The Light and How to Swing It: Best practices for holy paladins

Holy paladins are doing all right. While patch 4.1's notes may have retribution and protection up in arms about the new cooldown on Word of Glory, holy paladins are exempt via Walk in the Light. We're actually not seeing any changes in the upcoming patch -- at least, none that have been announced yet. The lack of updates shouldn't come as a surprise to a healing class that's been performing relatively well. Minor balances to our mana and effectiveness have been used to keep us in line with the other healers, but we're otherwise stable. Patch 4.1 will buff our recently discussed set bonus, but that doesn't help improve the gear today.
Just because Blizzard doesn't have any buffs planned doesn't mean that we can't work on improving our performance naturally. There is truly no WoW player who can perform perfectly at every moment, but the closer we get to that ideal, the stronger healers we become. As healers, we should constantly be developing our skills and refining our gameplay. There's nothing worse than feeling like the weak link on the chain, and so keeping ourselves at top healing efficiency is crucial to being successful in whatever environment you're healing in.
Use Judgement more often
Holy paladins have two direct ways to restore mana: Judgement and Divine Plea. While Divine Plea has a few restrictions and use cases, Judgement (with Seal of Insight) simply works. Every time we use Judgement, we get back a portion of our mana. The more often that we Judge, the more mana we get back. With an 8-second cooldown, we can use Judgement about 7 times a minute. We have the ability to control our throughput by choosing a different spell, but mana is always the limiting factor. By Judging more often, we can net ourselves a significant amount of extra mana.
I like to review my World of Logs parses from past raids to improve my performance. To capture your logs for a particular boss or raid, just type "/combatlog" in when you log in, and the detailed combat log will be saved in your World of Warcraft folder under "Logs." What I do is take the total time of a given boss fight, and I figure out how many Judgements I could've squeezed in if I always used it on cooldown. I compare that against the number of Judgements I was actually able to use, and that tells me how many Judgements I missed over the course of the fight. I also check for when I Judged in the log browser to see where the lulls in Judging occurred. Sometimes we simply can't spare the global cooldown necessary to Judge, and that's okay.
Maximizing Holy Shock utilization
I analyze my Holy Shock usage in much the same way that I inspect my Judgement usage. Holy Shock is one of our most efficient heals, and HS generates a holy power point for us. Holy power releases are key to conserving mana, and so we want to generate as many holy power points as possible. Unless there's a desperate need to be casting a Flash of Light or Divine Light, we should be using Holy Shock on cooldown. You can figure out how many Holy Shocks you could've cast in a fight and compare that to your actual number of Holy Shocks to figure out how often you're using it.
Abuse your efficient heals
Holy Light only has one thing going for it: healing per mana. The spell is slow and weak, but it's incredibly efficient. If our targets aren't at any risk of dying, we should be using Holy Light instead of another heal. Bigger heals are less efficient and also introduce the risk of wasting healing to overheal. A great holy paladin will be able to identify portions of fights where raid damage is light and where it's heavy. With that knowledge, you can choose to use Holy Light to heal everyone up slowly instead of rushing to heal everyone instantly with bigger heals. A great example is during Magmaw's "down" phase: You have a full 40 seconds of zero incoming damage to bring everyone back to full life.
Holy Radiance can be used in a similar fashion, as it is easily our most efficient heal when the healing done is effective and not wasted. I'll often let everyone in my party or raid take some minor damage, waiting to heal anyone besides the tank, and then use Holy Radiance to heal up everyone at once. The situations that require everyone to be at 100% life are few and far between, and there's nothing wrong with letting people take some damage before healing them. Use the slower pace of Cataclysm healing to line up some very effective Holy Radiance periods, and you'll see your mana usage drop significantly.
Watch fight footage
If anyone in your guild records your encounters, I suggest watching the film. It's even better if you can record the fights yourself, although not everyone has a computer capable of that. I like to review videos of my past encounters, watching for the tips I've mentioned above. I watch my action bars to see where I forgot to use Holy Shock or Judgement, I watch for lulls in damage where I could've used more Holy Lights, and I watch for opportunities to use Holy Radiance or Divine Plea effectively. While fight experience is one of the best ways to get better at an encounter, there's nothing like being able to simply watch an encounter without worrying about actually playing. Great athletes watch film of every one of their games, and we can use their technique to improve our own game. As we really squeeze the most out of our various abilities, we'll see ourselves performing better than we ever have before.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Necromann Mar 6th 2011 4:17PM
Holy pallies get a talent that makes spirit = hit right? So judgement won't miss b/c of high spirit?
Necromann Mar 6th 2011 4:28PM
Sorry if this is a stupid question, but my pally is an Alt that was tank/ret in wrath and I just changed his prot to holy. I haven't healed on him yet, I'm still creating a gear set for holy.
Chase Christian Mar 6th 2011 4:36PM
That's correct, Enlightened Judgements grants us enough hit rating from our spirit to get the job done.
Aurilia Mar 6th 2011 4:43PM
You are correct. Enlightened Judgements gives you hit rating equal to your spirit, adds 10 yards to its range, and heals you when you cast judgement. As Healadin currently in a mix of normal and heroic 5-man gear (AIL340), this talent puts my paladin at 23% spell hit (and 19% melee hit), so my judgements don't miss, and my melee swings only fail due to dodges.
McRaider Mar 6th 2011 6:42PM
To make things even more interesting get a trinket with +1700 spirit or something on proc or use (like blood of isiset from HoO) and couple that proc with a resto shammy hitting mana tide totem. Because mana tide directly increases everyone's spirit by 400% you'll end up having some 40-45% hit rating which looks just ridiculous :D
fenian Mar 6th 2011 7:59PM
Just a note on McRaider's reply - this is no longer true. Mana tide only increases mana regen based on teh Shamans spirit, so a +spirit trink doesnt assist during mana tide any more than it would normally ;-)
Adorno Mar 7th 2011 10:06AM
I may be in the minority, but I only put 1 talent point into Enlightened Judgements. I feel that two is a waste because you generally don't need the extra hit generated by that second point. That point can be used elsewhere.
Vladeon Mar 7th 2011 3:09PM
@Adorno
I'm the same way, but having two points in it may be more necessary the lower your gear level. I have a gear level of 356 and I have never noticed my judgements missing the target with 1/2 of that talent but I can't say the same for when I had a 333 item level.
J2358 Mar 6th 2011 4:18PM
Just started healing on my paladin a few weeks ago after tanking and dpsing on and off since tBC (he is an alt, one of 8) and I am loving it. I know a little about how holy used to work pre 4.01 before the advent of holy power. I think the class and spec is really coming into it's own as being more well rounded and fun to play. Thanks for the tip on judging more, I have a great macro I use to judge my focus' target (the tank) works great available on wowwiki.
butterfly091782 Mar 6th 2011 4:44PM
yeah, I gotta tell you. I went from leveling my pally when Cata dropped, to getting him to ilevel 357 and leaving him alone because I felt I wanted more of a challenge. So, I leveled my druid to 85 and got to 350 and got bored. I then leveled my priest and I gotta tell you. I have struggled with it non stop. I went from 14k hps on my pally and druid to about 8k as holy and even less as disc. I am rocking about 3500 regen and 8k spell power. I regemmed and reforged according to EJ ect ect. I have since fled to my paladin again and am not looking back. The only issue is that are SO MANY HOLY PALLY S that I cannot get groups.
Aurilia Mar 6th 2011 4:45PM
Aha! That's what I was missing. I knew there was some secret of Paladin mana regen that was eluding me. Did not notice that Judgement+Seal of Insight restored mana, so was only judging to maintain the haste buff. Now I know, thanks!
Sara Mar 7th 2011 3:18AM
I'm embarrassed to say I didn't notice either.
Mortenebra Mar 7th 2011 10:10AM
Oh man, I am totally on the same boat here. In my feeble defense, my healadin is my alt but still... When I first read the tooltip, I thought I had to keep attacking in order to get mana back. Now that I've gone back to read the tooltip, I am definitely using my judgment more! Thanks so much for pointing it out!
AngelGabriel Mar 6th 2011 4:59PM
What? No mention of Light of Dawn vs. Word of Glory in here? That's a bummer. It's pretty important.
Chase Christian Mar 6th 2011 5:08PM
I covered a bit of the LoD vs WoG topic in my AoE healing article, as LoD vs WoG is more situation-specific.
wutsconflag Mar 6th 2011 4:59PM
I used to do some healing back in Wrath on an alt paladin, (holy/ret) and have been looking to level her recently, but I'm way behind on all the changes to the class. Have any advice for someone who hasn't done any healing since Wrath to get back into the swing of things? I keep hearing healing is much harder than it used to be (lol@Wrath ezmode healing).
Amanda A. Mar 6th 2011 5:35PM
As a holy paladin, do you also want to be in melee (fight mechanics permitting, of course) to get some additional mana regen via melee autoattacks between casts or is the proc rate not worth the risk, meaning you'd always want to stand with the other casters? I used to do this with Seal of Wisdom in Wrath before I hit the gear it took to have "infinite" mana, and it drove one of my friends nuts because healers are "meant to stand back where it's safe." But what else is the plate armor and the 'all your healing heals you' talent for but negating the additional damage you sometimes take in melee?
Apple Mar 6th 2011 6:19PM
@Amanda: All of those things are very good reasons to clomp on over to melee range and start slapping the boss around. It's often worth discussing with the raid first, but paladins make great "melee healers" and spells like light of dawn and holy radiance reward us for getting close to other players. What's more, your average paladin with enlightened judgments has a simply preposterous hit rating, so there's only one level of RNG in the mana procs.
It also depends on the type of fight, though. Omnotron is a super chaotic fight, and you should concentrate more on Arcanotron's generators than on the main DPS target (aside from Judging it of course). Magmaw and Algaloth reward this strategy, but all healers should be stacking anyway. In a fight like Valiona/Theralion, though, the meteors are easy to handle with a "ranged group" and a "melee group" with dedicated healers. This is a prime opportunity to tell the raid leader "I'm all over that."
DC Mar 6th 2011 6:28PM
Don't make it a priority to stay in melee range, especially during any movement intensive boss. You'll lose too much healing if you try to chase the boss around. But with that said, any time the boss is stationary for a long period, my pally is right there with the melee whacking away at it.
You really aren't in any more danger than the melee dps, which is very little.
Pyroneil Mar 6th 2011 9:08PM
It's true trying to chase around a boss instead of healing is bad, but we have quite a few instant casts now, and it doesn't hurt our healing one bit to be moving during them, coincidentally these are exactly the times you will be swinging away anyway, so it works out nicely. You have to be careful not to clip your casts with movement, but most bosses you can be a bit conservative about your movement anyway, as the tank can usually only move them so fast.