The Light and How to Swing It: A holy paladin guide to Bastion of Twilight, part 1

I always have a tough time deciding how to compose my healing guides for raid bosses. Talking about holy paladin theory is fun, but at the end of the day, we're actually being thrown into real raid encounters. We're expected to know how to heal through the incoming damage and handle all of the boss' special abilities. Knowing the specific healing per second of Divine Light isn't going to help you keep your tank alive. At the same time, there's no point in turning the holy paladin column into an esoteric version of StratFu by giving you a play-by-play review of every boss encounter.
Instead of boring you with a list of boss abilities that your raid leader is going to repeat anyway, I am going to try breaking down only what's specifically important for a holy paladin to know. You'll want to know when it's safe to use Divine Plea, when Holy Radiance is going to be most effective, and what you're supposed to dispel. Who should you put Beacon of Light on? Are any of our "Hand of" spells worthwhile on this fight? In addition, please feel free to ask any additional questions that you'd like to see answers to or add any suggestions.

The first thing you'll find out about Halfus Wyrmbreaker is that you're going to treat the encounter differently every single week. Halfus gains new abilities based on the drakes that are active on any given week, and these abilities dictate how we'll be healing. The Orphaned Emerald Whelps and the Time Warden both grant Halfus' pet Proto-Behemoth abilities that will deal widespread raid damage, while the Nether Scion and Slate Dragon will make healing the tank quite difficult.
Everything goes uphill from here
Regardless of the week's drake combination, Halfus is a front-loaded fight for healers. At the start of the encounter, you'll be healing at least two tanks, and they'll be dealing with Halfus and a few of the responsive drakes. The drakes, while seemingly innocent, actually deal a respectable amount of damage to tanks, and so you'll be pulling out all of the stops to keep your tanks alive at the start of the fight. If you have an AoE-heavy drake composition, make sure to use Holy Radiance during this early phase while keeping the tanks alive. Aura Mastery can also be useful to mitigate the AoE fire damage, so use it early.
Don't mess around with trying to use Holy Light too much until you've killed the drakes, as the incoming damage is simply too high. Divine Light is the right heal for the job, and you should use your regeneration abilities or trinkets early to sustain your throughput. Don't hesitate to pop Avenging Wrath, Divine Favor, or your Guardian of the Ancient Kings -- this is literally the perfect use case for these cooldowns. I prefer putting Beacon of Light on the main tank and then using Tower of Radiance procs from my Divine Lights to grant me enough holy power for a free Word of Glory. I also use my Hand of Sacrifice to absorb some of the tank damage, especially if the Slate Dragon or Nether Drake is around. As the drakes start dying, you'll notice that the incoming damage will drop dramatically. As soon as you've finished off the drakes, use your Divine Plea during the lull before phase 2.
The rest of the fight is relatively simple to heal; just make sure you keep the tank topped off, as you won't be able to heal them during the periodic stuns. If the Slate Dragon was active, you can also use your Hand of Protection to clear the Mortal Strike debuffs from your tank, allowing them to receive the full benefit of your healing spells. Holy Radiance is a simple way to heal everyone up after a Furious Roar, though you might have to avoid stacking too closely if the Proto-Behemoth is shooting fireballs your way.

The twin dragons are a perfect example of why healing meters can lie about what's really happening. When your guild first starts working on this encounter, your incoming damage is going to be massive. Once everyone learns their roles and positions, you can get through the fight without taking much damage at all, which in turn makes it look like we're doing less healing than usual. Our goal as holy paladins is to keep everyone alive long enough to learn the fight, with the hope that they'll learn it well enough to give us time to breathe.
When dealing with the Meteor-like spell Blackout, you'll want to pop Aura Mastery right before you dispel the debuff. The spell deals shadow damage, and so Aura Mastery will knock a ton of damage off the total hit. Make sure that you don't dispel it until after there are a few people in range of the debuffed player; otherwise, you might kill someone. It's sort of like dispelling Necrotic Plague, except the player with Blackout moves toward your raid, which I guess means that your raiders are actually Drudge Ghouls.
I like to use Holy Radiance to clean up the damage dealt from Blackout, though don't stack too closely after a Blackout (you're avoiding Theralion's orbital bombardment). The tank damage should be fairly light, so toss them a Beacon and focus on topping off your raid. Don't waste mana on Divine Light unless you need to, as Holy Light and Holy Shock are usually enough to get the job done. You're basically saving your mana for the more healing-intensive Theralion phase, so be conservative and use small heals. You can use Divine Plea during either of the phase transitions, as there's no abilities active and generally not any healing needed.
AoE healing handles Theralion's threats
Holy Radiance is basically the ultimate spell for countering Theralion's abilities. You'll be stacked up with the rest of the ranged classes, and Holy Radiance is going to be super-effective. Not only does it provide powerful healing to those nearby, it will also give you a speed boost when used, allowing you to quickly get out of the void zones that Theralion spits out. I like to use my Divine Favor and then pop a Holy Radiance if my raid gets particularly low on life, as the extra haste from DF will give HR a few bonus ticks of healing.
The only catch to using Holy Radiance is that you want to wait for Theralion to use his Engulfing Magic before you pop HR. Engulfing Magic makes you nuke everyone nearby when you do any healing, and if HR is active and you get hit with EM, you've just killed everyone. As soon as you see EM get cast on someone else, you're safe to use HR. If you do get hit with EM, you'll do double healing while it's active, so use that time to heal everyone up while standing away from them. Make sure to keep an eye on the tank during this phase; since you won't be hard-casting many heals, they won't see many Beacon heals.
Filed under: Paladin, (Paladin) The Light and How to Swing It
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Reader Comments (Page 1 of 1)
Diatenium Mar 27th 2011 7:09PM
Sheer tank-healing throughput aside, your hand of protection will win the day on Heroic Halfus, where he and his proto-drake maintain all buffs and it's necessary to down almost all of the dragons on the stage, having a veritable reset button on the mortal strike debuff goes miles on the first couple minuets of the fight, further enhanced if you have a prot paladin tanking as well, just be sure you coordinate this before hand, the tank in question might need to create a macro that'll immediately remove it.
You can also bubble out of furious roar, if too many people are low and you need a free pass.
As for the Twin Dragons, you should really exploit light of dawn as well as holy radiance. For first phase I suggest hoarding holy power to offer a burst of healing right after blackout is cleansed, while in second phase you should swing light of dawn whenever possible.
You can also bubble out of the twilight zone or whatever it is called, who says divine shield is just for damage immunity?
Eberron Mar 28th 2011 4:28AM
One doesn't need a tank to clear the HoP buff. Just cast Hand of Protection immediately followed by Hand of Freedom works well too. :)
Aris Mar 27th 2011 8:04PM
You really shouldn't spam your tank with Divine Light to get TOR procs, its worse on both throughput and mana efficiency than beaconing the other tank and direct healing yours. You'll make the other tank much happier and you can still keep yours up just fine. Also to the reader above you can't HoP the debuff anymore :(
Minarva Mar 27th 2011 10:34PM
Pretty sure you can still HoP the debuff, at least we were able to this reset on Wednesday. although it isn't that big of a deal with 3 tanks on heroic as the fight is incredibly easy now after the nerfs.
I do however agree that using tower of radiance on this fight in particular is pretty inefficient, better to have your beacon covering other tanks (and hell if you have more than one holy paladin cover each other) and word of glory is weaksauce anyway so LoDing into the melee is almost definitely better (especially after a flame breath attack thing).
In general on Halfus since the nerfs people greatly overstate the damage profile of the fight - I was rocking about 18% of my healing done by divine light on Wednesday, where as when we first killed it in the first week of February (before the hotfixes) DL was around 14% and so was Flash of Light.
Perhaps on Valiona and Theralion things are greatly different in how we do things, but this fight to me seemed outrageously easy on normal, and on heroic although the fight is vastly different it didn't seem much of a challenge anyway (at least for heroics, when compared to Omnotron we spent -far- less tries). Perhaps it is harder on 10 man? I guess what I'm trying to say is that your goal should never to be to heal stupid, because thats the only thing that could cause difficulty on this fight. Without anyone making drastic mistakes you should be able to holy light auto attack heal till it dies without even breaking a sweat.
Saeadame Mar 27th 2011 8:14PM
Paladin question: I've been leveling a paladin as prot, but I want to try out Holy spec now that I have dual spec (I'm only level 40). Do you think I'll be fine to try healing a few dungeons if I just put on the caster mail heirlooms, and have the rest of the pieces as prot? Or should I try to cook up some more caster gear (I'm not level 50 yet, so the armour specialization isn't an issue... although on that note IS it an issue, armour specialization-wise? Do heirlooms compensate for the int loss? I just ask because, obviously, there are no caster plate heirlooms.
Thanks
perasitewow Mar 27th 2011 9:55PM
It's fine to use the cloth heirlooms when healing low level dungeons. They are highly OP for their level, and you shouldn't be getting hit anyway.
Minarva Mar 27th 2011 10:21PM
If you put on the caster mail heirlooms you will be absolutely fine even in the 50s. Stick to holy shock and holy light for the purposes of lfgs. Do note that your queue will generally be longer, but you can actually shorten it by duel speccing and not being fussy about what you do. My druid has levelled up to about 58 now from 31 on Thursday purely through LFG as feral main, resto secondary and although I nearly exclusively get picked for tanking, about 5% of the time it asks me to heal. Armour specialization doesn't matter at all until level 85. Just try it and see, but you should be fine.
Minarva Mar 27th 2011 10:21PM
Sorry, not caster mail. Caster anything.
Sky Mar 27th 2011 10:54PM
As a sidenote, While leveling to 80, I was able to heal all of the dungeons using the plate heirlooms. I don't have the mail caster heirlooms and the cloth/leather caster heirlooms look stupid on a paladin so I just stuck with the strength plate. Sure, you'll get the occasional douchebag who will criticize you for doing this, but I actually did fine.
Twill Mar 28th 2011 3:45AM
Healing in caster heirlooms of any type are fine.
Also -- there are PLATE healing heirloom shoulders available from the Honor Heirloom vendor.
Saeadame Mar 28th 2011 7:43AM
Thanks everyone =).
magic.swordsman Mar 27th 2011 11:31PM
WTB more Ret or Prot Pally posts...
Jeff (Not that one ^ ) Mar 28th 2011 6:21AM
Then lobby WoW Insider for a Ret/Prot columnist who is as dedicated to putting out a weekly column as Chase is and stop posting off-topic comments on the Holy articles.
Common.Sense Mar 28th 2011 12:53AM
1. X-Perl is not outdated.
2. Chill, It's just a game.
Moridin Mar 28th 2011 2:36AM
HoP removes it still.
edwardwnelson Mar 28th 2011 7:41AM
Thanks for article. Im a new Holy Pala raider. 10/13 normal 10man. Last night I realised I had 2/2 Blessed life in my spec, which was fun for PvP, but Im unsure if its useful for PvE raid bosses? I guess it comes down to what 'direct damage' is. Would Chimaeron 'Caustic Slime' count? etc
(Blessed Life. Rank 2. You have a 100% chance to gain a charge of Holy Power whenever you take direct damage. This effect cannot occur more than once every 8 seconds.)
Coud Mar 29th 2011 8:53AM
mmo champ has a list, http://www.mmo-champion.com/threads/862694-HP-Blessed-Life-encounters
I run 1/2 but I might spec out of it given said thread
edwardwnelson Mar 29th 2011 9:01AM
Woah, thanks for this. It seems very useful indeed! Many thanks, from Scotland :p
Monion Mar 29th 2011 8:26PM
I find that for Theralion it's far easier to stack healers and melee together on the tank and keep 4 people at ranged (Ranged DPS, other healers), spread out along the edges of the fight (10 man). When a ranged person gets a meteor triangle, they run into the melee, then run out again once it hits. That way only 1 person needs to move when Theralion drops a big circle of fire on the ranged, and circles of fire should never fall on the melee. It reduces damage taken significantly, and reduces movement required as well.
Good article!