I am an avid triathlete and fitness enthusiast, and since having completed grad school two years ago, I have worked as an English professor at a local community college here in the greater Los Angeles area.
shamans need to cast for heal
priest heals output sucks
paladins can insta heal all day
i dont even know why pallys have aura mastery, they should just make divine protection 90secs cd and usable while stun/silence
and barkskin needs a longer cd too also iron bark
The guides that are currently stickied to the top of this Forum are more of a history lesson than anything else. I thought it would be a good idea to post an up to date one. If this guide looks familiar, it's because I used the same format that Vanguards used for his Ret guide. I found Vanguards' guide very helpful and well laid out, so hopefully he doesn't mind.
What changed about Holy in 5.4 for PvP?
Holy got a few buffs in 5.4. Overall none of it is drastically game changing.
Divine Plea no longer reduces your healing by 50%. Bout time.
Illuminated Healing (mastery) no longer procs from hots. Minor nerf to Eternal Flame.
Guardian of Ancient Kings has a lower cooldown and copies your healing onto your target.
Holy Insight now increases Eternal Flame and Word of Glory by 50% (up from 25%)
Holy Shock's mana cost reduced by 50%
Judgment mana cost up to 12% from 5% of base mana
The highlighted talents are the most commonly used talents for Holy Paladins. This is not a definitive selection of talents as they all have their different uses.
Speed of Light: the best choice in my opinion. This talent provides a burst of speed that is not on the GCD and can be used while silenced. This means that you can always use it exactly when you need it.
As Holy you won't always have the GCDs to spare to get a sprint through Long Arm of the Law when you really need it. Pursuit of Justice is nice as well but in my experience it won't save your life or help you get into range to land HoJ like Speed of Light will.
Fist of Justice, Repentance, Evil is a Point of View
I've lumped all of these into one category because they are all viable. The biggest thing you need to consider when you choose one of these is what CC's your team currently has, and which of them share a DR with your talent choice.
Ideally you want to choose a talent that does not share a DR with your team's main sources of CC. For example, if you are playing with a Warlock you probably shouldn't use EPV. Repentance is questionable too because it breaks on damage, and Warlocks like to dot things up. In this case Fist of Justice would probably be best.
This is the train of thought that you should go through each time you play a different comp.
Eternal Flame: This is the one to get.
Sacred Shield: Even with the changes to Sacred Shield in 5.4, I typically do not use it. This is a complete flip flop from what I used to have in this guide. I used to think it was great until I started using Eternal Flame more often, now I never want to use anything but Eternal Flame. I can't really think of a situation where Sacred Shield would be preferable to Eternal Flame.
I do not recommend Selfless Healer to Holy Paladins. This is because of all of the spread damage going around, the increase to Judgment's mana cost, and the fact that you need to spend 3 GCD's before this talent really kicks in. Any good Warrior will use Thunderclap to spread Deep Wounds, and that damage alone will eventually put you behind in healing without Eternal Flame.
Clemency: the preferred choice most all of the time for me. This talent allows you to give freedom to your team mates, yet still have 1 charge available to you in case you get switched to. It also allows you two get out of jail free cards against CC that breaks on damage through Hand of Sacrifice. Also with 2 charges on Hand of Protection you should almost never find yourself coming up short on immunities for yourself or your team mates.
Unbreakable Spirit: The change to this ability puts it on par with Clemency. This is the talent to use if you are having trouble with wizards, or you are simply getting trained a lot. This is something you will benefit from changing on a game by game basis depending on what will help the most.
Hand of Purity: also a viable choice, though not one I typically recommend. It is a highly specialized talent that is only really useful against teams with more than one DoT class. The 10% damage reduction that they added to it in 5.2 doesn't even begin to make up for all the utility you lose from not using Clemency. This is a talent you will only use against certain teams, but in those specific situations it can really shine.
Divine Purpose: a really strong and random talent. Sometimes it will proc exactly when you need it, sometimes it won't. It can completely turn games around if it procs back to back when somebody is low, which seems to happen frequently because of its high proc chance.
Holy Avenger: also a very strong talent, but it is not random. This talent is for somebody who does not like RNG and would prefer on demand burst healing with a cooldown. I typically choose this talent for RBG's and sometimes for 5v5. This talent gives you another button to press when things really start getting wild.
I have experimented with Sanctified Wrath in the past, but I do not feel like it is as strong as the other two. I think Holy Avenger provides better controlled burst healing, and Divine Purpose will probably do more for you over the course of a match.
Holy Prism: the only real choice for PvP. The cooldown on the other two talents is far too long for them to really be viable. Be careful not to use it on a friendly target if they are standing near an enemy player that is CC'd by something that breaks on damage (Freezing Trap, Polymorph, etc) because the Prism will break them out of it. Try and make an effort to use this on an enemy player whenever you can because it actually does a ton of spread healing. This is especially important/useful in RBG's.
Light's Hammer might be useful since 5.2 added a snare to it, so it works like a 14 second AOE snare. If you feel like you don't need the superior healing from Holy Prism you might find this useful as a kiting tool. Execution Sentence used to be a cool talent until they changed PvP Power to not benefit healer damage. The new dispel protection on it makes it more attractive, but I still would not recommend it.
Beacon of Light (highly recommended) - I always use this glyph. It is amazing.
Flash of Light (highly recommended) - Gives a nice little boost to your next heal after flash.
Divine Protection - Use this as your third against any double physical damage team.
Glyph of Devotion Aura - If you are not playing with wizards, this is a strong choice
Gems / Enchants / Stats
Priorities for Stats:
This is an area of a lot of discussion and debate for Holy Paladins. I would actually like some input here, but I will try to present several options as best I can.
Intellect and Spirit are your two main stats. You want both of these stats on most of your gear. Paladins don't really have mana troubles these days. They do have troubles with getting chain CC'd though, so you want whatever few heals you can get out in between CC's to be strong.
Mastery and Crit are the two secondary stats that tend to attract the most controversy. After experimenting with a Mastery setup and a Crit setup, I think Crit is probably superior. The sheer number of procs you get from Holy Shock really starts to feel mandatory in today's arena environment.
I feel like Haste deserves a mention as well because Paladins have a fair amount of abilities that benefit from it. Sacred Shield, Repentance, Blinding Light, and every casted heal all benefit from Haste.
At the end of the day, whatever feels best to you is what you should do. After personally trying full mastery, full haste, and full crit, my personal opinion is that crit seems to be the best.
PvP Power and Resilience:
Blizzard turned PvP Power and Resil on it's head. The gems have been severely nerfed and your base PvP Power and Resil will mostly come from your PvP gear. Your weapon and trinkets are your most important pieces for these stats, use the PvP pieces in these slots.
Meta - 432 Spirit / +3% Critical Effect or your personal preference
Red - 160 Intellect
Yellow - 80 Intellect / 160 Crit (or Mastery)
Blue - 80 Intellect / 160 Spirit
Shoulders - 200 Intellect / 100 Crit
Back - 180 Intellect
Chest - 200 Resilience
Wrist - 180 Intellect
Hands - 170 Mastery
Legs - 285 Intellect / 165 Spirit
Feet - 140 Mastery / Run Speed
Weapon - Jade Spirit
Off Hand - 165 Intellect
This is where the personal preference and a lot of debate comes in. I used to prefer to reforge out of Haste/Crit into Mastery. Now I do the opposite and reforge into crit. I reforge into Spirit wherever I can, though I think it's just one ring and your weapon where this is possible. It's hard to go wrong really.
Viable Holy Comps
Once again I think Holy Paladins are kind of in a rough spot this season. I don't think they're the worst but they're definitely not the best either.
To be honest I haven't played very much this patch, but it looks like your best option will be to make friends with a good Warrior if you haven't by now. Once you have that taken care of, add in just about anything else and you have something that has potential to get to high ratings.
Some of the most notable Paladin comps in no particular order:
General Arena Tips for Holy Paladins
Make sure to keep rebuffing Might/Kings as long as your team is above 85%. In 5.3 the mana cost came down on these buffs significantly, so this is even easier to do now.
Prioritize dispels on your most supportive classes. When your team is going offensive make sure to dispel CC that is "full" to maximize uptime for your mongoloid team mate.
Also just be really vocal with team mates when you don't have trinket or bubble, letting them know the other team is about to swap onto you before they do could really change the outcome of their swap.
I don't use a ton of macros, but I find the ones I use to be absolutely essential. I'll put a couple here, maybe someone will find them useful.
My personal Preference is to use a Mouseover macro for cleansing. You hover over somebody's raid frame, name plate, or character and then use this macro. I didn't like how it behaved when I tried to self cast it, so I made another macro and bound it to ALT + my cleanse binding. You can replace Cleanse with any other ability in this macro if you like how it works.
#showtooltip Hand of Sacrifice
/cast Hand of Sacrifice
The purpose of these macros is to stop whatever your character is currently doing and cast a more important spell. This is usually only used for very important spells that are time sensitive such as Bubble, Devotion Aura, Hand of Sacrifice, etc. It makes sure that the important spell goes off when you press the button, no matter what else your character may be doing.
Adding Party1,2,3 targeting support to your macros
Personally I do not usually use this style of macro, but they are very useful and considered by most to be the proper way to use macros. The idea is that for some (or all) of your abilities there are 2 to 3 different binds that cast the same spell, but on a different person.
Here is an example:
Let's say that R is bound to Cleanse. Pressing R will cleanse your target if you have one, or will cleanse yourself if you have no target. Now let's say you want to change things up and use a Party1,2,3 macro for cleanse, so you bind R to this macro:
/cast [target=Party1] Cleanse
When you activate this macro you will always cleanse the first person in your party, no matter who you are targeting. So at the minimum for 3v3 also need a macro/binding to cleanse your other partner and yourself.
Now that you know how the Party1,2,3 macros actually work, here is how you apply them. Arena1,2,3 macros work exactly the same way to target your opponents, so just replace "Party" with "Arena."
/cast [target=Party1] Any Spell Here
I felt like Holy Paladins deserved an up to date thread covering some of the basics. The purpose of this guide is to help new and returning players that may not know what a lot of the new stuff does.
I welcome any constructive criticism or additions. This is not intended to be a flawless and complete guide, just the basics. I'm not claiming that my word is gospel or that I am the best Paladin, this is only intended to be a basic helpful guide - so please don't flame.
And I lost interest beyond this point. Most represented healer class in top ladders, perfectly r1 viable and you call them really weak? ok.
I literally wrote down a weakness the moment after that. If they had 0 weaknesses, they would be 100% representation as every person would play them. I also called them overpowered in the paragraph before xd
Please fuck off if you have nothing to comment. I don't care if you lost interest. Don't post then.
Note : Would be great if this thread didn't get destroyed by pointless elitism or flat out trolling this website has been subject to for a while, i'm sure i'm not the only one that ran into that kind of issues before so i feel the discussion could be useful to more people than myself.
So, i'm playing with friends atm, both great guys i have fun with but without much experience at the higher end of the arena pole (their higher point was 2300ish in S8 where glad was like 2600-2700ish).
Always seem to see the same trend when i play in this kind of teams tough, first people are all pumped up and pretty much end up generating ridiculous expectations out of it "yeah gonna be nice gonna get glad easy blablabla".
Then we play and build our MMR and all is great again until we hit "that wall" where we actually need to start working towards improving as a team, ours was around 2k this season (wich is like top 50ish on our bgroup) atm. We were rank 35ish at some point so i don't think we were doing awefull for a new team working together.
Personally i try to be positive and i'm sure we can keep going if we work towards it and try to have fun and think its kinda pointless to worry too much about rating 2 weeks into the season, i try to spark some discussions, try out new strategies, try different calls etc to improve our chances while also listening to their opinions etc, to try to spark some teamwork.
Sadly most of those team i've been on always reach a point where people either cares way too much about rating or w/l while i don't feel its relevant or just feel discouraged at making no progress and just want to quit, or just complains about game balance non-stop or find a new team or whatever. I feel my current team has reached that point again and i'm really fucking tired of dealing with this, its not the first time and i don't feel it will be the last
How should i deal with it? Is 2 week as a new team enough to reach the top 0.5% of the ladder, if it doesn't work just call it quit or am i actually right to try and work for it? I just feel people always expect instant success and i'm sick of it.
Maybe its my attitude thats wrong? Maybe i should expect success faster like them?
I mean i want to keep playing with them, i know they're great players, one of them was Grand Master in SC2 at some point and the other is just really fun to have around, i'm just really tired of dealing with emo bullshit anytime there's a stone in the way.
Idk, only times i reached high points in the ladder was playing with past season's glad, experience goes a long way i guess.
The ladder being completly deflated doesn't help, they seem to make a big deal we're stuck at 1900-2k when by some of earlier season's standards we would be 2400+ judging by the rankings.
How do you deal with that kind of things, if some of you remember some of your first glad pushes, or even Rank 1 pushes, or things like that, is it normal? How should i try to motivate them again? Should we just chain reroll teams until we get a result that seems to satisfy them? Out of ideas.
Divine Aegis doesn't suck as much as people think, it's just different. Definitely changes the mentality when it comes to PVP healing. Priest have to be more comfortable with letting people sit low hp while shields absorb the incoming damage. Definitely puts more of a panic factor when it comes to healing yourself while getting trained. It really does feel unrewarding tho when heals chick for 50K lol.