holy seems so boring. nothing exciting. makes it even easier to pick monk for shadowlands for me.
At this point I am a little concerned as to whether I will main this class for Dragonflight. I like the article but here are a few thoughts of mine:1. The slot machine style of our class does not need to be embellished on. Id pick gaining 1 holy power on judgement like they had in the first iteration of the tree over a lot of things. Id like to generate more consistent holy power rather than waiting for that 2 min cooldown or a 15% proc chance. Honestly I think you will over cap on holy when wings is up with some of these new talents. 2. I agree WoG needs some help. It would be nice to have a talent which simply reduces WoG holy power cost by 1. Could be a capstone as this would be powerful. 3. Dusk Till Dawn. Drop it, its stupid, its garbage, it's bad gameplay. You will end up with the defensive buff most of the time. Zero reason to take this talent. 4. Avenging Crusader, reduce the mana cost, allow it to affect the whole raid and tune its healing appropriately.5. Consecration, I actually love these talents for PVE, but they are tuned so low its terrible. The talents need to expand the area little more and heal better, I don't want it to be ashen hollow but either buff it or replace the whole idea.6. Mastery, our mastery is bad. If we have to keep this mastery then I see zero reason to play a hard caster as a paladin, which you pointed out and I agree with.....With leads me to my final point. Don't try and implement hard casting into this class. Its a bad idea, I know some folks want this but please hear me out. There are plenty of other hard casting healers to play. But now our holy spec tree is going to be down 1/3 of the talent nodes because hard casting in melee is fun? If they dropped that design philosophy it could open up a lot more talent nodes for more interesting talents which buff other aspects of our class.
Its bad, saved you the trouble
I think the lack of class changes is going to overshadow this great expansion :( feels bad man... I thought I was finaly going to be able to he a healing healer instead of a DPS healer...
I really like to see the Avenging Crusader build fully in action with the Healer DPS 100% up time. If they made a talent point for That talent if you chose Avenging Crusader that your hits restore 1-3% mana per judgement or crusader strike during the duration, that would be a good filler if the 50% mana stays in the buff for its cooldown and duration it has currently.
make Light of Dawn an 20 or 30 yard around the caster ability instead of cone... when you pug M+, its pretty hard to find enough people "stacked" so you can use this ability... 1 of our 2 spenders is an ability that only works on organized raiding... how this is ok?
First off, the class tree is extremely problematic because it is VERY throughput heavy. It needs a significant redesign because as it is, Prot and Ret barely have any flex points there and Holy Paladins who want to optimize damage for M+ don't either.I'd love to see some spenders on a cast time. They could bring back Eternal Flame or Holy Radiance (and Daybreak) and make it a spender instead of a builder.I also really thought we might get DI back.Just look at the shaman tree and give us something similar.
Honestly I would first of all replace divine toll with vanquishers hammer and replace divine resonance with duty bound gavel. Given that will and does synergize better with the melee build honestly. Second of all I simply wouldn't take blessing of summer given it was just bad before the equinox legendary, in that it just seems like a completely wasted talent and point to take or have on the tree. Third they should switch the positions of the glimmer build, as putting the LotM build on the far right where the caster build makes no sense at all. In which glimmer should be more centralized, and the caster build should be on the right so it leads into tyr's radicance. Fourth the main paladin tree could use some reorganization as the position of rebuke being in the second tier and on the far right is just a bad design given it should be further up the tree. As interrupts are bassline parts of DPS and tank builds, so having it so far down makes little to no sense. Other than trying to de-incentivize holy from using it, which is stupid honestly. Heck I'd just swap fist of justice around for it and that would already improve the tree right there. Fifth I would also consider reducing how many points are required to max out a talent option, like for instance three for aspirations of divinity and three for seal of might is just a bit much for what they do. In that simply making them 2 point costs would again improve the main paladin tree vastly and allow for being able to pick up two more options from the tree.I agree with most of what the author had to say about the tree, it is a complete disorganized mess. Along with some talents simply shouldn't need two points to get the full utility out of them. Given it would allow for better synergy for builds by grants 1-2 more points by taking the two point requirements out of fury and awakening. Yet as a whole the tree is a horrible mess design wise and needs a complete overhaul, I literally only used dusk before dawn in torghast as well simply because you could make builds that would allow you to easily cycle between full and zero holy power. Out side of torghast its a completely useless legendary power and will be a useless talent given how tedious it is to use and gain actual good use outside of torghast. All in all similar to the systems we have in SL's, the pieces are there, they just need to improve and put them together to actually make a cohesive holy and main paladin tree. Over what we have now which is a haphazard mess that's tripping over itself organization wise and points wise due to talents costing too many points.
Paladin design is in shambles atm.I do find it weird people are evaluating the numbers. Like... The class is super buggy, super unfinished, and they just reset the spec auras and ability auras for Ret. B;izzard hasn't done endgame in alpha, and they haven't done tuning. Numbers feedback really isn't what they're looking for at this stage of Alpha, but WoW players can't HELP but fixate on that.
Okay if they gonna want a Rholy and Mholy. I think they can make it where Avenging Crusader and Tyr's Deliverance is a choice node in where Aura Mastery is now and move Aura to the side of it. So for a better picture melee skills on left and range on right.For the look of the tree- https://snipboard.io/1ABQmy.jpgAll this is work in progress and any %, seconds, stacks, etc are a idea or rough estimate and can be changed. I'm just doing this for fun.Skills changesLight of Dawn is changed to 40 yards.Rule of Law changed to increase range of Crusader Strike to 3-5 yards if mastery changes.Choice Node of Avenging Crusader and Tyr's DeliveranceAvenging Crusader- You become the ultimate crusader of light, increasing your Crusader Strike, Judgment, Holy Shock, and auto-attack damage by 15%.Crusader Strike and Judgement cooldown 20% faster and heal up to 3 injured allies for 250% of the damage they deal. Last 30 sec. Costs 3 Holy Power.Divine Purpose does not work with this skill. Another idea is just to let it be passive with tuning.Tyr's Deliverance- Releases the Light within yourself, healing an injured ally within 30 yds for (37.5% of Spell power) every 1 sec.Allies healed also receive 20% increased healing from your Holy Light and Flash of Light spells for 20 sec.Any overhealing from Holy Light or Flash of Light will go to other injured allies. 1 min cdEternal Flame makes Golden Path scale with Spell Power(not sure if it already does with Holy) and Seal of Mercy works on 2 allies.Protector of Tyr has 10-20% increased healing received by party or raid within 40yrdsDivine Revelations (2 points) - Your critical Holy Shocks reduce the cast time of Flash of Light by 33% per stack and increase the heal amount by 20% per stack. Stacks 3 times.Flash Of Light at 3 stacks grants a Holy Power.Flash of Light only uses stacks once it has 3.Light's Glory is a work in progress. Word of Glory can be used with 5 Holy Power. If so, heal another injured ally for 50% of a Word of Glory and gain 2% mana back.If Seal of Clarity procs it will only use 4 Holy Power.Choice Node of Holy Radiance and Judgement of the WiseHoly Radiance heals 5 injured allies within 40 yrds for (80% of Spell power) and apply Daybreak. 2 second cast. 8 sec cooldown.Daybreak causes your next Holy Shock to heal 5 allies for (40% of Spell power).Judgement of the Wise is a work in progress and might change to Crusader Strike instead of Judgement. After casting Judgement 3 times you gain Divine Power making your next Judgement crit and heal 3x more than normal. Any overhealing that comes from Avenging Crusader will go to 2 other injured allies.Infusion of Light (2 points) -Your critical Holy Shocks reduce the cost of your next Flash of Light by 30% or cause your next Holy Light to be 25-50% stronger. Up to 2 Stacks.Choice Node for Liadrin's Fury Unleashed and Martyr WrathLiadrin's Fury Unleashed is a work in progress but it's a idea to make LOD do aoe damage. Does not benefit from Second Sunrise.Martyr Wrath is work in progress and the idea is for the damage you take from Light of the Martyr to then damage the enemy.Light of the Martyr damages you over 8 sec now. After 8 seconds worth of Martyr damage hit up to 3 targets dealing x%.Seal of Light- Avenging Crusader now effects 5 injured allies. Lasts 12 sec. 1 min cooldown.Divine Favor(1point) - Increases spell casting Haste by 20% and spell critical chance by 20% for 20 seconds. Other thoughts- I don't like Divine toll period and thinking of replacing but how it is a split 2 pointer is dumb and should just combine. I think melee might need one more talent. I think for Rholy and Mholy to work it needs more choice nodes and a new mastery.
These changes hardly did anything I don't understand why they don't have a choice node for Avenging Crusader and Tyr's Deliverance in the middle of the tree to differentiate Rholy and Mholy with tuning in mind. Rholy focuses more on beacon play and has more options towards that style. The very least is give Divine Revelations- Your critical Holy Shocks reduce the cast time of Flash of Light by 33% per stack and increase the heal amount by 20% per stack. Stacks 3 times.But the current tree still has bad pathing. I could go on forever but with this second iteration it is disappointing.I have more changes above this post to take a look at.
I think they could do alot to make it more interesting and really change up the game play. For example:1. Add ability like the Shaman's Acid Rain Acid Rain talent to our Light of Dawn. This could be our AOE damage spender.2. Add a ST Target spender. I really hate being in a fight with a ton of holy power and little damage that needs to be heal during different phases and SotR is lackluster.3. Bring back Judgement of Wisdom from the classic days. Would be nice to have some sort of mana regain ability.4. Change Infusion of Light to how it was prior to Holy Power. Faster hard cast or reduce mana.5. Add more Auras. I found them boring as Holy always run Devo and nothing else. Could break Physical and Magical protection out, Radiate healing to nearby allies, running speed increase, etc. I know when off spec Ret, the Ret aura always felt wrong and this would give other pallies more choices too.6. Replace Saved by the Light with whatever BRez the been thinking of adding to pallies.
Holy is looking super boring, meanwhile priest is getting all the imagination lol
Something else I noticed is that we're not going to be able to dispel magic effects anymore? It looks like we lose cleanse which dispelled, poison, disease and magic, seems like its going to be an interesting time healing keys if you cannot remove magic effects.