I would like to have some feedback on some issues about Holy Paladins, that are the Holy DPS being low and problems in pvp / arena. Of course what is important is what we will get when the expansion comes out, but the feedback from Beta and live after the content patch can help to solve this issues. I will try to explain what i think is wrong about this issues.
HOLY DPS:
1 - People in beta are reporting that Holy dps is around 75% of a Disc/Holy Priest. You can check this thread for calculations:
WotLK Beta (US-English) Forums -> Holy Paladin DPS Seal Comparison
2 - I'm not trying to bring back the leveling discussion of a few weeks ago, the issue is more broad then that. Holy dps being so low will have severe consequences on our ability to grind daily quests, defend ourselfs from ganking or help our mates in 2vs2 arena.
3 - In fact, most of Holy dps is from holy shock, that was buffed, while seal of righteousness was nerfed badly. This is even worse for arena 2vs2, because Holy Paladins have to rely in Holy Shock to heal, so all is left to do some damage is seal of righteousness that is so weak.
4 - Shield of righteousness doesn't help much, because it scales with block value, that Holy Paladins don't have. It's really sad that we have to use abilities designed to other trees, just because we don't have anything else to use.
5 - I would really like to know if Holy Paladins doing much less damage then other healers is really intented or a consequence of balancing retribution damage or just one issue that wasn't looked yet.
Solutions:
A) Make seal of righteousness one talent from the Holy Tree, tier 2 or 3, and improve it's damage scaling with spellpower.
B) Make a deep Holy talent to improve seal of righteousness damage.
C) Make seal of righteousness scale more with intelect then spellpower and attack power.
HOLY IN ARENA:
1 - Holy Paladins are reporting that his heals are scaling better after patch, which is good but maybe just a consequence of the folding of blessing of light into our spells. Some new talents are also good but have some weakness when used in pvp / arena: beacon is dispellable and divine plea too.
2 - Hand of sacrifice and hand of freedom have longer cooldowns then previous blessings, so this is a nerf to Holy Paladin's mobility.
3 - Infusion of light was the hope that we had to make Holy Paladins viable in any bracket of arena, but now it was nerfed and even the promessed instant flash of ligth after one Holy Shock crit may not be enough to make Holy Paladins competitive healers in 2vs2 and 3vs3.
4 - In Season 4 of arena Paladins were competing with Hunters for the last spot in arena representation and to my knowledge there isn't any Paladin in the Major Gaming League (3vs3 competition).
5 - It seems that Holy Paladins will be more viable then before only in 5vs5, because we have better healing output now and our regen is ok, since other healers regen was nerfed. However, 5vs5 arena is the more complicated to organize and takes a lot of time and effort to coordinate one team and to be sucessfull.
6 - Druids and Priests have gamebraking abilities like cyclone and mana burn that allow them to have control over one arena game and can turn the tide to their favor. Paladins don't have those abilities or the ones we have are deep into protection tree or retribution tree.
Solutions:
A) Give Holy Paladins a new ability, that can turn the tide in favor of us, instead of just running away and line of sight, which was nerfed with those hand spells, by the way. The idea that came to my mind was one improved consecration that would have much wider range and would slow enemies for some seconds.
B) Restore infusion of light to give Holy light instant cast after holy shock crit but prevent it from having another crit or restrict it with one cooldown. In fact this new version of instant flash of light really ruined the spell for pve healing, which is bad and didn't give much to Holy pvp.
C) Plate gear should had much more to Holy Paladins in terms of survivability, it's not balanced since resto Druids and holy Priests are much harder to kill then holy Paladins in arena. Armor should have one effect that is similar to resilience, but in a small extent, or something else that could help us survive more.
D) Holy Paladins DPS should really be revised, so that we can do some small burst in arena, and not to be so easy targets in pvp.
I'm sorry if this post doesn't follow some forum rules, because i'm giving some sugestions to what should be changed in terms of Holy, and do hope that i can get some feedback from the people testing this issues in the beta or in live after the latest patch.
This will probably my latest post here, so I wish you all good luck ingame and in real live, and i would like to thank Cathela for making this thread that is so informative for us all.