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I feel that to focus on my paladin I need to understand how it differs from my druid. To that end, I’m going to compare the two classes roughly and give some insight on where I think both classes shine. I’m going to start this off by giving my opinion on the two healing styles, but I’ll write up a more detailed side by side comparison of things after that.

Druids have been thought of as strict raid healers as long as I’ve played them. All of their instant cast  heal over time abilities made them perfect for fights where there was a lot of damage spread out over the entire raid. In ICC, Rejuvenation blanketing was a perfect way to keep the whole raid up. We weren’t doing a huge amount of healing on any one person, but our HoTs countered damage enough for other healers to be able to bring people up. This is still about the same way that we heal now as long as we have the mana regen for it. Our main spells have remained Rejuv and Wild Growth, with a Swiftmend and a direct heal tossed in for Harmony. Because of this the druid healing style is also very preemptive with a huge focus on throughput. It is best to put up HoTs before large damage phases so that you do not get behind on your healing.

Paladins on the other hand have been thought of as tank healers. Their huge single target heals and Beacon of Light have always made them good at keeping tanks up in most encounters. While they are currently being given abilities to be good at raid healing as well, they still have arguably the best single target healing in the game. I personally feel that the paladin play style feels much more reactive because of the way that it’s single target heals work. While it’s mastery is all about making the spec be more preemptive than reactive, it’s hard to keep shields on a large group of people without burning through mana. On a single person, say the tank, it is easy to continually heal with a cheap spell and keep a bubble on them. The class also has a lot more cooldowns to assist with mitigation of damage than druids do.


All the numbers I use here will come from the Wowhead MoP talent calculator.

Single Target Healing Spells

 Paladin  Druid
Holy Light
Heals for 9322 to 10385
14% of Base mana
Heals for 6151 to 7148
Heals for an additional 20% if a Hot is present on the target.
10.2% of Base Mana
Flash of Light
Heals for 132031 to 14813
42% of Base mana
Heals for 9813 to 10954 and an additional (2361*) over 6 seconds
29.7% of Base Mana
Divine Light
Heals for 17678 to 19695
40% of Base Mana
Healing Touch
Heals for 18460 to 21800
28.9% of Base Mana
Eternal Flame *Level 45 Talent*
Heals for 1548 Per Holy Power consumed every 3 seconds for 30 seconds.
Heals for (6210*1) over 10 seconds. When Lifebloom expires target is healed for ((8150*+SPN*.752)*).Stacks up to three times.
Can only be cast on one target. When cast on a new target all stacks are transferred.
5.9% of Base Mana
Holy Shock
Heals for 10016 to 10849
Generates 1 charge of Holy Power
6 second cooldown
16% of Base mana
Instanlty heals for 4234 and an additional 4234 every 3 seconds for 12 seconds.
16% Base mana.
Execution Sentence *Level 90 Talent*
Heals the target for (holy spell power*4566/1000+26.72716306*375) over 10 sec.
Heals a target with Rejuvenation or Regrowth present on them for for 13966.
Also restores (13966*.12) health to three injured allies within 8 yards every 1 second for 7 seconds
8.5% of Base mana
15 second cooldown
Word of Glory
Heals for 4106 to 4574 per Holy Power consumed
Can consume up to three Holy Power
1.5 second cooldown

Paladin spells cost much more for the casted healing spells, but druids would also be putting HoTs up on a single target. It also seems to me that the raw numbers for each of the casted heals seems a bit odd. I will assume that this is due to Holy Insight and how the spells scale with spell power.
It doesn’t surprise me to see that Paladins have more options for single target healing. Some of their talented heals also seem very interesting. Execution Sentence seems like it will work out about the same as Lifebloom does now.  Having a long term HoT only seems like it can be interesting to work with on certain encounters.
Looking at the druid numbers, they will have the same single target healing spells in MoP that they currently do. The only real changes I see are that Nourish has had a bit of it’s HoT bonus added back in and that Efflorescence has been baked into Swiftmend.

Multiple Target Healing Spells

Paladin Druid
Holy Radiance
Heals a friendly target 3776 to 4614
All allies within 10 yards healed for 50% of that amount. Amount decreases for every target over
Generates one charge of Holy Power
40% of Base Mana
Heals a target with Rejuvenation or Regrowth present on them for for 13966.
Also restores (13966*.12) health to three injured allies within 8 yards every 1 second for 7 seconds
8.5% of Base mana
15 second cooldown
Light of Dawn
Heals up to 6 targets for 2027 to 2257 for every Holy Power consumed.
Can consume up to three Holy Power
Wild Growth
Heals up to 5 allies for 6930 over 7 seconds
22.9% of base mana
8 second cooldown
Holy Prism *Level 90 Talent*
If an enemy is the prism, they take 11172 to 13654 Holy damage and radiate 8374 to 10234healing to 5 nearby allies within 15 yards.
6% of Base mana
20 second cooldown
Wild Mushroom: Bloom
Heals all allies within 12 yards for 6074 to 7348.
10.3% of Base mana per Wild Mushroom
10 second cooldown
Light’s Hammer *Level 90 Talent*
Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (16 sec.5) sec.
Deals 2513 to 3071 Holy damage to enemies within the area and 2513 to 3071 healing to allies within the area every 2 sec.
1 minute cooldown

I included Swiftmend here as well because of Efflorescence being combined with it.
Holy Radiance now has no HoT component and has all of it’s healing done by the initial heal. It no also procs Daybreak which makes your next Holy Shock have an AoE component though. There is some very nice synergy between those two spells for AoE, and Light of Dawn can easily be added in as a Holy Power dump.
Holy Prism and Light’s Hammer both seem like very interesting abilities. On fights where a large group of the raid will be near a boss/add, Holy Prism should be a very powerful option. Light’s Hammer provides more choice in placement though. Regardless of which one is used, it seems that these spells are geared towards giving paladins some prolonged AoE healing where the other AoE spells are geared much more towards burst healing.
The only change for druids is the Bloom spell for Wild Mushrooms. It gives druids a nice burst AoE heal that they had been missing before. It seems like the majority of druid AoE healing will still rely on having HoTs spread out and using Swiftmend on cooldown though.

Throughput Cooldowns

 Paladin  Druid
Avenging Wrath
Increases all damage and healing caused by 20% for 20 seconds.
3 minute cooldown
Heals 5 nearby lowest health party or raid targets within 40 yards with Tranquility every 2 sec for 8 sec. Tranquility heals for 3882 plus an additional343 every 2 sec over 8 sec. Stacks up to 3 times. The Druid must channel to maintain the spell.
3 minute cooldown
Guardian of Ancient Kings
GoaK will heal the target of your next 5 single target heals, and nearby allies for 10% of the amount healed. Every time the Guardian heals it increases your haste by 10%.
5 minute cooldown
Nature’s Swiftness *Level 30 Talent*
When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell.  If that spell is a healing spell, the amount healed will be increased by 50%.
1 minute cooldown
Lay on Hands
Heals a friendly target for an amount equal to your maximum health.
10 minute cooldown
Incarnation *Level 60 Talent*
Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarly enhanced while shapeshifted.
3 minute cooldown
Holy Avenger *Level 75 Talent*
Abilities that generate Holy Power will generate 3 Holy Power for the next 15 seconds.
2 minute cooldown
Force of Nature *Level 60 Talent*
Summons three treants to assist in the druids combat role for 15 seconds.
1 minute cooldown
Nature’s Vigil *Level 90 Talent*
Increases all damage and healing done by 20% for 30 seconds.
3 minute cooldown

It seems that druids have much more option when it comes to throughput cooldowns. Excluding talents, do have more available to them, but druids are able to change things more for what suits their situation.

For Paladins, Avenging Wrath has stayed the same in that it provides a straight increases to healing done. Lay on Hands has also stayed the same and keeps the place of an emergency single target heal.
Guardian of Ancient Kings has had a nice bonus added to it in the form of stacking haste for every heal that the Guardian casts. On top of this, Paladins have access to a new cooldown: Holy Avenger. This spell works the same way that a Retribution Paladin’s current Zealotry works and allows the paladin to put out very strong healing through the use of either Word of Glory or Light of Dawn. Paladins also have the option of altering Avenging Wrath through another Level 75 talent so that it removes the cooldown of Holy Shock. This change would work very well during periods of high movement where healing is still required. Regardless of the situation, it seems that Paladins have quite a few divers tools to work through most situations.

Druids have their main throughput spell, Tranquility, without any changes. Through talents they have also gained access to four other throughput spells. Incarnation and Nature’s Swiftness are simply the old Tree of Life and Nature’s Swiftness made into talents. There is also the addition of Force of Nature and Nature’s Vigil to the druid’s tools.
It seems to me that as far as the level 60 talents go, Force of Nature will be better suited to situations where there are multiple rough patches in a fight and you need a small cooldown more often. In the same manner I think Incarnation will end up being a much stronger cooldown that is more suited to fights with a few very healing intensive portions.
Nature’s vigil seems to be a straight throughput cooldown similar to Avenging Wrath.

Damage Mitigation Spells


 Paladin  Druid
Hand of Sacrifice
Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin.  Lasts 12 sec or until the Paladin has transferred 100% of their maximum health.  Players may only have one Hand on them per Paladin at any one time.
3 minute cooldown
The target’s skin becomes as tough as Ironwood, reducing all damage taken by 20%.  Lasts 12 sec.
2 minute cooldown
Devotion Aura
Inspire all party and raid members within 40 yards, granting them immunity to Silence and Interrupt effects and reducing all magic damage taken by 20%. Lasts 6 sec.
3 minute cooldown
Cenarion Ward *Level 30 Talent*
Protects a friendly target, causing any damage taken to heal the target for 6174 every 2 sec for 6 sec.  Gaining the healing effect consumes the Cenarion Ward.  Useable in all shapeshift forms.  Lasts 30 sec.
30 second cooldown
Sacred Shield *Level 45 Talent*
Protects the target with a shield of Holy Light for 30 sec, which increases the critical chance of your Flash of Light on the target by 30%. The shield also absorbs 5879+0.52*holy spell power damage when the target takes damage, but no more than once every 6 sec.
Can only be active on one target at a time

With this expansion, druids have finally been given a tank cooldown. It has less of a decrease of damage than Hand of Sacrifice, but also a shorter cooldown so they should work out to be about even.
Where paladins pull ahead is with a raid damage mitigation. Even if it is only magic damage, druids don’t have a real raid cooldown other than Tranquility.
I also included here Sacred Shield and Cenarion Ward although they aren’t really mitigation cooldowns. They both serve the purpose of extra healing/absorption on a single target that work automatically.

Mana Regeneration

 Paladin  Druid
Divine Plea
You gain 12% of your total mana over 9 sec, but the amount healed by your healing spells is reduced by 50%
2 minute cooldown
Causes the target to regenerate 10% of the caster’s maximum mana over 10 sec.  If cast on self, the caster will regenerate an additional 10% of maximum mana over 10 sec.
3 minute cooldown

Divine Plea and Innervate both have a their pros and cons as for how they work. Divine Plea has a shorter cooldown but it also restores less mana. It also includes the added hindrance of 50% less healing over the duration, but it can be glyphed to change that to a 5 second cast. This spell is definitely provides more freedom.
Innervate on the other hand has the ability to be give to allies and provides slightly more mana per minute of cooldown if used on oneself.

Altogether I think that both classes have very unique feels to them. I’ve enjoyed the healing style that druids have to offer and absolutely loved the time I spent playing it, but I’m excited to really jump into raiding on my paladin. I’ll continue playing on the beta and writing up my opinions on the class from here.