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Question: What is a Holy Paladin's primary healing spell?
Holy Shock (instant, 15 sec cd)
Flash of Light (1.5 sec cast)
Holy Light (2.5 sec cast)

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Author Topic: And Now You Know – Part 1  (Read 1625 times)
Giller
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« on: May 01, 2008, 11:12:15 PM »

Hello, my name is Siddin.  Welcome to the first of my hopefully many part series of And Now You Know.  Today we're looking at Paladin healing.

Paladins only have 3 spells that directly heal people, [Holy Shock], [Holy Light], and [Flash of Light].

Holy Shock is a talent-only heal that, like the same spell in Diablo 2, can either heal an ally or damage an enemy.  Being instant and also a damage spell, its mana efficiency is terrible.  Couple that with its 15 second cooldown, and it's an extremely rarely used spell.  In general, you would only ever use it if you absolutely had to heal someone a little bit while running, such as against the fire boss of Mechanar.  If you're standing still, always use Flash of Light instead.

Holy Light is the Paladin large heal.  With talents, if you cast Holy Light within 15 seconds of your last Holy Light cast, it only takes 2.0 seconds instead of 2.5, making it a fairly good health/time heal.  The advantage of this spell is that it gives you the best health per time output for a Paladin and can be combined with Divine Favor to give you an instant large crit heal for a relatively small amount of mana every couple minutes.  If the tank's damage is very spikey, you can downrank to Rank 4-5 Holy Light every few seconds to conserve mana and still be able to pop out a 2.0 second max rank Holy Light at any time (note: I don't use that technique, but I have read guides that suggest it).  When the tank and group aren't taking very fast damage though, it's a waste of mana to sit around and cast a Holy Light ever 5-10 seconds.


The correct answer is Flash of Light (I hope you can't read this before voting...). 

Flash of Light is the Holy Paladin's bread and butter.  Several talents increase its effectiveness, along with gladiator gloves.  Flash of Light is unique vs. Priest and Shaman equivalents because Flash of Light actually has a very good health/mana ratio.  Flash of Light is a 1.5 second heal for about 1100-1600 non-crit health depending on gear.  At only 160 mana, it's a steal.  With Kara quality gear and a Shadow Priest in the party, a Paladin can spam Flash of Light continuously though any boss fight without using mana pots.  The downside of Flash of Light, which it DOES share with the Priest and Shaman equivalents, is that it doesn't have great health/time output.  If your tank is taking more damage per time than spamming Flash of Light can handle, you have to throw in a mix of Holy Lights.  Determining the proper ratio of Flash of Light and Holy Light to both keep the tank near full health and use the minimum amount of mana is the factor that separates good Paladin healers from great Paladin healers.

 

Raid Healing – raid leaders (and wannabes) this is your section too
 
Paladins are single target healers.  Unlike all the other healers, a Paladin can't get a single extra point out by healing multiple people vs. a single person.  Because of this, if any healing needs to be assigned, the Paladins should generally be prioritized as the MT healers.  In some rare boss fights and with certain class make ups, you may want to have the Paladin(s) focusing on raid healing instead, but that would only be if you have a very bad mix of other healers.

In any case though, healing assignments are for priority, not exclusion.  If a healer is assigned to raid healing and the MT is sitting on 10% health, they should throw a heal to the tank.  Likewise if a MT healer is taking a nap while the MT is sitting at full health, they can throw some heals to the half dead dpsers.  Also, indirect affects such as Blessing of Protection, Abolish Poison, Cleanse, and Innervate, transcend any healing assignments and should always be raid-wide.


Tune in next time for more insight into how another class/spec can live up to its full potential!
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« Reply #1 on: May 02, 2008, 01:30:44 AM »

I love it...
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« Reply #2 on: May 02, 2008, 03:34:50 AM »

with certain trinkets pally healers get insane, Holy Priests RIP Cry
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« Reply #3 on: May 02, 2008, 07:56:09 AM »

and knowing is half the battle
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« Reply #4 on: May 02, 2008, 09:35:29 AM »

Good job Sid, keep em comin!
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« Reply #5 on: May 02, 2008, 04:13:21 PM »

Just a couple things I'd like to add.  Honestly, a good Holy Paladin should have enough mp5 from gear, buffs, enchants. and talents to be completely self-reliant with Flash of Light 24/7.  If at the very least, lasting 10 minutes.  Another thing to note is their Divine Protection drops/lowers aggro similar to the Priest's Fade but with a gurantee.  So you can send a Paladin in with your MT right off the bat and not have to worry about them using big heals upfront, aggroing, and death(s) occuring.  And the debuff should have expired  by the time they need to use one of the other party targetting immunities.

Great post, Siddin!
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« Reply #6 on: May 02, 2008, 04:40:32 PM »

and to this i say, where the f**k are my holy pallys?Huh i think there is a new trink to be made "pallyinapocket" just for me. sales pitch: Tanks, do you find yourself running low on health every time you think you can, and find ot...perhaps you cannot? well here is the cure PALLYINAPOCKET!!!! all u do is click or apeshit spam your hotkey until your very own pcket pally appears. guaranteed to give you kings, heal your sorry ass to full, and whisper you some smartass comment about rerolling a prot pally next time you wanna take on all the mobs in outland solo. WARNING: sideffects include headache, nausea, potential numbness from the neck up, and the continuing inability to kill the damned mobs cause you HIT LIKE A SISSY!!!!. get your pallyinapocket today, act fast, supplys are limited.
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Giller
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« Reply #7 on: May 02, 2008, 11:52:20 PM »

Just a couple things I'd like to add.  Honestly, a good Holy Paladin should have enough mp5 from gear, buffs, enchants. and talents to be completely self-reliant with Flash of Light 24/7.  If at the very least, lasting 10 minutes.  Another thing to note is their Divine Protection drops/lowers aggro similar to the Priest's Fade but with a gurantee.  So you can send a Paladin in with your MT right off the bat and not have to worry about them using big heals upfront, aggroing, and death(s) occuring.  And the debuff should have expired  by the time they need to use one of the other party targetting immunities.

Great post, Siddin!

Yes, I almost never use mana pots.  I only have mana problems if the tank is taking a whole lot of damage and I need to put out >1000 health per second by using Holy Light.

Also important to note, Paladin heals generate half the threat of the other classes' heals.  I don't know why, but it means we're very unlikely to ever pull healing agro.
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« Reply #8 on: May 05, 2008, 08:45:12 AM »


Also important to note, Paladin heals generate half the threat of the other classes' heals.  I don't know why, but it means we're very unlikely to ever pull healing agro.

It was an intentional change to prevent paladins from using healing spells as a tanking assist.

/ninjas out of the thread totally unnoticed >.>
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« Reply #9 on: May 05, 2008, 09:57:26 AM »

/ninjas out of the thread totally unnoticed >.>

HAHA, caught you!  How's it goin?
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