wrath works out to a 60% healing throughput increase (1.6x) for its duration.
Changing your choice node to Avenging Crusader loses you the 20% damage, 20% healing, and 20% extra crit chance for 30% judgment, crusader strike, and auto attack damage, judgment and crusader strike also have 30% faster cooldown, but most importantly, heal up to 3 injured allies for 250% of their damage. So my crusader strike for 8625 damage heals 3 targets for 21,560 each. 12281 judgment = 30,702 healing on 3 targets. I can fit 2 judgments and 6 crusader strikes into the 15s window.
- total: 572,292 (and it’s smart healing)
(not counting crits, beacon, or any other healing you could do when judgment and crusader strike are both on cooldown)
How much healing can I get done in 15s outside of cooldowns? Well starting at 5 holy power (because Avenging Crusader now costs 5 holy power) the best case scenario
- 10k * 5 light of the dawn (max value of 5 people injured and clumped in front of you)
- 21k flash of light
- 10k * 5 light of the dawn
- 21k flash of light
- 21k flash of light
- 21k flash of light
- 10k * 5 light of the dawn
- 21k flash of light
- 21k flash of light
- 21k flash of light
- 10k * 5 light of the dawn
- 21k flash of light
- total: 368k
(these are approximate no-crit numbers on healer target dummies at close range including my 34% mastery, flash of light always generates 1 holy power, again not including beacon healing)
But the realistic scenario for how much non-cooldown healing you can do in those 15 seconds is you have to move a bit so let’s say you lose 3 flash of light but cast 2 holy shocks (~15k) while moving (yes you can move a little during light of the dawn, but you may need to move more than 1 GCD at a time or it may not line up with your light of the dawn). You average more like 4 people per light of the dawn because they’re not all injured / not all clumped together. You also average less than maximum mastery value, so let’s say 30% instead of 34% average mastery which is 3% less total healing. And then you have to consider that you probably aren’t getting holy power from every flash of light, so you’ll have 1 less light of the dawn, but you might cast another flash of light during that time instead.
Relative to the realistic amount of healing you can do in 15s, Avenging Crusader is ~ 113% increase healing throughput (2.13x), not to mention the mana saved and damage done.
We factored the new 5 holy power cost of Avenging Crusader into the calculation of how much healing you could otherwise do. The 15 second duration relative to 45 second cooldown is able to be used very frequently. Avenging Wrath is 25 seconds on a 2 minute cooldown, which could be better in specific situations but generally less valuable (even if it was as strong as Avenging Crusader).
Avenging Crusader needs major nerfs; more like 150% damage as healing instead of 250%, or maybe heals 2 targets instead of 3, or make it not heal your beacon.
Beacon is potentially a large chunk of healing; abilities that work with beacon have to be tuned down because of it. This is fine when everyone is taking damage, but there are a couple scenarios where this causes struggles:
- single injured ally which the beacon is on - the only value beacon gives you is (with talent) holy power from flash of light or holy light, but the holy power spenders are very weak (word of glory only about 40% stronger than a flash of light and the GCD is the same as the cast time)
- need stronger benefits for healing the beacon directly for better single target throughput from the basic healing buttons (flash of light, holy light, holy shock, word of glory) or some stronger healing which isn’t duplicated to your beacon (light of the martyr isn’t ideal), or a talent that completely replaces beacon with a competitive alternative
- one or more injured allies, but the beacon is on a full health ally - you have to move the beacon to get value from it and then heal (a different injured ally if multiple injured); this is clunky and takes a GCD (or potentially two GCDs if playing double beacon)
- it would be mega quality of life if beacon auto moved from full-health to injured targets like mistweaver’s renewing mist, or was just a passive like 30% of healing is duplicated to the most-injured ally within 20 yards
Having to stand still to cast lots of flash of light / holy light does not work well; too many mechanics require movement (including stuff that hurts the whole team, which is when you need that healing throughput). This is bad in general for caster paladin (some of the other healers also struggle with this), but in particular the cooldowns Barrier of Faith and Tyr’s Deliverance are specifically designed around you spamming flash of light / holy light; you lose value when you have to move.
Infusion of Light bonuses are not appealing; no one says “yay more mana” when holy shock crits (the decreased flash of light mana cost). Not that I want Infusion of Light to be strong; I don’t want my success to rely on a specific ability critting. Remove or redesign it.
A couple other things that don’t make sense to me
- why is holy shock damage giga weak?
- why doesn’t judgment generate holy power?
- why is prot word of glory 5x as good as holy word of glory?
- avenging crusader heals from doing damage with crusader strike and judgment, but why not other damage abilities like hammer of wrath?