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Holy Paladin

Raid Guide

Holy paladin is a relatively simple, fast-paced healer where the majority of your skill expression comes down to snappy decision-making.

The gameplay is primarily a builder-spender playstyle focused on building Holy Power through casting Holy Shock and Flash of Light while spending them on Light of Dawn and Eternal Flame/Word of Glory.

Priority system

Holy paladin doesn't follow a strict rotation, instead you'll be looking at a priority list of what spells will generally do more healing.

  • Your foremost priority is to not overcap holy power

Your spenders are your strongest heals, wasting holy power means favoring weaker heals and losing out on potential strong heals. A double edged sword of inefficiency.

In raids you will primarily spend holy power on Light of Dawn since that will do the most healing.

As healer your job is to keep people alive, so obviously if someone is about to die spend the holy power on an Eternal Flame and save them.

Make sure you're at or below 2 holy power and don't currently have a Divine Purpose proc ready.

Divine Toll is a massive source of Holy Power which - as explained above - is your most efficient source of healing. At the same time they allow you to put out Dawnlight on people which is a great little heal over time that along with Sun's Avatar does a good amount of healing.

Holy light is an incredibly strong spell, but it also eats your mana so hard you can notice each cast on logs.

Try to cast as many as you can afford, but don't overdo it. Rather have mana at the end of the fight than spend 2-3 minutes without any.

You will mostly be spending these on Flash of Light, though if no one needs healing you can spend them on Judgment instead.

This is just a decent way of generating more Holy Power.

If none of the above are possible, you can freely choose to generate more holy power with unbuffed Flash of Light casts and spending Holy Power on Light of Dawn

Stat priority

Generally all our stats are good, and very close to each other. My best suggestion is to use Questionably Epic to sim your character and find out what upgrades to wear.

Before giving a straight list, I think it's important to know what each stat does for you.

Intellect Increases all healing and damage done.

Haste increases your spell-casting speed and lowers the cooldown of all hasted spells.

Mastery increases healing done the closer targets are to you - with Beacon of the Lightbringer your beacons also count as you

Critical Strike has a chance to make all your heals do 200% of normal effect

Versatility increases your healing and damage done, and reduces the damage you take

For both Lightsmith and Herald of the Sun, my general recommendation is:

Intellect > Mastery > Haste = Crit > Versatility

Generally itemlevel will be king, and you only really worry about this when you're at a high level and looking at sidegrades.

Talent build

The way the current trees are set up, is that I would recommend you get comfortable with your tree, read all your abilities and get a good feel for what you want to play with.

Green are my general setup, red I would strongly suggest avoiding in raid and blue comes with a caveat.

In the class tree, our first caveat is echoing blessings/unbound freedom. Most scenarios I would suggest Echoing Blessings because of the extra usefulness of cooldowns like Blessing of Protection turning it into a DR even if you don't have physical damage to reduce.

However, if you have bosses like Queen Ansurek in season 1 of Dragonflight where you get high value of out your freedom hitting yourself and someone else, looking into Unbound Freedom is very useful.

Sacrifice of the Just is a useful talent on occasions where you know ahead of time that you will be giving DRs to a single person very often. On the flipside, Recompense is not very useful, the increased damage or healing is low, accounting for less than 1% of your healing, and generally won't be very useful.

Divine Purpose is an always-include talent, but you must avoid Sacred Strength as it's far far weaker than the counterpart.

Blessing of Dawn and Lightbearer I consider to be interchangable. Both will do negligible amounts of throughput, but I consider the damage reduction from Blessing of Dawn to be marginally more useful.

Crafting

In Midnight crafting is just as efficient as upgrading items, this means there's no loss to choosing to craft mythic items early in the season.

Initially you will want to craft a one-handed weapon such as the Magister's Mana Sword with the embellishment Darkmoon Sigil: Hunt as this will be your biggest upgrade early on.

Secondarily getting a shield Spellbreaker's Rebuke with Arcanoweave Lining

After that you can replace any low item level piece.

In the long run you will want to replace your crafted sword with a regular myth track one, which is when you can put the arcanoweave lining on one of your off-pieces.

Trinkets

As with regular gear, I would suggest using QELive to decide which trinket to wear, you can also see a general list of all trinkets on the QE Live Trinket List.

With current tuning our top 3 are:

  1. Gaze of the Alnseer
  2. Vaelgor's Final Stare
  3. Locus Walker's Ribbon

Gaze and Locus Walker's are two very strong passive trinkets you just equip and ignore, while Vaelgor's Final Stare is a strong on-use to pair with your Avenging Wrath