5.4 PTR Holy Paladin Information (Updated 9/5/13)

Patch 5.4 Official Release Date, September 10th

As a Disclaimer, all of this information is of course from websites such as MMO or Wowhead or WowDB.  Items from newest PTR build are stated in RED.

General Spell Changes

  • Mastery: Illuminated Healing no longer activates from periodic healing effects where previously it affected Eternal Flame.
  • Seal of Insight no longer restores mana.
  • Divine Plea causes the Paladin to regenerate mana equal to 135% of Spirit(excluding short-duration Spirit bonuses) every 3 sec for 9 sec. Total mana gained will never be less than 12% of caster’s maximum mana.
  • Guardian of the Ancient Kings (Holy version) – Summons a Guardian of Ancient Kings to help you heal for 15 sec. The Guardian of Ancient Kings will heal the targets of your heals for an additional 100% of the amount healed and grants you 10% haste for its duration.
  • Holy Insight now increases the effectiveness of Eternal Flame, Light of Dawn, and Word of Glory by 25% -> 35% -> 50%. Effectiveness of other heals are still increased by 25%.
  • Sanctity of Battle (Holy) Melee haste effects lower the cooldown and global cooldown of your Holy Shock, Judgment, Crusader Strike, and Hammer of Wrath.
  • Judgement for Holy Paladins now costs 5% -> 12% of base mana (3000 -> 7200 mana).
  • Holy Shock now costs 16% -> 8% of base mana (9600 -> 4800 mana).
  • Holy Radiance now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Trap, etc.). There has been no change to the total amount of healing granted by the ability.

Talent Changes

  • Hand of Purity now reduces damage taken from harmful periodic effects by 70% -> 80% and reduces damage taken from harmful periodic effects that cannot be prevented by immunities by 0%->40% (this means spells like frostbite perhaps!).
  • Sanctified Wrath: Now also increases the critical strike chance of Holy Shock by 20%.
  • Unbreakable Spirit reduces the cooldown on Divine Shield, Divine Protection, and Lay on Hands by 50%.
  • Selfless Healer (Holy) Your successful Judgments generate a charge of Holy Power and reduce the cast time and mana cost of your next Holy Radiance, Flash of Light or Divine Light by 35% per stack and improves its effectiveness by 20% per stack when used to heal others.
  • Sacred Shield (Holy) 16% mana cost can be active on more than one player, 3 charges maximum with 10 second recharge time.  Healing scaled down by 30%.
  • Eternal Flame additional healing (HoT portion) increased by 40%.
  • Light’s Hammer now functions like a smart heal, healing the 6 most injured friendly targets within range, and minor guardians are no longer targeted (Wild Imps, Bloodworms, Snakes from Snake Trap, etc.). There has been no change to the total amount of healing granted by the ability.

Tier 15 Set Bonus

  • Item – Paladin T16 Holy 2P Bonus Infusion of Light also increases the healing done by Holy Light, Divine Light, and Holy Radiance by 25%.
  • Item – Paladin T16 Holy 4P Bonus Reduces the cooldown of Divine Favor by 60 sec. While Divine Favor is active, Mastery is increased by 4,500.


  • Glyph of Divine Shield: Removing harmful effects with Divine Shield heals you for 10% for each effect removed. This heal cannot exceed 50% of your maximum health. Major Glyph.Glyph of Denounce now causes Holy Shock to reduce the cast time of the next Denounce by 0.5 seconds, and the effect can stack up to 3 times.
  • Glyph of Hand of Sacrifice – No longer redirects damage to the Paladin.Major Glyph.
  • Glyph of Denounce: Causes Holy Shock to reduce the cast time of the next Denounce by 0.5 seconds, and the effect can stack up to 3 times.
  • Glyph of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec. Major Glyph.
  • Glyph of Divine Plea – Divine Plea returns 50% less mana but has a 50% shorter cooldown.
  • Glyph of Pillar of Light – Critical heals on other players display a small pillar of light at their location briefly. Minor Glyph.
  • Bunch of other new glyphs…

Also Healing Related:

  • Jina-Kang, Kindness of Chi-Ji (Legendary Cloak Healing Proc) – Your healing spells have a chance to grant you Spirit of Chi-Ji, increasing all healing done by 3 -> 5% and causing all overhealing to be redistributed to 5 nearby injured friends, for 10 sec. (Source)
    • Class specific RPPM (0.59) Range from 0.38-0.76.
  • New Healing Trinkets (Numbers for Non-Upgraded Heroic Warforged Versions, 572 ilvl):
    • Contemplation of Chi-ji (Timeless Isle, Vendor Purchase (?)): Increases your Spirit by 8281 for 15 sec. (1 Min, 30 Sec Cooldown)
      • 14020/1.5 Minutes (535), 14552/1.5 Minutes (539), 15104/1.5 Minutes ( 543)
    • Thok’s Acid-Grooved Tooth (SoO Drop, Thok the Bloodthirsty): Your heals have a 3.71% chance to Cleave, dealing the same healing to 5 nearby targets. Chance to do cleave healing based on item level. Each time your spells heal you have a chance to gain 14,039 Intellect for 20 sec. 115s internal cooldown. 15% chance for intellect proc regardless of item level.
    • Prismatic Prison of Pride (SoO Drop, Sha of Pride): Amplifies your Critical Strike damage and healing, Haste, Mastery, and Spirit by 6%/7%/8%.  Each time your spells heal you have a chance to gain 14,039 Intellect for 20 sec. 115s internal cooldown. 15% chance for intellect proc regardless of item level. Effective for healer specializations only.  Stat buff changes from LFR+Flex to Normal/Warforged to Heroic/Warforged.
    • Dysmorphic Samophlange of Discontinuity (SoO Drop, Siegecrafter Blackfuse): +2,339 Intellect, Your heals have a chance to grant you 28,080 Spirit for 10 sec. Every 0.5 sec, this effect is reduced by 1,404 Spirit. 0.92 PPM regardless of ilvl.
      • Spirit to Mana Conversion Per Proc: 11022 (LFR), 12325 (Flex), 13925 (Normal), 14719 (Normal-Warforged), 15715 (Heroic), 16616 (Heroic Warforged)
    • Nazgrim’s Burnished Insignia (SoO Drop, Nazgrim): Your heals have a 16.7% chance to trigger Multistrike, which causes instant additional healing to your target equal to 33% of the original healing done. Your helpful spells have a chance to grant 14,039 Intellect for 10 sec. 0.92 PPM for Intellect proc regardless of item level.  Chance to trigger changes based on item level.

5 thoughts on “5.4 PTR Holy Paladin Information (Updated 9/5/13)

  1. […] 5.4 PTR Holy Paladin Information (Updated 8/13/13) […]

  2. As a holy paladin, one of my go to people to check out is ~ http://us.battle.net/wow/en/character/blackrock/Virsta/simple

    A few things I found
    – 10.9k base stat spirit was fine for regular SoO (no meta or cloak for me, yes I’m a badddie)
    – went with a stat base of spirit around 11k > int > haste > mastery
    – tried to keep mastery around 28% BUFFED, now at less because of gear swap :<
    – stack mainly intellect, then reforged into heavy haste (holy shock CD decreased by haste)

    Yesterday I went into SoO (nothing like progressive hardcore or anything) and I found that this helped a lot.

    MY ABSORBS ARE USELESS?! No, actually they aren't. Your mastery is just as important as your haste.

    Glyph of Protector of the Innocent (20% WoG healing ~ 300 – 500k)
    Glyph of Divinity (fantastic as always)
    Beacon of Light (I'm in a ten man, not herioc so I don't care ~ never have)
    Glyph of the Battle Healer (so far.. USELESS FOR PVE!)
    Glyph of Divine Plea (this may look pleasing, but unless you need FASTER mana return, this is useless. I view it as instead of using it once every 2 minutes I now have to use it every minute. NO THANKS!)
    Glyph of Light of Dawn (was useless in 25 man ~ decreased healing done, will be testing it out tonight in ten man)

    – speed of light (I find always OP, use it when you really need it)
    – fist of justice (unless repent. for adds.. which no one ever does)
    – SELFLESS HEALER! let's talk about this
    a) One judgement in-between divine lights ~ decreased cast time & increased effectiveness (don't ask me numbers (I found I favored this combo the most with LoD inbetween and holy shocking on cd)
    b) Stacks up to three times 1 – 35%/20% 2 – 70%/40% 3 – 105%/60% Guess what that means? At three stacks (which is ridiculous, why would you ever use three) it's a free cast with 60% increased effectiveness. Each stack = 1 free HP.
    c) equiped with int stacking & haste stacking.. my gosh you'll be in-love.
    d) sacred shield, may be OP during some fights on ten man – but let's face it, 25? and eternal flame is nilch compared to your other options as it is no longer affected by mastery.
    – unbreakable spirit or clemency (I hate hand of purity)
    – HOLY AVENGER (hello, increased healing by 30% every 2 minutes for 20 secs + extra HP). For those babies using Divine Purpose, I don't think it's as effective anymore due to the changes on AoE healing. Yes – AoE healing is great, but you'll find yourself (or at least I did) wanting to use divine light + WoG + HS
    – whatever you want, if you don't know ~ holy prism (just hit the boss or an add with it for max.) unless you have a stack dmg phase, then obviously sparkle hammer is superior (megara, hellur).

    Rotation: find your own vibe!
    A few things to make note of is:
    – holy shock on cool down
    – beacon of light on whoever (divine light on beacon target ~ 1 HP)
    – holy light filler (healing re-directed to beacon target)
    – 20% of WoG healing is re-directed back to you with glyph
    – holy radiance, light of dawn, holy prism/sparkle hammer ~ 15% redirected back to beacon target
    – all other healers ~ 50% redirected (WORD OF GLORY, DIVINE LIGHT ~ which are now my favs)
    – I usually pair up divine favor (20% increased haste & crit for 20 sec) + holy avenger (30% inc healing & extra HP for 30 sec) BECAUSE I used to cheat and just spam holy shock holy radiance x2 LoD, but now I find with Selfless healer that you have SO MUCH HOLY POWER that it's overwhelming (wasted..) so I suggest a lone holy avenger on CD (unless you have heavy dmg phases more than 3min between) and use divine purpose + avenging wrath (20% dmg & healing inc. for 20 sec.) ~ OR ROTATE 'EM. WHATEVER. 🙂
    – remember your guardian used to be able to heal everyone with the dec. single target cast speed, now it's just one! how fucking useless. HOWEVER, it now heals the "targets" (plural? not specified) of your "heals" (same again) for 100% of what you JUST healed (yay?) and 15% haste. So perhaps this is your new friend for your holy avenger for the haste buff (because let's face it, that's what I used divine favor for)
    – DIVINE PLEA is like your new fountain of youth. If you're doing herioc and mana is controlled, yes, god forbid, use the glyph. In my eyes, anything that doesn't give me something GOOD is useless. All the glyph allows (like previously stated) is you pressing, clicking, whatevering divine plea DOUBLE during a fight. WHAT A WASTE OF FUCKING TIME! ~ also a global cd (which some people glyph beacon of light so obviously this global cooldown is oh so precious..)
    I'm not going to explain the new divine plea, but basically your combat regen total # every 3 secs for 9 seconds. This means UNKNOWN COMBAT REGEN x3 FOR NINE LONG SECONDS, or minimum of 12% of your mana pool! Pop your blood elf racial passive right before this starting at around 65 – 80% mana, and then on CD everytime after.

  3. UPDATE (10 man reg):

    After using eternal flame, I have decided that this is well superior over SH. However, I don’t think until around 540 + ilvl that this is completely sustainable for all fights.

    For EF I have:
    around 29% haste
    around 28% mastery
    11k unbuffed spirit
    stacking intellect

    Illuminated healing did around 8.2mill absorbs,
    able to do a steady 130k hps with 54mill healing done over 7 minutes and 6 seconds (regular nor)
    top heals were:
    – beacon of light
    – eternal flame
    – illuminated healing

    • After your comment and seeing a lot of other holy paladins go an intellect gemming build, it got me interested. I tried out the typical HS-HR-HR-EF rotation with my algorithm. I assumed the following overhealing:
      Holy Shock – 90%
      Holy Radiance – 40%
      Eternal Flame – 45%
      Beacon – 50%
      Illuminated Healing 10%
      (HS and HR are probably widely variant depending on a lot of factors. I also realize that build and spec influence overhealing so it may be incorrect to assume the same amount for every build but lets humor me for a second.)
      I tried out 3 different build, a heavy mastery build, a heavy intellect build, and a haste to 7170 then mastery build. I also did 1000 interations for each.

      http://pastebin.com/0pX7dizH (If you click toggle text wrapping it won’t be as painful to read…)
      First 4 columns are self-explanatory. The 5th column indicates how long it takes to cast the sequence. HealPerMana is the amount of healing you will get per mana spent. Regen is the amount of spirit needed to maintain the rotation. (Note that this column is not really helpful because my algorithm includes infusion of light procs and those speed up the rotation by nature and can’t really be user controlled.) If you want to get anything out of Regen Needed just look at the Median value.

      In all three healing categories the intellect build pulls ahead of the other two in terms of Median and Mean of HealPerMana. The haste build pulls ahead of a pure mastery build in terms of direct healing but for obvious reasons falls behind in the Illuminated Healing category.

      In retrospect and this is probably why a lot of paladins went with intellect at the beginning of the patch, pre 5.4, when choosing between for example a 160 intellect red gem or a 80 intellect/160mastery gem for a red socket, we would always have gone with the latter. This was because while intellect provides a base increase in spell power as well as a little bit of spell crit, mastery ultimately came out on top, it was always the top of our heals, easily refreshed, contributes to everything. No longer is that the case. The most important part of Illuminated healing or a majority of it (meaning at least 50%) was from Eternal Flame. Now, shields are falling off left and right, we can’t keep track of 6 IH shields during the middle of some heroic fight (and probably don’t care to), EF is not benefiting from mastery so what do you do? You take the red pill.

      I have so far been running with the same build and play-style as last patch and I’m pretty sure that in normal you can half-ass your way through it with almost any type of the 3 builds above and even some heavy spirit builds of course. It might be the same for a few heroic fights but I’m thinking that the intellect/spirit build is a lot safer than the others for heavy duty fights.

What do you think?

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s