Holy Paladin's Guide to healing Spells and Their Macro's

January 3, 2009


Holy Paladin Core Spells


A thing about Macro’s:

I’ve included Macro’s for most of the spells that you could want Macro’s for.  Some spells are simply support spells, so no macro’s need be written for them.  I’m not going to explain how macro’s work, there are plenty of other resources to help you with that.

A thing about the numbers here:

Some of these numbers look small to some of you who are already raiding.  Remember, these numbers are for you being unbuffed.  We will go through all your raid buffs in another area.

 

Flash of Light (Rank 9)

Spell: Flash of Light
Casting Cost: 307 Mana
Spell Power Coefficient: 1.26 (with 3 points in Healing Light Talent)

Flash of Light is a spell that every Holy Paladin will cast on a regular basis.  It is extremely cheap, and in a proper raid environment, you should be able to cast this forever and still gain Mana.

Early on at level 80, its really easy to have this spell hit for 2200 Heals per cast and crits hitting for 3300.

It is a massive staple spell in the Holy Paladin’s arsenal.  Couple this spell up with Beacon of Light and it has the potential to double your heals so long as you use it wisely.

Depending on your Spell Power, you can see for yourself how efficient Flash of Light is.


Flash of Light
(Rank 9)

 

With 3 points in
Healing Light Talent

 

Potential HPS
when teamed
with Beacon

+Spell Power

Heals Per Cast

HPS
(Heals Per Second)

Heals Per Mana

 

1300

2473.5

1649

8.06

3298

1400

2599.5

1733

8.47

3466

1500

2725.5

1817

8.88

3634

1600

2851.5

1901

9.29

3802

1700

2977.5

1985

9.70

3970

1800

3103.5

2069

10.11

4138

1900

3229.5

2153

10.52

4306

2000

3355.5

2237

10.93

4474

2100

3481.5

2321

11.34

4642

2200

3607.5

2405

11.75

4810

2300

3733.5

2489

12.16

4978

2400

3859.5

2573

12.57

5146

2500

3985.5

2657

12.98

5314

2600

4111.5

2741

13.39

5482

2700

4237.5

2825

13.80

5650

2800

4363.5

2909

14.21

5818

2900

4489.5

2993

14.62

5986

3000

4615.5

3077

15.03

6154

Note the Potential HPS when teamed with Beacon.  This effect is highly unlikely, which is why its potential.  It should be noted that the Heals Per Mana almost double as well, but you need to take into consideration the casting cost of Beacon of Light.

See the Stats page for how each stat effects Flash of Light

Flash of Light Macro:

#showtooltip Flash of Light
/use [combat]13
/use [combat]14
/cast [target=mouseover,help,nodead][help,nodead][target=targettarget, help,nodead] Flash of Light
/script UIErrorsFrame:Clear()

The biggest benefit of this macro is its versatility. If you're casting through a raid frame, it'll cast on the person you have under your mouse, if not it will cast on a friendly character that you have targeted. If not, if you are targeting an enemy, it will cast on its target (usually your tank).

If you don’t want to use your trinkets automatically, remove the /use [combat] 13 / 14 lines.  If you’re like me and would never use the ability unless its programmed into your macro’s feel free to leave it in. Delete that line if you're not a herbalist.

 

Holy Light (Tank 13)

Spell: Holy Light
Casting Cost: 1274 Mana
Spell Power Coefficient: 2.17 (with 3 points in Healing Light talent)

This baby is your big gun!  A lot of Holy Paladin’s are currently casting Holy Light more than Flash of Light.  It takes a few specific Glyphs and a lot of work to get your gear up to the level where you can almost constantly cast Holy Light, but it can be done.

While Holy Light isn’t as efficient with its Mana as Flash of Light with its Heals Per Mana (HPM), it more than makes up for it being able to heal about twice as hard. The Heals Per Second (HPS) that Holt Light delivers can be exactly what you need to get out of a tight spot.

Holy Light
(Rank 13)

 

With 3 points in
Healing Light Talent

 

Potential HPS
with Glyph
of Holy Light

+Spell Power

Heals Per Cast

HPS
(Heals Per Second)

Heals Per Mana

 

1300

7987

3195

6.27

4792

1400

8204

3282

6.44

4922

1500

8421

3368

6.61

5053

1600

8638

3455

6.78

5183

1700

8855

3542

6.95

5313

1800

9072

3629

7.12

5443

1900

9289

3716

7.29

5573

2000

9506

3802

7.46

5704

2100

9723

3889

7.63

5834

2200

9940

3976

7.80

5964

2300

10157

4063

7.97

6094

2400

10374

4150

8.14

6224

2500

10591

4236

8.31

6355

2600

10808

4323

8.48

6485

2700

11025

4410

8.65

6615

2800

11242

4497

8.82

6745

2900

11459

4584

8.99

6875

3000

11676

4670

9.16

7006

The Glyph of Holy Light gives Holy Light the potential HPS booms with a 50% increase.  This is an incredible boost, increasing the Mana efficiency by about 33%.

Even though Holy Light is a slower casting spell, with enough haste (look under Stats on Haste to see the effects on Holy Light) you can quite easily be casting these with 1.5 or 1.7 second casting times.

 

Macro for Holy Light:

#showtooltip Holy Light
/cast [combat]Divine Illumination
/cast [combat]Divine Favor
/use [combat]13
/use [combat]14
/cast [combat] Lifeblood
/cast [target=mouseover,help,nodead][help,nodead][target=targettarget, help,nodead] Holy Light
/script UIErrorsFrame:Clear()

This macro first casts Divine Illumination and Divine Favor before casting your Holy Light spell. All the other details are the same for the Flash of Light Macro.

 

Holy Shock (Rank 7)

Spell: Holy Shock
Casting Cost: 790 Mana
Range: 40 Yards for healing, 20 yards for Damge
Triggers the Global Cool Down: Yes
Cool Down: 6 Seconds
Spell Power Coefficient while Healing: 1.05 (with 3 points in Healing Light talent)

While this spell can be used as a damage spell, we are only going to look at it as a healing spell.

This spell is your mini “Oh Bugger” button.   When things get tough and you need fast healing, Holy Shock is your answer.  While Holy Shocks Heals Per Mana are poor, it makes up for it in other ways.

First: being an instant allows you to heal while moving, and heal in situations where you are getting interrupted.

Second: You get the heal when you click, not after a casting time, like most spells.

Third:  It works in combination with the Talent Infusion of Light.  This will either make the next Flash of Light an instant or reduce the casting time of Holy Light by 1.5 seconds.

+Spell Power

Heals Per Cast

Heals Per Mana

Heals Per Mana with
5 points in Benediction

1300

3865

4.89

5.44

1400

3970

5.03

5.58

1500

4075

5.16

5.73

1600

4180

5.29

5.88

1700

4285

5.42

6.03

1800

4390

5.56

6.17

1900

4495

5.69

6.32

2000

4600

5.82

6.47

2100

4705

5.96

6.62

2200

4810

6.09

6.77

2300

4915

6.22

6.91

2400

5020

6.35

7.06

2500

5125

6.49

7.21

2600

5230

6.62

7.36

2700

5335

6.75

7.50

2800

5440

6.89

7.65

2900

5545

7.02

7.80

3000

5650

7.15

7.95

Macro for Holy Shock:
/cast Divine Favor
/cast [target=mouseover,help,nodead][help,nodead][target=targettarget, help,nodead] Holy Shock
/script UIErrorsFrame:Clear()

Casts Divine Favor before casting Holy Shock. It works in the same order as Flash of Light.

In PVP, instant cast spells cannot be counter spelled or interrupted.  This makes it very, very good.

 

Lay on Hands

Spell: Lay on Hands
Casting Cost: 0 Mana
Triggers the Global Cool Down: Yes

While Holy Shock may be the Holy Paladin’s little “Oh Bugger” spell, this is its big brother.  The spell is quite easy to figure out but it has some not so known benefits besides the healing component.

First of all, this spell can crit.  If it crits, it gives you a bonus 50% healing.

When you put points into the Improved Lay on Hands talent, will help doubly so on bosses that have hit their enrage.  Not only will you have an free instant casting healing spell that hits for a massive amount, your target gets an armor bonus for 15 seconds.  Not only that, if you have Glyph of Lay on Hands and Glyph of Divinity, you and your tank will receive 2340 Mana.  Great if it’s a Protection Paladin.

Depending on how fast your guild is in clearing bosses, you may have this available for each boss fight.  It should also be noted, that if you’re clearing through faster than that, its unlikely that you’re going to need to use Lay on Hands for anything but a Mana Pot (by doing it to yourself – You’ll get 2340 Mana times 2!)

Macro for Lay on Hands:

/stopcasting
/cast [target=mouseover,help,nodead][help,nodead][target=targettarget, help,nodead] Lay On Hands
/script UIErrorsFrame:Clear()

Why /stopcasting?  If you’re casting this spell, its an emergency, therefore you need to stop what you’re casting and cast this.

For PVP, its not too bad.  It’s a pity it cannot be used in Arena where you’d really want it.

 

Beacon of Light

Spell: Beacon of Light
Casting Cost: 1537
Triggers the Global Cool Down: Yes

This spell is both good and bad.  It has so many Holy Paladins scratching their heads.  This is also why Holy Paladin healing has become somewhat complicated.  When used right, it has the potential to double your heals.

Spells and abilities that work with Beacon of Light:

Spell and abilities that do NOT work with Beacon of Light:

Beacon of Light also only works with Effective Heals only.  If you over heal a target, the over healed amount will not proc to the Beacon of Light.

Now’s a good time to bring up heal sniping.  If you find that your heals are being sniped (someone heals your target just before your heal lands), Beacon of Light is going to be of little use to you.

There are two main tactics used with Beacon of Light.

  1. Beacon the tank (or who else is going to take the most damage) and heal everyone else.
  2. The other is to put Beacon on yourself and heal the tank and sometimes others.

In my personal history, putting Beacon on the tank is by far the best option.  If you put Beacon on the tank, you can remove some of your focus from keeping the tank alive and concentrate on where the damage is.

If you Beacon yourself, you need to make some assumptions that are plain wrong.  The healer, though being an important part of the group, is not the most important part.  The tank is. Also, if the tank is doing their job right, they’re going to be the one taking the most damage anyway.  Second assumption.  You’re going to be taking enough damage to warrant all the extra healing going to you.  If that’s happening, you need to rethink who your tank is.  There needs to be a trust between you and your tank.  You need to trust that your tank will hold agro, and your tank needs to trust that you’ll keep them up.

Beacon of Light is most effective in two situations:
1). When there is one person taking most of the damage and others taking lighter damage.
2). When there are two people taking about the same amount of damage.

In situation 1: Beacon who is going to take the most damage and heal the others.
In situation 2: Beacon one of them and heal the other.  Heal the one that is going to take the steadiest stream of damage.

An excellent use of Mana which is also good get massive amounts of heals out (if you have Glyph of Holy Light) is to keep Beacon up on the tank, and Holy Light a melee that has a lot of damage on them.  The heal hits the intended melee target, beacon proc’s sending heals to the tank and Glyph of Holy Light proc’s sending additional heals to the surrounding melee.

Tree of life (confirmation needed) is reported to work doubly well.  Beacon Toon A, Heal Toon B.  Toon B will get Heal+6%.  Toon A will get (Heal+6%)+6%.

You can only have one Beacon of Light up at a time. If you cast another, it will dispel the first

Macro for using Beacon of Light:

#showtooltip Beacon of Light
/cast [target=mouseover,help][target=help,nodead][target=targettarget, help,nodead] Beacon of Light
/script UIErrorsFrame:Clear()

If you use Bigwigs you can use it to give you a warning when it runs out. For this to happen add this to your macro.

/bwlcb 60 Recast Beacon of Light

For Deadly Boss Mods:

/dbm timer 60 Recast Beacon of Light

In PVP, you should beacon yourself and heal the other(s).

 

Divine Plea

Spell: Divine Plea
Casting Cost: 0 Mana
Triggers the Global Cool Down: Yes

At first glance this seems ordinary at best.  Reducing your healing to get some Mana back.  The truth is, this simple mechanic is so wonderful to a Holy Paladin some would call it divine.

Now imagine a spell that allows you to take a Mana Potion every minute.  I present to you, your Mana Potion every minute, Divine Plea:

Maximum Mana

Mana returned per Divine Plea

Mp5 assuming Divine Plea
is always on CD

10000

2500

208

11000

2750

229

12000

3000

250

13000

3250

271

14000

3500

292

15000

3750

313

16000

4000

333

17000

4250

354

18000

4500

375

19000

4750

396

20000

5000

417

21000

5250

438

22000

5500

458

23000

5750

479

24000

6000

500

25000

6250

521

26000

6500

542

27000

6750

563

28000

7000

583

29000

7250

604

30000

7500

625

31000

7750

646

32000

8000

667

33000

8250

688

34000

8500

708

35000

8750

729

Now the cost?  Every minute, you reduce your heals by 50% for 15 seconds.  That’s like sacrificing 25% of your heals to have a lot of extra mana.

But, I don’t want to reduce my healing!
Just relax, Holy Paladins over heal for heaps, so effectively all your doing is reducing your over heals.  Not quite, but if it makes you feel better, think of it like that!

You don’t have to pop this spell every time it becomes available if you’re not having Mana issues, but if you run low on Mana on a particular boss, or your tank likes to chain pull like there’s no tomorrow, this is an exceptional option.

For those Holy Paladins who wish to cast Holy Light non-stop, casting this every time its available is essential.

 

Divine Favor

Spell: Divine Favor
Casting Cost: 131
Triggers the Global Cool Down: No

Divine Favor, and the talent Illumination and the fact it doesn’t trigger the Global Cool Down make this a winning combination.

This is what’s commonly referred to as a Spell Buff.  It’s a spell that buffs other spells.

You should cast Divine Favor if it’s available, before you cast Holy Light or Holy Shock.

 

Mana cost for both
Divine Favor
and this spell

Mana back from crit

Mana saving from
using Divine Favor

Flash of Light (Rank 9)

425

184

66

Holy Light (Rank 13)

1392

764

647

Holy Shock (Rank 7)

829

474

356

The best Mana benefits come from only casting Divine Favor in combination with Holy Light, and if you need to relieve some of your Mana issues, this is a good way to do it.

If you want to set it up to go off with Holy Shock, that’s a good plan too, since when Holy Shock crits, your next Holy Light or Flash of Light casts faster.  An emergency crit Holy Shock is always welcome.

Divine Favor also has the added benefit of forcing a crit, which also gives you 50% more heals.

Since this spell doesn’t trigger the Global Cool Down, make sure you put it in your macro’s.  It’s really important to your healing performance that you do that.

 

Divine Illumination

Spell: Divine Illumination
Casting Cost: 0 Mana
Triggers the Global Cool Down: No

This is another powerful spell buff.  As a matter of fact, I believe this is the best spell buff that a Holy Paladin has available.

What makes it so good?  Well, a number of things.
1).  Cheaper healing spells are always good.
2).  The Talent: Illumination refunds are based on the base cost of the spell, irrelevant of how much you pay for it.  If we have enough crit on our gear, we could in fact end up with more Mana at the end of the 15 seconds than we started with.
3).  The Mana discount stacks with other Mana discounts.
4).  The amount of haste on our gear lets us almost abuse this spell.

 

Mana Saved Per Cast

Flash of Light (Rank 9)

154

Holy Light (Rank 13)

637

Holy Shock (Rank 7)

395

Beacon of Light

769

So as you can see here, the best Mana benefits come from casting this before you cast Beacon of Light or Holy Light.  Since Holy Paladins tend to cast multiple Holy Light in a row, it just makes sense to save this one for when you cast Holy Light.

Using it with Beacon of Light is also another good option, especially if you follow Beacon up with a few Holy Lights.

 

Sacred Shield

Spell: Sacred Shield
Casting Cost: 527 Mana
Triggers the Global Cool Down: Yes
Spell Power Coefficient: 0.75 (Need Confirmation)

Summary:  You got the right stuff!  This New Kid on The Block is awesome.  Keep it up on anyone going to take a lot of continual damage. Eg. Tanks.  In PVP, keep it up, it rocks!

Good news:
Sacred Shield is the most mana efficient Healing style spell that a Holy Paladin has that doesn’t have a massive cool down.  Even more so with 5 points in Benediction.
It scales with Spell Power.

Bad news:
For you healers that follow the healing meters, this spell does not improve your stats.
It does not stack on a single target.  Not even from two separate Paladins.
It requires Holy Paladins to manage one more thing.  It needs to be refreshed every 30 seconds, not before or after.
It’s slow to take effect.
It does not stack with Beacon of Light or scale with Crit.

Great news:
It can be applied to multiple targets.

How does it work?
Step 1: You cast the spell and it places a buff called “Sacred Shield” on your target.  This buff will last for 30 seconds.
Step 2: The target takes some damage.  It does not matter how much, but when the target takes damage, it triggers a proc, which places a damage prevention shield on your target, which is also called “Sacred Shield” for 6 seconds.
Step 3: Any damage done to the target (not including environmental damage, Eg Cooking Fire,  Falling Damage) will be prevented up to how much that shield will prevent.  The Sacred Shield prevention shield will last until its all used up or has gone for 6 seconds.
Step 4: While the Sacred Shield buff is still active, repeat from Step 2.

Example of Step 3:
Lets say you have 1400 spell damage, which means that 1550 will be prevented for each Sacred Shield prevention shield.  You get hit for 500 damage, 500 damage is prevented and there is 1050 left on the shield.  You get another hit for 500, 500 is prevented and there is 550 left.  You take another 500, 500 prevented and 50 left.  You get smacked again for 500, 50 is prevented and you take 450 damage and the Sacred Shield Prevention Shield fades away.

Here is the table on Sacred Shield:


Spell Power

Prevention Per
Tick (5 Sec)

Prevention Per
Cast

Prevention Per
Mana

Prevention Per
Mana with 5
Points in
Benediction

1300

1475

7375

14.0

15.5

1400

1550

7750

14.7

16.3

1500

1625

8125

15.4

17.1

1600

1700

8500

16.1

17.9

1700

1775

8875

16.8

18.7

1800

1850

9250

17.6

19.5

1900

1925

9625

18.3

20.3

2000

2000

10000

19.0

21.1

2100

2075

10375

19.7

21.9

2200

2150

10750

20.4

22.7

2300

2225

11125

21.1

23.5

2400

2300

11500

21.8

24.2

2500

2375

11875

22.5

25.0

2600

2450

12250

23.2

25.8

2700

2525

12625

24.0

26.6

2800

2600

13000

24.7

27.4

2900

2675

13375

25.4

28.2

3000

2750

13750

26.1

29.0

Flash of Light Crit part:
While this 6 second Prevention Shield “Sacred Shield” is on the target, your Flash of Light spells will crit for an additional 50%.  In PVE, you shouldn’t really care about the additional crit.  If the target is taking enough damage to benefit from crit heals, then the shield has already been all used up.  If the shield is staying around, all it’ll help you do is over heal.  In PVP, it can be very strong.

The prevented damage stops effects like Retribution Aura from happening, since they’re not really hitting you.

This spell is a must use in PVP.  Damage prevention is very strong.  You’re able to prevent damage while feared or incapacitated.  It’s especially powerful when playing against Warlocks and Shadow Priests that use Damage over Time spells or Death Knights that use Curses.

While this spell doesn’t directly benefit by Haste, it will reduce the Global Cool Down, so 675 Haste Rating with proper raid buffs/Judgement will allow you to cast your next spell (or another one of these) on one second, instead of 1.5 seconds.

This new spell is a winner.  It’s actually a good thing for skillful and talented Holy Paladins that it doesn’t show up on the meters.  It means that the average nub players will be ignoring it totally making you so much more special.

 

Avenging Wrath

Spell: Avenging Wrath
Casting Cost: 351 Mana
Triggers the Global Cool Down: Yes

This spell is relatively boring.  It’s a spell buff that triggers the Global Cool Down, which means you cannot use it in Macro’s.

Some say its good to counter the effects of Divine Plea.  I believe its best use is popping during a boss fight when enrage happens.  It’s the time where you’re going to see the most benefit from increased healing.

 


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