Light of Dawn and Mastery

Can we increase the range of light of Dawn to something reasonable. Without azerite the effect range is 15 yards, bump it to 30.

Also please look at Mastery. It does nothing for solo content and ineffective on spread groups. Please change it completely or add another piece to it, like damage increase based on proximity to enemy.

3 Likes

if there was one complaint ive seen the most about holy paladins its that damn mastery lol

1 Like

it works on you as if you were melee range to your allied target, I just tested it out. It’s quite amazing frankly. I will stack Mastery for 2’s

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Bring back Illuminated healing.

  • Mastery: Illuminated Healing
  • Level 80 Holy paladin ability
  • Passive
  • Your healing spells and their multistrikes also place an absorb shield on your target for 10% of the amount healed lasting 15 sec. Does not trigger from healing caused by Beacon of Light.
2 Likes

Not as good as it seems. I don’t wanna get in the way of your own play so do whatever you want but just in case you do wanna know, for Pvp you’d wanna stack vers/crit.

Crit will allow you to keep good uptime on infusion of light which is huge for Pvp. We take the Pvp talent that increases holy lights healing by a ton and applies DR, so having that be fast as often as possible is huge. Holy shock critting can also make a huge difference in general. Vers is good all around, huge DR and adds damage.

In pve it’s a great stat right now since fight design hasn’t been as punishing to us since uldir/jaina. However, I don’t like being “punished” for the way a fight is designed personally, something completely out of my control. I don’t mind the spec being bad in certain situations (like we used to have meh aoe healing) but I don’t like mastery normalizing me on regular fights and punishing me on spread fights. Back in uldir it was extremely noticeable, since glimmer we’ve been pretty OP so it’s not as noticeable but in uldir there was a fairly big difference between our healing on Ghuun/fetid/mythrax and everything else. It’s as boring as any other mastery, you don’t really play around it since we’re stuck in melee anyway.

From fantasy perspective, hands down, it’s the best Mastery idea among all.
It represents Paladin perfectly, so I don’t mind suffering certain mechanics for a decent fantasy image.
I’d even say I’m totally against changing it, to be honest.

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The fact that our mastery is entirely dependant on raid strategy and not personal play is the most upsetting thing. The fact that it has an interaction with rule of law, a talent thats been set and forget for 2 expansions now for raid is even more annoying. I Shouldn’t also basically have rule of law macroed to light of dawn if I don’t have the azerite trait.

The mastery wasn’t that bad when we had that one talent in Legion that made it also count around our beacon target but I really hate our mastery. It makes getting any pieces with mastery feel awful for PvP and you get almost no benefit for your ranged DPS in mythic+.

Holy Paladins are considered melee by the game client so if you are not stacked with melee the entire time you are playing wrong.

Sometimes you are, sometimes you aren’t. Its like 70/30 on what counts and what doesn’t. We just havnt had any real range only mechanics in a while. And any time there is we tend to be used as immunity soakers. which like on nzoth its almost(almost…) worthwhile speccing out of rule of law to be able to immune soak 2, maybe 3 times with enough ineffible.