I am planning on posting this on the WoW forums and wanted some review before sending it. Thanks in advance.
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Tier-12 Holy Paladin Itemization
TL:DR Up-Front Summary.
1. Mastery is significantly behind Spirit, Haste and Critical Strike as a desirable secondary stat for Holy Paladins. It is a bad enough stat that most top Holy Paladins avoid it altogether on their gear.
2. There are currently zero Intellect-based Neck/Cloak/Weapon choices in Tier-12 that pair Spirit with something other than Mastery. All non-Spirit Intellect-based choice in Neck/Cloak/Weapon have Hit on them. There are two 365/378 Ring choices with Spirit/Crit on them but none with Spirit/Haste or Haste/Crit.
3. This results in very substandard gearing choices for Holy Paladins for Tier-12 in the Neck/Cloak/Weapon and, to a lesser extent, Ring slots.
In light of the above summary, I am asking Blizzard to do one of two things:
A. Redesign Holy Paladin Mastery to be something that we desire to have on our gear; just like the other four healing specs.
B. Include Spirit/Haste –OR-- Spirit/Crit –OR-- Haste/Crit item choices in Tier-12 Neck/Cloak/Weapon slots.
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Mastery and the Holy Paladin:
Mastery has been an issue with Holy Paladins since its inception. The first version, increased Critical Strike heals, was plagued with the issue that it was very RNG dependant. You had to stack Critical Strike in order to increase the chance that Mastery would do you any good. Luckily, Blizzard agreed with that viewpoint and we got a redesigned Mastery that brought back the old Sacred Shield concept (called Illuminated Healing) of letting the Holy Paladin have a mitigation bubble effect while healing. However, this Mastery is also RNG dependant and often does not implement its full effect.
As currently implemented, Illuminated Healing creates a damage mitigation bubble of 12% of the amount healed plus 1.5% additional for each point of Mastery (179.28 Mastery rating per point) for 15 seconds.
So, a current Holy Paladin with no Mastery rating casts a critical strike Divine Light for 40,000 points healing will place a 4,800 point damage absorbing shield on that target that lasts for 15 seconds. Sounds good, huh?
Reality is that Mastery is not very good for a Holy Paladin for a couple of reasons:
1. The bubbles do not stack. In the above example, a Holy Paladin places a 4,800 point shield on a raid member. That raid member takes an environmental AoE attack that hits for 4,700 damage and is completely absorbed. The Holy Paladin again heals the raid member . Their new 4,800 point shield DOES NOT TAKE EFFECT because the old shield with 100 points of absorbing capacity is still on the target. The new shield is wasted. Depending on timing, this wasting of a shield happens a lot.
2. The rating conversion values do not value Mastery. To increase their Haste by 1%, the Holy Paladin need 128 Haste rating. To increase their Critical Strike chance by 1%, the Holy Paladin need 179 Critical Strike rating. But 179 Mastery rating grants the Holy Paladin an additional 1.5% value to my shield.
So, again from the above example, 179 points of Haste grants the Holy Paladin: 1.39% faster Haste –OR-- 1.00% increase Critical Strike (which could result in thousands of extra healing) but only an additional 600 points of damage absorption on a 40k heal. So the Illuminated Healing shield goes from being 4,800 points in strength to 5,400 points in strength.
Drawn out further, 1,790 rating points grants a Holy Paladin (before any Diminishing Returns): 13.90% increased Haste –OR-- 10.00% increased Critical Strike but only an additional 6,000 points of damage absorption on the above example. 1,800 points of rating is quite a bit to stack in 359 item level gear or below but yet it’s effect is less than any single heal a Holy Paladin might cast and is on par with the healing done by our 2 point talent Protector of the Innocent.
3. Implementation. Let’s contrast the Holy Paladin Mastery with that of the Holy Priest. A Holy Priest’s Mastery is called Echoes of Light and it adds a Heal over Time to any direct heal cast by the Holy Priest that is equal to 10% of the heal amount plus 1.25% per point of Mastery over 6 seconds.
So, the base amount of Echo of Light is less than Illuminated Healing (10% vs 12%), the increased amount per point of Mastery is less (1.25% vs 1.50%) and the time span in which it is effective is less (6 sec vs 15 sec).
So, based on that, the Illuminated Healing mastery is much superior than Echo of Light, right? Well, not so fast. The difference is that Echo of Light is ALWAYS ON. As long as a toon is not at full health, this Mastery will always implement its full effect. Priest cast a 40k heal with only base Mastery, the target gets healed for an additional 4k over 6 seconds. No questions asked. This is the same with Resto Druid and Resto Shaman mastery. As long as the target is not at full health, their Mastery will run for 100% of its effect.
The Holy Paladin mastery is only effective IF the target gets damaged again within 15 seconds. While this will happen on a tank, this might often not happen on anyone else. Also, as stated above, there is also a chance that a new bubble will not be implemented anyway if there is any remaining amount left (even 1 point of absorption) left on an older bubble.
4. Design. Discipline Priests are the kings (and queens) of damage mitigation. While they also heal, they absorb more damage than any other healing class by design. Their Mastery reflects this as it increases the potency of their shields. Holy Priests, Resto Druids and Resto Shaman are pure healers. Their Mastery increases their healing throughput.
Holy Paladins, however, are apparently the schizophrenics. We have zero damage reduction or absorption abilities….except for our Mastery. So, instead of a throughput increase like the Holy Priests, Druids or Shaman, we are a hybrid who heals people and then, very weakly, absorbs some small amount of damage. Why? Because at one point in our lives we had a talent called Sacred Shield? I don’t see the justification.
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So, Mastery is not a strong stat for Holy Paladins and thus they are much more desirous to have Spirit, Haste and Critical Strike on their gear as secondary stats.
For Tier-12 Intellect Plate, Blizzard appears to agree with us. For Tier-12, not a single piece has Mastery on it!
Head = Spirit / Haste
Shoulders = Spirit / Critical Strike
Chest = Spirit / Critical Strike
Gloves = Haste / Critical Strike (crafted off-Tier gloves have the prized Spirit / Haste combo)
Legs = Spirit / Haste
For off-Tier Intellect Plate, only 3 of 11 intellect plate pieces have Mastery on them. So, at the very “worse,” a Tier-12 Holy Paladin could only have Mastery in 3 out of 8 plate slots (head, shoulders, wrists).
However, for the non-Plate gear slots, itemization for Holy Paladins gets MUCH worse….and that is the point of this whole post.
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Tier-12 Necks: There are zero Intellect necks that do not have either Mastery or Hit on them. The itemization for necks goes: (365) Haste/Mastery, (378) Spirit/Mastery, Spirit/Mastery, Haste/Mastery, Critical Strike/Hit. I know Mastery is a great secondary stat for every healer except Holy Paladins and they will be THRILLED with the Spirit/Mastery combinations. Holy Paladins are not thrilled.
Tier-12 Cloaks: Again, there are zero Intellect Cloaks that do not have either Mastery or Hit on them. The itemization for cloaks goes: (365) Haste/Mastery, (378) Spirit/Mastery, Critical Strike/Mastery, Haste/Hit. I know Mastery is a great secondary stat for every healer except Holy Paladins and they will be THRILLED with the Spirit/Mastery combination. Holy Paladins are not thrilled.
Tier-12 Weapons: Blizzard, you are too cruel. Here is the itemization for Intellect weapons in Tier-12 usable by Holy Paladins: (365) Spirit/Mastery, (384) Spirit/Haste. WAIT! A Spirit weapon with Haste?!? Outstanding! Oh wait, item level 384?!? That means it drops from Rags and that 90% of WoW Holy Paladins will probably never see it since the ability to clear end bosses of raiding instances for many guilds is limited.
So, in Tier-11 the only non-Mastery level 359 weapons for Holy Paladins were available from instance end bosses: Cho’gall or Nef. In Tier-12, the only 378 or better weapon available for Holy Paladins is available from the instance end boss, Rags.
I cannot even begin to tell you how disappointed I was for Tier-11 that they provided a BOE Staff that was BiS for all the other healing specs but yet placed the only non-Mastery weapons available for Holy Paladins on the instance end bosses. Just cruel, Blizzard.
[EDIT: Just this morning, Blizzard has apparently added an item level 378 Intellect based AXE! Holy Paladins and Resto/Elemental Shaman everywhere are rejoicing! Of course, they itemized it with Spirit/Mastery even though there are Staves and Daggers available for the Shaman elsewhere. RAGE!!!!!!]
Tier-12 Rings: Finally, a non-Plate intellect piece of gear that pairs Spirit with something other than Mastery. The itemization for rings goes: (365) Spirit/Crit, Haste/Hit, Crit/Mastery, (378) Spirt/Mastery, Spirit/Crit, Mastery/Hit. So, a Holy Paladin who is lucky can get a ring combination with (365) Spirit/Crit and (378) Spirit/Crit and avoid the dreaded Mastery rating. However, why are there zero Intellect rings with Haste on them for healers? The only ring with Haste has Hit on it.
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TL:DR
Blizzard appears to agree that Mastery is a sub-standard secondary stat for Holy Paladins and stripped it completely off their Tier-12 gear and limited it greatly on their Tier-12 non-Tier Intellect plate choices.
However, they then almost completely failed to give neck/cloak/ring/weapon choices that did not include either Mastery or Hit.
So, my request to Blizzard is:
1. Fix Holy Paladin Mastery so that it is a desirable secondary stat on par with Haste and Critical Strike.
2. Give Tier-12 itemization choices in the neck/cloak/ring/weapon slots that does not include either Mastery or Hit.
Thanks in advance for any constructive comments.
Cheers,
sherck
Wed Jun 01, 2011 6:32 am
