The Light and How to Swing It: All Hands on deck

I still remember how great the news was when, in the run-up to Wrath of the Lich King, we were told that some of our Blessing spells were going to be converted to a whole new tier of temporary buffs that could be used situationally. This was something that the paladin community had been clamoring for for a very long time. There were just so many Blessings, and it didn't make sense for all the various offerings to be in the same tier.
Then, over time, our hard-fought victory was forgotten, as well as the whole idea of proactively lending a Hand -- sorry, there are going to be a lot of hand puns -- to your groupmates or fellow raiders. Where it used to be a common facet of paladin-ing (in any flavor) to use your then-Blessings as actively as possible, in the last few years, it's more become a characteristic of the min-maxers and the obsessive.
Your Hands aren't like Turn Evil. They actually can serve a vital purpose, even making the difference between a wipe or a kill in some cases. Indeed, I would posit that one of the dividing lines between good paladins and great paladins (regardless of spec) is how intelligently they use their Hands.
Best practices for Hands
The key to making the most of your Hand spells is to deploy them with a rapid-fire reaction time. The easiest way to speed up your ability to throw out a Hand of Sacrifice or a Hand of Salvation at a moment's notice is with keybinds.
In my setup, I have my Hand spells bound to four different keys and macroed with shift modifiers so that if the normal key is shift-pressed, the ability fires off on my target, or if unmodified-pressed, it is used on whomever I am currently mousing over.
I find the latter functionality to be key, as it makes throwing a Hand of Sacrifice on your co-tank so much quicker if you only have to mouse over his or her spot in Grid or (in my case) your focus frame.
Lend a Hand to your co-tank
And speaking of Hand of Sacrifice, I find that that is often my most often-used spell of the bunch. Having an external cooldown that I can throw on my co-tank -- you know, in fights where we can actually have more than one tank -- is very, very valuable.
In this day and age, you know how important cooldowns are to keeping the tank alive. Having an additional one that you can use on another person, without having to worry about a debuff like Forbearance, is Donald Trump-style yuge.
The ever-handy taunt and bubble
This is a neat trick that I've been looking forever for an opening to share, but I've yet to find a column where it was appropriate to do so. Therefore, under the thin veneer of involving Hand of Reckoning, I finally have my window.
When you fire off a taunt -- Hand of Reckoning, for example -- a debuff is applied to your target called Taunted (basically, a Fixate) with a 3-second duration. For that duration, the target cannot attack anyone but you, no matter what (well, except for death).
Where this crosses the line into creative use of game mechanics (a recurring theme with these) is that you can then immediately use Divine Shield for the duration of that Fixate without worrying about the boss turning around and murdering whomever was occupying spot #2 on the threat list. That means, for all intents and purposes, that Hand of Reckoning plus Divine Shield can constitute another cooldown. Big hit coming with an obvious timer? Right before it goes off, taunt and bubble, then laugh as that big hit impotently bounces off your immunity effect.
Likewise, you can use this technique as an enrage timer is approaching. Bosses are typically untauntable once they enrage, but in the final second or two you can taunt and bubble to buy the raid a few more seconds to hopefully deliver a kill. Back in Icecrown Citadel, I was able to survive the (heroic) Blood Queen's enrage on two separate occasions as we were learning the fight, persisting long enough to allow DoTs to finish her off. You can't beat the hero feeling.
The more situational Hands
The remaining three hands -- Hand of Protection, Hand of Salvation, and Hand of Freedom -- aren't as practical as the first two, but in certain fights they can play a pretty big role.
Hand of Protection, for example, was key in learning heroic Majordomo Staghelm. Putting this on a melee DPSer right before Searing Seeds went out prevented an application of the debuff and thus the loss of the DPSer's Concentration bonus, which when done en masse could boost the raid's DPS enough to make that first kill happen. Likewise, on Madness of Deathwing, Hand of Protection can also be used to counteract the damage of Impale, which is purely physical damage.
Hand of Freedom has a pretty big impact on Hagara in Dragon Soul. It can be used to counteract two slows in the fight. One is from her bubble during the ice phase, Watery Entrenchment, which slows anyone moving within the massive bubble. Having a Hand of Freedom on allows the person to either escape the bubble very quickly when it first comes up or to quickly move through it if they're trying to weave around an ice wall and join the rest of the raid. On heroic mode of the same fight, Hand of Freedom is key to dispelling the Frostflake debuff.
And Hand of Salvation is the most situational of all. One of those rare circumstances where some DPSer is starting to climb up the threat charts and nipping at your heels? Perhaps your keyboard is broken? Good time to throw this on them! Sadly, thanks to the obviating of threat, you're rarely going to find a time when Salvation might be helpful. The last example I can think of is going into burn phases on heroic Alysrazor when the legendary-wielding mage has ungodly amounts of haste and lights up the boss like there's no tomorrow. Salvation's a good way to keep him on two feet.
Ultimately, it's important to remember that there is a place in dungeons and raids for your Hand spells. Use them just like the dead vote in Chicago -- early and often -- and you'll be well positioned to make a difference in the outcome of any fight.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Namus Jan 27th 2012 5:18PM
A good way to use your hands spells is with the grid+clique combo or some other healer like addon, that way is easier to help your raid, works for cleansing debuffs, Lay on hands and even taunting in chaotic situations.
Taino Jan 27th 2012 6:48PM
I use Grid/Clique for this as well. I have righteous defense set to shift click and HoP to shift right click.
Docseuzz Jan 27th 2012 5:30PM
I use hand of salvation a lot during tank swaps, right after the other tank taunts off me... Lets me not worry about accidentally repulling the boss...
Skarn Jan 27th 2012 6:08PM
Our paladin tank does this a lot on tank swap fights too. Madness, Blackhorn, etc. While the DPS threat may not be an issue, tank threat is a different story.
Angus Jan 28th 2012 9:12AM
Yea, especially with the new Vengeance mechanic in play, it is fairly easy for a tank with full stacks to keep their stacks long enough to blow past the new tank's threat even 5 or 6 seconds later.
Monion Jan 27th 2012 5:43PM
I still find Hand of Protection useful to put melee in time out or to prevent a mage from getting gibbed if he pulls too much aggro with a string of lucky crits.
Actually, my Holy Paladin had a mage friend I'd run with all the time and he'd always pull aggro back in Wrath, it's how I learned and got *really* good at firing off clutch HoPs.
Finally, pro-tip, Hand of Protection often gets abbreviated BoP - Blessing of Protection. A standby from the days of yore.
ramsayroderick Jan 27th 2012 5:55PM
Hand of Freedom is great in BGs too - for instance if you toss it on the FC as they're sprinting away from the opposition. Keeps them snare/slow/ice-cube etc. free and run like heck.
Eladonra Jan 27th 2012 6:11PM
I'm overly resistant to my "hand" spells when pally healing simply due to terminology. I just equate "put hand on" with "grope". And it would be harassment to grope my fellow players! So I tend to stick with priest or shammy healing - it doesn't make me blush.
cursedmonk87 Jan 27th 2012 7:26PM
WHY didn't I think to use Hand of Protection on that damn mage in LFR Spine who was mad about loot and was just killing all the tentacles to wipe us??? Not that it would have helped us, but maybe if all the Paladins used it once a minute, while the priests life-gripped him, then the hunter misdirects to him while he's tagged with tricks of the trade, we could've griefed him enough to at least die.
Oh well, I'm still having trouble finding a the perfect opportunity for my hand spells, and I think that's the problem, there is a very small window and situation where I would really need to waste a GCD and take up another click-combo to put a hand on someone. The above suggestions do help, but I think these spells need to be designed with more common utility. I guess HoP wouldn't be terrible to throw on our bear tank while he throws a battle-rez on someone. Someday I'll use the perfect combo of hands at the perfect time to save the raid and down the boss, then I'll get to be guild hero for the day.
Monion Jan 27th 2012 7:46PM
HoP doesn't prevent casters from attacking, just melee, so HoP the mage would have done nothing.
However, it is particularily hilarious putting jerkwad melee DPS in "time out" on occasion.
steve Jan 28th 2012 3:47PM
Healers often pull aggro on adds. Tanks can just taunt off them; but as a holy paladin I will hand of protection them if I see it first.
steve Jan 28th 2012 3:47PM
Sooo can I use hand of protection to prevent impaled dmg on my tank? Followed by hand if salve to remove the bubble?
Miri Jan 30th 2012 9:39PM
Based on the platform timings, and 1 minute of Forbearance, you can actually avoid taking any impales on Madness.
I choose to rotate between Divine Shield and BoP as follows:
Platform 1 & 3: DS
Platform 2 & 4: BoP
I have an cancel aura macro to drop BoP as soon as the impale lands so I can get back into the fight.
Been doing it this way for weeks and it works well =)