Nikodemus
Friday, 13th May 2005, 22:09
Have a look at that title. Can you imagine the fuss that would make on the WoW general boards? well, actually it'll probably even make just as much of a fuss here.
People look at the class names and make assumptions - "paladin, that must be a backup healer at best","priest, that must be such an uber healer". I know that's what I did, and that's why I picked the priest. Not that I know it ain't true, I've (as you've probably noticed) started levelling my paladin (level 44 atm).
Anyways; here's my claim:
- a paladin specced and equipped for healing will be able to do the job of keeping the main and off-tanks in a raid alive better then a priest will ever be able to.
How can I possibly say something so outrageous? time to explain :) but first, I'll make sure I have your minds in on the right track here. I'm even going to be cheeky and pop it in bold, to make sure noone misses it.
I'm not talking about a fully plate-decked, 31-retri, seal of command/2-hand weapon type paladin here. I'm talking about a paladin that is first and foremost specced and equipped for the task of healing - just like my priest, where every single of the 51 talent points have been spent with healing in mind, and where every piece of equipment is chosen with healing in mind.
Mana pool
Let's start with the mana pool, since that's what the pallies usually pull out as their first defense
when I'm so rude as to claim that they can heal :)
A level 60 priest with the +10% max mana talent has 3169 base mana.
A level 60 paladin with the +10% max mana talent has 2510 base mana.
Headstart for the priest: 659 points.
1 point of intellect gives a priest 15 points of mana. (or 16.5 with the +10% mana talent).
1 point of intellect gives a paladin 15 points of mana. (or 16.5 with the +10% mana talent).
Priests can wear cloth, daggers, 1h maces, staves and wands.
Paladins can wear cloth, leather, mail, plate, shields, 1h/2h swords, 1h/2h axes, 1h/2h maces and polearms.
So, with the sole exception of the uber-rare sets that only drop in Molten core and off Onyxia, a paladin is capable of wearing every piece of armor that a priest can wear. Go inspect me, Tarlin, Ramiraz or Elwind ingame if you want that confirmed. I can promise you, not a single one of our cloth armor pieces say "priest only". The only two items I have currently that are not useable by a paladin are my class specific trinket and my wand. Oh noes.
So wait, am I saying a healerdin should wear cloth? yes, I am. Or to be more exact; I'm saying that a healerdin should pick whichever piece of equipment for the item slot that gives the best healer stats - be it cloth, leather, mail or plate.
This does mean a loss of potential survivability; but it is simply following the same philosophy as on my priest - get the item with the best healing stats, anything else on it is a nice bonus.
I'm guessing that some of you at this point will be thinking "cloth has all the best caster gear anyways". I wish it was so, but nope. From bloody Sunken Temple you can get both a leather and a mail hat that have better caster stats then my devout crown. Have a look at the chittonous legguards (plate) from strat (pretty common drop from an easily farmable boss as well). I've been looking left and right, browsing all over thottbot etc. and I haven't been able to find a single set of cloth pants that have that good caster stats. They pwn the heck out of magisters, devout, dreadmist and even the (otherwise uber) pants from the beast in UBRS. And they're plate. Go inspect Tilith if you'd like to drool over them. I know I do whenever I get the chance. :P
The 1h sword from the elven prince in Dire Maul. The shield from the tinkerer in maraudon. The list goes on.
Which brings me on to my point:
A paladin gains just as much mana from 1 point of int as a priest, and a paladin has acces to a much bigger variety of gear then a priest. Therefore, a paladin will be able to get just as much (or quite possibly even more) int in his gear then a priest.
Which in the end, with both chars fully decked out in even quality healing gear, leaves the mana pool
difference at the same 659 points in the priest's favor.
That leads me straight on to ...
Spells and mana efficiency
Note that I'm here posting two sets of stats for greater heal. The first set is for fully boosted greater heal (30 talent points), the other is for greater heal without "master healer". This is due to the fact that - for a multitude of reasons - most priests decide to dig deeper into discipline instead of spending the insane number of talents it takes to get the miniscule bonus from "master healer"
Priest
Renew - heal over time.
Instant cast. 328 mana, 1010 points healed over 15 seconds.
Health per mana point: 3.08
Health per second: 67.3
Talents:
mental agility (5 points, tier 3 discipline)
improved renew (5 points, tier 1 holy)
spiritual healing (5 points, tier 2 holy)
Prayer of healing - group heal.
3 second cast. 824 mana. 1033 - 1093 health (1063 avg).
Health per mana point: 3.87 (3 targets), 5.16 (4 targets), 6.45 (5 targets)
Health per second: 354 to each target.
Talents:
spiritual healing (5 points, tier 2 holy)
improved prayer of healing (2 points, tier 5 holy)
Flash heal - direct heal.
1.5 second cast. 380 mana. 911 - 1072 health (991.5 avg).
Health per mana point: 2.61
Health per second: 661
Talents:
spiritual healing (5 points, tier 2 holy)
improved flash heal (2 points, tier 4 holy)
Greater heal - direct heal [with master healer]
3.5 second cast. 818 mana. 2652 - 2958 health (2805 avg).
Health per mana point: 3.43
Health per second: 801
Talents:
spiritual healing (5 points, tier 2 holy)
improved healing (5 points, tier 4 holy)
master healer (5 points, tier 6 holy)
Greater heal - direct heal [without master healer]
4 second cast. 818 mana. 2652 - 2958 health (2805 avg).
Health per mana point: 3.43
Health per second: 701.25
Talents:
spiritual healing (5 points, tier 2 holy)
improved healing (5 points, tier 4 holy)
Power word: shield - damage-absorbing shield
Instant cast. 452 mana. Absorbs 942 points of damage.
4 second cooldown. A target cannot be reshield for 15 seconds.
Health per mana: 2.08
Health per second: n/a
Talents:
improved pw:shield (3 points, tier 2 discipline)
mental agility (5 points, tier 3 discipline)
Take a look at the health per second on renew and you'll see why it's not the biggest deal on a tank.
It has good uses, and I do use it a lot - definitely - I'll get to that later on.
Prayer of healing is obviously awesome at what it does - which is not to keep the tanks alive. Getting to that later as well.
So let's take the big boy first. "Greater heal". The mana efficiency is awesome. The potential health per second when chain-casted is great. But it has a problem - and a big one at that. The simple fact that it's huge. The amount of damage healed is *too high* for a single cast(!), and the casting time is simply just too long.
Let me elaborate:
Mobs in this game don't do steady damage - bosses and elites in particular. Their damage output goes up and down in spikes. A mob can do 2000 damage total to the tank in 15 seconds, then suddenly do a crit followed by a MS and another crit, racking out 3000 damage in 5 seconds. That obviously gives the
problem that letting people drop low on HP is very likely to get them killed if the mob spikes on damage.
That's what gives the biggest problem with the hugeness of GH. Predicting exactly when the tank is going to need a 2900 heal ain't always easy - especially not when it takes 3.5/4 seconds to cast.
Start casting too early, and you give 2900 points to a guy that only needs 2000. That's 900 health worth of mana poof out of the window. Bye bye efficiency. Of course, one could cancel the heal to save the mana ... but then there's no HP for the tank and you have to start the 3.5/4 second cast all over again (hopefully making it in time).
Start casting too late, and all it takes is a bit of bad luck from the tank (no parries/blocks/dodges) and/or a bit of good luck from the mob (a crit or two, a special attack...) and you've got yourself a dead tank.
With faster casting, smaller heals you don't have this problem. You don't have to let the tank lose as much HP before you start casting, nor is there much risk of "overhealing".
Then we have GH crits. GH crits for ~4350 average or so. Yup, that's a huge lump of hitpoints. Letting one's tank drop low enough to actually need such a huge lump of hit points is just asking to get him killed. 9 out of 10 of my GH crits are worthless, simply because the tank "only" needs the ~2900 from
the normal spell, and the crit bonus is over the top. The remaining few that actually hit a tank that needs are nice, certainly, but with my ~7% crit chance on spells, that happens less than once in a hundred casts.
Third problem: non-tanks, squishies in particular. A mage can't wait 3.5/4 secs for a heal. He'll be dead by then. Nor does he need a 2900 point heal - that's like 90% of his bar. It's pretty simple ... the majority of non-tanks don't have good enough damage reduction (from armor, block, parry, dodge
etc.) to wait for a GH, nor do they have big enough health bars to need such a huge heal.
One could of course use lower ranks of GH for lower heal amounts ... but first off all, that doesn't solve the casting time problem - second, the mana efficiency is reduced with each rank down.
And another problem while we're at it. 3.5/4 seconds of casting GH = 3.5/4 seconds of not doing anything else. If I start a GH on the tank, then a moment later notice the mage is taking damage ... well, by the time my GH has finished and I can get to heal the mage, he's probably already splattered across the floor.
You'll see me fooling around with GH when my tank is tougher then the encounter, or when we're zerging something (10-man strat, for example). But when we're fighting something tough I ain't touching it. That's just asking for a wipe.
An example from the other day:
Budmonkey in his top-notch gear tanking King Gordok in Dire Maul. I started a rank 4 GH when Bud was at 85% health. A moment later the king did a MS and followed up with a crit. With 2 seconds to go on my GH, Bud was down to about 10% health. I had to cancel, pw:shield [horribly inefficient], then flash [poor efficiency] twice to get him out of 1-shot danger.
When we're going up against Onyxia there's no way I'll be using greater heal on the main tank. Pushing that button = wiping the raid.
Which leads me on to flash heal. It's fast, which is nice. It heals for a decent amount, which is nice.
The mana efficiency is poor, which is bad.
7000 mana worth of GH = 24.010 hp
7000 mana worth of FH = 18.270 hp
24% less health out of the same mana pool.
Finally there's PW:shield. 950ish points of absorbtion to the target right here, right now. Extremely inefficient. Nice for emergencies, nice to pop on AoE'ing mages, but definitely not nice for the mana pool.
Moving on to the paladin
First, introducing the lovely little thing called "Blessing of light". The paladin can cast a blessing on a target which increases all healing recieved from Holy Light by 400 points, and all healing recieved from Flash of Light by 115.
Note that I'm not including the improved flash of light talent, since it's unlikely one would want to get it, even for an all-out healing build.
Flash of light - direct heal [with blessing of light].
1.5 second cast. 140 mana. 458 - 498 health (478 avg).
Health per mana point: 3.41
Health per second: 318.6
Talents:
spiritual focus (5 points, tier 1 holy)
illumination (5 points, tier 2 holy)
Flash of light - direct heal [without blessing of light].
1.5 second cast. 140 mana. 343 - 383 health (363 avg).
Health per mana point: 2.59
Health per second: 242
Holy light - direct heal. [with blessing of light]
2.5 second cast. 580 mana. 1795 - 1954 health (1874,5 avg).
Health per mana point: 3.23
Health per second: 749,8
Talents:
spiritual focus (5 points, tier 1 holy)
illumination (5 points, tier 2 holy)
improved holy light (3 points, tier 1 holy)
Holy light - direct heal. [without blessing of light]
2.5 second cast. 580 mana. 1396 - 1554 health (1475 avg).
Health per mana point: 2.54
Health per second: 590
Talents:
spiritual focus (5 points, tier 1 holy)
illumination (5 points, tier 2 holy)
improved holy light (3 points, tier 1 holy)
It's easy to see that without blessing of light, both heals are subpar.
But then have a look at the numbers with blessing of light. I personally find it rather annoying that this one blessing gives more of a boost to holy light then 30 points in the holy tree does to greater heal.
And ... well, flash of light has awesome mana efficiency (and that's without the -12% mana cost talent), but it's tiny, and that's about all there is to say about that.
Now have a look at holy light. Nearly as efficient as greater heal and very good heal-per-second while having a MUCH better 2.5 second cast time. This is one of the really big advantages for a paladin healer - to be able to heal a tank with a much more versatile spell that's still very mana-efficient.
And that's it for the paladin - no more healing spells, no HoT or group heal. I'll once again push that a bit further down in the post :P
So, so far on mana pool and efficiency:
- the priest wins out by a measly 650ish points on mana pool
- when healing a tank, the paladin can rely on a much more efficient spell then the priest
More about mana
First of all, the paladin illumination talent (tier 2, holy). With this maxed, the paladin regains all mana everytime he scores a crit with a healing spell. The priest does not have a talent like this.
Base crit spell chance for all classes is roughly 5% + (int/100). In decent gear and raid-buffed, that'll be 8% easy enough. Add a few +spell crit items (dire maul has about half a dozen items with good int and +spell crit) and 10% is easy to reach. Think about that for a second - on average, every
10th spell is not only a crit (+50% effect) but also free. As all other chance-things, it's not exactly reliable, but it's certainly a decent boost in overall efficiency.
Now go 1 single point further into the paladin holy tree. Divine favor. Costs about 30 mana, is uber-instant cast (i.e. instant and no global spellcooldown) and turns the next healing spell into an automatic crit. 2 minute cooldown.
Illumination + divine favor = 1 free crit heal every 2 minutes.
21 points into the priest discipline tree (not the holy tree, mind you), we have inner focus. Zero mana, also uber-instant. Next spell is free and gets a +25% chance to crit. 5 minute cooldown.
Someone explain that to me, pretty please.
Anyways: divine favor can be used more often then inner focus AND has a bigger effect. Another plus to paladin efficiency.
And even more: ways of regaining mana in combat
Priest:
Spirit regen and X mana every 5 sec items. Period.
Skills? none.
Talents? two.
- meditation. 5 points, tier 5 discipline (so it's this OR master healer, can't have both). Allows 15% mana regen to continue while casting.
30 * 0,15 * (14 + (300/4)) = 400 [say if you want an explanation of this calculation]
So, a priest that has 300 spirit (which is bloody hard to get without losing a lot of int) gets 400 points of mana out of this talent over 1 minute of busy fighting.
- divine spirit. +31 spi buff. 1 point, tier 7 discipline. Anyone getting this buff can only get 20 points into holy, thus missing out on improved prayer of fortitude, master healer (and has to make a choice between between 5/5 improved healing, or 3/5 + 2 improved flash heal). These 31 points obviously
help on making meditation useful, but the effect is rather small.
Paladin:
Blessing of wisdom. +30 mana every 5 seconds. A healerdin has no reason to have any other blessing on him (nope, not salvation - getting to that. Also that. Damnit). This is 360 points of mana in a minute of heavy fighting. With no talent points invested. With 5 points in it (tier 3, holy and leading on to
the +10% mana talent) it's 432 points per minute.
Seal of wisdom. If the paladin ain't too busy casting, he can pop this seal on - giving him a pretty nice chance to regain mana by hitting a mob. I'm not sure about the numbers for level 60, but at 44 I regain the seal cost with 4~5 swings. In a short fight this won't mean much, but in long fights the
paladin should be able to regen a decent amount by popping this on and slapping something that's safe to slap (such as a mob someone else is tanking).
Other then that, it's spirit and X mana every 5 sec items like the priest.
On that note: seems Blizzard have realized that spirit is pretty crap, but instead of fixing it they decided to add a load of items with +X mana every 5 secs ... there's plenty in Dire Maul, and as of last patch also quite a few to get in Strat and Scholo.
So ... a priest with a paladin's blessing of wisdom on obviously wins on regen, but other then that it's pretty much even.
Summing up the whole mana thing:
Mana pool - priest wins by a bit.
Heal efficiency - on tanks, paladin wins hands down.
Regen - pretty much the same.
Aggro.
You all know it; even though priests have subtlety (-20% healing aggro) and fade, they pull aggro with their heals. All the time. Loads of it. Probably the biggest challenge for any 5-man instance group is to keep the priest clear through a tough pull. Same thing in the raids. If the main tank gets slaughtered by Drakkisath, who's next on the list? the priest that was healing the MT.
And here's the bit that seems to suprise a lot of people: nope, a paladin in cloth is not screwed because he lacks subtelty and fade. Not at all. This is due to the simple fact that paladins have a ~75% natural aggro reduction on all their heals to prevent tank paladins from "heal-tanking". Think about it for a second ... how many times have you pallys seen a priest pull aggro off you with their healing? reverse it. How many times have you pulled aggro off anyone with healing?
If you don't believe me, I'll demonstrate ingame - very easy to show.
So basically:
Priests have to struggle hard NOT to pull aggro
A paladin healer is not going to get aggro unless he really, really wants it (and then he'll have to pull out the 2-hander and go with seal of fury, or hope for a good SoC proc).
And when they do pull aggro ...:
The priest can fade, usually fixing the problem temporarily, costing 250 mana (hey, more priest mana out the window).
If fade doesn't work / is already on cooldown / whatever, and the priest needs to cast while being beaten on, there's a few tools to assist him.
- improved flash heal talent, 2 points, tier 4 holy. 70% chance not to lose casting time when hit. Note that this works on flash heal only.
- martyrdom talent. 2 points, tier 2 discipline. After beeing the victim of a crit, the priest gains 100% chance not to lose casting time for 4 seconds. It helps, but then again getting critted usually ain't too good for the health bar ...
- focused casting. 1 point, tier 3 discpline. Spell, 30 mana, instant cast to activate, gives the same effect as martyrdom for 8 seconds. 1 minute cooldown. There's this little cute problem with it, though, that it's an instant, not an uber-instant. So in order to not lost casting time, the priest first has to wait out the 1.5 sec global cooldown for firing the instant spell ...
- power word: shield. Instant cast. Full speed casting as long as the 950ish points of absorb last. Problem being that the priest cannot reshield 'till after 15 seconds AND it costs 500 bloody mana. Poof, more mana out the window.
When the paladin pulls aggro ...:
First off, due to the much lower aggro generation, it's going to be a heck of a lot easier for the tank to pull stuff off him again.
Second ... 70% from the first 5 points in holy + 35% concentration aura = 105% chance not to lose casting time when taking damage - for both healing spells.
Third, blessing of protection, divine shield.
No contest. Paladin wins hands down.
Survivability
Just like priests have a bit more natural mana then pallies, pallies have a bit more natural life then priests. 454 points to be exact.
Now let's see ...
Block. Paladin yep, priest no.
Parry. Paladin yep, priest no.
Dodge. In caster gear, both have equally little.
My level 60 priest has ~1750 armor. Tinkerer shield + devotion + cloth armor = already over 3000 armor for the pally. Now replace some cloth items with higher armor stuff with equal casting stats (there's plenty out there), get a better shield (there's several good ones with good int on) ... 4K armor is not hard to reach.
And I think I'll just mention blessing of protection and divine shield again, just for good measure.
Healing roles
I think it should be clear enough by now that when it comes to healing tanks, paladins > priests, plain and simple.
And I don't think I'll need to say much about why priests are better at healing squishies ... flash heal, renew, PW:shield, prayer of healing.
So nope, by point with this thread is not to get all our priests to reroll paladins, it's rather to get some of our pallies to consider gathering int-gear and getting some holy specs. We're doing lots of raiding, and we have a lot of the big stuff coming up. We're going to need more healers, but we really don't need more priests. For UBRS, for example, 1 priest for the squishies and 2 healerdins on the main tanks, for example. For Onyxia when we get there ... we'll need a priest in each whelp group, and probably one on the rogues. But on the main tank? healerdins all the way.
I've probably missed something, but just one last comment ... think back through the thread on the paladin talents I've mentioned.
5/5 - 70% uninterruptable
3/3 - +12% holy light effect
5/5 - crit repay
1/1 - divine favor
5/5 - blessing of wisdom
5/5 - 10% max mana
24 points. That's it. Leaving 27 points ... enough to get most of the good stuff in retri. Apart from boredom with strat/scholo/etc. runs, there's nothing stopping you from having a set of normal paladin gear, *and* a set of healing gear, while having ALL the holy specs you need and a decent retri or prot-setup.
That got pretty long, but well. Mweh :P
People look at the class names and make assumptions - "paladin, that must be a backup healer at best","priest, that must be such an uber healer". I know that's what I did, and that's why I picked the priest. Not that I know it ain't true, I've (as you've probably noticed) started levelling my paladin (level 44 atm).
Anyways; here's my claim:
- a paladin specced and equipped for healing will be able to do the job of keeping the main and off-tanks in a raid alive better then a priest will ever be able to.
How can I possibly say something so outrageous? time to explain :) but first, I'll make sure I have your minds in on the right track here. I'm even going to be cheeky and pop it in bold, to make sure noone misses it.
I'm not talking about a fully plate-decked, 31-retri, seal of command/2-hand weapon type paladin here. I'm talking about a paladin that is first and foremost specced and equipped for the task of healing - just like my priest, where every single of the 51 talent points have been spent with healing in mind, and where every piece of equipment is chosen with healing in mind.
Mana pool
Let's start with the mana pool, since that's what the pallies usually pull out as their first defense
when I'm so rude as to claim that they can heal :)
A level 60 priest with the +10% max mana talent has 3169 base mana.
A level 60 paladin with the +10% max mana talent has 2510 base mana.
Headstart for the priest: 659 points.
1 point of intellect gives a priest 15 points of mana. (or 16.5 with the +10% mana talent).
1 point of intellect gives a paladin 15 points of mana. (or 16.5 with the +10% mana talent).
Priests can wear cloth, daggers, 1h maces, staves and wands.
Paladins can wear cloth, leather, mail, plate, shields, 1h/2h swords, 1h/2h axes, 1h/2h maces and polearms.
So, with the sole exception of the uber-rare sets that only drop in Molten core and off Onyxia, a paladin is capable of wearing every piece of armor that a priest can wear. Go inspect me, Tarlin, Ramiraz or Elwind ingame if you want that confirmed. I can promise you, not a single one of our cloth armor pieces say "priest only". The only two items I have currently that are not useable by a paladin are my class specific trinket and my wand. Oh noes.
So wait, am I saying a healerdin should wear cloth? yes, I am. Or to be more exact; I'm saying that a healerdin should pick whichever piece of equipment for the item slot that gives the best healer stats - be it cloth, leather, mail or plate.
This does mean a loss of potential survivability; but it is simply following the same philosophy as on my priest - get the item with the best healing stats, anything else on it is a nice bonus.
I'm guessing that some of you at this point will be thinking "cloth has all the best caster gear anyways". I wish it was so, but nope. From bloody Sunken Temple you can get both a leather and a mail hat that have better caster stats then my devout crown. Have a look at the chittonous legguards (plate) from strat (pretty common drop from an easily farmable boss as well). I've been looking left and right, browsing all over thottbot etc. and I haven't been able to find a single set of cloth pants that have that good caster stats. They pwn the heck out of magisters, devout, dreadmist and even the (otherwise uber) pants from the beast in UBRS. And they're plate. Go inspect Tilith if you'd like to drool over them. I know I do whenever I get the chance. :P
The 1h sword from the elven prince in Dire Maul. The shield from the tinkerer in maraudon. The list goes on.
Which brings me on to my point:
A paladin gains just as much mana from 1 point of int as a priest, and a paladin has acces to a much bigger variety of gear then a priest. Therefore, a paladin will be able to get just as much (or quite possibly even more) int in his gear then a priest.
Which in the end, with both chars fully decked out in even quality healing gear, leaves the mana pool
difference at the same 659 points in the priest's favor.
That leads me straight on to ...
Spells and mana efficiency
Note that I'm here posting two sets of stats for greater heal. The first set is for fully boosted greater heal (30 talent points), the other is for greater heal without "master healer". This is due to the fact that - for a multitude of reasons - most priests decide to dig deeper into discipline instead of spending the insane number of talents it takes to get the miniscule bonus from "master healer"
Priest
Renew - heal over time.
Instant cast. 328 mana, 1010 points healed over 15 seconds.
Health per mana point: 3.08
Health per second: 67.3
Talents:
mental agility (5 points, tier 3 discipline)
improved renew (5 points, tier 1 holy)
spiritual healing (5 points, tier 2 holy)
Prayer of healing - group heal.
3 second cast. 824 mana. 1033 - 1093 health (1063 avg).
Health per mana point: 3.87 (3 targets), 5.16 (4 targets), 6.45 (5 targets)
Health per second: 354 to each target.
Talents:
spiritual healing (5 points, tier 2 holy)
improved prayer of healing (2 points, tier 5 holy)
Flash heal - direct heal.
1.5 second cast. 380 mana. 911 - 1072 health (991.5 avg).
Health per mana point: 2.61
Health per second: 661
Talents:
spiritual healing (5 points, tier 2 holy)
improved flash heal (2 points, tier 4 holy)
Greater heal - direct heal [with master healer]
3.5 second cast. 818 mana. 2652 - 2958 health (2805 avg).
Health per mana point: 3.43
Health per second: 801
Talents:
spiritual healing (5 points, tier 2 holy)
improved healing (5 points, tier 4 holy)
master healer (5 points, tier 6 holy)
Greater heal - direct heal [without master healer]
4 second cast. 818 mana. 2652 - 2958 health (2805 avg).
Health per mana point: 3.43
Health per second: 701.25
Talents:
spiritual healing (5 points, tier 2 holy)
improved healing (5 points, tier 4 holy)
Power word: shield - damage-absorbing shield
Instant cast. 452 mana. Absorbs 942 points of damage.
4 second cooldown. A target cannot be reshield for 15 seconds.
Health per mana: 2.08
Health per second: n/a
Talents:
improved pw:shield (3 points, tier 2 discipline)
mental agility (5 points, tier 3 discipline)
Take a look at the health per second on renew and you'll see why it's not the biggest deal on a tank.
It has good uses, and I do use it a lot - definitely - I'll get to that later on.
Prayer of healing is obviously awesome at what it does - which is not to keep the tanks alive. Getting to that later as well.
So let's take the big boy first. "Greater heal". The mana efficiency is awesome. The potential health per second when chain-casted is great. But it has a problem - and a big one at that. The simple fact that it's huge. The amount of damage healed is *too high* for a single cast(!), and the casting time is simply just too long.
Let me elaborate:
Mobs in this game don't do steady damage - bosses and elites in particular. Their damage output goes up and down in spikes. A mob can do 2000 damage total to the tank in 15 seconds, then suddenly do a crit followed by a MS and another crit, racking out 3000 damage in 5 seconds. That obviously gives the
problem that letting people drop low on HP is very likely to get them killed if the mob spikes on damage.
That's what gives the biggest problem with the hugeness of GH. Predicting exactly when the tank is going to need a 2900 heal ain't always easy - especially not when it takes 3.5/4 seconds to cast.
Start casting too early, and you give 2900 points to a guy that only needs 2000. That's 900 health worth of mana poof out of the window. Bye bye efficiency. Of course, one could cancel the heal to save the mana ... but then there's no HP for the tank and you have to start the 3.5/4 second cast all over again (hopefully making it in time).
Start casting too late, and all it takes is a bit of bad luck from the tank (no parries/blocks/dodges) and/or a bit of good luck from the mob (a crit or two, a special attack...) and you've got yourself a dead tank.
With faster casting, smaller heals you don't have this problem. You don't have to let the tank lose as much HP before you start casting, nor is there much risk of "overhealing".
Then we have GH crits. GH crits for ~4350 average or so. Yup, that's a huge lump of hitpoints. Letting one's tank drop low enough to actually need such a huge lump of hit points is just asking to get him killed. 9 out of 10 of my GH crits are worthless, simply because the tank "only" needs the ~2900 from
the normal spell, and the crit bonus is over the top. The remaining few that actually hit a tank that needs are nice, certainly, but with my ~7% crit chance on spells, that happens less than once in a hundred casts.
Third problem: non-tanks, squishies in particular. A mage can't wait 3.5/4 secs for a heal. He'll be dead by then. Nor does he need a 2900 point heal - that's like 90% of his bar. It's pretty simple ... the majority of non-tanks don't have good enough damage reduction (from armor, block, parry, dodge
etc.) to wait for a GH, nor do they have big enough health bars to need such a huge heal.
One could of course use lower ranks of GH for lower heal amounts ... but first off all, that doesn't solve the casting time problem - second, the mana efficiency is reduced with each rank down.
And another problem while we're at it. 3.5/4 seconds of casting GH = 3.5/4 seconds of not doing anything else. If I start a GH on the tank, then a moment later notice the mage is taking damage ... well, by the time my GH has finished and I can get to heal the mage, he's probably already splattered across the floor.
You'll see me fooling around with GH when my tank is tougher then the encounter, or when we're zerging something (10-man strat, for example). But when we're fighting something tough I ain't touching it. That's just asking for a wipe.
An example from the other day:
Budmonkey in his top-notch gear tanking King Gordok in Dire Maul. I started a rank 4 GH when Bud was at 85% health. A moment later the king did a MS and followed up with a crit. With 2 seconds to go on my GH, Bud was down to about 10% health. I had to cancel, pw:shield [horribly inefficient], then flash [poor efficiency] twice to get him out of 1-shot danger.
When we're going up against Onyxia there's no way I'll be using greater heal on the main tank. Pushing that button = wiping the raid.
Which leads me on to flash heal. It's fast, which is nice. It heals for a decent amount, which is nice.
The mana efficiency is poor, which is bad.
7000 mana worth of GH = 24.010 hp
7000 mana worth of FH = 18.270 hp
24% less health out of the same mana pool.
Finally there's PW:shield. 950ish points of absorbtion to the target right here, right now. Extremely inefficient. Nice for emergencies, nice to pop on AoE'ing mages, but definitely not nice for the mana pool.
Moving on to the paladin
First, introducing the lovely little thing called "Blessing of light". The paladin can cast a blessing on a target which increases all healing recieved from Holy Light by 400 points, and all healing recieved from Flash of Light by 115.
Note that I'm not including the improved flash of light talent, since it's unlikely one would want to get it, even for an all-out healing build.
Flash of light - direct heal [with blessing of light].
1.5 second cast. 140 mana. 458 - 498 health (478 avg).
Health per mana point: 3.41
Health per second: 318.6
Talents:
spiritual focus (5 points, tier 1 holy)
illumination (5 points, tier 2 holy)
Flash of light - direct heal [without blessing of light].
1.5 second cast. 140 mana. 343 - 383 health (363 avg).
Health per mana point: 2.59
Health per second: 242
Holy light - direct heal. [with blessing of light]
2.5 second cast. 580 mana. 1795 - 1954 health (1874,5 avg).
Health per mana point: 3.23
Health per second: 749,8
Talents:
spiritual focus (5 points, tier 1 holy)
illumination (5 points, tier 2 holy)
improved holy light (3 points, tier 1 holy)
Holy light - direct heal. [without blessing of light]
2.5 second cast. 580 mana. 1396 - 1554 health (1475 avg).
Health per mana point: 2.54
Health per second: 590
Talents:
spiritual focus (5 points, tier 1 holy)
illumination (5 points, tier 2 holy)
improved holy light (3 points, tier 1 holy)
It's easy to see that without blessing of light, both heals are subpar.
But then have a look at the numbers with blessing of light. I personally find it rather annoying that this one blessing gives more of a boost to holy light then 30 points in the holy tree does to greater heal.
And ... well, flash of light has awesome mana efficiency (and that's without the -12% mana cost talent), but it's tiny, and that's about all there is to say about that.
Now have a look at holy light. Nearly as efficient as greater heal and very good heal-per-second while having a MUCH better 2.5 second cast time. This is one of the really big advantages for a paladin healer - to be able to heal a tank with a much more versatile spell that's still very mana-efficient.
And that's it for the paladin - no more healing spells, no HoT or group heal. I'll once again push that a bit further down in the post :P
So, so far on mana pool and efficiency:
- the priest wins out by a measly 650ish points on mana pool
- when healing a tank, the paladin can rely on a much more efficient spell then the priest
More about mana
First of all, the paladin illumination talent (tier 2, holy). With this maxed, the paladin regains all mana everytime he scores a crit with a healing spell. The priest does not have a talent like this.
Base crit spell chance for all classes is roughly 5% + (int/100). In decent gear and raid-buffed, that'll be 8% easy enough. Add a few +spell crit items (dire maul has about half a dozen items with good int and +spell crit) and 10% is easy to reach. Think about that for a second - on average, every
10th spell is not only a crit (+50% effect) but also free. As all other chance-things, it's not exactly reliable, but it's certainly a decent boost in overall efficiency.
Now go 1 single point further into the paladin holy tree. Divine favor. Costs about 30 mana, is uber-instant cast (i.e. instant and no global spellcooldown) and turns the next healing spell into an automatic crit. 2 minute cooldown.
Illumination + divine favor = 1 free crit heal every 2 minutes.
21 points into the priest discipline tree (not the holy tree, mind you), we have inner focus. Zero mana, also uber-instant. Next spell is free and gets a +25% chance to crit. 5 minute cooldown.
Someone explain that to me, pretty please.
Anyways: divine favor can be used more often then inner focus AND has a bigger effect. Another plus to paladin efficiency.
And even more: ways of regaining mana in combat
Priest:
Spirit regen and X mana every 5 sec items. Period.
Skills? none.
Talents? two.
- meditation. 5 points, tier 5 discipline (so it's this OR master healer, can't have both). Allows 15% mana regen to continue while casting.
30 * 0,15 * (14 + (300/4)) = 400 [say if you want an explanation of this calculation]
So, a priest that has 300 spirit (which is bloody hard to get without losing a lot of int) gets 400 points of mana out of this talent over 1 minute of busy fighting.
- divine spirit. +31 spi buff. 1 point, tier 7 discipline. Anyone getting this buff can only get 20 points into holy, thus missing out on improved prayer of fortitude, master healer (and has to make a choice between between 5/5 improved healing, or 3/5 + 2 improved flash heal). These 31 points obviously
help on making meditation useful, but the effect is rather small.
Paladin:
Blessing of wisdom. +30 mana every 5 seconds. A healerdin has no reason to have any other blessing on him (nope, not salvation - getting to that. Also that. Damnit). This is 360 points of mana in a minute of heavy fighting. With no talent points invested. With 5 points in it (tier 3, holy and leading on to
the +10% mana talent) it's 432 points per minute.
Seal of wisdom. If the paladin ain't too busy casting, he can pop this seal on - giving him a pretty nice chance to regain mana by hitting a mob. I'm not sure about the numbers for level 60, but at 44 I regain the seal cost with 4~5 swings. In a short fight this won't mean much, but in long fights the
paladin should be able to regen a decent amount by popping this on and slapping something that's safe to slap (such as a mob someone else is tanking).
Other then that, it's spirit and X mana every 5 sec items like the priest.
On that note: seems Blizzard have realized that spirit is pretty crap, but instead of fixing it they decided to add a load of items with +X mana every 5 secs ... there's plenty in Dire Maul, and as of last patch also quite a few to get in Strat and Scholo.
So ... a priest with a paladin's blessing of wisdom on obviously wins on regen, but other then that it's pretty much even.
Summing up the whole mana thing:
Mana pool - priest wins by a bit.
Heal efficiency - on tanks, paladin wins hands down.
Regen - pretty much the same.
Aggro.
You all know it; even though priests have subtlety (-20% healing aggro) and fade, they pull aggro with their heals. All the time. Loads of it. Probably the biggest challenge for any 5-man instance group is to keep the priest clear through a tough pull. Same thing in the raids. If the main tank gets slaughtered by Drakkisath, who's next on the list? the priest that was healing the MT.
And here's the bit that seems to suprise a lot of people: nope, a paladin in cloth is not screwed because he lacks subtelty and fade. Not at all. This is due to the simple fact that paladins have a ~75% natural aggro reduction on all their heals to prevent tank paladins from "heal-tanking". Think about it for a second ... how many times have you pallys seen a priest pull aggro off you with their healing? reverse it. How many times have you pulled aggro off anyone with healing?
If you don't believe me, I'll demonstrate ingame - very easy to show.
So basically:
Priests have to struggle hard NOT to pull aggro
A paladin healer is not going to get aggro unless he really, really wants it (and then he'll have to pull out the 2-hander and go with seal of fury, or hope for a good SoC proc).
And when they do pull aggro ...:
The priest can fade, usually fixing the problem temporarily, costing 250 mana (hey, more priest mana out the window).
If fade doesn't work / is already on cooldown / whatever, and the priest needs to cast while being beaten on, there's a few tools to assist him.
- improved flash heal talent, 2 points, tier 4 holy. 70% chance not to lose casting time when hit. Note that this works on flash heal only.
- martyrdom talent. 2 points, tier 2 discipline. After beeing the victim of a crit, the priest gains 100% chance not to lose casting time for 4 seconds. It helps, but then again getting critted usually ain't too good for the health bar ...
- focused casting. 1 point, tier 3 discpline. Spell, 30 mana, instant cast to activate, gives the same effect as martyrdom for 8 seconds. 1 minute cooldown. There's this little cute problem with it, though, that it's an instant, not an uber-instant. So in order to not lost casting time, the priest first has to wait out the 1.5 sec global cooldown for firing the instant spell ...
- power word: shield. Instant cast. Full speed casting as long as the 950ish points of absorb last. Problem being that the priest cannot reshield 'till after 15 seconds AND it costs 500 bloody mana. Poof, more mana out the window.
When the paladin pulls aggro ...:
First off, due to the much lower aggro generation, it's going to be a heck of a lot easier for the tank to pull stuff off him again.
Second ... 70% from the first 5 points in holy + 35% concentration aura = 105% chance not to lose casting time when taking damage - for both healing spells.
Third, blessing of protection, divine shield.
No contest. Paladin wins hands down.
Survivability
Just like priests have a bit more natural mana then pallies, pallies have a bit more natural life then priests. 454 points to be exact.
Now let's see ...
Block. Paladin yep, priest no.
Parry. Paladin yep, priest no.
Dodge. In caster gear, both have equally little.
My level 60 priest has ~1750 armor. Tinkerer shield + devotion + cloth armor = already over 3000 armor for the pally. Now replace some cloth items with higher armor stuff with equal casting stats (there's plenty out there), get a better shield (there's several good ones with good int on) ... 4K armor is not hard to reach.
And I think I'll just mention blessing of protection and divine shield again, just for good measure.
Healing roles
I think it should be clear enough by now that when it comes to healing tanks, paladins > priests, plain and simple.
And I don't think I'll need to say much about why priests are better at healing squishies ... flash heal, renew, PW:shield, prayer of healing.
So nope, by point with this thread is not to get all our priests to reroll paladins, it's rather to get some of our pallies to consider gathering int-gear and getting some holy specs. We're doing lots of raiding, and we have a lot of the big stuff coming up. We're going to need more healers, but we really don't need more priests. For UBRS, for example, 1 priest for the squishies and 2 healerdins on the main tanks, for example. For Onyxia when we get there ... we'll need a priest in each whelp group, and probably one on the rogues. But on the main tank? healerdins all the way.
I've probably missed something, but just one last comment ... think back through the thread on the paladin talents I've mentioned.
5/5 - 70% uninterruptable
3/3 - +12% holy light effect
5/5 - crit repay
1/1 - divine favor
5/5 - blessing of wisdom
5/5 - 10% max mana
24 points. That's it. Leaving 27 points ... enough to get most of the good stuff in retri. Apart from boredom with strat/scholo/etc. runs, there's nothing stopping you from having a set of normal paladin gear, *and* a set of healing gear, while having ALL the holy specs you need and a decent retri or prot-setup.
That got pretty long, but well. Mweh :P