Last updated on Mar 30, 2024 at 10:00by Sellin1 comment
On this page, you will learn how to optimize the rotation of yourHoly Paladin Healer, depending on the type of damage yourgroup is receiving while doing PvE content inWoW Classic - Season of Discovery. We also have advanced sectionsabout cooldowns, procs, and others in order to minmax your healingoutput and your mana efficiency.
1.
Healing Rotation
When playing a Healer, you typically do not use a rotation, but more soyou must determine which of your abilities to use in order to do the mosthealing while using the least resource and causing the least amount of over-healing.Familiarizing yourself with the tools available to you as a Holy Paladin is absolutelycrucial to best optimize your Mana usage, especially in the lower level bands whereMana is likely to be a major issue.
2.
Abilities for Holy Paladin
Holy Light is a large, single-target heal that casts very slowly. Thiscan be used to preemptively heal incoming damage, but will often times lead to over-healingthus making it a less than optimal choice in most situations.
Flash of Light is a very quick, efficient heal. While
Flash of Lightdoes heal less than
Holy Light, it costs considerably less mana and synergizesincredibly well with talents like
Illumination and the Rune
Sacred Shield. Thiswill be the ability you are casting primarily in order to avoid wasting Mana over-healing.
Holy Shock is an instant cast heal that is extremely Mana inefficient, while this isa quick burst of healing that should be used in emergency situations or when moving you should generallytry to avoid using it as it is extremely costly Mana wise.
- Keep
Sacred Shield active on the primary damage recipient at all times.
Beacon of Light should be kept active on a target at all times.
- Cast
Horn of Lordaeron to maintain the buff as often as realistic with Mana in mind.
- While it is not an ability, ensure you are keeping the
Sheath of Light buff active byauto attacking for a considerable amount of bonus spell power.
- Ensure you have the Aura of your choosing active. This will often times be
Devotion Aura,but feel free to switch to any school of magic resistance if you find yourself taking a lot of thattype of damage.
2.1.
Seals
As a Holy Paladin, the seal you will be using can greatly benefit your group. Seal of Light can apply a debuff that will heal anyone who attacksthe target you judged and
Seal of Wisdom can return Mana to anyone attacking the targetyou judged. As we transition into larger group content this can be quite useful as the amount of healingdone per Mana spent will often be well worth it. If you find yourself struggling with Mana, consider goinginto
Seal of Martyrdom and auto attacking the boss with it active.
2.2.
Blessings
Blessings are incredibly powerful buffs unique to Paladin. Each Paladinis able to have one blessing active per friendly target, so make sure if you areplaying with another Paladin to coordinate who is giving what blessing to eachparty member. Remember that with utility abilities like Blessing of Freedom and
Blessing of Protection, this will remove the buffs; make sure toreapply them after using either of these.
Blessing of Freedom removes all snaring/slowing effects and makes the targetimmune to them for the duration of this buff. This is an incredibly powerful tool both foravoiding slows, but in some cases completely ignoring boss mechanics.
Blessing of Protection makes the target immune to all Physical damage. It can alsobe used to remove pesky stuns like
Kidney Shot. This blessing shines especially oncaster DPS who either pulled aggro or find themselves in the middle of a pack of mobs.
Blessing of Might increases the Attack Power of the friendly target for 5 minutes, extended to 10 minutes with
Enhanced Blessings.
Blessing of Wisdom increases the Mana per 5 of the friendly target for 5 minutes, extended to 10 minutes with
Enhanced Blessings.
Blessing of Salvation Reduces the threat the the friendly target generates by 30% for 5 minutes, extended to 10 minutes with
Enhanced Blessings.
Blessing of Light Increases the amount of healing the target receives with
Holy Light and
Flash of Light for 5 minutes, extended to 10 minutes with
Enhanced Blessings.
2.3.
Auras
Auras are passive buffs the Paladin can choose which will benefit allies within 30 yards. These range fromextra resistances against specific schools of magic to less spell casting push back. Each Paladin may onlyhave one Aura active at a time, so make sure to coordinate if there is another Paladin in your group.
Concentration Aura gives a 35% chance to ignore spell push back when taking damage.
Frost Resistance Aura increases Frost resistance of all party members.
Fire Resistance Aura increases the Fire resistance of all party members.
Devotion Aura increases the Armor value of all party members.
Retribution Aura causes Holy damage to anyone who attacks a friendly target this aura active.
2.4.
Cooldowns
Lay on Hands is a massive heal that heals a friendly target for the Paladin's total max health. This costsall of your current Mana, so make sure only to use this in an absolute emergency. If you are specced into
Improved Lay on Handsthen it will also provide a massive armor buff to the target.
Divine Sacrifice is a powerful cooldown that greatly reduces the incoming damage of your party. This abilityredirects 30% of all incoming damage to the Paladin and will automatically cancel itself after 10 seconds orif the Paladin goes below 20% health.
Divine Protection renders the Paladin immune to all physical damage for 8 seconds. During this time the Paladinwill not be able to cast any physical attacks or melee swing. This is a weaker version of
Divine Shield and should onlyreally be used in a situation where
Divine Shield is unavailable.
Divine Shield protects the Paladin from all incoming damage and spells for 10 seconds but increases attack speed by 100%while it is active. This is an incredibly strong cooldown that can be used not only to mitigate damage but in some cases completelytrivialize mechanics.
Divine Intervention should only be used as wipe protection in a situation where your group is certainly going to die.The Paladin sacrifices themselves to shield an ally from all attacks and spells. This effect willrender the target completely immune for 3 minutes though they will not be able to move or act while the buff is active.
2.5.
Utility
Hammer of Justice stuns the target. This can act as a psuedo interrupt and should be used often to mitigateas much damage as possible.
Cleanse cleanses a friendly target, removing 1 disease, poison and magic effect.
Purify purifies a friendly target, removing 1 disease and poison effect.
Turn Undead fears an Undead target for 15 seconds.
Sense Undead shows the location of all nearby Undead on your mini map.
2.6.
5-Second Rule
In WoW Classic, for the 5 seconds following using a Mana-consuming abilityyour character will not regenerate Mana outside of your MP5 stat. Once you havegone 5 seconds without spending Mana your Spirit will kick in and greatly increaseyour mana regen. This can be difficult as a Holy Paladin due to our reliance onconstantly casting Flash of Light, so always ensure you have
Blessing of Wisdomactive on yourself.
3.
Changelog
- 30 Mar. 2024: Updated for Phase 3.
- 11 Feb. 2024: Updated for Phase 2.
- 16 Dec. 2023: Guide updated.
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