The Light and How to Swing It: Holy paladin patch 4.1 roundup

The section of the patch 4.1 notes dedicated to holy paladins was particularly sparse this cycle. The only significant change was the buff to our Illuminated Healing mastery, as the Aura Mastery / Crusader Aura interaction was supposed to be changed some time ago. Some holy paladins may have been concerned with the note about Word of Glory receiving a 20-second cooldown, but luckily that's neutralized by an addition to Walk in the Light, one of our passive mastery bonuses.
The bulk of new content in patch 4.1 comes from the revamped troll instances of Zul'Gurub and Zul'Aman. New dungeons means new gear, and that includes several new epic items that are of interest to holy paladins. Guild challenges also introduce sizeable rewards for running dungeons in a guild group, and so you'll be dragged into healing these new 5-mans in no time. There's also the possibility that the new Call to Arms feature could yield bonus loot for healers volunteering to pug a heroic, but I haven't seen the little bag icon move from the tank icon since the patch's release.
Trying out our revitalized mastery
Illuminated Healing has gotten a lot of bad press in the past, this column included. I think that either letting the bubbles stack or allowing them to proc off Holy Radiance is still necessary, but the change it received is still welcomed. The duration was doubled, which should help them get used more often, though by how much? Since IH usually comes from direct heals, tanks are usually the bubble recipients, and they get hit pretty often already. Some of the initial numbers I've seen shared by other holy paladins show that mastery has significantly improved, although I am reserving my judgement until I can test it myself.
I plan to reforge my gear down to a reasonable level of haste (based on the Holy Radiance table) and then keep any remaining mastery while reforging the excess crit to mastery as well. I do a fair mix of raid and tank healing, and so I'm interested to see how much of a difference mastery makes. Haste is clearly the best stat in every way for raid healing, but mastery may have a place for fights with heavy tank damage. Heroic Halfus comes to mind, and I find that any extra healing during that fight's opening minutes can be lifesaving.
New gear from the troll dungeons
If you're like me, you're still waiting for Cho'gall to drop his Shackles of the End of Days, which was our only option for epic healing bracers outside of heroic Sinestra. There's now a new pair of bracers in Zul'Aman, the Bracers of Hidden Purpose, which drop from Akil'zon, the Eagle Avatar. I think their purpose isn't hidden that well, as they're obviously designed to provide holy paladins with another option for epic bracers. They're not perfectly itemized or anything, but they're definitely better than whatever blue bracers you're wearing now. I have been dragging my guild through Zul'Aman all week, hoping that between Akil'zon and Cho'gall, I'll be able to round out my gear.
The other item I've got my eye on also comes from Zul'Aman and drops from Hex Lord Malacrass. It's a perfectly itemized healing ring named the Soul Drain Signet. I currently use both of the caster rings from the valor points vendor, and so even though this ring is great, I don't think it's worth the intellect loss to downgrade from a ilvl 359 item to a 353. If you don't have two epic rings, definitely look into picking this one up. Most of the other plate healing gear from Zul'Aman and Zul'Gurub is either not well-itemized or easily filled with a similar item from the valor points vendor. If you need an epic weapon, Daakara of Zul'Aman can hook you up with the Amani Scepter of Rites, which is both functional and fashionable. He's all the way at the end of Zul'Aman, so I wish you luck as you trek through the other animal spirits.
Healing in the Zuls
If you've been to Zul'Gurub or Zul'Aman before, then you know the general flow of the instance and each boss' special abilities. While they've undergone some serious changes for lore and balance reasons, the general idea of both dungeons have been retained through patch 4.1. There are several new boss mechanics and strategies to familiarize yourself with, and you'll want to be prepared when you walk in. If you enjoy finding out things on the fly and facing a totally new boss, that's fine too, but most PUGs or guild groups will expect you to know your way around.
The usual good advice of staying out of fire/ground effects and standing behind and away from the boss still stands. I tend to lean pretty hard on my Divine Light button during new encounters, as I'm never certain when someone might take an extra spike of damage. Focus on getting through an encounter first, and then go back and start smoothing out your strategy once you've got the boss down. Since dungeon encounters are so short, you can usually abuse your expensive heals in exchange for keeping everyone alive.
A lot of the fight mechanics will either kill a player instantly or wipe the group if you fail to execute properly, and so you get instant feedback if you're doing something wrong. If you're looking for detailed guides to each instance's bosses and trash, Allison wrote an amazing guide for Zul'Aman and another guide for Zul'Gurub. I won't be writing specific guides for each boss, as the strategy is usually "heal your tank and whoever else takes damage," and that's not very interesting. Ask any specific encounter questions you have in the comments and I'll answer them with a detailed response.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Elegans May 1st 2011 4:09PM
Any suggestions for healing Akil'zon in ZA? I'm struggling with trying to balance dispels with mana conservation (I have glyphed Cleanse), and keeping up with group AoE damage. I've done ok on the other fights, but this one is killing me (literally). And how ironic is it that drops the bracers? :)
Elhannan May 1st 2011 4:50PM
My advice would first be - check that everyone is doing their jobs properly. The group damage that can be taken when people are not killing the eagles or standing under the target of the storm is totally unmanageable - and I'm in near complete raid healing plate.
That obvious comment aside, I find overall throughput is your friend. Keep holy radiance off cooldown, blow Divine Plea + Avenging Wrath the moment you dip below 80% mana, keep the eagle target topped off the whole time, and hope like mad your group is awake. If you get it right, it's a short fight, so Chase's comment about not conserving mana stands. Throughput and reflex-triage is what you need.
Elhannan May 1st 2011 4:50PM
Oh, duh, forgot to add - pretty much don't dispell. I've found people die during the time it takes me to try and get a stack off them. Dispell in the first, perhaps 15-30 seconds can be worth it, but after that I don't even try.
Coud May 1st 2011 5:32PM
heh I don't know about not dispelling since that debuff increases NR dmg taken. i found the key to eagle boss is a) have no more then 2 in melee and b) managing the little brown eagles which hits for like 10 or 20K
Xayíde May 2nd 2011 9:31AM
If you have a hunter or a shaman in you group, ask them to put up Aspect of the Wild/Elemental Resistance Totem, it should at least make the nature damage a little smaller.
Chase Christian May 3rd 2011 12:17AM
Here's a welcome change that should help:
In Zul'Aman, Akil'zon's Static Disruption will no longer chain if players are more than 5 yards apart. Not only that, but he'll only cast it every 12 seconds, up from 5. Healers rejoice!
silentk May 1st 2011 5:48PM
The other nice 4.1 change is our Tier Set Bonus!
Now our 4piece grants spirit whenever we use Holy Shock, instead of Holy Radiance - the trigger for your spirit boost is now on a shorter cooldown, and costs less mana. Double win!
Since the change I have gone from being the team's mana-drain to self-sufficient-spammer.
The change makes healing heroic raids a lot less stressful, even on fights like the dragon twins where there are stupid amounts of raid damage.
Xayíde May 2nd 2011 9:26AM
Wow, I wonder how that didn't get enough attention. It seems huge enough to make us actually want to use our set, it's practically a permanent 540 spirit boost. I only wonder if it's enough to compensate the lack of a single haste piece in the set.
silentk May 2nd 2011 1:30PM
With only my heroic Magmaw breastplate (247 haste on it), I still have enough haste to make up for wearing 4 set pieces. Even though Blizzard did not give us haste directly, there is enough crit and mastery on the set to reforge into a reasonable amount of haste. (I have 30% haste when raid buffed in my 4pc tier.)
The 12 % haste from talents is what makes the difference. =)
Fdaapprovedd May 1st 2011 9:01PM
I know exactly what you're talking about, and you aren't the first one to fall victim to this boss, assuming your'e killing the eagles and staying in the eye of the storm.
The party-ending move is as follows :
Static Disruption - This is a 35,000 damage AoE ability that'll hit anything within 12 yards of Akil'zon and leave a debuff increasing nature damage taken by 25%. If you have the ability to do so, dispel the debuff on the tank. (Thanks to Allison's guide)
The Static Disruption ability combined with Call Lightning hits like a mac truck filled with... another mac truck.
It seems like melee heavy groups are penalized during this encounter, unless you can have your melee dps run away before Static Disruption drops.
I had the exact same problem. Unfortunately, the tank in my pug decided that we were failing simply because my priest was specced Disc and not holy, and apparently never had a problem with that fight before. Needless to say I reluctantly respecced holy and had to pump out 15k HPS over my usual 9k HPS to cover for my groups mistake in the encounter. I still don't know how I pulled it off, haha.
Fdaapprovedd May 1st 2011 9:03PM
Sorry, Elegans, that comment was meant for you.
jijo0068 May 2nd 2011 1:32AM
Akil'zon is bar far the worst boss for healing in both instances, I play all healing classes and I struggle in this fight to keep up on any healer, if you are in a melee heavy party you will struggle, I did it once easy when 4 ranged + tank, only one would get hit with Static Disruption and then it is an easy fight, if 3-4 gets hit it will be a nightmare, I think this is by far the worst fight in both instances, the other fights I have no problem with except maybe High Priestess Kilnara in Zul'Gurub, I find I have to dish out over 15k healing in that fight but so far I have not wiped on it, wiped plenty on Akil'zon.
LeepinLeemur May 2nd 2011 6:55AM
If you are still in pre-raid gear, the ZA quest shoulders and ZA drop boots seem to be the best. The boots seem even better than eternal pathfinders.
Unless you don't need spirit, the ZA bracers don't seem very good at all. Mr. Robot ranks them below both blue bracers.
It is disappointing there isn't much in ZG. The head may be an up for some.
Xayíde May 2nd 2011 9:14AM
I actually got a goodie bag for healing a random heroic. At that time, both healers and tanks were eligible, which I thought was weird, but there you go. It doesn't move from role to role, more than one can be eligible.
matticus May 2nd 2011 12:13PM
I queue as tank/heals, and for the first time in probably years in a PUG, got the healer role.
dannyleitner May 2nd 2011 9:46AM
ok, so, is there a haste cap? if there is and i go over it will it have reduced effects? Im still stacking intellect/haste/spirit gems and reforging all my crit into haste...so, is this the wrong way to do it or is it ok? i seam to do just fine on healing encounters. But i havent used anything mastery, no items or elixers, or reforged stuff....should i be using it now?
Kuro May 2nd 2011 12:36PM
There is no "haste cap" (unless you're using Mr. Robot.)
There's an attainable "extra tick" (14) to HR with threshold of 1860.
http://elitistjerks.com/f76/t110847-holy_cataclysm_holy_compendium_4_0_6_a/
dannyflorida May 2nd 2011 10:22PM
"..., but I haven't seen the little bag icon move from the tank icon since the patch's release."
Surprisingly to me, I have seen that little bag icon on Healer many times already. My holy paladin has collected a nice cache of extra rewards but no rare mounts yet.
Also surprisingly, I've seen the little bag icon on both Tank and Healer *at the same time*. I wonder if that is working as intended.
Chase Christian May 3rd 2011 12:18AM
Since I wrote this, I've actually scored a few of the healing bonus bags myself. Free flasks!