The Light and How to Swing It: Tips to become an all-star healer

Over the course of the past week, I've been in Stratholme, power-leveling a few lowbies in my guild. Paladins are great at rushing through old instances, especially all of those with undead for us to use Holy Wrath on. Consecration and Righteous Fury ensure that we'll always have aggro, and a quick Holy Shock will dispatch just about any opponent. Between the mindless pulls of zombies and gargoyles, I began reminiscing on my times running through Stratholme when it was 'end-game content' and was relatively tough for a PUG to work their way through.
I used to two-heal Stratholme when it was a 10 player dungeon, and I remember some of the other healers that we took with us when clearing it. Many of the names and faces have been forgotten, and I couldn't tell you how many different people we had brought along. There are a few healers, however, that I still remember to this day. I realized that I could really only recall the great healers, amazing players who performed their duties with skill and grace. The whole topic made me wonder: what makes the difference between a good healer that is easily discarded, and a great healer that never leaves your memory?
Resurrecting
I'm going to start with this one, because it's one of the simplest ways to help out your group. If you're alive, and someone is dead, you should be the first person to resurrect them. Start casting Redemption the moment that you're out of combat, and don't stop until every other player is brought back to life. There are far too many healers who will neglect to resurrect after a fight, and that is the type of paladin that you don't want to be.
We've got tons of haste on our gear, and with Divine Plea, we can always be sure we have enough mana to handle bringing back multiple players. If you're quick to resurrect, that means that your group will have more time to work on the instance, and that you're saving everyone time. As a raid leader, I always look at the 'Total Resurrects' meter to see who's working the hardest to keep the run moving smoothly. The people you are resurrecting will be thankful that you're prompt as well. Also, if your raid leader has called a wipe, you can use Divine Intervention on another healer to save the day. You'll save the guild bank from paying for two repair bills, and you're allowing your group to recover that much faster.
Judgement uptime
Due to Judgements of the Pure, holy paladins are judging on every single encounter. It's a great way to keep up the 20% haste buff, in addition to being mana-positive if we get a Seal of Wisdom proc. It only takes a single GCD, and we can judge from long distances. We don't necessarily need to judge every time the ability is up, but it can't hurt if we can spare the GCD cost. By using Judgement of Light, we add a significant amount of healing to any DPS class attacking out target. By using Judgement of Wisdom, we ensure that any mana-dependent classes are able to perform at their maximum efficiency. Typically you will want your retribution or protection paladins to use JoW, as maintaining a good JoW uptime is crucial for certain classes' DPS rotations. Of course, this can vary based on your particular group make-up.
If you're the only paladin providing a Judgement effect, try to keep its uptime as high as possible. With a 20 second duration (30 seconds with our T9 set bonus) and only a 10 second cooldown (less if retribution sub-spec), you can keep two different Judgement effects on two different targets at the same time. This is great for keeping something like JoL up on both of the Twin Val'kyr, or making sure that JoW is on both Professor Putricide and his slimes so that your hunters don't run out of mana. There are a variety of mods that can help you monitor your Judgement debuff duration, and maintaining a good uptime will benefit everyone involved.
Lay on Hands a healer
A properly played holy paladin will very rarely have mana issues, as we can almost always just increase our Divine Plea usage. Other healers, however, can run into mana problems on intensive healing fights. If a friendly healer is running low on mana and there isn't an Innervate or Mana Tide Totem available, offer to use Lay on Hands. It will grant your target a significant amount of mana, and allow them to start healing again. I wouldn't use this tactic on a fight where LoH could be important, like Festergut or Putricide phase 3. However, on a fight like Blood Queen Lana'thel, using your LoH on an AoE healer could mean the difference between a wipe and a victory.
Stuns / Interrupts
While paladins don't have any true interrupts, our Hammer of Justice does interrupt mobs if they're casting a spell. If you're in a dungeon and you see a mob casting a nasty spell, use your HoJ to interrupt them and save yourself from having to heal through that damage. You can use HoJ on nearly every enemy in a dungeon, and several trash mobs in a raid. By stunning the enemy, you cause your team to take less damage. You can also use Holy Wrath to stun undead mobs, and this can be clutch if there are several mobs that are casting.
I like to use Holy Wrath on the opening trash of ICC, and you can stop two of the mages from casting their powerful frost attacks, and even interrupt the Nerubian healing spells. While fighting the Val'kyr adds in the center of Icecrown Citadel, you can use Turn Evil on the clones of your healers to prevent them from healing the adds. Don't let the retribution paladins have all the fun: you can use your offensive abilities if the healing is under control.
Buffs
There are two keys to buffing well as a holy paladin: download PallyPower, and buff often. Using PallyPower, you can coordinate buffing between all the paladins in the raid, and simplify the casting of the Blessings on the raid. If someone dies, always rebuff them with a Greater Blessing. The mana cost is low, and by spending 20 gold on extra Symbols of Kings, you will literally have the thanks of the entire raid. In my opinion, the fewer people that are complaining about buffs, the better. A few gold spent on reagents is a small price to pay for stopping the endless "might plz" spam that will ensue otherwise. Be sure to buff people who are Soulstoned or Rebirthed, as they'll need their new Blessings after coming back to life. You can also buff certain vehicles as well, like the abomination on the Professor Putricide encounter and the drakes in the Oculus. Throwing out a quick Blessing of Kings on these vehicles will give you group an extra boost they would've otherwise never known about.
Speaking of buffs, don't forget about debuffs as well! If there's an effect that you can Cleanse, you should be Cleansing it first. We should always have enough haste for a 1 second spell GCD, and we should be dispelling our friendly targets as often as possible. Don't assume someone else will handle it: dispel it yourself. This is another important metric that many raid leaders use to determine the effort that their healers are putting into a raid, whoever does the most dispelling is seen as putting in the most work. Obviously there are spells that you don't want to dispel immediately, but as a rule of thumb, Cleanse anything you can as often as you can.
Secret Sauce
Here's the part that I can't assign a value to, and the part that is the hardest to earn. It's your ability to handle situations that are beyond your own capabilities, and to rise above that challenge. It's when your tanks have a miscommunication and pull two packs of trash instead of one. It's when one of your trigger-happy fury warriors steals aggro, and you hit them with a Hand of Protection before they get squished, and then hitting them with a Hand of Freedom so they can start attacking again. It's when you're doling out heals as fast as the GCD allows, and you still make time to toss out a Hand of Salvation to the warlock who doesn't even realize he's at 109% of the tank's threat. It's the situational awareness that allows you to call out for a transition as the patrol is heading right towards you. It's using Hand of Reckoning on the Blood Beast that's about to stomp on a mage's face. It's popping Divine Shield and finishing off a boss' last 1% of life as you furiously mash Holy Light to keep the tank alive.
Conclusion
Being high up on the healing meters is the sign of a good healer. It shows that you understand your role (heal a lot), and that you're not wasting any time. What a meter can't show you are all the things that make a healer great. By paying attention to detail, by taking time out from your duties to make sure the raid is alive and buffed, and by being generous with your abilities, you will set yourself apart as a truly great holy paladin. That's what will get you reinvited to groups and a pat on the back at the end of a raid night. Any paladin can spam Holy Light with a tank targeted, but it takes a true artist to juggle an entire raid encounter's worth of buffs and debuffs and still look good doing it.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Nazgûl Mar 21st 2010 4:06PM
Excellent post. Hopefully these tips will make that one Holy Pally that everybody knows a lot better. Your tip about Lay on Hands is one of those things that few people know - I offered in a raid last night to use it, and over Vent I heard "moron that's only health" "yeah wtf is up with you".
Hyacinthe Mar 21st 2010 4:21PM
I agree, this was a great article. Also, I link to spells if people are jerks and tell them that next time they may want to know what they're talking about before they treat me like a moron. Then I usually leave the group because I have no patience, but that's just an aside.
Anyway, I've really enjoyed reading the paladin articles since Mr. Christian took over, and it's the only healer I don't have to 80! I'm hoping I'll get motivated.
Elovan Mar 21st 2010 4:18PM
I felt so awesome as I checked yes to almost everything on the list. Especially that Hand of Reckoning trick on Deathbringer; my guild loves it when I'm able to come and use Righteous Fury+Hand+HoJ to help control those Beasts.
I will definitly try to remember that keep judgements on two targets thing, thanks for the tips!
ToyChristopher Mar 21st 2010 4:27PM
I love pally-innervating people. In fact I love it so much that I probably do it when it isn't necessary.
I also think your tip about resurrection is funny. I also try to make sure my judgements of the pure is refreshed at the end of the fight if there are people to rez so I can rez them faster!!!!
I'm too afraid to use hand of reckoning though! What if I somehow taunt the wrong thing?
Catacomb Kid Mar 21st 2010 4:43PM
then you'll get eaten
Coopthar Mar 22nd 2010 10:44AM
Taunting the blood beasts can be immensely useful to keep them pingponging back and forth between your slower range dps and you. Taunting the boss shouldn't happen but it might sometimes. Nothing to be worried about though, if you tanks are good they'll grab him back quick. That happened to me only once I yelled it out in Vent and things proceeded as normal. I think that one incident is a small price to pay for dozens of runs in which we were able to more successfully avoid blood beasts eating the ranged dps.
fenian Mar 21st 2010 4:57PM
Being high on the heal metres shows nothing. It could mean you are a good healer true but equally it could show that you are a moron who stands in fire and self heals non-stop.
A healer who is low on the metres may just indicate that theraid is stackign too many healers, or it may show a fight with mechanics which dont suit that type of healer (especially if similar classes are grouped togeather on the metre)
There are metrics that show a healer is doing there job but you can't just look at effective healing thruput and say good or bad. There is no gearscore for healers.
Hoggersbud Mar 21st 2010 5:33PM
Indeed, as I've said before if I wanted to be on top of the healing meters I'd stand in one place and spam Holy Light all fight long.
No thanks
RetPallyJil Mar 21st 2010 4:59PM
I know whatcha mean about remembering healers. Oh Quan, why did you disappear into the ether one day? You were the very best of healers (cry)
Felix_NZ Mar 21st 2010 5:04PM
Excellent post, and some great tips! Although it should never have to come to it, I love saving the day by popping bubble and lolholydpsing down the boss. I'll have to remember some of the tricks I didn't know about, like Lay-on-ninervate, and the Hand of prot/freedom combo. I've recently only just gotten confident enough to Stun the loose mob that's about to eat the mage, wailing on it for a bit, then turn-undeading it to send it running back to the tank.
Although why do I find myself being the only pally with a Judgement up when there's at least a Prot and a Ret in the group :(
Joel Mar 22nd 2010 9:40AM
Check your debuff settings in interface... Do you have castable debuffs only turned on?
Aedilhild Mar 21st 2010 6:23PM
Another trick is to cast Hand of Sacrifice on a target and Divine Protection on yourself — most easily, via a macro. It's good for every three minutes. On Putricide, it spares you and an ooze's target 30% of the damage.
Brouck Mar 21st 2010 6:25PM
I remember very few specific players in WoW, specifically their names, but occassionally there are those that are note worthy. A nasty PuG in ZF was saved by a priest named Haggar on the Arygos Realm. It may not have been end game content, but it was hands down the best healing I had ever seen. In fact it drove me to turn my pally from ret to holy.
Josh Mar 21st 2010 6:44PM
Good Post. Notice he didn't mention one paladin healing spell? This goes for every class... You all have more than 3 buttons. Use them, and I guarantee you'll have more fun.
Korey Mar 22nd 2010 6:05AM
This. As someone who plays all 4 healer classes in endgame content, I often get asked why I like my Paladin the most, and it's exactly this. People think it's all holy light spamming and don't understand the fun behind the class. It isn't the heal spells that make healing fun. It's the rest of our toolbox. Using something cleverly to pull out the win is a great feeling, and Paladins are incredibly well suited to it. We have more tricks up our sleeves than we are given credit for.
Priestess Mar 21st 2010 6:44PM
Nice article. I love it when anyone is encouraging people to be thinking about the game around them and not just on one or possibly two aspects of their class/role. Nicely done, and the basic premiss is applicable to any healing class who could be doing more to be that awesome healer people love to have along.
shadowhowl1900 Mar 21st 2010 8:39PM
Good read but its funny how people say that I suck and come second or third, those dam haste-capped resto druids, on heals chart and on overhealing I come first.
It should be stated to any other class who reads this that pally healers, most of the time, keep spamming FoL or HL for the fight and overheal A LOT.
Also the divine sacrifice and bubble is a good way to keep the raid alive.
Fairlane Mar 21st 2010 9:56PM
While I applaud your effort to spread the word, I kind of like being one of the few people who try to use every tool in the box. It makes the "Whoa! What the hell was that?" reactions from others (who've also forgotten about these spells) all the more satisfying.
verlant Mar 21st 2010 11:01PM
one my favorite tricks to do in raids or 5 mans is if an add gets lose from either tank not gettng aggro or an over zealous dps is to throw Hoj and buy the tank time to pick up or the dps to finish the add. aslo if on deathwhisper 25 man when she mind controls someone if i can i'll stun them so they dont start destroying the raid it also buys the mages a few extra seconds to sheep them
dick Mar 22nd 2010 3:14AM
Whenever was Stratholme a 10-player instance???