Borngood's Holy Paladin PvP Guide WoD and (6.0.3)
This is my first guide and contribution to this site, aimed towards new and returning players to the Holy Paladin class for Warlords of Draenor PvP. The format for this guide was emulated from Vanguardsz Retribution guide with a bit of a twist of my own, thank you for your work to the community.
All important new changes will be colored with NEW, for those returning to the game and with some experience to the class.
Level 100 PvP Gear Set Bonuses
General Healing Comments
Level 100 Perks
What race should I play?
Common Team Compositions
Which pieces of gear do I buy first?
Final Comments and Thoughts
Major Holy Paladin Changes in 6.0.3?
1) We have to cast Word of Glory and Eternal Flame.
2) At level 100 your only holy power generating abilities are Holy Shock, Crusader Strike, and Holy Radiance.
3) Divine Light has been removed and replaced with Holy Light.
4) All of our healing cooldowns have been combined into avenging wrath for one cooldown.
5) Last of all Turn Evil (fear) cannot be cast on players and has been replaced by Blinding Light in the talent tree.
There are some mandatory talents which you will never change, but others you will change almost every arena/rbg match depending on the composition of you and your opponent.
Level 15: Mobility
Must have: Speed of Light
A quick burst of movement with a decent duration, can be used offensively and defensively. The main reasoning is that Long Arm of the Law is nonviable, and will probably never see use in PvP for Holy Paladin (until changes are made).
Pursuit of Justice: May see some use, credit to Jimjim.
Level 30: Crowd Control
Every talent in this tier will be used, but mostly Fist of Justice and Repentance.
(Recommended) Fist of Justice: No change since MoP, but generally the default talent of choice for the most part(Also the easiest out of the 3 to use).
Repentance: Good ol' Rep, useful when playing comps such as kittycleave, kfc, tsg (cleaves) pretty much every composition that does not play with a Mage, Warlock, Spriest, and Ele (wizards). The added crowd control Repentance can bring to cleaves is one of the best advantages of bringing a Paladin to your team.
NEW Blinding Light: Turn Evil is gone from the tier, and now has been replaced by our old ability Blinding Light. It is now instant cast and on a 2 minute cooldown. Use when you do not have a short cooldown fear on your team.
Level 45: Healing
Must have: Sacred Shield
It happened, no more instant casting Word of Glory and Eternal Flame. The good news is that Sacred Shield got "buffed". I use quotations because the real change is that now Sacred Shield can crit absorb, which it could not before. Another perk is that while the absorb part can be dispeled, the ability that procs the absorb cannot. The math has been done by all the hardcore raiding Holy Paladins, the choice is Sacred Shield for now.
Level 60: Defense
My favorite tier of the talent tree, and most important for surviving.
All talents in this tier will be used, but mostly Unbreakable Spirit and Clemency.
Clemency: You gain two charges of Hand of Protection, Sacrifice, and Freedom. Use this talent when you suspect the enemy will be attacking your teammates, and not yourself.
Unbreakable Spirit: Use when you know you are going to get trained, or swapped to frequently. With Divine Protection and Divine Shield on a 50% cooldown reduction, you become more difficult to kill.
Hand of Purity: Only used against Affliction Warlock caster cleaves, nothing else. To be honest this talent is underwhelming with only a 6 second duration, so I recommend sticking with the other 2 talent choices.
NEW Level 75: Healing Cooldowns
Recommended: Sanctified Wrath
Avenging Wrath is now a beast of a cooldown, it increases healing by 100% as well as haste, critical strike chance, and damage by 20% for its duration of 20 seconds. Something I've noticed playing is that with Avenging Wrath up, you top your team instantly and is quite frankly too much healing (no complaint here). So increasing its duration to 30 seconds, is a massive amount of healing, and it feels like your team is invincible for the duration. Your Holy Shock cooldown is reduced by 50%, and critical strike chance of holy shock increased by 20% additionally. For those curious, we can get Holy Shock to be upwards of 160% chance to crit at level 100.
Holy Avenger/Divine Purpose: Sadly with our holy power finishers now requiring a cast time, these talents have become obsolete. Sanctified Wrath is too powerful to pass up.
Level 90: Burst Healing
Must have: Holy Prism
Our largest heal on a 20 second cooldown, use when you need to be on the move and cannot stop to cast. Also can be used on party members or yourself to hit Rogues, Druids, and Mages out of stealth within a 15 yard radius.
I will mention Execution Sentence got buffed with the largest tick of healing immediatly when cast, but Holy Prism still outclasses it.
NEW Level 100: The Boys Are Back
Holy Paladins are back with a vengeance after the season 14 and 15 fiasco, and these talents bring justice to our enemies.
Recommended: Saved by the Light
When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.
You cannot shield the same person this way twice within 1 min.
You know that ability Shamans have called Nature's Guardian that makes them..., well you know, Paladins now have it but in absorb form! You read that right, we can give it to our teammates. So every player on your team is basically a Shaman, how can you lose. All joking aside this is probably the best talent of the tier and will be the most used.
Beacon of Faith:
Mark a second target as a Beacon, mimicking the effects of Beacon of Light.
This talent will be required when fighting against heavy dot cleaves, having 2 beacons out at the same time is amazing. Also can become very mana efficient (explained later). *Very good talent for RBGs against boomkins.*
Beacon of Insight:
Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal, or Holy Radiance, within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. 15 second cooldown.
I'm not sure how I feel about this talent yet, I feel it is the weakest of the 3 choices in the tier at first glance, but there is a possibility to see some use somewhere.
NEW Level 100 PvP Gear Set Bonuses
Paladin WoD PvP Holy 2P Bonus: Denounce grants you 100% of the critical strike chance of the target for 8 sec.
Example- You have a base 15% chance to crit. You Denounce a rogue with 35% chance to crit. For the next 8 seconds you now have a 50% chance to crit. Holy Shock has double the normal critical strike chance. You now have a 100% chance to crit with Holy Shock with the buff active.
That ability we have denounce, it now has a 40 yard range, and steals crit in addition to canceling the targets crit. From play testing on beta, all I will say is get ready to have some fun.
Paladin WoD PvP Holy 4P Bonus: Reduces the cooldown of Hand of Sacrifice by 10 sec.
Pretty underwhelming compared to the 2P bonus, I believe 10 seconds is too little and some tuning may have to be done.
I have some good news, glyphs got a bit complicated for Holy Paladins. There are so many great glyphs to choose from, but there will be default glyphs to use as a starting point.
Default Major Glyphs
Spot 1: Glyph of Beacon of Light
Spot 2: Glyph of Hand of Freedom
Spot 3: Glyph of Merciful Wrath
Glyph of Beacon of Light: Removes the global cooldown on Beacon of Light. Same as before but the ability Beacon of Light now has a new design.
Beacon of Light: Your heals, including multistrikes, on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost. Your single-target heals heal your Beacon of Light target for 10% more. Also applies to Beacon of Faith.
Tl;dr- Beacon does not generate holy power anymore, you now have 10% increased healing on beacon and save mana when casting on beacon targets. So it is important to use this glyph to be mana efficient.
Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 4 sec have 25% reduced duration.
Are you about to die to a Mage/Rogue opener? Cast freedom while stunned, and /dance with all the time you'll have not stunned. Also you can freedom while trapped, to reduce the trap duration.
Glyph of Merciful Wrath: Reduces the cooldown and effect of Avenging Wrath by 50%.
I have done a ton of beta play testing, and this glyph is really better than it seems at first. With this glyph activated combined with the talent Sanctified Wrath, Avenging Wrath becomes this:
Healing done increased by 50%.
Haste, critical chance, and Damage done increased by 10%.
Duration 30 seconds.
Cooldown 90 seconds.
From play tests I found 50% healing increase was usually enough to get you out of tight spots, but keep in mind this is just the default. If you are expecting a shorter game, replace this glyph first.
Situational Glyphs (You will use all of these.)
Glyph of Divine Protection: Reduces the magical damage reduction of your Divine Protection by 20% but adds 20% physical damage reduction.
Does the other team have melee? check, apply glyph.
*An exception to this rule, is against Rogue/Mage. I've found 40% reduction on the Mage damage is better than the 20/20 split for obvious reasons.
Glyph of Cleanse: Cleanse now has a maximum of 2 charges, but its cooldown is increased by 4 sec.
All healers have this, it is useful against Mages and Warlocks who still have spammable crowd control.
Glyph of Denounce: Your Holy Shocks reduce the cast time of your next Denounce by 0.5 sec. This effect stacks up to 3 times.
We spam Denounce, the target cannot crit, we gain their crit, everybody wins.
Glyph of the Liberator: Hand of Freedom's cooldown is reduced by 5 sec when not cast on self.
Melee will love you, a lot.
Glyphs of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec. (From 3 min to 2 min.)
This glyph will be useful against double wizard teams such as mage/spriest and mage/lock where casting out of cc becomes tougher.
Honorable Mentions:Flash of Light, and Harsh Words.
These glyphs have a use somewhere, just not sure yet.
Final Glyph Thoughts: There will be endless argument over which glyphs replace which, but my personal PREFERENCE in keeping glyphs goes as follows-
Beacon of Light>Hand of Freedom>Merciful Wrath. Which means replace Merciful Wrath first if you need to.
NEW Stat Priorities
Int > Versatility = Haste > Crit > Spirit > Multistrike > Mastery
Stats for full gear. As originally theorycrafted in beta, versatility into haste.
If you start to have mana problems, use 1 spirit trinket.
Enchant Weapon - Mark of the Thunderlord will be for crit healing output.
Enchant Weapon - Mark of Warsong will be for haste output.
Enchant Weapon - Mark of Shadowmoon will be for mana regen.
NEW General Healing Comments
Things to keep in mind is Flash of Light, Holy Light, and Word of Glory, all do near the same amount of healing. The differences between these abilities are as follows-
Flash of Light: Normal cast time, costs most mana.
Holy Light: Long cast time (reduced to really fast by Infusion of Light), costs roughly half of Flash of Light.
Word of Glory: Normal cast time, no mana cost.
NEW Level 100 Perks
As you level from 90 to 100 you gain perks specific to your class and spec.
Empowered Beacon of Light: Your single-target heals heal your Beacon of Light target for 10% more. Also applies to Beacon of Faith.
Enhanced Holy Shock: Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.
Improved Forbearance: Reduces the duration of Forbearance by 30 sec. (60 seconds to 30 seconds.)
Improved Daybreak: Increases the healing from Daybreak by 100%. (Useless)
NEW Minor Changes
Hand of Sacrifice is no longer on the global cooldown.
Divine Plea was removed, and mana regen was buffed.
What race should I play?
Alliance: Dwarf. Stoneform will literally be winning you games. (Removes bleeds and blanket silences I believe.)
Horde: Blood Elf. The Blood Elf silence has become very valuable with most blanket silences removed from the game.
Common Team Compositions- This is where I look at team compositions and place them into their respective tiers, tier 1 for example being the best. (Subject to massive changes, could use input from the community as well to help me out.)
Tier Free Rating:
TSG (fury warrior/dk/healer)
KFC (fury warrior/hunter/healer)
Smokebomb cleave (combat rogue/dk/healer)
dk/ww/paladin (to be named)
Tier Do Not Play:
Any spriest comp that is not mage/spriest.
Sacrifice (prevent double sacrifice)
/castsequence reset=10.0 hand of sacrifice, word of glory
Denounce (crit buff while healing current target)
Avenging Wrath (healing cooldowns)
/cast avenging wrath
/use Primal Combatant's Badge of Dominance
Which pieces of gear do I buy first?
Which pieces you buy depend on whether you got lucky in RBGs, ashran, or coliseum. You just have to make sure you buy the main hand weapon the first week you achieve 7250 conquest earned for the season.
This guide is made assuming you have bought 0 pieces, and have earned 0 pieces from outside sources.
After you have the main hand weapon, just buy the gear pieces that give the biggest upgrades to crit and haste stats. Buying cloak early is for the 10% run speed enchant.
(All set bonus pieces) I will update later with non set bonus pieces.
This order is assuming you are buying main hand AND shield.
In short, buy cloak>chest>weapons.
weapons=2250+1250 (main hand and shield)
You need 7250 points gained to access the weapons.
You can buy all 4 pcs with 250 points left over, if you do not have a high enough cap to buy weapons on December 23, make sure you calculate your points accordingly, so you have at least 2250 points to buy the main hand.
If you are not buying the shield.
In short, buy cloak>shoulders>gloves>main hand
I hope this makes some sort of sense, sorry that I did not give the gearing order sooner, as I honestly did not know myself.
Final Comments and Thoughts
Things are looking hopeful for Holy Paladins in season 16, but I just want to remind people we are coming off of the worst 2 seasons in arena history for Holy Paladins. So I implore the arena community to make some new Paladin friends, give them a chance because they deserve it. For those who stuck it out through season 15 as a Holy Paladin, you will find season 16 one of the most rewarding seasons ever.
You can message me on btag@ Borngood#1295 if you ever have any questions.
www.twitch.tv/Borngood I will be streaming once WoD comes out, to showcase some Holy Paladin gameplay to anybody interested.
Follow up guides include, Rated Battlegrounds and Positioning.
I hope somebody out there learned something useful, and thank you for reading!
BorngoodMember Since 02 Jan 2011
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