What should i reforge as a holy paladin




















Crit isn't terrible anymore, it increases HPS while increasing mana efficiency. IIRC, Mastery is pretty bad. Basically, if you're not going to read the pages and pages of math on healing "rotations", just accept the front page of EJ. How much haste should I stack up upon? Should I reforge ALL crits to haste whenever possible if item already has spirit present?

More topics from this board How do I get Pet's Hunter? Build 4 Answers How and where do you learn to use guns? Side Quest 9 Answers What is the quickest way? Main Quest 6 Answers Why can't I loot anything? General 7 Answers Where is the best place to level from ? Main Quest 8 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? However, crit used to heal 1. With my style of healing, I rely a lot on fast instant heals: flash of light, holy shock, word of glory.

I also expect a lot of "infusion of light" happening. I almost never use holy light so haste would be somewhat not useful With that being said, to trigger infusion of light, I will need crit holy shock. So my main question here is - should crit be ranked higher than haste? I do a lot of heroics and zandoms. If i were to do raids, I will probably not last long with my mana pool?

User Info: Rrattika Rrattika 10 years ago 6 Www. The other talents in this tier are nearly as good for movement speed but not as hard to use. In Siege of Orgrimmar, there are numerous fights where quick controlled bursts of movement speed will be the difference between life and death. None of these are particularly groundbreaking in raids. Tier 3, Healing Modifications This section has been altered considerably from 5.

With 5. Originally, the HoT portion of EF also benefited from mastery hence after applying the initial EF heal to people, the Illuminated Healing buff would automatically be refreshed upon each tick of EF. This made mastery just incredible for us. Pre 5. The direct healing of the spell was a bonus but most paladins put 3 HP EFs on people at full health just to get the mastery shields rolling. This patch, the only part of the spell that benefits from mastery is the direct heal and thus, it is more desirable to place the HoT on people who are actually going to be taking damage.

That being said, a majority of the fights in SoO have some form of consistent raid damage and EF is still king here.

Unlike restoration druids however, we have to work at it to get the resources necessary to hand it out. Also with the new patch, the amount of secondary stats on items along with a slight decrease in the potency of mastery to our playstyle led many people to go for additional Haste breakpoints which benefit EF.

The preference for EF is partially in my opinion due to the failure to make the other talents attractive enough. I tried SH out on the PTR and to me it was basically a rotation based healing style which is very awkward to play. Missed GCDs really set you behind in terms of keeping up with mana, etc but with some practice the rotation may get easier. It requires you to be able to hit the boss. Your stat priority to be to max out your mastery and haste since you will be using most of your holy power finishes on LoD, you will get a lot more use out of mastery.

You also want to spam your spells as fast as you can for holy power generation and thus, high haste to decrease CDs and GCDs is necessary. In my opinion, the playstyle and the benefits it entail are inferior to good old EF. This is the first tier where any of the three are viable in certain situations. A safe bet is always unbreakable spirit providing you with a significant cool down reduction on some splls that will help you stay alive.

Clemency is good for situations where you need to clear debuffs off the tank in the case of physical ones for single tanking or perhaps you will need to use Hand of Sacrifice multiple times.

You should determine on your own which to take for what fight. One important thing to note about Clemency is that it does not give you 2 charges of each Hand with its own cooldown.

For example, the cooldown of a regular Hand of Protection is 5 minutes. With Clemency, it does not mean you will be able to use a HoP every 2. Sitting at two charges, you will be able to use the first two in conjunction however after that, the next charges each have the same 5 minute cooldown and you will only be able to use one HoP every 5 minutes after using the first two.

We can evaluate which of these spells is best in many ways. One is how much holy power is returned as all of these essentially give more holy power to the paladin.

In terms of pure output in a short period of time, Holy Avenger outweighs everything however you will almost never get the maximum potential of HP from HA due to movement, other required healing, etc.. However, in the long run, Divine Purpose is active for the whole fight and therefore the calculation above is not valid since the time frame is constricted.

For example between Holy Avenger cooldowns, you might randomly get more divine purpose procs than natural and the number of holy power returned from that period of time is far greater than the period of using holy avenger. Holy Avenger is become more and more popular for fights now due to the bursty nature of some of it.

Therefore my final recommendation is to use Holy Avenger. Divine Purpose is sufficient for most fights. However Holy Avenger is quite assuredly the better when you need that on-use healing increase. Here is a tier of talents that should be switched around depending on the fight. In 10 man, Holy Prism is very decent for certain fights. I personally go with Holy Prism whenever I can. The spell is quite strong and can crit for upwards of K.

A quick word about these recommendations, between 10 and 25 man these will differ a lot. If you find yourself healing with a druid, then it may not be as important to have an AOE ticking heal and you would rather have an on-demand burst to heal up the raid after a hard hitting attack.

Glyph of Hand of Sacrifice — No longer transfers damage to the paladin still only lasts as long as the amount , HoS is in my opinion an underused spell. As our Health gets larger along with heavier boss hits, this spell has a chance of mitigating quite a bit of damage. The downside of this spell has always been the damage transfer especially as a healer. You can place this on anyone about to take a large hit and in my opinion is invaluable in every SoO fight. Glyph of Lay on Hands — Pretty safe glyph to take on any fight, returns 30, mana on using Lay on Hands.

Glyph of Beacon of Light — This glyph allows you to switch Beacon from person to person without incurring the global cooldown there is still a 3 second cooldown. This is beneficial when you want to switch Beacon to Divine Light a raid member or something of that sort. Not useful on single tank fights. Pretty useful in high physical damage fights. At most this glyph is a few tenths of a percentage of your healing.

Pretty suck. This glyph will be useful and probably should be taken by paladins who go the Selfless Healer play style and reforge out of spirit. Then you can make a call on whether to use this or not. Your mana regeneration if you take this glyph will be based on how much HS you roll out. Depending on your haste this Mp5 value will be different. Lets assume we can do 12 HS per minute this would required a minimum of around 8. With our increase HS critical strike, we can expect 6 of these to be critical returning a total of 18, mana.

Now lets look at the mana regeneration penalty. Somewhere between 13, and 13, spirit, the penalty will start to get larger than the return. Well to do 12 HS per minute you will essentially need to be spamming your HS without fail on cooldown for the entirety of the fight.

In addition, suppose you get just 1 less HS critical, then using this glyph would be a mana loss in the long term. And critical being what it is, a completely unreliable spell, you may get a lucky or unlucky streak.

Better to go with a value that will give some leeway. If you can reliable do lets say 11 HS per minute and assuming 5 of those will be criticals. Then you should aim to have your spirit sit at a minimum under 11, Cooldowns Healing and Damage Reduction Paladins have the most cooldowns out of any healing class except for perhaps rivaling priests.

Another recommendation is to plan your cooldown rotation with other healers. This also prevents wasting cooldowns. This is a good cooldown to use during sustained large damage such as gradually increasing damage so you can make use of the whole 20 seconds. Otherwise, this cooldown is best used during any short period bursty damage such as ones requiring movement or spiky damage.

Guardian of the Ancient Kings This spell was greated changed in 5. Most likely it will only apply to targeted direct heals.

It may apply to LoD. This spell is definitely a tank saver if you can use it quickly. Furthermore, it can be modified by the Glyph of Lay on Hands to return 30K mana to you upon use, which is equivalent to one mana potion. I would personally bind this to a hot key so you can use it quickly. I want to mention one thing though.

Back in 5. However, after 5. This is an incredibly powerful single target and raid healing cool down. Not only does it give more healing on commonly used spells like holy shock or holy radiance, it also gives the opportunity to spread eternal flames to even more raid members.

In stacked situations, this cooldown allows you to repeatedly cast LoD with a buffed holy radiance. In heavy single target damage situations you can use this to basically spam heal eternal flames as a single target heal. This is probably my most underrated, underused and underappreciated spell. Use it! Also note that there are very rare instances of things which are not affected by this. Use this commonly on things such as static shock on Lei Shen or to stand in one place for the ice beam on Megaera.

You can also use this to immunity incoming debuffs. Hand of Protection — protects from all physical attacks for 10 seconds during which they can not attack or use physical abilities, 5 minute cooldown. Sometimes for fights you will be asked to use this on tanks to remove physical bleeds.

This will not remove magic bleeds or immune magic damage, it is for physical damage only. Also good for random people who pull threat at the beginning like boomkins!

Make good use out of it! This spell is extremely helpful on certain fights that places DoTs on players. There are a number of different gems you can choose.

With the advent of 5. To decide which gems to put in which sockets, you should consider some things. First, what kind of healing style will you play? The SH and EF gearing style can be drastically different from each other. Which of these two stats you prefer on your gear depends on how your current mana-management situation is. If you are finding yourself not lacking mana, whether due to there being multiple Mana Tide Totem s present in the raid or simply because of good healing from your fellow healers, then you should prefer Haste Rating over Spirit.

If mana is of any concern to you, then Spirit should be prioritised higher. Even if the actual healing numbers produced at the end of an encounter HPS were identical for players using Haste Rating and Critical Strike Rating, or even higher for the Critical Strike Rating user, Haste Rating provides you with much more stability and reliability.

Critical Strike Rating provides burst healing, over which you have no control and which may well end up simply overhealing, and not being there when it is needed the most. Haste Rating, on the other hand, provides a permanent cast time reduction for your heals, allowing you to possibly get in an extra heal before having to move.

At any rate, finishing a cast sooner allows you to begin another cast on a different player sooner. This final aspect is something that Critical Strike Rating is simply unable to help with, as even if your first target gets healed to full because of a critical strike, you may not reach your second target in time. Talents, Builds, and Glyphs. Common Talent Builds.

Customising Your Build. Fixed Talents. Optional Talents. Prime Glyphs. Major Glyphs. Minor Glyphs. Rotation, Cooldowns, and Abilities. Basic Rotation. Additional Actions To Perform. Cooldown Usage. Aura Mastery. Choosing Your Aura. Beacon of Light Target. Procs To Watch Out For. Infusion of Light. Healing Spells In Detail. Healing Cooldowns In Detail.

More on Cooldown Usage. Beacon of Light Subtleties. Beacon Assignment. Mana Regeneration With Divine Plea. Buffs, Debuffs, and Useful Abilities. Statistics Priority and Reforging. Getting a Better Understanding. Statistics Explanations. Spirit vs Haste Rating. Haste Rating vs Critical Strike Rating. Gems, Enchants, and Consumables. Power Torrent Versus Heartsong. Summing-up Profession Perks. Macros and Addons. Generic Macros for Paladins. Hand Mouseover Macros. Lay on Hands Mouseover Macro.

Mouseover Cleanse Macro. Divine Shield. Specific Macros for Holy Paladins. Beacon of Light Mouseover Macro. Divine Plea. Generic Addons for Paladins.



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