Holy Paladin Healing Rotation, Cooldowns, and Abilities (WoW MoP 5.2)
In this article, we list your Holy Paladin (WoW MoP 5.2) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Holy Paladin will face you with.
The other articles of our Holy Paladin guide can be accessed from the table of contents on the right.
For 10-man raiding, this guide has been reviewed and approved by Smirk, a Holy Paladin who raids in Paragon.
For 25-man raiding, this guide has been reviewed and approved by Atismund, a Holy Paladin who raids in Envy.
1. Rotation↑top
Healing is in great part based on your ability to react to the damage that the raid takes, and as such there is no set rotation. Rather, you must understand what spells are best suited to the different situations that can occur during a raid encounter.
Holy Paladins are good raid healers, and at the same time they can be good tank/single target healers. In the sections that follow, we will treat both roles.
1.1. AoE/Raid Healing
AoE/raid healing (with
Beacon of Light support on one of the tanks) is
currently the role at which Holy Paladins excel.
To pull off this playstyle, you will need to have taken the
Eternal Flame talent, and you should be gearing for Mastery Rating. Then,
you will have to follow a series of steps, much like a checklist.
- Apply
Beacon of Light on the tank who is taking the highest amount of
sustained damage. - Cast
Eternal Flame on as many raid members as possible.- Cast
Eternal Flame. In 10-man, you should use Eternal Flame with 3
Holy Power, since you cannot afford to waste global cooldowns. In 25-man, it
will prove more efficient to use it with 2 Holy Power instead. - Cast it primarily on players who will benefit the most from the initial heal (that is to say, they will not be overhealed). If no one is in immediate need of healing, cast it on players who are going to take damage (most likely the tanks).
- Cast
- Generate Holy Power to fuel your
Eternal Flame usage, as follows:- Stand in melee range of the boss and use
Crusader Strike on cooldown
(do not worry if some Crusader Strikes miss). - Cast
Holy Shock on cooldown (prefer those raid members on whom it will
not overheal). - Cast
Holy Radiance on stacked raid members, in case there is raid
damage, or
Divine Light on the
Beacon of Light tank otherwise.- If the raid damage is truly heavy, then replace
Crusader Strike with
Holy Radiance altogether.
- If the raid damage is truly heavy, then replace
- Stand in melee range of the boss and use
Three notes are in order.
Firstly, if you cannot be in melee range to use
Crusader Strike, you
will have to make much more extensive use of
Holy Radiance for Holy
Power.
Secondly, you can use
Light of Dawn instead of
Eternal Flame if
there at least 6 targets that will not be overhealed (or at least, not too
much) by it, although do note that if you are facing heavy raid damage, this
may be insufficient.
Thirdly, if there is no raid damage, you should try to keep your Mastery
shields up on as many players as possible. Simply stack them with
Holy Shock and
Holy Light, and keep them refreshed with
Eternal Flame (each HoT tick refreshes the shields).
1.2. Tank Healing
Tank healing is not your strength, but if you are required to perform this
role, you can do so quite well. If you are tank healing, then you must use
Sacred Shield instead of
Eternal Flame.
- Keep
Sacred Shield and
Beacon of Light up on your assigned
tank. Do not hesitate to move your Beacon of Light around (especially if you
are using
Glyph of Beacon of Light). - Low damage
- Make extensive use of
Holy Light on any raid members that require
healing. It provides decent healing and has a low mana cost. The healing done
by this will also heal your Beacon target. - Use
Holy Shock (on cooldown) and
Word of Glory on raid members
who will not be overhealed.
- Make extensive use of
- Moderate damage
- Continue using
Holy Light on other raid members. - Start casting your
Holy Shock and
Word of Glory on your
assigned tank. - Use
Divine Light on your assigned tank if their health drops too
low.
- Continue using
- High sustained damage
- Make extensive use of
Divine Light,
Holy Shock, and
Word of Glory on your assigned tank. - Forsake
Holy Light, as its low throughput will cause you to
fall behind in healing.
- Make extensive use of
- Emergency situations
- Use
Flash of Light, but only if you feel that the target will die
before you have a chance to complete a
Divine Light cast on them. - Healing with
Flash of Light will drain your mana very quickly
and should not be used lightly.
- Use
Two notes are in order here.
Firstly, you can choose to spend your Holy Power on
Eternal Flame
instead of
Word of Glory, if you prefer. This will provide your Beacon of
Light target with a nice stream of healing.
Secondly, if the tank is standing away from everyone else (so that no one
else will soak the
Daybreak proc), you will do more healing to them with
a
Holy Radiance +
Holy Shock combination than with a
Divine Light +
Holy Shock one.
1.3. Additional Actions To Perform
As a Holy Paladin there are a number of spells and abilities that you should use regularly during any encounter.
- Always use
Holy Shock when it is off cooldown (try to minimise
overhealing, though). - Try to melee the boss whenever possible in order to regenerate as much
mana as possible from
Seal of Insight.
1.4. Seal
You should always use
Seal of Insight.
2. Cooldown Usage↑top
As a Holy Paladin, you have several healing cooldowns. You should use them as we explain below:
Divine Favor temporarily buffs your spell haste and your critical
strike chance, making it very useful when you need to temporarily increase
your healing output.
Avenging Wrath temporarily increases your healing output by 20% and
is very useful during periods of high sustained damage.
Guardian of Ancient Kings should mostly be used to provide you with a
great burst of single target (tank) healing, but it can also be used as a raid
healing cooldown with some success. Each time your Guardian replicates a
heal, you gain 10% increased spell haste, stacking. The buff lasts only a few
seconds, 7 seconds, but each new stack refreshes its duration.
Lay on Hands should be used to save dying raid members, especially
tanks.
Hand of Sacrifice transfers 30% of the damage taken by the target,
over 12 seconds, to you. The effect is automatically canceled if the damage
you take is 100% of your maximum health. This cooldown is excellent for
reducing the damage taken by the tank, or other raid members. You must,
however, be aware of your current health and of the damage of the abilities
being used against the target.
Devotion Aura is a raid cooldown, and it should be used at a time
designated by your raid leader, or as part of a rotation with the other
healers.
Hand of Protection can be used to clear harmful physical damage
debuffs and bleeds from the target. Be mindful of the fact that bosses will
not attack targets affected by Hand of Protection, though, so only cast it on
the current tank if the off-tank is prepared to take over.
Hand of Salvation is useful in temporarily removing a target's threat.
It is especially useful on the tank which has just been taunted off of by
the other tank. If the "old" tank has a high amount of Vengeance, it can be
very hard for them to continue attacking the boss without over-aggroing the
"new" tank, so Hand of Salvation helps a lot with that.
You also gain various abilities from your talents. We cover these in a later section.
3. Beacon of Light Target↑top
You should place your
Beacon of Light on the target that is going to
need it the most, even if you are assigned to heal the raid or another raid
member. Generally, it is best used on one of the tanks (whichever is taking
more damage) or someone in your raid who will be taking constant damage
throughout the encounter.
4. Optional Read: Mastering Your Holy Paladin↑top
While the information presented above should enable you to perform very decently as a Holy Paladin, there are many things that you need to perfectly understand if you are to play your character to its full potential. In particular, you need to know the mechanics of all your procs and spells.
4.1. Pooling Holy Power
Thanks to
Boundless Conviction, a passive ability, you can have up
to a maximum of 5 Holy Power at one time. However, no ability that consumes
Holy Power can consume more than 3. This means two things:
- You have to worry less about capping your Holy Power.
- You can pool Holy Power in preparation for a damage burst. For example,
you can cast two 3-Holy Power
Light of Dawns in the space of 3
global cooldowns.
We strongly advise trying to keep 1 or 2 charges of Holy Power in reserve for emergencies or times of need. Naturally, if you need to do a lot of healing, this is not possible, but otherwise you should attempt it.
4.2. Procs
Holy Paladins have two procs that they need to watch out for:
Daybreak and
Infusion of Light.
4.2.1. Daybreak
Daybreak, a passive ability, causes your
Holy Radiance
casts to give your next
Holy Shock some AoE capabilities. Holy Shocks
empowered in this way also heal all targets within 10 yards of the original
target, for an amount of healing equal to that done to the original target,
divided among them.
This proc is very useful, since you should only be using Holy Radiance on players who are near other players, and only during times when you want to do AoE healing. Therefore, it is very easy to simply use the Holy Shock on the same person you used Holy Radiance on. You can, of course, use it on other players for different reasons.
4.2.2. Infusion of Light
Infusion of Light causes your
Holy Shock critical strikes to
reduce the cast time of your next
Holy Light,
Divine Light, or
Holy Radiance by 1.5 seconds. This proc is extremely beneficial, and
should only really be used with Divine Light or Holy Radiance, and not Holy
Light, unless there is practically no damage to be healed. Due to the very low
cast time of your Holy Light while this proc is active (0.7-0.8 seconds) it is
not really possible to cancel your cast, so you should have a way to track
this proc through use of an addon (such as Power Auras).
4.3. Beacon of Light Subtleties
Beacon of Light provides the benefit of free healing on a secondary
target (and should certainly be used with that in mind). The amount of healing
that the Beacon target receives depends on the spell used, as follows:
Holy Light: 100%;
Flash of Light,
Divine Light,
Holy Shock,
Word of Glory (and
Eternal Flame), and
Execution Sentence: 50%;
Holy Radiance,
Light of Dawn,
Light's Hammer, and
Holy Prism: 15%.
Additionally, it is important to keep track of the fact that through
Tower of Radiance (a passive ability), healing your Beacon target
directly with
Flash of Light and
Divine Light will generate
Holy Power quickly. This enables you, at least every 3rd Divine Light (assuming
you had no time to weave in any
Holy Shock between your Divine Lights
due to the high tank damage) to use
Word of Glory.
4.3.1. Beacon Assignment
If you are assigned to raid healing, then cast your
Beacon of Light
on the raid member that takes the most damage (usually a tank) and occasionally
heal them if needed.
If you are assigned to tank healing, then cast your
Beacon of Light
on the tank that takes the most damage and heal them directly with
Divine Light or
Flash of Light, using
Word of Glory to
dump your Holy Power and conserve some mana.
4.4. Denounce
Denounce deserves a special mention. This spell can be a useful
and much-needed DPS boost during progression content, provided that you can
spare the mana required for it.
4.5. Mana Regeneration With Divine Plea
Divine Plea is a mana
regeneration cooldown that allows you to regain 12% of your
maximum mana over the course of 9 seconds, at the cost of a 50% reduction to
the efficiency of all your heals for the same duration. On a two minute
cooldown, this ability is somewhat situational, and while some fights do not
allow for any breathing room to cast this, most of the time it is possible to
use it during a time when the healing required is low.
That said, we strongly advise you to use
Glyph of Divine Plea. This will
turn your Divine Plea into a spell with a long cast time, but there is no more
healing reduction, and you get all your mana back at once. Using this glyph
is preferable in the vast majority of situations, since it is rather easy to
find a 4-second period of time (that is roughly how long the cast will be,
taking into account your Haste).
In case you are not using the glyph, there are a few things to keep in
mind. It is a common and incorrect practice to use healing cooldowns
such as
Avenging Wrath or
Divine Favor during Divine Plea in
order to counter part of the reduced healing you are doing. You should not do
this in any case because Divine Plea's penalty will diminish the effectiveness
of your healing cooldown, effectively wasting it. Furthermore, if you find
yourself in need of extra healing from your spells during Divine Plea it means
you have used Divine Plea at the wrong time. For those situations where
something unexpected happens during your Divine Plea, and which requires you
to heal without the penalty, it is useful to have a macro to cancel Divine Plea.
4.6. Abilities and Cooldowns from Talents
4.6.1. Tier 3 Talents
Sacred Shield should be kept up with 100% uptime on a target that
is taking regular damage, such as a tank.
Eternal Flame should also be kept up with 100% uptime on the tank or
on a target that is taking constant damage. You can also use additional Holy
Power (or
Divine Purpose procs) to place it on secondary targets.
Selfless Healer requires that you stack it up to 3 times by
judging. You can keep 3 stacks in reserve (by judging at least once every 15
seconds), which will provide you with a supercharged
Flash of Light to
use in an emergency.
4.6.2. Tier 4 Talents
Hand of Purity should be used on a target that is affected by a
powerful DoT. Usually, this will be the tank, or another raid member who is
being targeted by a specific ability.
Clemency allows you to use your Hand spells twice in a row. Simply
exploit this to the maximum when you use your Hands in the encounter.
Unbreakable Spirit works passively, so it is not of any concern to
you.
4.6.3. Tier 5 Talents
Holy Avenger should be treated as a healing cooldown. Simply use it
during a time of intense damage, and enjoy the extra Holy Power you gain.
Divine Purpose procs will simply be used passively.
Sanctified Wrath increases the duration of your
Avenging Wrath, an effect that occurs passively and does not concern
you. To make full use of this talent, you will need to also use
Holy Shock on cooldown (3 seconds) while Avenging Wrath is active,
something that is not always possible.
4.6.4. Tier 6 Talents
Holy Prism should be cast on the boss, or another enemy target that
is near to raid members. This can be especially useful when the boss or an
add has an aura that damages nearby players.
Execution Sentence can be used as a minor healing cooldown. Try to
use it as many times as possible.
Light's Hammer can also be used as a minor AoE healing cooldown. Just
use it when you want a bit of burst to your AoE healing.
4.7. Tips
Here are a few useful tips to conclude this guide on the Holy Paladin play style:
- Use
Holy Shock and
Flash of Light on your Beacon target
before the fight (and then drink) to start with 5 Holy Power charges. - Pre-heal the tank before the fight starts, in order to build up the shield from your Mastery (it will stack up to a shield equal to 33% of your maximum health, so a nice amount).
- Use
Divine Shield to totally bypass encounter mechanics to
either save you time, or save your raid DPS/movement, or allow you to stand
still and channel heals when your raid's health is low. - Use
Guardian of Ancient Kings to conserve mana in times where the
tank is taking large but steady amounts of damage by letting him get to low hit
points and healing him with a
Divine Light, then waiting until he is low
again and doing the same. - Use
Hand of Sacrifice on the tank at the same time that you are using
Divine Plea, to counter some of the healing penalty that you are
suffering by lessening the damage that the tank takes. - Use
Divine Protection or
Divine Shield when using
Hand of Sacrifice on someone, in order to reduce the amount of damage
taken by you from Hand of Sacrifice.- Note that the damage you take through Hand of Sacrifice is of the same damage school as the damage taken by the target themselves. Therefore, you should think about what damage they are taking, and whether or not Divine Protection will be useful.
Crusader Strike can be used to generate Holy Power.
5. Changelog↑top
- 04 May 2013: Made a few updates.
- Added a distinction between how much Holy Power to use
Eternal Flame
with in 10 vs 25-man. - Added a mention of keeping Mastery shields up on raid members when there is no raid damage.
- Added a mention that pooling Holy Power is recommended.
- Added a short section about
Denounce. - Made a few other small tweaks.
- Added a distinction between how much Holy Power to use
- 30 Apr. 2013: Made several updates.
- Revamped the Rotation section, splitting it into raid healing and tank healing.
- Added
Hand of Protection and
Hand of Salvation to the cooldown
list. - Made it clearer that you should use
Glyph of Divine Plea. - Added a mention that the damage transferred to you through
Hand of Sacrifice retains its damage school. - Added using
Crusader Strike for Holy Power to the list of tips.
