The Light and How to Swing It: How to use holy cooldowns efficiently

Holy paladins are blessed with a robust selection of cooldown abilities, which improve our performance for a short period of time. Other classes like the restoration shaman have far fewer options for increasing their healing output on demand, which makes holy paladins one of the most flexible healing classes. In addition to boosting our single-target throughput, our cooldowns can also vitalize our AOE healing and reduce incoming damage.
When faced with such a large number of cooldown options, it can be difficult to pick the right ability for the job. Each of our cooldowns works in a unique way, with different strengths and weaknesses. By choosing the right opportunities to use each of our cooldowns, we can maximize our healing and minimize the chance of someone dying. Because of how powerful our cooldowns are, you should be using them on every boss encounter. They become especially important on heroic fights, as our healing capacities will be put to the test.
Divine Favor: Our signature offensive cooldown
While we have any extensive toolbox of offensive cooldown options, Divine Favor is the only holy-specific cooldown in the mix. By offensive, I'm referring to the fact that it boosts our healing output, rather than improving our defense or reducing incoming damage. Divine Favor grants us 20% haste and 20% critical strike chance while active, which makes it very potent. What's important to note is that DF lasts for 20 seconds normally or 30 seconds when glyphed, making it one of the longer-lasting cooldowns in the game.
DF isn't a bad option for tank healing, as the extra haste will let us cast more Holy Lights and Divine Lights on our tank. The extra critical strike chance also allows us to do some extra healing, but that's usually not relevant when you're healing a tank. The downside here is that we're going to be spending much more mana on heals than we normally would, since we're casting them faster.
DF is obviously beneficial for tank healing but really comes into its own when raid healing. Our Holy Radiance spells, both the current and patch 4.3 iterations, scale off of haste quite well. When we reach certain haste break points, our Holy Radiance gains extra ticks, which increase the healing done significantly at no cost to us. In addition, we can cast more normal heals in the same amount of time with Divine Favor, which allows us to cover more raid members. Divine Favor is the best cooldown we have for raid healing.
The ambivalence of Avenging Wrath
Avenging Wrath is one of the retribution abilities that we have borrowed for our healing purposes. It increases our healing output by 20% while activated and lasts for 20 seconds. Because Avenging Wrath simply increases our healing done, it affects all of our heals fairly equally.
Tank healers in particular like Avenging Wrath because it lets them deal more healing without costing them any extra mana. It's also complements Holy Radiance, especially when Divine Favor isn't available. We want to get as much healing done during the 20 seconds of AW as we can, to maximize the amount of bonus healing it provides. I typically save AW for situations where heavy tank healing is needed, specifically because Divine Favor is so good for AOE healing situations.
Guardian of Ancient Kings with Divine Light
Our holy-flavored Guardian of Ancient Kings is another dual-purpose cooldown, as it doubles our single-target healing and also splashes some of the healing done onto any nearby targets. The key differentiator for GoAK is that it only works for our first five heals after activating the Guardian.
Because of this restriction, we want to ensure that we get the most out of our cooldown. You don't to waste a doubling proc or the splash heal on something weak like Holy Shock or Holy Light. In order to maximize the effectiveness of GoAK, you should follow it up with five Divine Lights. The spell is typically the most powerful when healing a tank or deeply wounded target, but the AOE aspect can also be beneficial if most of your raid is stacked up.
Defending the raid with Aura Mastery
Aura Mastery is one of more unique abilities, at least until shaman receive the same spell for their totems in Mists of Pandaria. AM doubles the effect of our active aura, which can be quite beneficial. AM is most useful when there's a lot of incoming magical damage, as we can use AM with Resistance Aura to improve our resistances. Note that some magical damage isn't able to be resisted, especially on boss fights, so only use AM with Resistance Aura if the damage can be resisted.
Aura Mastery also works well with Devotion Aura, as increasing the armor of your tank reduces their physical damage taken. While 6 seconds of extra armor isn't much, it can make a difference when combined with other cooldowns from yourself of the tank. Any damage reduced is better than damage healed.
Finally, on a fight where you're taking damage or getting beat up, you can use Aura Mastery with Concentration Aura to prevent any knockbacks, interrupts, or silences from working. Since you're immune to any effects that prevent you from casting, you can be certain that your important heals will be delivered no matter what.
Lay on Hands saves one life
While shaman and druids have Nature's Swiftness to let them unload a powerful heal quickly, nothing can beat Lay on Hands. It instantly heals our target for our maximum health value, which is well over 100,000 health. The penalty is that it has a very long cooldown.
I try to save Lay on Hands for situations where I'm either low on mana and can't afford the several Divine Lights it would take to top off a tank or for situations where I missed a heal for some reason and now the tank is teetering on the brink of death. Make sure you have LoH bound to a convenient key, because it's the type of heal that you need instantly, not in a second or two.
I know a lot of holy paladins like to use the Glyph of Divinity to give themselves a mana boost when using Lay on Hands, but I tend to want to hold onto LoH for emergency situations due to its long cooldown. If you're the type of person who never uses LoH normally, you can use Glyph of Divinity and simply pop it for the bonus mana. Both strategies are viable; I simply personally prefer having LoH always available.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Diatenium Nov 6th 2011 6:12PM
You forgot hand of sacrifice! A great way to redirect tank damage--assuming it isn't a fight like Baleroc where using the ability is pretty much suicide in the most hilarious fashion.
Hand of protection is a great defensive cooldown as well, in cases of saving a player from falling damage or cheating certain gimmicks like Halfus's healing debuff stack.
Personally, I never really encounter a situation--at least in 10 man raiding--where the extra throughput of GotAK is that necessary, I often feel it's potential is wasted considerably on overhealing. Instead, I use it when heavy damage is coming out and I have low mana and thusly use it to prop up my low-power heals without heavy expense to my mana.
Jeff (Not that one ^ ) Nov 6th 2011 6:23PM
I triggered my Sacrifice on Baleroc once, either accidentally or because I thought it may help. Bad decision.
I wonder if it would work on Shards though...
Earthseer Nov 6th 2011 6:25PM
I like to use hand of sacrifice with BOP right before a large predictable hit is coming, I normally use Bubble to break mechanics like rageface or area effects I need to cross to heal someone.
Scard Nov 6th 2011 6:26PM
Yea, I'm surprised you missed this one Chase. Most people don't think about Avenging Wrath as a holy cooldown, and you hit that spot on. But Hand of Sacrifice is big and with a relatively short cooldown.
Diatenium Nov 6th 2011 6:27PM
On heroic baleroc we have one chap who soaks the entire first shard, at around 15 you pop hand of sacrifice and a few seconds later you bubble because the damage goes so high it -can- kill you.
Oh, also, aura mastery's good here, as well.
Chase Christian Nov 6th 2011 6:33PM
"Hand Of" spells are next week, guys!
jfofla Nov 6th 2011 8:15PM
Use HoS on the Baleroc pull, but not after unless you can bubble.
Also remember to stack up a full load of Mastery on your tank before the pull. Mine puts on a 50k Mastery Shield. Not shabby.
Travis Nov 6th 2011 11:33PM
@Chase:
I commend you for giving Hands their own separate article, but HoS is way too important not to be mentioned here, even if that means you mention it in consecutive articles. It's *that* important.
If nothing else, maybe a small blurb at the bottom giving us a teaser for next week? ;-)
rodmin Nov 7th 2011 8:00AM
@ Diatenium
What you state with your statement is only correct if Protector of the Innocent has not on your talent tree.
For you see, each time you heal your shard soaker, you heal yourself, if only a bit. The truth is, the HoSacrifice would kill you if it inflicted damage to you equal to your health, and that means that you die if you don't get a single heal. But since PotI will heal you, you won't die, you'll just have low health, equal to the PotI heals.
Just don't take the next shard, and you'll be fine, as the PotI will slowly heal you up without a need of a direct heal.
(This does not work if the damage transfer is too big in a go, like HoS the tank with many stacks, so take care when you cast it ;-) )
eel5pe Nov 7th 2011 10:39AM
Holy Radiance: useful as a cooldown to keep some healing going when you know you're going to be stunned/silenced for a few seconds. Mostly a tip for PvP but there are some uses in PvE (Halfus's roars come to mind)
I also want to mention that GoAK works with WoG, so using a 3 HoPo WoG is a good option for GoAK too.
Hih Nov 6th 2011 6:14PM
RIP Aura Mastery+Crusader Aura :(
Earthseer Nov 6th 2011 6:19PM
I like to use Divine Favor as mana cooldown, allowing me to pump out out a ton of holy lights quickly, with my Holy light criting for 40k and my crit sitting at 25% unbuffed this has been a life saver on more then one occasion.
Shrikesnest Nov 6th 2011 6:22PM
From a non-raider's perspective, you can use Avenging Wrath almost like a mana CD in heroic 5-mans. If you're in a fight where you know you're not likely to need the emergency giant heals it can provide, you can use it to beef up your lowly Holy Shock and Holy Light spells enough to save you the need to cast Divine Light later in the fight. Divine Favor and Guardian of Ancient Kings probably wouldn't work well for similar purposes, since those are almost useless outside of an emergency situation.
Bless Nov 6th 2011 6:24PM
Im surprised you said nothing about Divine Sacrifice and coupling it with Divine Protection or Divine Shield?
Xsinthis Nov 6th 2011 6:40PM
This combo by far is one of the most important damage reducing tricks we have up our sleeve. I'm with you on this one, I can't believe it was passed over.
Apple Nov 6th 2011 6:48PM
That's because Divine Sacrifice is deep Prot, you silly fellow. This is the Holy column.
Apple Nov 6th 2011 6:51PM
Derp. Divine Guardian is the Prot one. You were referring to Hand of Sacrifice. Apparently Hands are next week.
In other news, paladin moves are confusing.
Brasson Nov 7th 2011 10:56AM
Divine Hand of Holy Blessing Light! Because Paladins needed a button that combines all of their adjectives into a single spell.
Bless Nov 6th 2011 8:29PM
aww derp derp... I did call it Divine Sacrifice didn't , yeah meant Hand of Sacrifice. I still call Hand of Protection Bop all the time, and some people give me weird comments to. meh
Rendus Nov 7th 2011 12:09AM
The great thing is, these 'how to play your class and spec' articles are gifts that keep giving for this site, as they absolutely must be re-written every patch, because Blizzard can't keep anything consistent (especially for Paladins) for more than a few months at a time.