The Light and How to Swing It: Putting our Hands to work

If healers were defined by their heals, then holy paladins would be the strong, silent type. Our roster of healing spells has always been meek. The three-heal model of Cataclysm and the introduction of our holy power heals definitely increased our selection, but we have nowhere near the healing spell diversity of a priest or druid. We're only now receiving a true AOE heal in patch 4.3 with Holy Radiance's redesign.
Rather than leaning on a variety of healing options, holy paladins like to keep it simple. We're able to compensate for our undiversified healing tool box by drawing on our numerous other abilities. We might not have as many healing spells as the other guys, but we certainly have more utility spells than they could ever dream of. Our "Hand of" spells allow us to go further than any other healer can.
Hand of Sacrifice: Our external cooldown
Around the time Ulduar was released, an interesting shift happened in the healing metagame. Rather than relying on our tanks to use their defensive cooldowns when necessary, healers were pushed to use their external cooldowns to prevent tanks from dying. Encounters like the Iron Council on heroic difficulty pushed our healing abilities to the edge, and tanks simply couldn't survive Steelbreaker's punches without help from our cooldowns. Since that time, healers have been laden with the burden of ensuring that the tank has a cooldown active any time there's heavy damage coming in.
Hand of Sacrifice is our external cooldown ability. It reduces the damage that our target takes by 30% for 12 seconds, but it does so by redirecting the damage to ourselves. We take 30% of the damage that our target is taking. Since we have so many options to heal ourselves automatically, like Protector of the Innocent, it's often valuable for us to take some of the damage off of a tank. Even though we're not actually reducing the total damage that the raid takes as a whole, by redistributing the damage, we increase our tank's chance of survival.
We do need to make sure that we don't accidentally kill ourselves with Hand of Sacrifice, though. Hand of Sacrifice itself won't typically kill us outright, but any additional raid damage affecting us can spell our doom. On the other hand, we can break ourselves out of crowd control effects like Polymorph and Sap with Hand of Sacrifice. We cast it on an ally if we suspect we're going to get put under a CC effect shortly, and then any damage our target takes breaks us out.
If we pop Divine Shield while Hand of Sacrifice is active, we actually don't take any damage at all, allowing us to reduce our target's damage at no cost to our own health. I like to use this combo toward the end of an encounter to ensure that my tank won't die while I have Divine Plea active. During my testing, Divine Protection (with and without its glyph) did not reduce the incoming damage I took from Hand of Sacrifice. The incoming damage is applied directly to our character, so we can't resist or dodge the damage either.
Hand of Protection: Saving lives
Hand of Protection is our other powerful option for reducing incoming damage. I should note that this ability used to be called Blessing of Protection, and you'll still hear it referred to lovingly as "bop" by any veteran paladins you know. Hand of Protection makes our target invulnerable to physical attacks and will often remove any physical debuffs like bleeds or stuns from our target.
The catch is that our target won't be able to use any physical abilities while under the effects of Hand of Protection. Because most healers and casters don't use any physical abilities anyway, you're always safe to place a HoP on them. HoP tends to be incredibly valuable for saving a mage or warlock that pulled aggro on a boss or an add. One of my favorite PVP combos involves tossing HoP onto a friendly arcane mage, which lets them wind up some Arcane Blasts without fear of being interrupted or stunned by most melee classes.
While there are situations where using HoP on a tank to clear their debuff stacks can be valuable, we want to be careful with how we use it. If a boss only has melee abilities available, they'll stop attacking the tank if he is hit with HoP. At that point, the boss will start attacking whoever is second on the threat table, and things go downhill quickly. Try not to HoP the currently active tank. If you absolutely have to HoP him, immediately follow it up with another Hand spell like Freedom, as it will overwrite Hand of Protection and allow the tank to regain aggro. You should note that HoP isn't a threat drop, just an aggro drop.
The pointless nature of Hand of Salvation
Back when threat was actually important, Hand of Salvation was an interesting spell that holy paladins could use to help keep threat under control. Now that tanks have all the threat they could ever want and more, Hand of Salvation doesn't get used much at all. My only advice is to remember to use Hand of Salvation as late as possible, as it reduces a fixed percentage of your target's threat and so you want the total amount to be a bigger number.
Hand of Freedom: Unique mobility
Hand of Freedom is one of the spells that convinced me to play a paladin in the first place. Hand of Freedom makes us immune to any slows, snares, and roots while active, ensuring that we're always moving around at full speed. When combined with Pursuit of Justice and Speed of Light, holy paladins have amazing mobility. While raid encounters that feature slows and snares are rare, Hand of Freedom is still nice to have around. In PVP combat, Hand of Freedom is a core ability that is crucial to paladins gaining any sort of positioning advantage.
Hand of Reckoning: Playing with fire
While Hand of Reckoning is usually characterized as a tanking spell, holy paladins can use it too. I taunt down my own Spinners when fighting Beth'tilac, and I'm able to help round up the Lava Scions when facing Ragnaros. The key is making sure that there's a real tank nearby to take over quickly, as holy paladins aren't designed to handle a dangerous add for very long. I also use HoR quite often in dungeons to help get mobs into the correct positions, but be careful not to usurp your tank.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Jeff (Not that one ^ ) Nov 13th 2011 8:05PM
Hand of Sacrifice + Baleroc's Decimation Blade = Bad (if hilarious) Idea
Chase Christian Nov 13th 2011 8:21PM
I remember my first time making this mistake. It was heroic Baleroc, Decimation Blade has just popped up, but both myself and my partner resto shaman were Tormented. The tank was out of CDs. I tossed up HoS and prepared for impact, but I died in the global between HoS and hitting Divine Shield. Splat.
Diatenium Nov 13th 2011 8:44PM
Yeah, I've seen this happen a couple times, really though HoS is a great means of helping with torment targets, although it requires a bit of coordination.
Hih Nov 13th 2011 8:06PM
"but we have nowhere near the healing spell diversity of a priest or druid."
Woah woah woah, I don't know where this "Druids have tons of spells" thing came from, but it is not true. It wasn't true when the devs said we didn't need a new spell from 80-85 despite giving Priests 2 new ones, and it's still not true now.
Druid: Big 3, Rejuv, Swiftmend, Tranquility, Wild Growth, Lifebloom.
Paladin: Big 3, Holy Shock, Holy Radiance, Word of Glory, Light of Dawn.
Druids have a single more healing spell than Paladins. If we were to add "cooldowns that help with healing" Paladins would then blow Druids away in terms of spell diversity.
Chase Christian Nov 13th 2011 8:13PM
Diversity isn't about volume, it's about variety. Druids have pure HOTs (rejuv), front-loaded HOTs (Regrowth), stacking back-loaded HOTs (Lifebloom), regular heals (Nourish), instant heals (Swiftmend), AOE HOTs (Wild Growth), raid healing CDs (Tranq).
Paladins have regular heals, instant heals, and Holy Radiance.
Jeff (Not that one ^ ) Nov 13th 2011 8:24PM
I don't understand where the healing spell diversity question comes from, either.
Druids: Healing Touch, Nourish, Wild Growth, Lifebloom, Swiftmend/Efflorescence, Regrowth, Rejuvination
7 spells in regular rotation.
Paladins: Holy Shock, Holy Light, Divine Light, Holy Radiance, Light of Dawn, Word of Glory, Flash of Light
7 spells in regular rotation.
Priests (Holy): Prayer of Healing, Circle of Healing, Heal, Greater Heal, Renew, Flash Heal, Holy Word Sanctuary/Serenity, Binding Heal, Prayer of Mending
9 spells in regular rotation.
Priests (Disc): Prayer of Healing, Heal, Greater Heal, Flash Heal, Power Word: Shield (glyphed), Binding Heal, Prayer of Mending
7 spells in regular rotation.
Priests (Disc-Atonement): Prayer of Healing, Smite, Holy Fire, Greater Heal, Flash Heal, Power Word: Shield (glyphed), Binding Heal, Prayer of Mending
8 spells in regular rotation.
Shaman: Healing Wave, Greater Healing Wave, Healing Surge, Riptide, Chain Heal, Healing Rain, Healing Stream Totem.
7 spells in constant rotation. I count HST because it's essentially a constant AoE HoT and usually accounts a significant percentage of a Shaman's heals.
Twill Nov 14th 2011 12:35AM
Paladin complexity came with Holy Power.
I have a healer of every class at max level. I would say the most complex is the holy priest, then the paladin, then the disc priest, then the druid, then the shaman.
The amount of micro managing because of Beacon of Light (not mentioned above), Protector of the Innocent, and Holy Power can be a lot more complex than just HoTing everything.
(And only badly geared Druids use Nourish. It's weak. Its less HPM than Healing Touch too. It's not even worth it for refreshing Lifebloom since Lifebloom itself is cheaper. You only use it until you're geared enough to use Healing Touch without oom issues.)
headondesk Nov 14th 2011 8:55AM
(And only badly geared Druids use Nourish. It's weak. Its less HPM than Healing Touch too. It's not even worth it for refreshing Lifebloom since Lifebloom itself is cheaper. You only use it until you're geared enough to use Healing Touch without oom issues.)
Nourish is not just for badly geared toons. It is cheap, refreshes Harmony, hits for 10-25k, and great for conserving mana. HM Rag makes this one of the best spells for p1. HM Baleroc its good for tank heals. And its an all around useful spell for Alysrazor Hm as well.
Karmatrain Nov 13th 2011 8:16PM
Reckoning is also fun in pvp. Taunt that Water Elemental and if the mage does not notice it will keep breaking CC.
Vitos Nov 13th 2011 8:21PM
Hand spells are a ton of fun.
With hand of protection you can "Hop" off Dalaran etc... and survive without trouble.
And while this isn't a prot article, Salv can be very useful for taunt swaps, especially if Hero was just blown or you used a personal DPS cooldown.
Boobah Nov 13th 2011 8:26PM
"If a boss only has melee abilities available, they'll stop attacking the tank if he is hit with HoP."
How odd. You spelled 'any' as 'only.' Weird.
Seriously, anything with an auto attack (which is nearly every mob in the game) will ignore any character (assuming that there's anything else at all on their threat table, anyway) that is immune to melee attacks, whether they have other abilities that could hurt the Protected character or not.
Although a taunt will stick through Hand of Protection; once the taunt debuff wears off, though, the mob will resume ignoring the Protected target. A truly prepared tank can add a macro that reads "/cancelaura Hand of Protection" to make getting rid of the bubble easier than hunting through their buffs, too.
Diatenium Nov 13th 2011 8:52PM
One of the most annoying feature with hand spells is their range of 30 yards, it can be really annoying to try and sac your tank only to realize you're a few yards short.
And yes, hand of salvation is kinda obsolete, with the exception of some particular situations where threat can get wonky, but even then it's pretty much useless by now.
The changes to threat were mid-expansion, so dealing with salv directly appears out of the question, at least until 5.0.
One idea I figured is a "Hand of Vigilance" buff that clears charm, disorient, and fear spells but only lasts half as long as HoF and shares a cooldown with it. It's interesting to speculate about, at least, now that our class doesn't appear to be receiving a major overhaul this next expansion (for once) it would be a great to see some underused or seemingly irrelevant abilities refined.
mintyfreshj Nov 13th 2011 9:11PM
I didnt even realize the amount of funny comments people could make from the article name :D i must be getting rusty...
Arch Nov 14th 2011 12:00AM
@Jeff: you can't forget penance for disc priests. And you forgot about divine hymn for priests in general. Also, how about light well and holy nova? I might even be inclined to include desperate prayer as well just cuz it's one more spell to utilize if needed.
Twill Nov 14th 2011 12:36AM
I'm not sure, but I think there is a glyph for Salv that lets it work like Fade.
Not sure...
dj.clayden Nov 14th 2011 2:55AM
Yes, it turns HoSalv into a 10-second aggro drop.
http://www.wowhead.com/item=45747
I would actually love to run this glyph but there's just too many fantastic Major glyphs for us.
elyse mitchell Nov 14th 2011 3:36AM
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johnny.ramos1 Nov 14th 2011 4:40AM
I recently acquired some Holy gear, just enough to get into Heroics. I used to play holy for fun back in BC and early Wrath. This spec is completely different than back then. I dont know how you guys do it. I wasnt able to keep the tank up at all. mind you my gear was high enough Ilvl for Heroics. I was prolly avg about ilvl 338. I tried to you everything i could muster and i got nothing.
before I jumped into a heroic I was doing some BGs and TB to get a feel for the new Holy play style and It was no help.
Im a little sad that Holy Pally is not fun anymore. of course Im sure I was doing something wrong but since I had played before and was successful I figured I would be ok going in.
I remember hearing that in cata we were all gonna have big stamina pools and bosses were not going to hit as hard, we'd be able to keep everyone basically topped off or fluctuate between targets. My tank was taking enormous DMG and I just was not able to top him off. my Holy lights and holy shocks werent getting his bar up, and when i decided to use a divine light to rescue him, like i had heard we were supposed to use, my cast time was too long and he died in the middle of me casting.
needless to say I dropped group after apologizing and went straight to my bank and deposited my holy gear and grabbed up my ret stuff. Im probably never gonna go holy again unless someone can direct me to a decent guide that isnt just about what to Spec, Gem and glyph to.
srshupe Nov 14th 2011 11:17AM
Trying to learn the spec in a heroic might not have been the best course of action. You could pick it up easily in BS and WotLK because all you had to do was spam FoL or HL.
cptgrudge Nov 14th 2011 5:34PM
Torgun's Quick and Dirty Starting 5-Man Heroic Guide for Holy Pally
1. Put Beacon on the Tank.
2. Holy Light is your "auto-attack." Cast on the DPS or yourself, because 100% of Holy Light goes to the Beacon. At the very least Always Be Casting this spell.
3. Use Holy Shock on CD as much as you can, to heal targets of opportunity.
4. Use Word of Glory when you get to 3 Holy Power, or before 3 as an Emergency instant heal.
5. Divine Light when you need to catch up on healing.
6. Many fights have lulls in them. Try to use Divine Plea at these times and not be casting. Your heals are pathetic until it is over.
A. 338 ilevel is around where I was when I started heroics in December 2010. The party will likely need to use some CC; I couldn't heal stupid away until later.
B. Flash of Light is not to be used. For serious. This spell is not for you until you get better gear.
C. Light of Dawn is highly situational. Will it hit everyone? No? Then do Word of Glory instead.
D. Holy Radiance (4.2)? Same thing. Are people in range? No? Direct heals it is.
E. Usual best practices apply. Don't stand in fire, etc.
F. Set aside all this Hand business until you have the basics down. Or, use Hand of Sacrifice when you Divine Plea for practice if you are feeling adventurous.