---
title: 'Holy Paladin Mythic+ and Raid Guide Midnight Season 1'
source: 'https://youtube.com/watch?v=WXTwtifi9pw'
video_id: 'WXTwtifi9pw'
date: 2026-06-15
duration_sec: 0
---

# Holy Paladin Mythic+ and Raid Guide Midnight Season 1

> Source: [Holy Paladin Mythic+ and Raid Guide Midnight Season 1](https://youtube.com/watch?v=WXTwtifi9pw)

## Summary

This guide covers Holy Paladin for Mythic+ and Raid in Midnight Season 1, focusing on talents, rotation, utility, and stat priority. The spec excels at single-target healing with Holy Light and Flash of Light, leveraging beacons for cleave healing.

### Key Points

- **Build Overview** [00:29] — Both M+ and raid use Herald of the Sun hero talents. M+ takes Moment of Compassion (Flash of Light heals 50% more on beacon targets) and double Beacon. Raid drops Moment of Compassion for Resplendent Light and buffs Light of Dawn.
- **Holy Light as Core Heal** [01:13] — Holy Light is the strongest spammable single-target heal but costs high mana. Talents like Divine Overload (+30% healing, +20% mana cost) and Hand of Divinity (two instant, half-mana Holy Lights after Avenging Wrath) support it.
- **Holy Power Management** [03:16] — Generate Holy Power with Holy Shock, Flash of Light, Holy Light, or Judgment. Spend 3 Holy Power on Eternal Flame (single-target), Light of Dawn (AoE), or Shield of the Righteous (damage). Avoid overcapping (max 5).
- **Cooldown Usage** [05:04] — Use Divine Toll on cooldown for Holy Power and Infusion of Light procs. Avenging Wrath lasts 30 seconds (with Sanctified Wrath) and enables Hand of Divinity. Aura Mastery provides 8 seconds of damage reduction.
- **Utility Spells** [07:01] — Blessing of Sacrifice transfers damage to you; pair with Divine Shield to negate. Blessing of Protection removes bleeds and physical damage. Blessing of Freedom removes snares; Unbound Freedom also casts on self.
- **Beacon Targets** [08:33] — Place beacons on squishy ranged players (boomkins, mages, hunters) to maximize mastery value and passive healing. Avoid healing beacon targets directly unless they are in danger.
- **Damage Rotation** [10:57] — Use Judgment on cooldown for damage and to proc Consecrate. Spend Holy Power on Shield of the Righteous for damage and mana regen. Divine Purpose procs can be used on Shield of the Righteous or Eternal Flame.
- **Healing Scenarios** [11:34] — Rot damage: leverage beacon transfers. Burst damage: use Blessing of Protection, Divine Shield, and spam Holy Light. Guidelines can be broken in emergencies (e.g., overcap Holy Power to spam heals).
- **Stat Priority** [14:20] — For maximum output: Mastery > Crit = Haste > Versatility. For damage: drop Mastery for Crit and Haste. Same priority for both M+ and raid.
- **Raid Differences** [14:44] — Use Light of Dawn instead of Eternal Flame. Hard-cast Flash of Light for mana efficiency. Focus on evening out health bars and clearing absorbs. Use bubble to plant and cast during movement-heavy encounters.

### Conclusion

Holy Paladin is a powerful single-target healer with strong utility. Master the fundamentals of Holy Power management and beacon usage, but adapt to emergencies. Stat priority is Mastery > Crit = Haste > Versatility.

## Transcript

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