At the risk of bombarding you with more information today, I just wanted to say a few words on what I saw with the Virtual Ticket. A lot of sound issues.
All jokes aside, a ton of information was revealed at Blizzcon on a great number of exciting new games and the oldies. Some of it good, some of it not so good, in relative terms of course. As an avid Dota 2 player myself, I am super excited for Heroes of the Swarm. Wow did those character models look awesome. Blizz made a great move bringing back all those iconic Warcraft characters to the game! I am super excited to play this game. Also, as a D3 player, my voice was one in the chorus of jubilation when they announced the closing of the Auction House back a few weeks ago and all of the news at Blizzcon just made it feel like D3: RoS is going to be what the original game should have been. In my impression, Blizz has always listened to the community however, just like the community differs on certain things, the same occurs within the Blizzard company. Thus the outcome of their decisions is not always suited to the majority of the players. In this tho, they certainly made the right move. How about that costume contest? I shed a sad tear when the Feral Druid costume didn’t win 😦 a sad and fluffy tear. All in all, it’s great to see people who have a huge passion for Blizzard games and to see the people behind the games. A true Blizzcon experience can not be conveyed through the Virtual Ticket. Here’s to next year!
So on to WoW related news. The level 100 talents were revealed at Blizzcon and can be viewed on Wowhead. I’ll just list them here for your convenience.
- The Light Within: Beacon can now be places on two targets.
- Seal of Faith: Fills you with Holy Light, causing you to gain Faith equal to all damage dealt. Faith acts as spell power toward the next healing spell you cast. While Seal of Faith is active, all damage dealt is increased by 30%.
- Divine Conviction: (Saved by the Light) When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec. You cannot shield the same person this way twice within 60 sec.
The Light Within
Despite how overpowered this looks, the spell deserves a second glance. Lets assume that the placement of these two beacons is similar to that of the mage bomb, Living Bomb, which has a max limit of 3. With the application of a 4th mage bomb, its always the first one that’s applied which drops off. My guess is if this spell goes live, this will be how this spell will work. One way to make this spell not have such a clunky application method is to have two separate spells for applying beacon (Beacon of Light, Anuthabeacon of Light) so that you can always keep one on active tanks while the other one is swapped around to players in the raid who are taking damage. The other way is to have the spell be able to overlap on each other. Either way, two beacons sounds nice but the application method must be worked out.
The other thing about this spell is that Beacon has always had a huge amount of overhealing (50+%). In 25M the situation is most likely worse. In 10M, the second beacon may be quite powerful if utilized correctly. Since you don’t have to worry about removing that padding on the active tank, you can swap around the other beacon actively and get a lot of use out of it from placing it on members with DoTs or who are taking consistent damage. However, in some situations where people are taking large nukes for example, swapping your beacon to them does not really provide a mitigation effect. It may look better in terms of our HPS if we can swap it intelligently but I think this is a weird method of play especially if the the application method is clumsy. You shouldn’t think of this second beacon as providing 2x the healing of your current beacon spell but more like 75% if not 50% of it or less. Unless a majority of the fights in the next raid tier are dual tank fights, which doesn’t so far seem to be the case according to SoO, it may be quite situational when this spell is useful. I’ve said before that beacon swapping is one aspect of holy paladin play which isn’t talked about enough. It’s ideal and probably in most cases optimal to leave the beacon on tanks but with this new talent, it will be even more important how well we’re able to predict incoming damage and react to it by swapping our beacon around.
Seal of Faith
I’m not quite sure how the Faith spell will be accrued but basically this spell is a way for holy paladins to do DPS. Now let me remind you of some ways holy paladins can do DPS because you and I probably don’t even remember.
- Denounce -9.4% base mana, 1.5 second cast
- Holy Shock – 8% base mana, instant cast
- Judgment – 12% base mana, instant cast
- Crusader Strike – 15% base mana, instant cast
- Tier 6 talents – 5.4% mana in case of HP, else free, all instant cast
- Glyph of Denounce – each cast of HS decreases next cast time of Denounce
- Glyph of Word of Glory – increases your damage by 3% per HP spend on Word of Glory or Eternal Flame healing
- Glyph of Holy Shock – decreases the healing of Holy Shock 50% but increases its damage by 50%
- Glyph of Harsh Words – your Word of Glory can now be used on enemies, causing holy damage equal to the amount it would’ve healed
We have a decent amount of DPS spells and probably potential to deal out a lot of damage. Faith seems like an interesting way to play a holy paladin but at this point, the translation from damage to healing doesn’t seem too great. What is the purpose of doing a bunch of DPS for a super buff to a spell that will be overhealed? What is the purpose of doing small increments of damage interspersed with healing unless the scaling of Faith is amazing and what would the purpose of that small 50K dps be when it could’ve been spent doing a lot more healing? This is an interesting concept and I think a lot of paladin community has long awaited the return of the shockadin but in this form, I don’t believe as a holy paladin I will be taking this spell. I’m interested in seeing where this goes though.
Divine Conviction
This spell feels like something that belongs in the tier of talents with damage reduction purposes (lvl 60). The spell kind of serves like a weird form of Ardent Defender. With the Beacon of Light glyph, granted that you are quick enough, you can basically use it to put an Ardent Defender on anyone who is about to die. With a 1 minute cooldown, this places this spell in a better position than Ardent Defender which has a 3 minute cooldown. In its form this is a pretty powerful cooldown if someone in your raid is about to die all the the time. Realistically, this spell may come in use around 1-2 times per fight if someone falls that low (and in those cases, a number of other classes have simple cooldowns which don’t take up the 100th tier of talents). I think this spell could be buffed to something like putting a 30% absorb on a player once every minute rather than if they die. This would be more preemptive and also serve practically the same purpose in addition to being useful for other hard hitting attacks. I think this spell needs to be adjusted to be useful but in terms of choosing the lesser of three evils, this would probably be my choice.
After taking player input, the talents that the expansion releases will likely be very different from the current form but those are my thoughts on the current spells. All three of these level 100 talents fall kind of in to a different class. The first one being more of a healing throughput increase, the second being god knows what, and the third being a damage mitigation ability. That fact is interesting to me because it provides different routes that all may be viable depending on the fight. It’s a good idea but the spells need to be tweaked, especially compared to the tier 7 spells of other healing classes.
I am not happy about the raid changes at all. I lead a progression 10 man group right now. We aren’t hardcore, top the meters kind of group but we are doing pretty good so far. The thing is everyone is so close and friendly with each other, joking, fun, texting each other throughout the day that I think it will kill us. They will not want to bring in another 10 people, sure we might break apart before WoD but even if we do survive, what’s the point in trying to clear the raid if it stops there? No hardcore on the horizon will kill the carrot on the stick that makes us push towards getting better.
Even if everything comes together and we find another 10 to click with, I don’t want to lead 20 people. It’s a hassle right now making sure 10 people are on time, what days they will miss, is there enough food and flasks, texting people 5 minutes after start time wondering where they are. It just didn’t sound very appealing to me too try and lead that many.
Totally agree with you as a fellow 10 man raider. I think the arguments for the change are valid in terms of making raids better, reducing constraints on who to take, but it doesn’t make the change easy to swallow.
The Light Within: Sounds situationally amazing. Multi-tank fights, protecting that terrible DPS, protector of the innocent-style self healing, Galakras-style NPC protection, healing for Wind Step, etc.
Seal of Faith: Seems like a solo or super-hybrid talent. Holy gets not-quite-laughable damage potential and the ability to quickly heal with Shock while still glyphing for damage. Ret & Prot might be more prone to swap it temporarily, but it gives them a way to do better than their current terrible healing – still severely mana restricted.
Divine Conviction (Saved by the Light): Looks like a good default, which is nice because it’s also the “works automatically” talent option. As you mention, this has some good potential when accounting for flexible Beacon placement.
The best part of the raid format changes are the single, fixed Mythic size and the Flexible feature of Normal and Heroic. Scaling Normal and Heroic up to 25 also gives Mythic-bound teams the opportunity to run raids with most, if not all, of their bench at the same time.
While I do prefer 25s and I’ve run few 10s, I like the change for the reasons Blizzard outlined. I especially like the larger format for allowing more leeway with class-specific expectations and mechanics. While there’s no reason Mythic should not be tuned more toward “bring the class” than the other formats, 10H is at the extreme where particular class comps are highly preferred or even mandatory at the cutting edge. Until classes are severely homogenized, the game is better served by a format that offers at least one place for every class.
I saw the two posts by Lore recently about the 10 man change which I think were good steps to getting players understanding the change more. It’s just hard sometimes, to see the benefits of the changes, or change period as a good thing. Hopefully people will get over their initial blind rage (like I had), see the reasoning and work towards a solution rather than giving up all together.