The Light and How to Swing It: Holy Paladins in Ulduar

Did I say a bit? Some guilds will struggle a lot, actually. While Ulduar still seems easier by far than the so-called guild killers, Blizzard has ramped up the difficultly nicely and many guilds will find it a challenge but eventually conquer it in time. So where do Paladins fit in with all this conquering business? Well, it depends on your spec. Fortunately for us, Patch 3.1 also introduced dual-specs, and if there's anything a Paladin should plunk 1,000 Gold on, it's to learn a secondary spec. Today we'll take a look at how healers fare in Ulduar two weeks in after the jump.
I was wrong. I said that raiding Holy Paladins wouldn't be feeling the pinch of the nerf intended to curb Holy Paladin dominance in Arenas, but apparently the mobility required for the Ulduar fights does make us miss those fast Holy Lights terribly. A Holy Shock crit followed by an instant Flash of Light is nice, but it won't top off anyone in pain-filled Ulduar. The limit of Sacred Shield to a single target also hurts because it always gave us a buffer in mobility fights.
With the renewed focus on single target healing, Holy Paladins are in a slight disadvantage in Ulduar, where many fights have the entire raid taking damage and mobility hampers the casting of our primary nuke heal. Between Ignis casting Flame Jets, having to move out of Razorscale's Devouring Flames, dodging Mimiron's Rocket Strike, or shaking off Hodir's Biting Cold, it's quite a challenge to do old school standing at the back of the raid launching heal bombs like there's no tomorrow.
While other healing classes thrive in this environment, such as Discipline Priests and their phenomenal Soul Warding, Paladin healers will need to step up their game somewhat. A few key ideas behind core abilities should help us with Paladins cope with mobility fights:
- Sacred Shield - Although now limited to single targets, it should become second nature to throw a Sacred Shield on our primary healing assignment right before moving. If you're in the middle of casting, cancel it and throw up a Sacred Shield. A /stopcasting macro bound to the spell will make it a little easier and prevent silly "another action is in progress" error messages. If you don't have a major healing assignment, pop it on the nearest raid member with low health. Barring these, the next best target would be yourself.
- Holy Shock - This is our clutch spell. Paladins used to be one-dimensional two-button healers, but much has changed since Wrath, and Holy Shock has become a core spell in our toolbox. In Ulduar, it should be cast often and early. It is an even be a better option than either Flash of Light or Holy Light in many situations, and should be bound with /stopcasting, allowing its use as an emergency heal. If you haven't already, prepare a macro that binds Holy Shock and Divine Favor to set up for a big nuke after moving. The Glyph of Holy Shock is an attractive choice -- the sooner you have access to Holy Shock, the more flexibility you'll have to position yourself.
- Aura Mastery - It almost seems like Blizzard designed this talent for Ulduar. Although you can theoretically LOS Molten Colossi to avoid Earthquake, this spell comes in handy, anyway. It doesn't activate the GCD so can be cast in conjunction with a Holy Light or Divine Favor+Holy Light. You'll still be tossed up during a Flame Jet, but you won't be locked out of your other spells.
- Judgements - In this case, Judgement of Wisdom, probably. You'll want to cast a Judgement enough times to keep up Judgements of the Pure. We want that 15% haste. We need it. In fact, Blizzard is practically begging us to cast Judgement, because it's one of the few spells we can throw when we're on the move. In fact, you shouldn't cast it at any other time because it kills precious GCD when were stationary.
- Divine Plea - Cast it on the move. Remember that you don't have to wait for the buff to run its whole course, so be ready with a '/cancelaura Divine Plea' macro that gives you the option to go for bigger heals in place of mana regeneration. Don't worry, it'll be up again in a minute and trust me, you'll have to move then, too. Removing the buff doesn't consume the GCD, so you can bind it with a healing spell if necessary.
What you can do, however, is cast preemptive Sacred Shields. Because Sacred Shield requires that a target take damage before it procs, preemptive casting is the only way to go. It's not like Power Word: Shield, which is cast on low-health targets before a major heal. Sacred Shield cast on a low health target means the target may well die. Although the primary recipient of this spell is usually the main tank, Paladins with the flexibility to cast it on other raid members should do so. Raid members at 50% health are great candidates, any lower than that and you should be using Holy Shock.
Holy Shock is a lynchpin spell that should be cast almost every time it's up. It is a prep spell and an emergency heal at the same time. If you crit with Holy Shock, don't be trigger happy with Flash of Light. The Infusion of LIght buff lasts 15 seconds, so you have some flexibility. You can use the time to move, cast a Holy Light nuke, or wait for Sacred Shield to proc a +50% critical effect chance.
Many raids will find Ulduar hard, with even trash pulls requiring a bit of thinking. It's a challenging raid that makes healing Paladins dig deeper into our bag of tricks. I like it, even though the two notable features of an Ulduar encounter -- mobility and raidwide damage -- are the bane of Holy Paladins. I like it because it pushes us out of our comfort zone. The good news is that we have a few tools that allow us to cope with the situation, we just need to use them.
Filed under: Paladin, Analysis / Opinion, Raiding, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
jfofla Apr 25th 2009 4:37PM
Don't forget that that Sacred Shield also adds to FOL crit chance. I also like that my FOL is a HOT (glyph), so the tanks still gets some heals while I am moving. Of course Holy Shock is the best on the move option.
I guess I will have to tell my 25 man weekly PUG that downed 4 bosses last week that ulduar is not PUGable (according to this article).
Lorsty Apr 25th 2009 4:52PM
Wasn't the Glyph of Flash of Light changed to a +5% critical chance instead of the HoT it used to be?
Zach Apr 25th 2009 4:57PM
I mentioned FOL crit chance. Also, if it's a weekly PUG, then that's not exactly a PUG, is it?
Caelin Apr 25th 2009 4:42PM
I like that you mentioned aura mastery in your post. I think that aura mastery is a great new spell, and is surprisingly useful. Like in EoE, when Malygos casts his vortex you can use AM to stop the interrupts, and BAM! Healadins are finally useful in phase 1. It also greatly helps the dps.
Alkaios Apr 25th 2009 5:03PM
I popped it in the vortex /w concentration aura (/w 3-3 talent points into imp conc) and it didn't stop those interrupts...was a big letdown for me.
I haven't ventured far enough into Uld to actually use it beyond EoE though...but I'm looking forward to it now! =D
onlyforthispost Apr 25th 2009 4:45PM
Congratulations! You're First...
in line to hell!!!
Wasuremono Apr 25th 2009 5:02PM
"Holy Shock is a lynchpin spell that should be cast almost every time it's up. It is a prep spell and an emergency heal at the same time. If you crit with Holy Shock, don't be trigger happy with Flash of Light. The Infusion of LIght buff lasts 15 seconds, so you have some flexibility. You can use the time to move, cast a Holy Light nuke, or wait for Sacred Shield to proc a +50% critical effect chance."
I don't think this is true at all. You can't save infusion o flight because you have to continually cast and it effects the only spells you have to cast. So you can't cast a holy light nuke. And waiting for sacred shield to proc to get 50% crit on flash of light? That doesn't sound like very good advice to me. Holy Shock is really only useful when you have to move, and sacred shield should always be up on your main target, not just before you have to move.
Aura Mastery may be useful but it's cooldown prevents it from actually making a huge difference and it must be well coordinated with the raid healers. Your attention and time is probably better spent on the tank.
Iwanttobeasleep Apr 25th 2009 7:26PM
I agree, holding off on heals during the 15-second buff to wait for it to be totally worthwhile would likely end in my target's death. HS isn't mana efficient enough to be part of my rotation, and if I need it off cooldown for when I have to move. It gets a lot more use in certain fights, but it's use is definitely situational and not whenever the cooldown is up. Perhaps it's better for raid healing, and I feel bad for whatever healadin has to raid heal, but for a tank healer holding off heals for a few seconds could quickly result in tank death.
Wow Apr 25th 2009 8:03PM
Well said regarding Holy Shock. Zach is way off base.
Decrusher Apr 26th 2009 1:29AM
I believe that Zach said "Sacred Shield - Although now limited to single targets, it should become second nature to throw a Sacred Shield on our primary healing assignment right before moving. If you're in the middle of casting, cancel it and throw up a Sacred Shield. A /stopcasting macro bound to the spell will make it a little easier and prevent silly "another action is in progress" error messages. If you don't have a major healing assignment, pop it on the nearest raid member with low health. Barring these, the next best target would be yourself." not that it should only be put up while on the move.
Wasuremono Apr 26th 2009 7:53AM
"it should become second nature to throw a Sacred Shield on our primary healing assignment right before moving." I was referring to that.
Stopcasting macros don't cancel the global cooldown.
Sanctis Apr 25th 2009 5:07PM
If you spec 51/20/0 (http://tinyurl.com/djzmel) You can also have access to the amazing new Divine Guardian talent. You can redirect 40% of raid damage taken to yourself, and effectively mitigate it with Sacred Shield on yourself or completely with Divine Shield. It's really nice when everyone in the raid is taking massive amounts of damage like during Decontructor's Tantrum.
Clysmic Apr 25th 2009 6:48PM
Yeah but its only 150% of your health. With 25 ppl taking damage its not going to last long at all.
This spell used to be awesome before the "150% of you health" clause was added to the contract.
Gordoa Apr 25th 2009 8:39PM
My first dual specs were actually 51/20/0 and 51/0/20, and I found that although divine guardian is pretty awesome, it is definitely not worth missing out on the extra crit from ret. The spell would be amazing if it didn't have a cap of 150% of health. Don't get me wrong, i loved using the spell, but it just wasn't worth missing out on so much awesome crit for a sort of mediocre spell like divinge guardian (not to mention the semi-useless talents one would need to invest in in order to acquire the spell).
That's just my opinion.
Ryhawk Apr 27th 2009 9:44AM
i've tried to use AM on flame jets multple times and it doesnt work, so not sure what your on about
i speced outta it, pvp piece of crap tbh
wow Apr 26th 2009 3:36PM
It works fine. If its not reducing damsge, then you are just timing it wrong
Iwanttobeasleep Apr 25th 2009 7:30PM
I'm really loving healing Ulduar as a paladin. The movement is, most of the time, just enough to keep the fight interesting and stressful, but not so bad as some fights in BC and 5-mans, where not being able to move as much makes the fight near impossible. Our kit is really coming along well, at least for 10- and 25-mans.
Ferarro Apr 25th 2009 9:38PM
Holy Paladins are fine in Ulduar.
pally Apr 25th 2009 10:37PM
If the player has skill, healing on a pally isn't any harder, just more fun. I actually have to watch the screen now instead of the TV during raids to stay out of blue/black/green stuff on the ground. Paladins still top the charts on healing done. Just because we have to jump between casting holy lights doesn't mean we won't cast them and every fight in Ulduar can have minimal moving ( /range ftw). It's sad the Holy Light glyph is getting useless but the Holy Shock glyph is a great replacement for it. With how much crit we can stack, mana is NEVER a problem, even with spamming holy light/holy shock on fights almost hitting enrage.
Ulduar is hard, yes, but definitely not the 'undoing of paladins'. The other classes are there to keep the raid alive through the AoEs, while the paladins are there to heal up the aftermath. Yes, they can't keep 25 people alive through tantrum but they can top off 25people at 5% life left a lot better than anyone else.
crsh Apr 25th 2009 10:38PM
What's with the finger-pointing at healing priests in there?