Hello,
as topic's title says, there are some VANILLA WOW mechanics that make the new Holy pala unplayable.
First of all, I think I'm one of the one and only guys who enjoyed the changes you guys made to H palas, and I still like them, so this is not a complaint.
But there are some GAME MECHANICS troubles that simply make the "new" Hpala unplayable.
The new changes completely destroyed Hpalas' mana regen, so Hpals can't spam FoL anymore like blizzard wanted us to: the only way to not go oom is using Holy shock oftenly in addition to FoL, while going autoattack+judgement of wisdom on bosses, and that's also why the new H pala's talents impoves Holy shock so much.
Ok I like this, BUT...
...But there are two BIG problems:
1) holy shock has 20 yards range (instead of 40y range Flash of Light/Holy Light), and in vanilla there's NO WAY to have an addon (or something similar) that shows/highlights raid members that are > (or <)20yards range. This forces us to click on holy shock on random raid members through our healing addons (where every raid member is shown as "in range", since the addon marks raid members as "in range" 40yards by default) and not cast our Holy Shocks, since "target is out of range". That's the first real problem because no1 can visually check who's close to him during a 40 men fight, read his name and then go back looking for that specific guy through the healing addon, target him and cast on him. (Once again, healing addon darkens out of range raid members, but that's on 40yards and it cant be changed)
2) the new Hpala's system wants us to stay in melee, and we need to autoattack with judgement of wisdom in order to have some mana regen + the new Hpala's changes clearly push us in the direction of using more judgements (really short range spell).
Ok I like this, BUT...
...But in vanilla wow, "castsequence" macros DO NOT EXIST. This means that if you're autoattacking (and judging) a mob/boss, you can't Flah of Light a friendly target and keep the autoattack going straight. After casting FoL or Holy Light, your pala will stand stupidly still (not attacking) the mob/boss. You will have to MANUALLY SWAP TARGETS from the boss to your friendly target to be healed, then reclick/tab target the boss (impossible during a 40 men boss fight melee area) and then repress the autoattack button.
This forced every Hpala to just avoid the new changes and keep spamming FoL while staying away from melee range, and just use more consumables since our mana regen now suc*s xD.
TOO LONG, DIDNT READ:
Melee Hpala CAN NOT BE PLAYED right now, and I really wish it could be played with the new (possibly really nice) mechanics offered from the new talents T-Wow's staff introduced!
In order to have Hpalas playable with the new mechanics, we need:
1) something (an addon, a script, a spell change, a lua file, idk) that allows us to clearly and easily see / track raid members that are <20 yards range
2) a working macro/way to have our autoattacks not interrupted by casting helpful spells.
I really appreciate Turtle WoW's staff and the effort you all put into this. Hit me up if you need more clarifications / anything!
P.S.
I've heard someone saying that pfUI allows to set a different color on different ranges, I tested it and couldnt find that. Anyway, this would just solve one (the first, and less important) problem over the 2 I mentioned before.
Also consider that not everyone likes/can use pfUI, due to a lot of problems that it might cause in settings etc, and every pala player should be made able to play his class without an entire UI addon installation
New HOLY PALADIN talents are nice but UNPLAYABLE, please help
Re: New HOLY PALADIN talents are nice but UNPLAYABLE, please help
I agree with pretty much everything here. Holy pallies didn't get anything for high level raiding except for trading more healing output for significantly reduced mana sustain. The holy shock isn't a reliable heal due to the range limitation and is very clunky and slow to use trying to weave it in between melee attacks. In naxx all the pallys just sit back and FoL spam as they used to. They now just have to drink more.
I like the idea of a melee healer, but something needs to be changed to encourage us into melee range outside of dungeons. Increasing the range of holy shock would be a good start, but I think more needs to be done. Maybe make the heal from holy strike affect everyone in the 10 yard range instead of just your party. Right now it's just not enough healing to give a melee group slot to a healer (and taking away a windfury spot from a dps). And due to the limited range the heal doesn't reach your healer group, so there's just not enough incentive to go into melee range.
I like the idea of a melee healer, but something needs to be changed to encourage us into melee range outside of dungeons. Increasing the range of holy shock would be a good start, but I think more needs to be done. Maybe make the heal from holy strike affect everyone in the 10 yard range instead of just your party. Right now it's just not enough healing to give a melee group slot to a healer (and taking away a windfury spot from a dps). And due to the limited range the heal doesn't reach your healer group, so there's just not enough incentive to go into melee range.
Re: New HOLY PALADIN talents are nice but UNPLAYABLE, please help
If points 1 and 2 get solved somehow, the "Holy Shock" build would become decent and ppl would play that.
You could also consider adding a deep-low holy talent that significantly reduces (or totally removes) Crusader Strike's CD, so the Holy paladin's game could stop being only "stay behind and spam FoL while drinking A LOT" and become:
Judgement on boss + autoattack --> Holy Shock on friendly target --> keep autoattacking the boss --> crusader strike (Holy shock's CD gets resetted) --> crusader strike --> Holy shock --> refresh seal while keeping autoattack turned on --> Holy shock --> CS etc, + some nice Holy Lights (with their cast time reduced due the Crusader Strike use) when needed.
This would allow paladins to be able to choose between the "old" FoL spamming playing style and the "new" melee pink boy
You could also consider adding a deep-low holy talent that significantly reduces (or totally removes) Crusader Strike's CD, so the Holy paladin's game could stop being only "stay behind and spam FoL while drinking A LOT" and become:
Judgement on boss + autoattack --> Holy Shock on friendly target --> keep autoattacking the boss --> crusader strike (Holy shock's CD gets resetted) --> crusader strike --> Holy shock --> refresh seal while keeping autoattack turned on --> Holy shock --> CS etc, + some nice Holy Lights (with their cast time reduced due the Crusader Strike use) when needed.
This would allow paladins to be able to choose between the "old" FoL spamming playing style and the "new" melee pink boy
Re: New HOLY PALADIN talents are nice but UNPLAYABLE, please help
I'm also one of those that like the idea of Holy Paladins being in melee, but they absolutely should consider some way to allow you to carry on auto-attacking after casting a spell.
Re: New HOLY PALADIN talents are nice but UNPLAYABLE, please help
what we need is a talents that makes cast not reset the swing timer.
normally everytime you finish a cast time cast, you need to wait the full length before next attack
if we had a talent and these work as if it was instant spells like holy shock or cleanse that do not reset the cast time, thn we could swing instantly after a flash of light or holy light (dpeending on how slow the weapon). this would make a rly big differnce to get some more hits in. in pvp it wont change barely anything
- Reploidrocsa
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Re: New HOLY PALADIN talents are nice but UNPLAYABLE, please help
I just play hpala like i used to: stay in range and heal from distance. Use tea and pots accordingly.
Going melee is unpractical 60% of the time
Going melee is unpractical 60% of the time