[0:00] Holy Paladin blossom, incredible single [0:02] target healing in midnight with both [0:04] casted spells and your holy power [0:06] spenders blasting up health bars quickly [0:09] and working with their beacons to cleave [0:11] that output onto other allies in the [0:14] process. They are constantly relied upon [0:16] to be the main single target healer for [0:18] their raid team and are very strong in [0:20] this M plus season. Hey, what's going on [0:22] guys? It's Jack here to bring you my [0:23] guide for Holy Paladin for both mythic [0:25] plus and raid and of course reminding [0:27] you to like and subscribe. The builds [0:29] for Holy Paladin are pretty similar for [0:32] raids and keys with a couple of [0:33] differences. They're both playing Herald [0:35] of the Sun, which offers some very great [0:38] bonuses to their spenders and multiple [0:41] different ways to increase your single [0:43] target healing. In a mythic plus [0:44] environment, you're running with the [0:45] talent moment of compassion where your [0:48] flashlight is healing for 50% additional [0:51] when cast on an ally that is affected by [0:53] your Beacon of Light. You are running [0:55] the double Beacon talent, which is [0:57] allowing you to put up two beacons on [0:59] two different allies [1:00] and your Apex talent Beacon of the [1:02] Savior also works with this talent [1:04] moment of compassion allowing you to [1:06] drop some enormous single target healing [1:09] if you flash heal a target that has this [1:11] Beacon of the Savior buff on them. [1:13] There's a massive amount of emphasis on [1:16] buffing up Holy Light with talents like [1:18] Divine Overload which increase Holy [1:20] Light's healing by 30% while increasing [1:22] its mana cost by 20% and this results in [1:26] Holy Light being the strongest casted [1:28] spammable single target heal in the game [1:31] but at a very high mana cost. To help [1:33] with this, you have some talents like [1:35] Hand of Divinity where after you [1:36] activate your Avenging Wrath, your [1:38] wings, you then get two Holy Lights you [1:40] can cast at half mana and they will be [1:43] instant cast. You're also be getting a [1:45] lot of Infusion of Light procs which [1:47] come from casting your Holy Shock Holy [1:50] Power builder spell. This Infusion of [1:53] Light which is going to arc around your [1:54] character is going to allow you to cast [1:56] your flash heal for more healing with [1:59] talents like divine revelations. So, [2:01] you're always using your infusion of [2:03] light procs on flash of light. Now, [2:05] watching a guide alone doesn't make you [2:07] a master of a spec in WoW, just like [2:09] reading a course doesn't make you a [2:10] master coder. 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All [2:58] of Boot dot dev's content is free to [3:00] read and watch in guest mode. So, if [3:02] you're looking at learning a new career [3:03] and want to see if the platform is right [3:05] to you, then use my code automatic jack [3:07] to get 25% off your entire first year if [3:10] you choose the annual plan. Huge love to [3:12] Boot dot dev for sponsoring this video, [3:14] and let's continue. The big fundamentals [3:16] for playing holy paladin are always [3:18] going to be about spending your holy [3:20] power and not overcapping. You can hold [3:23] five holy power at a time, and every [3:25] time you hit a spending spell, which [3:27] could be light of dawn for AoE healing, [3:29] eternal flame for single target healing, [3:31] or shield of the righteous for damage, [3:33] you're always going to be spending three [3:35] holy power at a time. You're generating [3:38] holy power with spells like holy shock, [3:41] flash of light, or holy light. You can [3:43] also take advantage of judgment, but [3:45] that'll basically be during downtime [3:47] when nothing happens. So, in a mythic [3:48] plus environment, you're always using [3:51] your spenders for healing on eternal [3:53] flame. You are not casting light of [3:55] dawn. If you need to do some additional [3:58] damage, you would be spending it on [3:59] shield of the righteous. Holy light is [4:01] your most powerful single target heal, [4:03] and it's also your emergency healing [4:05] button in a dungeon environment. You do [4:07] expect to use it quite a bit, but don't [4:09] always use it as your very first spell [4:12] because it can cost an enormous amount [4:14] of mana. Your infusion of light procs, [4:16] as we mentioned before, should always be [4:18] utilized on flash. And if the target of [4:21] your beacon of the savior is also low [4:23] HP, then you can prefer to cast it on [4:25] that beacon of the savior target because [4:27] it benefits from the bonus healing of [4:29] moment of compassion. In low to mid [4:32] damage periods, you always want to be [4:33] using your holy shock to build up your [4:35] holy power and of course spending it on [4:37] eternal flame for those low to mid [4:40] damage levels. Holy light should [4:41] predominantly be utilized for very high [4:44] damage periods where you need to just [4:46] muscle heal through your problems. If [4:48] there's nothing really going on or say [4:50] light damage and you don't have access [4:52] to your holy shocks, you could use [4:54] judgment if there's not any healing [4:56] going on or you could use flash of light [4:58] and hard cast it, which means you're [4:59] just fully casting the spell without the [5:02] infusion of light buffs. [5:04] That could also be used during low to [5:05] mid damage periods. You always want to [5:07] make sure you're utilizing your divine [5:09] toll on cool down. Not only is it a [5:11] short CD, but it also has a very high [5:13] chance to give you infusion of light [5:15] procs to help you heal more efficiently [5:18] with those infusion of light procs being [5:20] spent on flash of light. Now, if you [5:23] target an enemy with the spell, it will [5:24] cast it on enemies. You cast it onto an [5:26] ally, it'll prefer to target your allies [5:29] first. You always want to make sure [5:30] you're not capped on holy power already [5:32] before you utilize divine toll to take [5:35] advantage of the five holy power that [5:37] it's going to generate. There's a lot of [5:38] times where it'll do a light amount of [5:40] healing to your entire party. So, if you [5:43] need to utilize the spell in advance of [5:45] very bursty damage, feel free to do so. [5:48] Your Avenging Wrath is not a massive [5:50] cool down like it's been over the years, [5:51] but it also lasts a very long time. And [5:54] when you activate it, you also are [5:56] getting access to those double instant [5:59] cast Holy Lights through your Hand of [6:01] Divinity talent. So, you want to make [6:03] sure you're utilizing your wings [6:04] frequently and at moments where you [6:07] think you could take advantage of those [6:08] Hand of Divinity procs. Cuz then you can [6:11] heal so much more efficiently with your [6:14] resources, and that'll also open things [6:17] up a little bit later on for if you have [6:19] a better mana economy, you can be more [6:21] aggressively casting Holy Lights when [6:23] you get into a dangerous position. The [6:25] Hand of Divinity buff lasts for 20 [6:27] seconds while your wings with the [6:28] Sanctified Wrath talent lasts for 30. [6:30] So, you have a lot of time to spend [6:32] those resources, so feel free to be [6:34] aggressive with your wings. Aura Mastery [6:36] is your defensive cool down for your [6:38] entire party, buffing up your devotion [6:41] aura to give damage reduction to your [6:43] allies for 8 seconds. You always want to [6:45] make sure you're utilizing this before [6:47] damage is going out. So, if you know, [6:48] especially for a bursty damage situation [6:51] that is coming up, make sure you use it [6:53] well in advance so that when the damage [6:54] is actually happening, you're casting [6:56] the Holy Lights or Flash or as needed to [6:58] keep everybody healthy. Paladin also has [7:01] access to a wealth of utility spells [7:04] that can really make a massive impact on [7:06] how much healing you have to do onto [7:08] your allies. One of which is your [7:09] Blessing of Sacrifice, which is [7:11] transferring damage that an ally is [7:13] taking and putting it onto you. Now, [7:16] this can be kind of scary, especially if [7:18] somebody's getting absolutely trucked, [7:20] but you can also mitigate this by [7:22] utilizing your Divine Shield to [7:24] completely just immune any of that [7:25] damage going out. But, spells like [7:28] Divine Protection do not mitigate that [7:30] damage. So, if you're putting up [7:32] Blessing of Sacrifice on somebody, make [7:34] sure you're utilizing your Eternal Flame [7:36] on yourself because you're also healing [7:38] yourself for more with your Eternal [7:40] Flame, which can also be really helpful [7:41] for when you have to deal with the [7:43] negative healing absorb that light of [7:45] the martyr is putting on to you. Now, [7:47] light of the martyr increases your holy [7:48] shock healing, but when you're casting [7:50] the spell, it also starts stacking up a [7:52] negative absorb, which cannot be healed [7:55] through your beacons. So, you can't put [7:56] beacon on yourself to just passively [7:59] deal with this. You will have to heal [8:01] yourself more than your other allies as [8:03] a result. One great way to do it is [8:05] during downtime be using that eternal [8:07] flame onto yourself so you always have a [8:09] small hot ticking away and slowly [8:11] munching up that negative healing [8:13] absorb. So, if you can't put your [8:15] beacons on yourself, that means you got [8:16] to put them on somebody else. And [8:19] often really high-level players are [8:21] going to be putting both their beacons [8:22] in a party on ranged players that are [8:25] squishier. Things like boomkins, mages, [8:28] hunters, things along those lines are [8:30] always great targets for your beacons. [8:33] And that'll also make sure they're [8:34] constantly getting healing transferred [8:36] to them. You can absolutely directly [8:39] heal those beacon targets if you need [8:41] to, but it's often better to make sure [8:43] you're healing the player that does not [8:44] have a beacon if everybody is taking [8:47] equal amounts of damage. Another big [8:49] benefit to putting your beacons on [8:50] ranged players is your mastery. The [8:52] beacon of the lightbringer is not only [8:54] increasing your healing based on the [8:56] positioning of your character, but also [8:58] where your beacons are located. And so, [9:00] if you are in melee predominantly as the [9:02] holy paladin, you put up your beacons [9:04] onto ranged players, it's going to make [9:06] it that much easier to have full mastery [9:08] value for allies at range. Blessing of [9:11] protection will help make an ally immune [9:13] to physical damage, of which there is a [9:15] lot in these dungeons. It also will [9:18] remove a lot of the bleeds that are [9:20] going out. And so, if you're into a [9:21] dungeon like say Seat of the [9:23] Triumvirate, which is putting out bleeds [9:25] onto allies, you can very quickly just [9:27] pop that target, completely remove the [9:29] bleed, and not have to worry about them [9:31] for a few seconds. There's also a lot of [9:33] damage reduction that can be granted by [9:35] utilizing blessing of freedom. Now, [9:38] blessing of freedom is going to remove [9:39] roots and snares. Snares are basically [9:41] slowing effects. And there's some damage [9:44] mechanics like in Seat of the [9:45] Triumvirate with the subjugator mobs [9:48] that are casting a snare onto the entire [9:50] party. And so, if you're running with [9:52] certain talents like unbound freedom [9:54] where you can cast a freedom onto an [9:56] ally and it also cast it onto yourself, [9:58] then you can immune two out of the five [10:00] players from any of that incoming [10:01] damage, making it a very powerful talent [10:04] choice for a mythic plus environment. [10:06] But, the competing talent, echoing [10:08] blessings, also will make spells like [10:10] blessing of protection grant some damage [10:12] reduction. So, you could run with [10:14] echoing blessings instead in some [10:16] instances and bop an ally and grant them [10:19] 15% damage reduction even if it's going [10:21] to be magic damage. That also has a [10:23] really good use case. [10:25] Keep in mind that your beacon of the [10:26] savior target does take additional [10:28] healing. So, if you know that they are [10:30] in danger, you can drop some very huge [10:32] single target heals with both Flash of [10:34] Light and Holy Light to make sure that [10:36] they are in a healthy position. A lot of [10:38] times that you'll see in keys is that [10:39] the beacon will jump around constantly [10:42] and you're usually having it align with [10:44] the most injured target. Once you've [10:46] topped somebody off with say like a big [10:48] Holy Light cast, then the beacon will be [10:50] jumping to somebody else who's in need [10:52] and whatever healing spells that you're [10:53] putting out onto that target are also [10:55] going to be buffed by 20%. Dealing [10:57] damage as a paladin is quite simple. If [10:59] there's not much going on, feel free to [11:00] be utilizing your judgment aggressively. [11:03] This will be proccing a consecrate at [11:04] the target's location through the [11:06] righteous judgment talent. And you want [11:08] to make sure you're just hitting your [11:09] spenders on Shield of the Righteous, [11:11] which with our talents for M plus are [11:13] also going to be stacking up buffs for [11:15] Shining Righteousness, which is going to [11:17] give you a chance to proc Divine Purpose [11:19] through your Shield of the Righteous [11:21] casts. That Divine Purpose can be a proc [11:23] that you can spend on either more Shield [11:25] of the Righteous for more damage, which [11:26] can help you regen mana, or you could [11:28] utilize it on an Eternal Flame. Now, we [11:30] know that paladin brings phenomenal [11:32] amounts of single target healing, but [11:34] how do you deal with different damage [11:35] scenarios? In a rot environment, that's [11:37] probably one of the best scenarios for [11:39] Paladin because you get to fully [11:41] leverage the beacon transfers [11:43] themselves. When everybody is taking [11:45] equal damage, you're able to focus on [11:47] your Holy Shock, Eternal Flames, [11:49] Infusion of Light procs, sent on Flash [11:51] of Light, or even Holy Light if ticking [11:53] damage gets really bad on those players [11:56] that do not have beacon and take [11:57] advantage of the beacon transfers for [11:59] your Beacon of the Savior and your [12:01] Beacon of Light and Faith. Now, if you [12:03] get into some bursty damage scenarios, [12:06] this is where you start taking advantage [12:07] of your Blessing of Protection, your [12:09] Divine Shield, your personal immunity, [12:12] and huge amounts of Holy Light to [12:14] completely mitigate big damage [12:16] mechanics. Just being able to hit your [12:18] Divine Shield and sacrificing somebody [12:20] is a great way to take two targets out [12:23] of five, and maybe even not even [12:24] including the tanks, you take two [12:26] targets out of four that you don't have [12:29] to worry about healing, and you can then [12:30] focus on the other ones. I said it [12:32] before and I'll say it again, while you [12:34] ideally don't heal the targets of your [12:36] beacons, if they're in danger, feel free [12:39] to fully send whatever is necessary to [12:41] keep them alive. A lot of times, if I [12:43] know that the beacon targets with Faith [12:46] and with Light are going to be taking [12:48] constant damage, directly putting [12:50] Eternal Flames onto them, directly [12:52] casting Holy Lights or Flash as needed [12:54] is perfectly fine. You want to take [12:57] advantage of the beacon transfers when [12:59] you can, but keep in mind that those [13:01] alone are often not going to be enough [13:03] at higher level content to keep them [13:05] healthy. One major tip I would give for [13:07] Paladins is that while you have those [13:09] fundamentals that are very important [13:11] about not overcapping your Holy Power or [13:14] making sure you're avoiding healing your [13:15] beacons for max output, keep in mind [13:18] that these are also guidelines, and they [13:20] are meant to be broken at higher level [13:21] content when you are forced into very [13:23] dangerous situations. If, for example, [13:26] you have enormous amounts of burst [13:27] damage onto the party, yeah, you're [13:29] going to overcap on Holy Power and just [13:31] spam Holy Lights, no matter what, to get [13:33] yourself through that problem. Now, it's [13:35] going to destroy your mana economy, but [13:37] sometimes that's what has to happen to [13:39] keep everybody alive. Ideally, you're [13:41] not casting on Beacon targets, but if [13:43] they're the most injured target, slam [13:44] down the Holy Lights or Flash, whatever [13:46] is needed to keep them healthy. Your [13:49] Holy Shocks, it might often feel like [13:50] you need to be utilizing those on [13:52] cooldown, but if you need to cast higher [13:54] priority higher power spells, then your [13:56] Holy Shocks are going to sit unused as a [13:59] result. And so, keep in mind the [14:01] guidelines, but understand that they are [14:03] just guidelines to assist you with [14:05] better play, and sometimes you need to [14:07] throw the entire kitchen sink at a [14:08] problem to make sure you deal with it. [14:11] And Paladin is one of the best healers [14:12] to scale up their healing in dangerous [14:14] situations [14:16] to make sure that those things don't [14:18] spiral out of control into a wipe. When [14:20] it comes to stats, for maximum output, [14:22] Paladins are preferring Mastery, [14:25] followed by Crit, which is equal to [14:26] Haste, and then Versatility. If you were [14:29] trying to min-max your damage, you could [14:30] probably be dropping your Mastery and [14:32] working on just focusing Crit and Haste [14:34] instead, but early on, I think [14:36] maximizing your output with Mastery is [14:38] probably going to be a good play both [14:39] for raids and for keys, because the stat [14:41] priority is going to be the same for [14:43] both. When it comes to a raiding [14:44] environment, a lot of these fundamentals [14:46] remain the same, but there's a couple of [14:47] key differences when it comes to your [14:49] talent selection. One of which is not [14:51] running Moment of Compassion, and [14:53] instead running Resplendent Light, where [14:56] your Holy Light is healing up to five [14:57] allies within 12 yards for 8% of Holy [15:01] Light's healing. This can cause a great [15:03] amount of splash output. You're also [15:05] dropping a few different talents in [15:07] favor of those that are buffing up your [15:09] Light of Dawn healing. Taking talents [15:10] like Unending Light or Breaking Dawn to [15:13] further crank up the output of your [15:15] Light of Dawn, which means that you're [15:17] not going to be utilizing much of any [15:19] Eternal Flame in a raid, and instead [15:22] you'll be casting lots of light of dawn. [15:25] So, your fundamentals are going to look [15:26] very similar in that you want to be [15:28] utilizing your holy shocks as much as [15:30] you possibly can, spending them this [15:31] time on light of dawn instead of eternal [15:33] flame, still using your infusion of [15:35] light procs on your flash of light, [15:37] utilizing holy light as needed, [15:39] especially for those huge healing [15:42] absorbs that are present throughout this [15:44] entire raid. And if there's not much [15:47] going on, you could be utilizing a hard [15:49] casted flash of light for some holy [15:51] power and some decent healing. Or if [15:53] there's absolutely nothing going on, [15:55] then you could utilize a judgment. What [15:57] makes paladin really special in a raid [15:59] is how you're able to even out health [16:00] bars very rapidly. A lot of times what [16:03] I'm looking for when it comes to a raid [16:05] is making sure that I have infusion of [16:07] lights ready to go for whenever another [16:10] round of burst damage goes out. Cuz a [16:12] lot of times that happens in these [16:13] encounters is a big burst of damage goes [16:15] out, and then ticking damage or rot [16:17] damage is going to follow. And so, [16:20] certain players are going to be much [16:21] lower than others, or they're going to [16:24] have negative healing absorbs on them, [16:25] and that's your primary role to play in [16:28] the raid is evening out these health [16:30] bars. Now, that might mean, again like [16:32] we talked about in the M+ section, that [16:33] your beacon targets are directly [16:35] affected by these absorbs or by these [16:37] mechanics. Rather than spending an extra [16:38] global to move the beacon to somebody [16:41] else, and then I start healing that [16:42] target with the absorb, I'm just [16:44] slamming healing into that target trying [16:47] to push up their health bars as fast as [16:48] I possibly can before moving on to the [16:51] next person. Paladin has such a [16:52] propensity to just [16:54] blast massive single target healing into [16:56] people that you don't want to spend lots [16:58] of extra globals worrying about your [16:59] setup or worrying about the perfect [17:01] transfers. You instead just need to [17:03] clear those negative absorbs, work [17:06] through those dots or heavy bleed damage [17:09] that can go out onto allies, and even [17:11] out the health bars. In raids, you're [17:13] often sitting in like melee range or I [17:15] call like pseudo melee range where [17:17] you're just outside of auto attack range [17:19] for example, putting up beacons on, you [17:22] know, shadow priest, mage, hunter, [17:24] boomkins, classes like that they're [17:26] going to be squishier and making sure [17:28] you're always in a solid position to [17:30] plant and cast. You know, something like [17:32] the paladins encounter like the light [17:34] blind vanguard can be enormously [17:36] difficult to just sit there and cast if [17:38] you're moving around or trying to dodge [17:41] hammers or something along those lines. [17:43] And so those are great opportunities to [17:44] bubble, plant your feet and just be [17:47] casting holy lights and flash of lights [17:49] in high damage scenarios. A lot of times [17:51] what happens is you're hitting your [17:53] wings as you're getting ready for [17:55] incoming damage, spending those hand of [17:57] divinity's on anybody that needs big [17:59] prio output and then kind of [18:01] supplementing with holy shock and light [18:04] of dawns for like the mid levels of [18:06] damage to play more mana efficiently. I [18:08] am hard casting lots of flash of light [18:11] in raids because it's very mana [18:13] efficient and it does you a solid amount [18:15] of output while also generating more [18:17] holy power for you. For trinkets and [18:20] additional raid and M plus tips, I [18:21] highly recommend checking out Clarus's [18:23] guide on Wowhead linked in description [18:25] down below. And huge thank you to our [18:27] patrons for making all this content [18:29] possible. Like to join them, be sure to [18:30] check that out also in the description [18:32] as well. Thanks so much for watching [18:33] guys. Hope you all enjoyed it. I'll [18:35] catch you all next time.