The Light and How to Swing It: Handily healing heroics

When Wrath of the Lich King was released, Blizzard shared a few things with us. First, Ghostcrawler campaigned with his promise of One (Star) Pony Per Child, ensuring that there would be No Alt Left Behind. We also heard that the developers were crafting a new hero class, the death knight. Not to worry, it totally won't be overpowered at launch. That, we could suffer under the death knights' oppressive rule for several months. Finally, we were also told that there was a clear progression plan for Wrath, and that there would be no more regular farming of Karazhan- and Mechanar-esque instances for badges.
I guess the last statement was actually true; we're now farming Patchwerk and The Nexus for Emblems, not badges. All joking and semantics aside, the fact is that whether you're a freshly 80 holy paladin ready to get your feet wet, or a veteran battle healer who's seen all of Icecrown's overlords toppled, there's value to be found in running heroics on a daily basis. While most of the 5-man dungeons are nearly trivial now, there are steps that we can take to put the run on fast-forward. By minimizing the amount of time we have to spend killing Loken and Cyanigosa, we can get back in to the action in record time. Let me note that this is not a guide for newer holy paladins who aren't completely comfortable in heroics, or if you or your tank are still working on gearing up your character. I will be covering how newly 80 holy paladins should be handling heroics soon, this guide is meant for those who have run these dungeons many times before and have the gear necessary to tackle any healing situation.
Buffs:
One of the most potent ways we can speed up a heroic run is by using the right buffs for the job. I like to use Blessing of Might exclusively on any physical class, including the tanks. While you might think that Blessing of Kings would be better for a tank, the fact is that Might will increase their threat and DPS by a significant amount. Kings does provide extra life, but even if the tank was wearing greens, they'll usually have enough life for us to keep them afloat. I mean, we're holy paladins! You could let a warlock's imp pull all of heroic Pit of Saron and still keep the little demon alive if you point the Holy Light firehose at it. Let the tank know exactly what you're capable of, and give them permission to pull as many groups as you are comfortable healing through. Edit: some of the commenters have mentioned that your tank may be more comfortable with Kings instead of Might, so be sure to ask your tank which they would prefer before buffing.
Even if you're using a holy/retribution build, I suggest that every holy paladin use Righteous Fury in your heroic runs. If you're holy/prot, you end up taking less damage, and that's always a good thing. By generating extra threat via healing, you will also consolidate aggro from loose mobs onto yourself, which will make it easy for the tank to pick them up. That way, you don't have to be concerned with the rest of your group randomly gaining aggro on a surprise patrol. If you're keeping Beacon of Light on the tank, you can simply heal yourself to handle any incoming damage and keep the tank afloat as well. I haven't really found any mobs in Northrend heroics that interrupt casting, so you're typically safe with heal-tanking a mob or two. In addition, you should use Retribution Aura, as the extra reflected damage will outweigh the slight defensive benefits of any other aura.
Mana management:
The largest time sink in a heroic is sitting down to drink. With Divine Plea available once every 60 seconds and Seal of Wisdom active, you shouldn't have to drink at all. Use Divine Plea on cooldown, preferably when moving between groups of mobs, and use Seal of Wisdom to regenerate mana whenever you're not healing. If you're alert and use both of these powerful tools often, you'll find yourself never having to waste any Honeymint Tea. Keep your group moving as much as possible, and use our huge mana pools to handle anything unexpected.
I should also mention that Flash of Light can be your best friend in a heroic dungeon. It's cheap, fast, and even gives us a free HoT when cast on the tank. Considering that there is very rarely a huge influx of damage in a heroic, feel free to use Flash of Light to quickly top off party members and the tank and save yourself mana and time. Because it is typically only the tank taking any sort of serious damage, Glyph of Holy Light is rarely beneficial as well. I like to use Flash of Light primarily when healing the daily random heroic, augmented with the occasional Holy Light when we're fighting a hard-hitting boss. There aren't any 5-minute fights in a heroic dungeon, so feel free to even heal in excess if it keeps you moving quickly.
Hit back:
One of my favorite things about Icecrown are all of the undead enemies we face. We can use Exorcism and Holy Wrath in about half of the heroics to damage and stun our enemies, which can actually add up to quite a bit of damage when used often. I also use Consecrate, Shield of Righteousness, offensive Holy Shock, and Judgements to strike the elite mobs as much as I can. There is rarely a situation in which we must heal non-stop, so use those free GCDs to speed up the run a bit. On a particularly big pull, I'll even pop Avenging Wrath and my Talisman of Resurgence to maximize my holy damage and actually do reasonable DPS for a healer. Don't forget to use Hammer of Justice on cooldown as well, stunning a mob will not only reduce your incoming damage, but can be useful on enemies that like to run away.
The key to being effective in a heroic is to know what's coming, and be able to plan your actions accordingly. If there is a particularly non-threatening pull, you know you're free to unload all of your damaging attacks. When you know there's a boss coming up, you can refresh your Beacon and Sacred Shield spells on the tank so that you have more free GCDs to fight with. When facing mobs that root or slow your melee, you can use Hand of Freedom to let them get back to business sooner.
Conclusion:
Our goal in a heroic dungeon is to use our entire toolbox to make the run as smooth and as fast as possible. There aren't too many people who enjoy running Azjol-Nerub for the 40th time, and so speeding up the tempo and keeping the run flowing will make it a more enjoyable experience for everyone. Use your superior HPS to handle any incoming damage, and then feel free to dish out as much of your own as you can. We weren't sent to Icecrown by Thrall and Varian to heal the Lich King's minions to death, so don't forget that a paladin is one part meditative cleric and two parts vengeful crusader.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
Angus Apr 25th 2010 2:14PM
No mobs that interrupt?
Go to nexus. Get aggro, get silenced for a while, see how happy your tank is.
As a tankadin I loathe those puppies. I get to hit 1 button for the entire pull once they start their arcane torrent chaining.
Chase Christian Apr 25th 2010 2:32PM
AHHHHH I remember those guys, yes they are just about the worst ever, I hate tanking Nexus on my paladin. :(
HP-iamapaladin Apr 25th 2010 3:12PM
It's only the Nexus hounds that silence. So on pulls that you see the dogs, just stay out in range. That way you can see the hounds running to you rather than eating a silence right away.
Crusader_Theo Apr 25th 2010 2:23PM
"every holy paladin use Righteous Fury in your heroic runs"... seriously its bad enough that most dps start aoeing while the tank are still gathering mobs... the extra threat on the healer is not helpful at all. would u rather see tanks running around like a headless chicken while gathering the mobs the healer pulled?
Tom Apr 25th 2010 3:28PM
As a tank, be it on my Paladin, my DK, or my Warrior, if I *know* where the loose adds will be going it's much easy to deal with them. Otherwise, I *am* running around like a chicken with his head cut off.
Tom Apr 25th 2010 3:29PM
I
Tom Apr 25th 2010 3:30PM
Sheesh. Let's try it this way:
I (less than three) RF Holy Paladins, and have ever since my first Sarth +3 zerg.
Fletcher Apr 25th 2010 2:26PM
Righteous Fury so you take less damage? I'm *certain* you'd take more damage because of things peeling off the tank to attack you than you would if you kept Righteous Fury *off*. The tank already has to work to out-threat everyone, including ICC25-geared DKs and warlocks; but if you're out-threatening the tank to such a degree that you need Improved RF's 6% damage reduction to survive, you've got yourself a crappy tank ... in which case increasing your threat yet further is not going to help.
Long story short, as a healer you should not be taking damage except the unavoidable AOE kind. You should be standing safely at the back, spamming Holy Light, and the tank should be keeping them off you.
Chase Christian Apr 25th 2010 2:32PM
You won't pull threat off of a tank - RF + healing aggro is nowhere near even a terrible DPS' threat. It's so that loose adds that spawn won't cleave the group.
Ishkate Apr 26th 2010 11:18AM
Fletcher - you're right if you're running these things when you're not overgeared for 'em. If gear (either for the healer or the tank) is an issue to the point where you need to exclusively concentrate on healing, yes, keep RF off and sit in the back and cast away.
This article is aimed at the folks who're way overgeared for heroics, trying to stay awake while healing a tank who's similarly overgeared for the instance. In this case you're generally right up in the thick of combat, tossing an occasional Flash to keep folks topped off, and praying for the revival of a viable shockadin build. If an add does wander in and start hitting you due to RF'd up heal aggro, you're right next to the tank, his threatplates will light up bright red, and he won't even have to move to yank that mob where it belongs.
pkrockin Apr 25th 2010 2:35PM
Please tell me that when you group with a warrior you use Kings instead of Might.
Alkaios Apr 25th 2010 3:45PM
THIS
For example, might is god awful for DKs, where talents and abilities like UA and procs from Fallen Crusader rely on strength, not attack power. Kings would always be a better bet, no matter what.
jbodar Apr 26th 2010 6:30AM
Do you really think that a DK Tank has as much Str as a DPS DK? In that scenario, the flat 688 AP from Imp Might is going to add significantly more DPS than the STR from Kings. Remember, things like UA are only a percentage of a percentage. Even if this DK tank has like 2500 Str somehow, the bonus to UA from Kings would only be ~37 Str. Also, consider that procs and UA have limited uptime.
Res Apr 26th 2010 9:32PM
If you had a choice between a 13 str gem or a 600 AP gem would you still take the strength just on principle?
HP-iamapaladin Apr 25th 2010 4:26PM
Sorry but I found many items a bit "off" with this article.
I never use RF unless it's a tank I know and trust. RF is just not a not-brainer to use like how it is supposed in this article. I mean think about it, haste capped holy paladins spitting out 1 second FoL non stop (if they have the gear)? Aggro for sure if the tank is weak at aoe threat.
FoL is great for heroics but only if you geared for it. For lowbies, it may be that their FoL is too weak so they may need to resort to tossing HL. There is nothing set in stone. I just FoL spam without worrying about mana or anything because I have the gear for it but that may not be the case for some people.
Also, you can be surprised at how much damage people can take. There are the safe, boring runs and then there are the OMG-what-did-I-get-myself-into runs.
As for the buffs, I really really still suggest buffing tanks with kings. I have seriously healed 23k hp tanks. I've also healed 40k tanks that are really squishy. Every little bit helps and extra hp will give you that extra buffer. Tanks should not NEED might for threat. Kings > Might imo.
In addition, you shouldn't have recommended people to use their Talisman and Avenging Wrath CD just to DPS. That is a WASTE.
You should pair those CDs for when you need to pop Divine Plea so you offset the MS effect somewhat.
Again, if you're heavily geared - maybe you don't care BUT it is a good habit to get into and you shouldn't be lazy just because it is a heroic.
Chase Christian Apr 25th 2010 2:54PM
Correct, I didn't really aim this article towards newer holy paladins, and I think that may be where some of the confusion is coming from. This was meant to be a "you're raid-geared and want this to go faster" type post instead of "here's how to heal heroics for a new paladin". If you're healing poorly geared tanks, Kings and Holy Light are obviously your go-to abilities.
HP-iamapaladin Apr 25th 2010 3:09PM
I still wouldn't buff might over kings. I still wouldn't use RF. I still wouldn't use Avenging Wrath/trinket CDs for DPS. I wouldn't recommend that for any holy paladin, regardless of their skill level.
As for the ret aura thing, I actually just go Devo because if the tank is bad at aoe damage, having mobs hit DPS and them getting more threat because of ret = bad. At least Devo gives some more mitigation. If there's a prot pally, I use conc aura for casters and myself. So another point I differ from you on.
I admit to DPSing when bored though.
esememon Apr 25th 2010 5:20PM
I DPS constantly on my heroic runs, as a holy pally. While I haven't tried the RF thing, it doesn't matter much to me. Most all of my tanks / adds end up where it's comfortable. But yeah. DPS. Healing is boring and easy. Ret aura makes everything faster. Even if the dps pull aggro. You can still heal them! PEW PEW PEW PEW I dunno man. It's really easy.
Also: Only use your stun if it's not a warrior tank that's getting hit. :P Yay rage!
axatron Apr 25th 2010 3:49PM
Why not buff Might over Kings? If all 3 DPS are heavily geared and your tank's moderately geared, it'll just help him out with threat. Same reasoning for Ret aura. It generates extra threat as soon as the tank gets hit, which all equates to faster dungeon runs. Mitigation is good, but what if it's not needed? I'd go with threat in that case.
As for the whole debate about Improved RF, why not have it on? Can you honestly say you're THAT close to the tank's threat that it actually becomes an issue? Try using it sometimes; you might learn a thing or two. Also, it's recommended to take by Elitist Jerks. Just look up the Holy Paladin Compendium. Those guys spent countless hours doing the research so you don't have to.
HP-iamapaladin Apr 25th 2010 4:26PM
Actually, I would disagree with you on this point. WoW Insider is a good starting off point. They are definitely not experts. You need to go to Elitist Jerks for that and even then, you need experience under your belt. All that book knowledge won't do any good if you can't execute anything properly.
Also, kings gives stam AND str, might gives AP. Kings will still add threat but not as much as might. Kings is better for druid tanks because of the extra agi and stam. Warriors/Paladins benefit from the extra strength as well (though the prot pally can kings/sanc himself). Kings > Might
I think you should stop depending on WoW Insider so much if you don't even realize this.
Also, you really think Ret aura adds that much threat for a tank? If the tank needs the minor help from ret aura, that means he's already been losing aggro and ret aura will be doing more harm then good since mobs are smacking other party members. In that case, Devo aura is better for them, not ret aura.
As for RF, I used to use it in randoms but whenever I do, I always pulled aggro especially on the initial pull. I leave it off because I don't need the mitigation - either I bubble or I heal myself through it - and it makes it easier on the tank when they start the pull.
I don't care what people on Elitist Jerks say, in heroic 5 man pugs, I can not trust the tank's threat with RF up. I know this from experience. I abuse RF all the time in raids though because I know the tanks can take it.
As for learning a thing or two, methinks you definitely need to look into that yourself.