Holy Paladin Guide
|Bestow Faith – Instant cast that heals a target for [600% of Spell power] after 5 seconds. Costs 6% base mana on a 12-second cooldown.
|Light’s Hammer – Heals allies in a 10-yard radius for [50% of Spell power] each every 2 seconds for 14 seconds. Costs 40% of base mana on a 1-minute cooldown.|
|Crusader’s Might – Crusader Strike reduces the remaining cooldown of Holy Shock and Light of Dawn by 1.5 seconds.|
Raids: Bestow Faith is the default choice for most raid encounters. The 5-second delay requires foresight to use optimally, but can often be used to great effect simply on cooldown on a tank taking damage, especially a tank without a Beacon if you are using Beacon of the Lightbringer. Additionally, Bestow Faith gives great healing for very low mana cost.
Light’s Hammer can have slightly higher healing-per-second than Bestow Faith if used on cooldown with Avenging Wrath. However, the awkward cooldown and requirement that it be synchronized with Avenging Wrath can make it hard to get as much effectiveness out of this talent. Additionally, Bestow Faith is much higher healing-per-mana, and will win out on longer fights.
Crusader’s Might may be a viable option simply due to mana longevity offered by using global cooldowns on free Crusader Strikes to gain additional high healing-per-mana Holy Shock and Light of Dawn casts. Fights that allow us to be in melee for a significant amount of time can be good uses for Crusader’s Might.
Dungeons: There really is no “wrong” talent for dungeons in this row. While the healing may not be spectacular, the damage from Light’s Hammer can still have benefits on trash packs where mana isn’t nearly as much of an issue. If you are able to spend a good deal of time using Crusader Strike, then Crusader’s Might can also have some very good synergy with both healing and dealing damage, especially when paired with Sanctified Wrath. Bestow Faith is still perfectly fine and has good synergy with Beacon of Virtue.
|Cavalier – Divine Steed now has 2 charges.|
|Unbreakable Spirit – Reduces the cooldown of Divine Shield, Divine Protection, and Lay on Hands by 35%.|
|Rule of Law – Increases the range of your heals and the reach of Mastery: Lightbringer by 50% for 10 seconds on a 30-second recharge. Can accumulate up to 2 charges.|
Raids: Rule of Law is the default choice for raiding. Because the cooldown is so short, you should try to use it with Light of Dawn as often as you can. You can take Cavalier if most of the raid is clumped together and you won’t need Rule of Law, or if you have a specific need for two charges of Divine Steed. It’s important to understand that two charges doesn’t actually mean you get twice as many uses of Divine Steed. Realistically, you’ll only get one extra charge if you’re using Divine Steed frequently. Unbreakable Spirit might be worthwhile if you have Tyr’s Hand of Faith, but we’re still not sure how effective it really is.
Dungeons: No talent in this row is all that exceptional in dungeons, but Cavalier helps the most due to Rule of Law having a diminished effect in a dungeon setting.
|Fist of Justice – Judgment reduces the remaining cooldown on Hammer of Justice by 10 seconds.|
|Repentance – Incapacitates an enemy for 1 minute on a 15 second cooldown. Any damage will break the effect. Does not work on bosses.|
|Blinding Light – Instantly disorients all enemies within 10 yards for 6 seconds and deals [300% of Spell power] damage on a 1.5 minute cooldown. Non-Holy damage will break the disorient effect.|
Our Recommendation: This tier hasn’t changed very much. All of these talents will help with some form of crowd control and have very few uses in raids. Fist of Justice works well if you take Judgment of Light or are using Judgment often in dungeons or while soloing. Blinding Light can be nice against trash packs in dungeons. Choose whichever talent best fits your situation.
It is worth noting that Blinding Light does good area-of-effect damage, although on a fairly long cooldown. It may be more valuable than First of Justice for helping DPS large trash packs in dungeons or while soloing.
|Devotion Aura – Allies within 10 yards take 20% reduced damage, split over the number of allies in the aura. While Aura Mastery is active, all allies within 40 yards gain the full 20% damage reduction.|
|Aura of Sacrifice – While above 75% health, 10% of all damage taken by allies within 10 yards is redirected to you. While Aura Mastery is active, 10% of all effective healing you deal is replicated to all allies within 40 yards.|
|Aura of Mercy – Restores [15% of Spell power] health to 3 injured allies within 10 yards every second. While Aura Mastery is active, heals all allies within 40 yards for 30% of Spell power.|
Raids: Devotion Aura and Aura of Mercy are both situationally good. Devotion Aura is the best choice to mitigate damage from any heavy-hitting boss mechanic. If you won’t need the damage reduction from Devotion Aura, then you should take Aura of Mercy as it will result in more overall healing. Aura of Sacrifice during Aura Mastery can be a good raid cooldown if you are able to cast for the duration, but to be most effective requires you to stack it with other cooldowns such as Avenging Wrath or Holy Avenger. Aura of Sacrifice is a good choice when you need to cover major damaging mechanics with a lot of healing; outside of that, stick to Devotion Aura or Aura of Mercy.
Dungeons: We recommend using Devotion Aura, but both Aura of Mercy and Devotion Aura are both perfectly fine for dungeons. Aura of Mercy’s Aura Mastery effect is a little more forgiving for the “oh shit” moments that happen more frequently in dungeons, but Devotion Aura can provide significant damage reduction to every member of a 5-man group, including between 4% and 10% damage reduction for the tank if you are able to remain close.
|Divine Purpose – Light of Dawn and Holy Shock have a 15% chance to not start their cooldown, and make their next cast free.|
|Holy Avenger – Increases haste by 30% and Holy Shock healing by 30% for 20 seconds on a 1.5 minute cooldown.|
|Holy Prism – Deals [300% of Spell power] Holy damage to an enemy and radiates [200% of Spell power] healing to 5 nearby allies within 15 yards. Costs 17% of base mana on a 20-second cooldown.|
Raids: This tier is mostly up to preference. Holy Avenger is currently the highest performing talent, but only if we can use it consistently. Divine Purpose and Holy Prism are both a little behind in HPS, but they’re both strong talents that can be useful. Divine Purpose is incredibly mana efficient and pairs well with Crusader’s Might. Holy Prism is a much weaker version of its former self, but still great at being consistent healing.
Dungeons: Holy Prism has great synergy with Beacon of Virtue, making it a little better than Divine Purpose. Holy Avenger can be good for higher difficulty Mythic dungeons where you want heavier cooldowns for trash packs.
|Fervent Martyr – Casting Holy Light of Flash of Light on your Beacon of Light reduces the cost of your next Light of the Martyr by 50%, stacking.|
|Sanctified Wrath – Avenging Wrath lasts 50% longer and also reduces Holy Shock’s cooldown by 50% for its duration.|
|Judgment of Light – Judgment now applies Judgment of Light, causing the next 40 successful attacks against the target to heal the attack for [20% of Spell power]. This can only occur once per second on each target.|
Raids: Sanctified Wrath and Judgment of Light are both very close in throughput and should be chosen based on the situation. Take Sanctified Wrath if a fight requires burst healing, otherwise take Judgment of Light.
Dungeons: Sanctified Wrath should always be taken in Dungeons. Judgment of Light is mostly wasted in Dungeons and Sanctified Wrath can help more with DPS.
|Beacon of Faith – Grants a second Beacon that functions exactly like Beacon of Light, but at 20% reduced effectiveness.|
|Beacon of the Lightbringer – Mastery: Lightbringer now increases your healing based on the target’s proximity to either you or your Beacon of Light, whichever is close. Also increase the healing and range of Light of Dawn by 30%.|
|Beacon of Virtue – Apply a Beacon of Light to your target and 3 allies within 30 yards for 8 seconds. Your heals will heal all of them for 40% of the amount healed. Costs 15% of base mana on a 15-second cooldown.|
Raids: Beacon of Faith and Beacon of the Lightbringer are both situationally good depending on the encounter or your raid composition. Beacon of Faith is excellent when both tanks are taking damage; specifically if there are a lot of adds that the off-tank has to pick up, or on any fight where the boss cleaves onto both tanks. Beacon of the Lightbringer has the added benefit of increasing your mastery’s effectiveness and increasing the healing of Light of Dawn, but you will have to manage swapping your Beacon onto the tank that is taking damage. Beacon of Virtue can be good on fights that are both short and heavy on raid damage. Beacon of Virtue has the highest potential healing of all Beacon talents, but you will sacrifice some passive tank healing.
Dungeons: Beacon of Virtue is an amazing addition to our toolkit for dungeons. Holy Paladins have been given a little more area-of-effect healing, but it can still be really difficult to keep an entire group alive when everyone is taking consistent damage. Beacon of Virtue is amazing for these situations. For those who are delving into higher levels of Mythic+ dungeons, you might need to reconsider which Beacon talent you choose based on the specific affix. Some affixes require much more tank healing and you should take Beacon of the Lightbringer instead.