Posts Tagged ‘raid’

Holy Paladin Raiding 101, ca. 3.3.3

Saturday, March 27th, 2010

Over the past few days I’ve found myself chatting with holy pallies in vent. We’ve talked about reasonably big-picture changes they could be making to improve their healing. I thought it’d be fun to write down the lessons I found myself repeating in each conversation.

Here’s the general idea: if you’re not already hugely comfortable with paladin healing and are kind of lost on where to begin, give these suggestions a try. There’s an decent chance that you’ll do very well.

It should be obvious, I hope, that this isn’t the only way to heal as a paladin.  If you know what you’re doing and you’re doing something different, hey great, keep up the good work.  This post isn’t for you.

This post is trying to give people who are lost a direction to head in.

Before the raid

Before the pull

  • Discuss your healing assignment with the healers.  You’ll be most productive if you can beacon someone taking a lot of damage while spamming heals around the raid.
  • Discuss whether you’ll be judging light or wisdom with the other paladins.  Light is a good choice when you have 5 points in Divinity, but chances are it won’t matter if there are a few protection and retribution paladins keeping both up with their rotations.
  • Discuss your beacon/SS targets with the other holy paladins. It’s bad news to have more holy paladins than significant targets of damage to beacon.
  • Talk to your tanks about healing with Righteous Fury up. The damage reduction from Improved Righteous Fury can help.

During the fight

  • Always Be Casting. If everyone’s at full health realize that someone won’t be by the time your next cast finishes. Aim for them, and realize that your next heal is also on the way to your beaconed tank.
  • Don’t just spam Holy Light. Cast it at least every 15 seconds to keep Light’s Grace up. Cast it when your target or beacon is at a significant deficit. Cast it to hit a group with the glyph heals. But do not underestimate the speed and mana efficiency of Flash of Light. It’s often very powerful to cast it around the raid.
  • Use Holy Shock while moving, but also if someone is almost dead. Appreciate the value of landing an instant heal on someone who may not have another second to live. It’s your fastest heal. Don’t let it go unused.
  • Never let Judgements of the Pure fall off. Ever. Read that twice. Write it on your hand. This is the most common problem I see. Judge at least once a minute. Judgements proc SoW, though, so consider judging as often as possible.
  • Keep your Beacon of Light and Sacred Shield up at all times. Make sure you have a strong indicator of when they fall off or you’ll miss it. I use GridStatusHots. The FoL HoT is often worth keeping up.
  • Heal while autoattacking at melee range, as long as it’s safe to do so. This gives all your instants (beacon, SS, judgments, shock, DP, etc) the ability to make room for auto attack hits which can proc Seal of Wisdom. Mastering SoW regen reduces the pressure to gimp your healing with DP and lets you spend more of your gear budget on throughput (crit and haste) instead of MP5.
  • Time your Divine Plea carefully, but do use it. Know the fights and pick times when the next 15 seconds are relatively calm. Don’t over-estimate the risk. Outside of hard modes you’re almost certainly fine, just step up healing during it.
  • Don’t save your wimpy cooldowns for a time that never comes. I use a holy shock macro that tries to cast Divine Favor before every shock. I have FoL and HL macros that try to use both trinket slots.
  • Do save your major cooldowns for emergencies or fight mechanics. Divine Illumination, especially with the T10 2pc bonus, Avenging Wrath, Divine Shield+Divine Sacrifice+Divine Guardian, and Lay on Hands+Improved Lay on Hands can all mean the difference between a wipe and a kill. Think about the fight before the pull and predict where trouble might occur.
  • Use Aura Mastery to buff resistance auras. Know which fights have instants where the raid takes a lot of frost, fire, or shadow damage. Festergut’s Pungent Blight, with three stacks of Inhaled Blight, is a prime example of this.

I think that covers the most important stuff. There’s a lot of depth that’s glossed over here, but those are the big moving pieces. The Holy Paladin Compendium over at Elitist Jerks is a good place to start if you want to start digging into the details.

Holy Paladin Icecrown Gear List

Monday, November 23rd, 2009

(This post now includes Arthas’ loot table. Enjoy. — Z, Early Feb ‘10.)

Well, it’s that time again. Patch 3.3 brings us Icecrown Citadel and the final set of upgrades that we’ll be seeing in Wrath of the Lich King. Blizzard has gone all out. We have items available from bosses, crafting, emblems, faction rep, and even quest lines. Let’s see what Holy Paladins have to look forward to.

I want to keep this post nice and simple. I chose to build this gear list with the following guidelines:

  1. No cloth, leather, or mail and no items with hit or spirit.
  2. The relative value of an upgrade will depend on the individual healer. For this list I’ll use the following simple priorities: iLevel > Crit > Haste > MP5.
  3. Heroic upgrades of items are omitted, as are the 10m tier pieces.

I liked the icons I used in the Ulduar gear list to show which stats a given piece has. Let’s use them again:

  • Items with crit and haste
  • Items with crit and MP5
  • Items with haste and MP5

Here we go!

Head

  1. [Sanctified Lightsworn Headpiece] T10
  2. [Faceplate of the Forgotten] Festergut 25

I can’t see many paladins preferring the faceplate once they’ve acquired these well-itemized tier pieces.

Neck

  1. [Blood Queen's Crimson Choker] Lanathel 25
  2. [Holiday's Grace] Festergut 25
  3. [Soulcleave Pendant] Saurfang 10
  4. [Choker of Filthy Diamonds] Rotface 10

We have a pretty decent set to choose from. With luck we can pick up the soulcleave pendant from Saurfang early on and then sit tight until we finally get to Bloodqueen and have access to the choker.

Shoulder

  1. [Sanctified Lightsworn Spaulders] T10
  2. [Rusted Bonespike Pauldrons] Marrowgar 25
  3. [Emerald Saint's Spaulders] Valithria 10

Like the head slot, our shoulder tier piece is fantastic. Either of the 10-man pieces will do until you can get your hands on the tier upgrades.

Back

  1. [Frostbinder's Shredded Cape] Valithria 25
  2. [Drape of the Violet Tower] 50
  3. [Heartsick Mender's Cape] Blood Princes 10

This is certainly a step up from Ulduar. We have a great best-in-slot piece to watch for and we can blow some emblems on an upgrade until we see it drop.

Chest

  1. [Sanctified Lightsworn Tunic] T10
  2. [Rot-Resistant Breastplate] Rotface 25
  3. [Chestplate of Unspoken Truths] 95
  4. [Chestplate of Septic Stitches] Putricide 10

Tier wins again! I’m starting to get used to this lightsworn business.

Wrists

  1. [Crypt Keeper's Bracers] Princes 25
  2. [Bracers of Pale Illumination] Gunship 10

Honestly, there’s not a whole lot to choose from here. Grab what you can.

Hands

  1. [Gauntlets of Overexposure] 60
  2. [Fallen Lord's Handguards] Deathwhisper 25
  3. [Sanctified Lightsworn Gloves] T10
  4. [Festergut's Gaseous Gloves] Festergut 10

Oh no! We have to decide between strong off-tier pieces and the 4pc T10 bonus! It was a little too easy to ignore the terrible T9 set bonuses and happily take whichever pieces were best itemized. I’m undecided, but am leaning towards dropping the 4pc bonus.

Waist

  1. [Lich Killer's Lanyard] 60
  2. [Belt of the Lonely Noble] Trash 25 (BoE)
  3. [Waistband of Righteous Fury] Gunship 25
  4. [Tightening Waistband] Lana’thel 10

The lich killer’s lanyard is readily available, very well itemized, and has an awesome name. Expect every holy paladin in your neighborhood to be sporting one.

Legs

  1. [Puresteel Legplates] BS 8
  2. [Sanctified Lightsworn Greaves] T10
  3. [Leggings of Dying Candles] Valithria 25
  4. [Corrupted Silverplate Leggings] Marrowgar 10

Oh no! T10 vs no-MP5, round two. We might have dodged a bullet, though. Both the leg and hand tier pieces have crit. There’s a decent chance that we’ll be around the point of diminishing returns of haste rating with this gear level so trading haste for MP5 in these tier pieces might not be such a bad thing at all.

Feet

  1. [Protectors of Life] BS 5
  2. [Boots of the Funeral March] Valithria 25
  3. [Ancient Skeletal Boots] Marrowgar 10

Another slot with not much choice. It’s nice that the strongest piece out side of 25-man hard modes is crafted, though it’ll be no fun competing with melee DPS for primordial saronoite.

Finger

  1. [Ashen Band of Endless Wisdom] The Ashen Verdict - Exalted
  2. [Ring of Rapid Ascent] Gunship 25
  3. [Incarnadine Band of Mending] Princes 25
  4. [Marrowgar's Frigid Eye] Marrowgar 25
  5. [Cerise Coiled Ring] Princes 10
  6. [Runed Signet of the Kirin Tor] 1000 1
  7. [Signet of Putrefaction] Festergut 10

Boy, there’s quite a lot to choose from here. Everyone can easily get the kirin tor and the friendly ashen verdict rings right out of the gate. At the high end expect a mix of rapidly ascending, coiled, and endlessly wise rings. That spell power proc and gem socket are both fun.

Trinket

  1. [Althor's Abacus] Gunship 25
  2. [Purified Lunar Dust] 60
  3. [Sliver of Pure Ice] Marrowgar 10
  4. [Bauble of True Blood] Lanathel 25

The abacus is interesting because its proc is a smart heal that can crit and which appears to have a long range. It has a 45 second internal cooldown, however. The lunar dust proc works out to about 100 MP5, the sliver about 67 MP5 if you always spend a GCD on it when it’s up. The bauble is underwhelming, to put it politely. None of these seem compelling when compared to trinkets like the [Talisman of Resurgence] or [Pandora's Plea].

Main Hand

  1. [Bloodsurge, Kel'Thuzad's Blade of Agony] Arthas 25
  2. [Royal Scepter of Terenas II] Arthas 25
  3. [Valius, Gavel of the Lightbringer] Arthas 10
  4. [Trauma] Rotface 25
  5. [Quel'Delar, Lens of the Mind] [Battered Hilt] quest chain
  6. [Lockjaw] Rotface 10

The weapons off of 25-man Arthas are going to be [The Turning Tide] all over again, except this time we have a mace and a sword in the mix. We might have preferred haste on the mace from 10-man Arthas, but it’s still worth it. Trauma has no internal cooldown and a 1% chance to proc, making it fun to play with but better left to our healing friends with higher spell cast rates. Quel’delar and Lockjaw give nice throughput or regen options.

Shield

  1. [Bulwark of Smouldering Steel] Marrowgar 25
  2. [Lost Pavise of the Blue Flight] Sindragosa 10

Like our wrist slot, we have very little to choose from here. The fantastic news is that the bulwark is available from the very first boss in the raid! You might even be able to get it from PUGs if you don’t regularly run 25-man with your guild.

Libram

  1. [Libram of Blinding Light] 30

I can’t decide if this is worth it. On the one hand, it takes quite a while to get up three stacks and we have to burn a spell we’d like to keep available for emergencies to do it. On the other hand, it’s a guaranteed stack instead of the random chance that ToC’s [Libram of Veracity] will proc. And we can keep the stack up while running. Hmm.

There we have it! Now go beat up some bad guys and take their stuff.