Holy Paladin Healing Mythic+ Tips — The War Within (11.1.5)
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Holy Paladin in World of Warcraft — The War Within (11.1.5).
Holy Paladin in Mythic+
Holy Paladin is one of the better healing specializations for Mythic+. It has excellent throughput for almost any healing situation in dungeons, many defensive tools, multiple cooldowns for emergencies, and good damage for a healer. Holy Paladin weaknesses in Mythic+ include low mobility, lack of a standard interrupt, and limited options for crowd control.
If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our dedicated page below.
Holy Paladin Mythic+ Rotation
For a detailed rotational guide for not only healing but damage as well, you can visit our dedicated Rotation, Cooldowns, and Abilities page.
While Holy Paladin has a lot of strong single-target heals through Holy Shock
and
Word of Glory, the class can struggle when facing very hard-hitting party-wide damage.
Most players will end up underusing cooldowns, which can make AoE damage feel much
harder to deal with. Remember that
Divine Toll has a short cooldown that
you should be aiming to press them often.
One common mistake that players make that can make healing much more difficult
is the overuse of Shield of the Righteous. When you are unfamiliar with
how much damage your party will be taking, you should aim to sit on high holy
power as much as possible so that in case unexpected damage occurs, you already
have built up Holy Power ready to heal it quickly. This does not mean you cannot
ever deal damage with
Shield of the Righteous, but you should not spend 3
Holy Power on it the second you get that Holy Power. Try to save up until you
get 4 or 5, and then spend Holy Power before building it up again.
Mythic+ Talents for Holy Paladin
Remember that you can easily import the talent tree below into the game with either of the two "Copy Export String" buttons:
Please note that our talents here are specifically focused on Mythic+. If you are interested in more generic talents or other forms of content, please refer back to our page dedicated to talents.
The class tree for Holy Paladin provides many strong abilities that can help
to increase utility, damage, and even throughput. Quite possibly, the most vital
talent is Rebuke, which allows you to have an interrupt again. This can
make difficult packs and mobs much more manageable, as you will be able to assist
with interrupting enemies. The rest of the talents selected aim to increase
damage through the right side of the class tree as well as getting the strong capstone
nodes,
Of Dusk and Dawn and
Divine Toll. The increased power from Dusk
and Dawn is pretty self-explanatory, but Divine Toll is much more important. One
of the historical problems for Holy Paladin in M+ is a lack of healing outside
of
Avenging Wrath.
Blessing of Summer is another extremely important ability to consider.
This talent is the old Night Fae covenant ability. While it was never
really popular in Shadowlands, it being only a 1-point talent makes it incredibly
good. That being said, its value will come down to your usage. Some classes will
benefit from the buffs more than others. You also need to use it as often
as possible to cycle through the four buffs and get back to Summer as quickly
as you can, as it provides the largest DPS increase.
Best Trinkets for Holy Paladins in Mythic+
For in-depth trinket analysis, you should visit QuestionablyEpic which will provide you with a tool to compare every trinket you have, as well as rankings of the best overall trinkets.
If you are interested in reading more about gearing your Holy Paladin, you can check out our page linked below.
Mythic+ Utility for Holy Paladin in The War Within Season 2
This section talks mostly about the uses of different spells. For in-depth explanations of all Paladin Abilities and Talents, including these, check out our Spells page.
Utility of Holy Paladin in The War Within
Interrupts, Stuns and Stops
Rebuke is your "kick" and your most important bit of utility in
Mythic+, used to stop enemy casts for the benefit of the group and especially
the tank. It is highly recommended to use a Focus Kick macro for this.
- /stopcasting
- /stopcasting
- /cast [@focus,exists,nodead][@mouseover,exists,nodead] [] Rebuke
This macro will kick your focus target if you have one, mouseover if you have no Focus target, and your target if you have neither of those.
To quickly set a focus target in hectic scenarios, we also recommend a Focus Mouseover macro.
- /focus [@mouseover]
Make sure that your UI shows your Focus Target's casts clearly so that you are always able to kick it on cooldown or in coordination with the rest of your group.
Stunning and "Stops"
Hammer of Justice is your primary "stop". This will stun your target for a
small duration, preventing them from casting any abilities.
Repentance is a crowd-control ability but will only work against
certain specific types of enemies. Using it will not place you in combat.
Blinding Light is an Area of Effect that disorients enemies within 10
yards. The effect breaks when non-Holy damage is done to the target(s). It can
also be used to interrupt the spell-casting of one or more enemies and is considered
your primary "AoE stop". Again just keep in mind that enemies will instantly start
casting/attacking right after in a dungeon setting, so you will only be able to stop
a single set of interrupts/casts.
Other Utility
Blessing of Protection will remove bleeds and other physical damage over time effects such as
Grievous, as well as preventing all physical damage to the target for 10 seconds. It is often used on melee DPS players who might pull threat from your tank.
Blessing of Freedom will remove or prevent the application of movement-impairing effects, including many that cannot be dispelled with
Cleanse.
Devotion Aura is a very strong defensive ability for yourself and your group. Use of
Aura Mastery with it can prevent large amounts of damage and save party members from very large damage spikes, especially those who lack defensive abilities. Try to stand within range of the tank when possible for maximum benefit.
Dungeon Tips and Tricks for Holy Paladin for The War Within Season 2
This section has Holy Paladin-specific tips and tricks that may not seem obvious, for all dungeons' bosses and mobs.
Mythic+ Tips for Holy Paladin in The War Within Season 2
Bosses
Brew Master Aldryr
- In most groups, healers won't be expected to run out and deal with the mechanics during the intermisson. While you can always help if the group is healthy, your priority should be on keeping the group stable through the intermission first and foremost.
I'pa
- When possible, try to CC and help kill the adds to prevent them from reaching the boss. Due to the largely predictable damage on this fight, it should be fairly easy for you to help with add control.
Benk Buzzbee
- Similar to other bosses in this dungeon, the damage intake is entirely predictable. You should aim to have CDs up for each AoE burst, otherwise you can help to do the primary mechanic of riding bees and sending them into the kegs. This will allow DPS to have more uptime on the boss.
- In general you want to position close to melee and to your tank. When adds spawn, it is very easy for you to pick up healer aggro and get meleed. You can avoid this by positioning close to the boss and the tank.
Trash
- Trash leading into the first boss will deal heavy tank and party damage. Make frequent use of
Blessing of Sacrifice on your tank and other party members to help reduce damage taken.
- Careless Hopgoblin will target a player and charge them, upon hitting a wall they will deal a large amount of groupwide damage. It is important that you keep players healthy before these charges.
Bosses
Ol' Waxbeard
- When a player gets targetted by
Luring Candleflame, they will take high amounts of damage.
Blessing of Sacrifice can be helpful in reducing their damage taken and making it more manageable to heal.
The Candle King
- This boss requires a very high HPS output. You will want to rotate through cooldowns and keep in mind that players will drop to low HP naturally. Due to the fight not having any major damage spikes, it is entirely okay to leave players at low HP for periods of time while you rotate cooldowns and wait for them to come back off CD.
The Darkness
Eternal Darkness will deal massive amounts of damage to your party, you will want to have a cooldown for each time this ability is cast.
- You will need to use a defensive cast for each
Shadowblast cast. If a party member does not have a defensive, then you can use
Blessing of Sacrifice on them to help live the mechanic.
- Due to the fight being very low damage outside of Eternal Darkness, Healers are often asked to be the players to run out and pick up candles from various points in the room, returning them to the safe zone allowing your group to have more uptime on the candle.
Trash
- Rank Overseer will do a circle effect that knocks back mobs. These knockbacked mobs can pull other mobs but if you CC the mobs they will not be knocked back, meaning that you should use whatever form of CC you have available to keep mobs from being knocked away into other trash packs.
- Torchsnarl will pick up a player and that player will take massive amounts of damage as they will be unable to avoid the flame frontal. Make sure to prioritize healing on them as much as possible.
Creeping Shadow is one of the hardest hitting debuffs in the game. You will need to dispel your tanks as much as possible when they get this debuff leading up to the final boss.
Bosses
Coin-Operated Crowd Pummeler
- Due to the low damage intake on this boss, healers will often be the players tasked with running around the room to knock bombs into the boss. When you have 5/6 kncoked in, you can wait a few seconds on the 6th bomb to maximize the damage buff provided from knocking bombs in.
Azerokk
- If a player gets meleed multiple times by the fixated add, you can use
Blessing of Protection to remove the debuff.
Trash
- This dungeon has an insane amount of kicks, stops, and dispels required. You will be needing to help manage CC throughout
the dungeon and dispel as much as possible. For example,
Iced Spritzer and
Toxic Blades need to be stopped and interrupted as much as possible or a player is nearly always going to die.
Transmute: Enemy to Goo needs to be kicked otherwise party members will become CC'd. If this does go on a player, it can always be dispelled and should be dispelled as soon as possible.
Bosses
Big M.O.M.M.A.
- Once all adds on the boss are defeated, the boss will start dealing massive AoE damage until the adds are respawned. This will require healing cooldowns and defensives to manage. Outside of this phase, you should do your best to help interrupt and kill the adds.
Keeza Quickfuse
Kinetic Explosive Gel will need to be dispelled very quickly. That being said, when it is dispelled it will clear bombs that the player is next to meaning that you should give the player with the debuff a second or two to position themself. If no bombs are active when the debuff is applied, you can dispel it instantly.
Swampface
- This boss is one of the hardest to heal this season. It will deal constant damage to players affected by
Awaken the Swamp, as well as during each cast of
Mudslide. Thankfully, healers cannot get this mechanic if all 5 players are alive meaning that you can focus on healing instead of following your partner. Keep in mind though if a player dies you will start to be targetted by the ability. It is worth noting that on keys +10 and likely slightly above, you can take a few ticks of
Rushing Tide in case you need to keep players alive. If you do end up taking ticks, it is recommended that you also use a defensive to be safe.
Trash
- At times, Venture Co. Architect will cast
Nailed, rooting a player. While movement-impairing removal abilities such as
Blessing of Freedom can help with this, it isn't always guaranteed they will be available. You will often need to use a defensive or spam heal players who remain rooted if fire begins to spawn under them.
- Bubbles will deal massive party-wide damage in the form of
Backwash. You will need to plan cooldowns for the initial burst damage it deals, followed by the DoT it leaves on players.
Captain Dailcry
- This boss deals very little group-wide damage, but does deal massive damage to the tanks. Make sure that you keep consistent healing on them and aren't afraid to use external cooldowns on them as necessary.
Baron Braunpyke
Sacrificial Pyre will spawn throughout the fight and will need to be soaked. Each time it is soaked the party will take a bit of damage and the player who soaked it will be given a stacking debuff. While tanks will soak many stacks themselves, other players will also need to soak throughout the fight and will require priority healing.
Castigator's Shield will be thrown at players and is very dangerous. You will need to move out of the ground very quickly and make sure that players are topped before the cast goes off, otherwise low health players will be at risk of dying.
Prioress Murrpray
- While this boss deals a decent amount of damage throughout the fight, the last 50% is where it tends to be the scariest. DPS will need to break the shield as quickly as possible to reduce raid damage and to minimize add spawns. It is recommended that you have cooldowns available for this point of the fight to reduce risk of deaths.
Trash
Impale will be applied to players early into the dungeon, this bleed deals a ton of damage but can also be removed by
Blessing of Protection.
- If you or a party member finds themselves rooted by
Caltrops, they will take massive amounts of damage over time. This effect however can be removed through abilities that break roots (
Blessing of Freedom), also stopping the damage taken.
- War Lynx will apply a bleed debuff that can be removed through
Blessing of Protection.
- After the first boss, you will deal with some of the most difficult trash in this season, Ardent Paladins. These will cast
Sacred Toll, dealing a massive amount of party damage. Many pulls will include two paladins and even three at times during larger pulls. You will need to keep an eye out for these casts to not only sure players are healthy before the casts go off, but to also heal players quickly between each cast.
- It should be mentioned that much of the trash in the room before the final boss will be pulled as you enter combat with the final boss. The miniboss specifically as well as the two packs on either side of the stairs leading to the final boss will aggro if you attempt to skip them.
Voidstone Monstrosity
- While this dungeon is fairly easy for healers, this boss can be deceptively challenging. While its damage is fairly low, healers often have huge troubles until they understand the range limitations of the fight. It is important that as a healer you stand in the center of the boss platform, allowing DPS to flank to your left, right, and behind you each time pillars spawn. In most cases you won't want to be the one to break pillars to ensure you can reach everyone, if players die you will however have to move to pillars. It is important that throughout the fight you move around to be in range of players, and that DPS players also move inwards to help you reach them. You should aim to dispel players outside of melee and again be flexible in the sense that you need to move around to reach players.
Trash
- Most of the trash in this dungeon is fairly straightforward with nothing notable to consider. Throughout the dungeon each pack will deal quite a bit of damage, but no pack is more notable than the others in terms of what to prioritize for healing CDs. Try to rotate through what you have, not holding onto any one cooldown too long.
An Affront of Challengers
- This boss will require quite a bit of movement as well as frequent dispels. The general rule of thumb is to not overuse space while also being sure to spread from allies at all times to prevent debuffs from going out while you are stacked, resulting in immediate deaths.
Kul'tharok
- While dodging orbs can be overwhelming at first, especially when you need to position for adds spawning, it is important to keep in mind that no matter where you stand, the adds will spawn at the edge of the room. This means that if orbs are blocking the very back of the room, you can stand in melee and still have your add spawn at the very edge, making the dodging much more manageable.
Mordretha, the Endless Empress
- This boss has two very dangerous overlaps that you will need to keep in mind. When the boss casts
Manifest Death and
Grasping Rift at the same time, the party will require massive healing to deal with the DoT as well as the large burst that comes at the end when adds spawn. This generally only happens every other set of pull-ins, making it so that you can safely stack CDs for the sets that line-up. While it depends on damage, you are likely to only have to deal with this overlap twice throughout the fight. Finally, when the boss transitions below 50% HP, she will do a massive AoE effect. As long as players are healthy then you should be in no danger, just try to keep everyone healthy before the cast finishes.
Trash
- In Gorechop's wing, you will have to deal with a ton of diseases and interrupts. When you do not have an interrupt available, do not hesitate to use other forms of crowd control to help prevent casts from going off.
- In Xav's wing, you will have two trash packs that have Shambling Arbalest in them. While these shoot random players for large amounts of damage, they also cast
Jagged Quarrel which will leave a massive bleed on players. You can use
Blessing of Protection to deal with it, but you will still need to heal through most of the casts.
K.U.-J.0.
- Throughout the fight,
Blazing Chomp will be cast on the tank. This will deal a massive amount of damage to party members. If players are not healthy before you dispel, they will die. If you wait too long to dispel, the tank will die from the damage it deals. This fight is a constant game of quickly topping players off after
Explosive Leap and before dispelling Blazing Chomp.
King Mechagon
- Outside of dodging and healing debuffs, what tends to give players the most trouble comes from the pull-in mechanic:
Magneto-Arm. This deals increased damage the closer you are to it, meaning that while you are healing you should also be making a constant effort to run away from where you are being pulled in, if you get too close you will die almost instantly and the damage will be completely unhealable.
Trash
- Prior to the first boss, Bomb Tonks will cast
Detonate, each pack has multiple of these mobs meaning that you will not only need to help interrupt the cast, but you will also need to use as many stops as possible to prevent casts from going off.
- Before reaching KUJ0, you will have multiple trash packs that deal high amounts of damage while also leaving healing absorbs. You will need to manage this with cooldowns and large throughput abilities. After dealing with these pakcs, you will have dogs that apply
Fiery Jaws. These dogs will spam cast this ability on various players and you will be unable to dispel all of them. It is possible for players to get multiple stacks resulting in them bleeding out very quickly. You will need to dispel as much as possible while also prioritizing the players in the most danger.
- Throughout the rest of the dungeon, you will have many debuffs and large single-target damage effects to manage.
Short Out is one of the hardest abilities to heal, but it can be reduced by standing in the shields that spawn at times.
Affix Guide for Holy Paladin in The War Within
Ascendant Affix Management for Holy Paladin
Blinding Light,
Hammer of Justice and even
Rebuke can be used
to help deal with this affix.
Pulsar Affix Management for Holy Paladin
Aim to use Divine Steed to help soak orbs more easily.
Devour Affix Management for Holy Paladin
Cleanse's can be used to remove
Void Rift.
BiS Mythic+ Gear for Holy Paladin
On our Gear Page below, we have compiled BiS items for Holy Paladin that also apply to Mythic+.
Changelog
- 21 Apr. 2025: Page Updated for Patch 11.1.5.
- 24 Feb. 2025: Updated for Patch 11.1.0.
- 15 Dec. 2024: Updated for Patch 11.0.7.
- 21 Oct. 2024: Page updated for Patch 11.0.5.
- 28 Sep. 2024: Dungeon tips added.
- 09 Sep. 2024: Season 1 Information added.
- 30 Aug. 2024: Talent build updated.
- 17 Aug. 2024: Reviewd and Updated for The War Within.
- 20 Jul. 2024: Page Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Updated for Season 4.
- 19 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Talent recommendations updated.
- 13 Nov. 2023: Talent recommendations updated.
- 06 Nov. 2023: Page Updated for 10.2.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 07 Aug. 2023: Updated talent recommendations.
- 17 Jul. 2023: Talent recommendation updated.
- 10 Jul. 2023: Talents updated for Patch 10.1.5.
- 01 May 2023: Updated for Patch 10.1.
- 20 Mar. 2023: Updated for Patch 10.0.7.
- 22 Feb. 2023: Talent recommendation updated.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Reviewed for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 24 Oct. 2022: Updated for Dragonflight pre-patch.
More Paladin Guides
Guides from Other Classes
This guide has been written by Mytholxgy, who plays healer in Liquid. He is a Templar in the Paladin class discord. You can reach him on Twitter and watch him stream on Twitch.
- Farming Cobalt Assembly Rep Has Never Been Easier — 200% Bonus Now Active
- Nightfall Event Bugged After Patch 11.1.5—Here’s How to Tell and What to Do
- Customize Blizzard’s Cooldown Manager in Patch 11.1.5 With This Simple Addon
- 9.6 Million Gold Discount: Another Zulian Tiger From BMAH Box
- Season of Discovery Hotfixes: April 23rd
- Liberation of Undermine Tuning: Mug’Zee Nerf
- Personal Cooldowns Gone from Resource Bar Fix Coming
- A 12-Year Secret Revealed: Three NPC Tributes to a Player