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10.2.7
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Holy Paladin Encounter Tips
来自 Dreamguard
[Last Updated]:
2018/05/12
变更日志
补丁:7.2.0
目录
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Welcome to the Wowhead Holy Paladin guide! This guide has been updated for World of Warcraft Legion Patch 7.2.5! This guide is being updated and maintained by
Pelinel
. A Holy Paladin for the guild
Alacrity
. If there are any questions, feel free to contact him on
Twitter
This guide was originally written by
Dreamguard
who has since
retired from the game
.
Overview
Quick Start
Rotation and Abilities
Talents
Gear
Artifact
Enhancements
Boss Tips
Macros
Leveling from 1-20
Artifact Challenge
The first thing to understand about raiding as a Holy Paladin in Legion is that multiple talents and play styles will work. Other than
, I have used every single talent at least once during progression. It’s more important to use what will fit your healing composition, your preference, or your gear (specifically, your Legendaries). For this reason, I’m not going to list specific talents and instead stick to giving advice on timings, buffs, debuffs, and damage to watch out for.
This guide assumes that you already understand the mechanics of each boss. You can find links to the guides for each raid instance here:
Emerald Nightmare
Nythendra
Elerethe Renferal
Ursoc
Dragons of Nightmare
Il'gynoth
Cenarius
Xavius
Trial of Valor
Odyn
Guarm
Helya
Nighthold Encounter Guides
Skorpyron
Chronomatic Anomaly
Trilliax
Spellblade Aluriel
Star Augur Etraeus
Hight Botanist Tel'arn
Krosus
Tichondrius
Grand Magistrix Elisande
Gul'dan
Emerald Nightmare
This boss is very simple on every difficulty.
Use
on particularly bad
and dodge
and
.
The encounter should last between 5 and 6 minutes on Mythic difficulty, so try to plan for at least 3 uses of
and 2 uses of
(depending on cooldown coordination).
It is strongly recommend that you use
with
for
during progression. Try to use at least one damage reduction cooldown (
,
, or
) for each
. Coordinate with your other healers to make sure you don't overlap them.
There is enough time between Phase 1 and 2 to be able to use
for the same
in each phase (i.e.: first
in Phase 1 and first
in phase 2, or 3rd overall).
does physical damage, so you can help mitigate damage for players targeted by
with
. Similarly, use
if you are targeted by
during
. Otherwise, use
before
.
Acquiring a
will allow you to jump and slow fall over the webbed bridge, but you should be careful of the extra action button. Using the extra action button (stomps the ground, similar to a Warrior’s
) on spiders will immediately kill them and could place
s in bad locations.
The encounter should last around 7 minutes. Try to get at least 3 or 4 uses of
and 2 uses of
. You might have a third use of
up in Phase 3 if you’ve been using it on the first
of each phase.
This is a very short fight. On Mythic, it will last 5 minutes and be even shorter on Normal and Heroic.
Use Avenging Wrath on the first
and then on cooldown after that.
If healing feels fine, but DPS feels low, try using Avenging Wrath on the pull and getting in more DPS.
It is strongly recommend that you use
with
for
/
, but not absolutely necessary.
is physical damage, so use
before
on classes that do extra damage during the Execute phase (below 35% health).
There is no major damage mechanic to pair one of our raid cooldowns to, but this fight will be long and mana intensive, so use
as a way to catch up on healing without using too much mana.
Be proactive about dispelling
so they don’t stack up and require too much healing.
Make sure to know which classes can break roots and which ones can’t (Warlocks, Shaman, Priests, Demon Hunters, and Warriors cannot break their own roots).
Dispel or use
on the classes that can’t break out of
and dispel anyone affected by
.
Holy Paladins are very adept at soaking
due to being able to use
regularly and
to sit in
while still soaking. It’s very likely that you’ll be hit by multiple
s while soaking
, so make sure to have damage reduction ready.
Since we won’t be doing much damage, taunt or stun
that spawn from
, or ask Hunters to use
on you for
(as long as they won’t need it for
).
Il'gynoth is long and pretty boring for healers because this fight is largely about coordination and add control and isn’t very difficult to heal.
Don’t waste mana trying to snipe your other healers when there’s very little damage going out.
Cleanse stacks of
from players who are
d.
Pay attention to players who have
.
On Mythic, you will need to be aware of how many stacks of
you will get. Several guilds use a strategy of killing up to 8
s at once, so be ready to use
for those occasions.
On Mythic, a common strategy is to tank the
away from the entire raid so you don't have to deal with it. This usually only requires one tank and one healer to be by themselves for a majority of the fight and is covered under the "Dragon Tank Healing" section. The "General Healing" section is for Normal, Heroic, or if you're doing Mythic but not healing the Dragon tank.
General Healing
This fight can range anywhere between 5 to 7 minutes long and has very heavy raid healing.
Any time multiple
are killed at the same time, you'll need to have a few major raid cooldowns. Any Aura can pair with
, but try to also save
for it as well, especially if you're using
.
Being in melee for a majority of time is very helpful because
cannot target us. This means we don't have to worry about kiting the
and we can help soak the
. The only time you shouldn't be in melee is when your group cleanses the
because he gives a small mana regeneration aura. Most strategies do this on the 3rd wave of
.
You can clear the
patches that are left on the ground with
or by using
on yourself, but be careful. You'll probably only be able to clear a few at a time without taking too much damage.
is also really good for
. It removes the movement reduction, but doesn't remove the debuff, so you're able to run to a clear area quicker and not splash on other people.
In Phase 2,
is a heavy-hitting tank mechanic that can be completely negated by
. Coordinate with your tanks as to when to use it on them.
Dragon Tank Healing
Unfortunately, healing the Dragon tank is a soul-devouring endeavor, but Holy Paladins and Mistweaver Monks can't be targeted by the
, so it makes our job a little easier.
Healing the Dragon tank effectively is mostly about spacing out your cooldowns (
,
,
,
, and
) and paying attention to the timers for
and
.
Your life will be much easier if you and your tank cleanse in the
puddles left behind by the Wisps during or after each
.
The common strategy is to get 1
on the first
(Wisp cleanse), 1 on the 2nd (Wisp cleanse), 0 on the 3rd (Ancient cleanse), and then 2 more on the 4th (Wisp cleanse) for a total of 4
s.
Between the 3rd and 4th
, you will not be able to cleanse your stacks of
. This means you'll be at really high stacks when the 3rd and 4th
s come out. Try to save
for right before or after the 3rd and 4th
s spawn until you can stabilize. After that, using
and
while spamming
and
will allow you to go cleanse yourself in one of the Wisp puddles.
will make you immune to the
damage and will stop you from getting more stacks, but it will not remove your stacks.
During progression, you will not be able to solo heal 4
s. Request that another healer comes over to help you after Cenarius has been pushed to Phase 2.
Healing Xavius is fairly straight-forward on all difficulties.
Only cleanse
and
when the tanks ask for it and while you are affected by the
(unless there are no healers dreaming).
While you are in the
your body outside the dream will continue to regen mana and countdown cooldowns independently from your dreaming body.
lasts for 3 minutes (or until your corruption reaches 100), so blow through mana and cooldowns while you are dreaming and you will have them back up when you come out.
Pay attention to your corruption bar. Each dispel gives you 25 corruption, so you can only ever dispel 4 times while dreaming.
Once you reach 100 corruption, you will gain the buff,
, giving you 20 seconds of 150% increased healing. Try to use
early in the
so that it will be back up when you get 100 corruption.
It's fairly easy to gain the
buff twice in a fight, but make sure to only get 100 corruption outside of the dream at the very end of the fight because you'll become mind controlled once the buff wears off.
Trial of Valor
Pay attention to
. Make sure that they are completely topped off before it deals damage because a combination of
and 3
s going off is enough to kill someone.
Use
and
for
and
.
Save
for times where you get stunned by a
and will also be hit by a
. Try to avoid
s as much as possible, but being stunned by one by itself isn't that bad.
can also save you from
if you aren't able to make it to your rune in time.
Use
on
that are fixated on you and a
spawns underneath you. This way you can keep the
inside the rune and still dodge the
.
deals physical damage, so you can use
as a tank cooldown in Phase 3. Coordinate with your tanks for when to use it.
Pay attention to Guarm's Lick abilities:
,
, and
.
On Normal and Heroic difficulties,
needs to be dispelled immediately.
needs to be healed away as quickly as possible.
We can be targeted by
, so you should not be near melee or tanks.
Use
or
to avoid the damage from
. It's usually better to save
to help DPS be able to do more damage and stay alive during
, but you should do what it takes to stay alive as well.
Pay attention to the
debuff. The tank that currently has aggro on Helya will always be targeted by
. Coordinate with tanks as to how they want to be dispelled (e.g. running to a specific location or by verbally asking for a dispel).
Use
while you are killing
s and are being assaulted by
waves.
Use
and
while you are kiting
or
through
puddles.
Nighthold
This fight is relatively straightforward, your goal should be to maximize healing done, and mana efficiency as there is fairly high burst damage going out, and several breaks with little damage. Look for opportunities to conserve mana particularly during
. So that you can use
more frequently.
Your goal should be to use your cool downs such as
,
,
, and
if talented. As early as possible. As a large portion of this encounter's damage happens early they will be up again later.
When you use
and
will vary depending on your guild's strategy. If your guild extends
to delay the slow phase it will be most beneficial to use them after its damage has ramped up. If not you should use your cool downs to clear
faster.
As a healer your priority should primarily be healing
targets. As if these debuffs blow up it will deal massive raid damage. Paladins are exceptionally good at healing these debuffs quickly and efficiently. Don't be afraid to use
if a debuff is about to expire particularly when moving.
Don't be afraid to use your cool downs such as
during the slow phases as Time is relative and you aren't actually losing any value from them.
Try to stick to melee as much as possible for maximum benefit of
.
Remember that you can use
to temporarily remove the slow effect from
. This can be particularly useful to get into melee after eating a
or during
and
are best used during The maniac phase. Or if a
gets off.
Holy Paladins can with ease stomp on
before
use a
if its available beforehand.
Try to position yourself in between the Melee and people with
to maximize
. As well to prevent
from reaching melee as it bounces to the closest target without
.
Use
to heal people through
. It will be up again for the arcane phase.
Try to aim your
towards the people who either have, or recently broke
.
Try to use
on
to prevent
.
During
phase you can use
with
to stand still and do a significant amount of healing.
After
spawn and the raids health is topped is the ideal time to use a
As a Holy Paladin you have "melee immunity" which means on this encounter you cannot be targeted by
.
Tank damage can be very high on this fight, so don't be afraid to directly cast some
on your
targets.
Try to position yourself next to the ranged before a
then move into melee for
's. To take maximum advantage of
.
Use
early on so that you get as many uses as possible. It is ideal for you to use your first
with your second
. If the fight is too short, this may not be the case.
Similar to other fights you have melee immunity which means you cannot get targeted by the initial
which means it is safe for you to stand in melee for
. You can still get fixated by the adds however so be wary..
If you get targeted with
be sure to follow the melee very closely especially during
.
Is best used with
when the first
explodes, as your
will last throughout all 3
's exploding
Pay extra attention to targets who are affected by
as they are at the highest risk of dieing.
On normal difficulty
's do not go out. So it is recommended you use
's and
on
's. For heroic and mythic difficulty's use
and
on
's.
Position next to
to take advantage of
while breaking them. After
have broken is the best time to use
.
Use a fair amount of
as you should be able to regen mana during
.
During the
phase be sure to get an orb early to regen as much mana as possible.
Use
while you are affected by
and are breaking
.
On mythic difficulty you can use
if you cannot get an orb during
. As otherwise you would die.
You can help out killing early
with
and
as the earlier
die the better. It is also worth keeping
down as there is little to heal in this phase.
Position in melee for maximum effect of
.
Watch targets with
a large portion of the damage is at the end of its duration and targets should be as high health as possible before it expires.
On Mythic difficulty if you use
while affected by
it will drop a Ice Crystal that casts
so be sure to stand as far away from players as possible if doing this.
During Fel Phase stay as close to the middle of the room as possible to heal melee with
but save
for
on Heroic and Mythic.
During Void Phase use
and
on the second
, As the first does very little damage, ideally your raid will not get a third cast.
On Mythic difficulty position yourself close to
as targets with
will be dropping them off in them, so your
and chosen aura are most effective.
On Mythic difficulty it is highly recommended you use
as it provides a large amount of survivability and is extremely valuable for
casts.
On Mythic difficulty you can use
on dps players with aggro on
right before
goes out.
Use
early and often on this fight as there is a lot of passive raid damage. Particularly when
and
are active.
As a Holy Paladin you cannot be targeted by
so stick to melee for
.
In phases 2 and 3 your
is best used during
particularly on Mythic difficulty.
This fight is very healing intensive and reasonably long, so use your mana wisely.
It is important that you refresh your
frequently as it reduces the cool downs of important spells such as
and
.
Phase 3 is the least healing intensive so don't be afraid to spend your mana in Phases 1 and 2, then use a
early in phase 3.
During phase 1 it is recommended that you use your
and
early on
as they can line up with
which can kill people easily.
As a healer you cannot be targeted by
which means it is safe to position in melee, unless you are targeted by
.
If you are targeted by
you can use
to remove the snare and get into position quickly. If the situation calls for it you can also use
and solo break your bond.
When
goes out it is recommended you leave melee and help break as you can take advantage of
and
.
During phase 3 it is recommended to use your
and
during
.
This fight can be very long so play conservatively use a fair amount of
's to make sure you have enough mana for Phase 3.
On Mythic difficulty Phase 1 now closely resembles Phase 2 of Heroic, so the fight is changed significantly.
For Mythic difficulty
works differently, it now absorbs all fire damage. However it can only be used once in the encounter.
Tank damage is very high on this Encounter so it is highly recommended you use
this spell is extraordinarily helpful in phases 2 and 3 as well.
Due to Mythic difficulty's extreme lengthy (15+minutes) it is recommended you play extremely conservatively and use almost exclusively
's.
People who are targeted by
take EXTREMELY high damage. Don't be afraid to use the occasional
as it is very mana efficient, and can save lives from eyes, Even though it is an HPS loss.
It is recommended that you use
to break other peoples
as they can consume the whole shield without the rest of your raid needing to move. Be sure to position correctly so that you can hit 2-3 people who have the chains as they run into you.
During Phase two you should place your
on players who are affected by
as they take EXTREMELY high amounts of damage later in the fight.
Coordinate with your other healers who is healing targets affected by
as these targets will be soaking during
. As long as someone is healing them they should live.
During phase 2 using
during
is a good idea, as the eyes are often the most deadly part of the phase.
Use
to get out as far as possible with
as if you are positioned in melee you have less time to react.
Using
while moving, or being pushed back by winds is extremely helpful, especially to clear
debuffs.
Use
when targeted by
and
later in the fight.
During Phase 3 it is ideal to use your
after the first
have ended.
Move your
onto the target that is going to be using the
As they can often be out of range, or moving frequently.
Leave your other beacon on the target who is eating
. As the mana while healing off the debuff will be invaluable.
Focus most of your healing on targets affected by
in this phase as they are often at the highest risk of dieing.
After the second
there is significantly less healing to be done, so try to stick in melee and focus on doing damage. Be sure that
targets survive.
Holy Paladins cannot be targeted by
so be sure to position in melee for maximum effect of
. throughout this phase.
Tomb of Sargeras
As per usual this boss is fairly simple as the first boss in the raid. Use cooldowns such as
and
on the
.
If you don't have time to Line of Sight the
mechanic you can use
before the cast completes and it will not knock you back.
Try to position close to melee for maximum effectiveness of
and
.
Depending on Strategy your guild may only have one tank actively tanking at a time, which makes
a far more attractive talent option on this fight in particular.
When
or
are happening is when the raid takes the most damage so use
and/or
on those abilities.
When dispelling
make sure to top the person beforehand, as this gives them time to react and move out and ensures they will survive when you dispel them.
You can position in melee, however being in ranged with Lightbringer can be advantageous as well depending on whether the melee or ranged are taking more damage.
is where most of the burst damage will come from, be sure to coordinate with your healers who is using cooldowns where as if you overlap too much you will be effectively wasting healer cooldowns. This mechanic isn't too terribly threatening on its own, so don't overreact to the spike in raid damage.
is where people are the most susceptible of dieing, so try to plan out your cooldowns ideally use
there.
does work on the mechanic
but only if you heal someone who is injured without that debuff on them.
does not replicate healing if the initial heal was absorbed. So this talent is not reccomended, but in some circumstances "can" be useful.
Tank damage is quite low on this fight so feel free to use
on targets affected by
,
or
. These should be your priority targets to heal in general.
Try and save
for a
but it will also clear
in a pinch. (Sometimes the boss will transition at awkward times making clearing
naturally difficult).
if you try to use
to clear
it will still deal full damage to your raid, so it is generally not worth it to try and solo soak in this manner.
Due to the nature of this fight it is reccomended you be in the Shadow realm on this fight.
If you are running
you can swap your other beacon to targets with
.
As a paladin you can use your strong spot healing to quickly heal
.
Use
early on so that you get as many uses as possible. It is ideal for you to use your first
with your second
. If the fight is too short, this may not be the case.
When
it is reccomended to use your cooldowns.
should be up for each one so try to coordinate with healers to avoid healer cooldown overlap.
Later in the phase your cooldowns are best used on
and
.
Use cooldowns on
but avoid overlap, these happen roughly every 30 seconds.
can be removed with
or
.
can be used to move through the tornados, or to clear a tornado debuff.
Look for an opportunity to use
in phase 2 for when
and
line up.
should be your highest priority to heal, as if that player dies it will explode and hit the entire raid. Watch those targets very closely.
You can use
to remove
if necessary, meaning you won't have to drop into the hole and lose uptime.
Depending on your healer composition when you use your cooldowns will vary. Generally speaking however after everyone is situated in the "Intermission" phases you do not want to use them as healers will have the buff(s)
and should be able to heal through the damage.
If your tanks are solo soaking
make sure they are topped before each cast.
can be solo soaked if you taunt and cast
make sure no one else is in the cone for this however.
Try to position near melee as the raid will be spread out on this encounter.
As a healer you cannot be targeted by
.
You can use
to solo soak a
. Be sure to communicate if you do this so no one else splits the damage and dies with you.
Your cooldowns are best used when
damage goes out.
When in melee you have to be more aware of your surroundings as you can easily be killed, or more likely kill others with
or
.
Due to your naturally high survivability as a paladin try to soak as many
's as possible. You can also use
or
to soak the larger tank Armageddons.
Watch tanks very closely during
they take a large amount of damage. Be careful when using
on this mechanic as it may kill you outright.
In the early phases
and
should be used when
.
A large portion of the damage of this encounter will happen late in the fight so conserve your mana.
Paladins have naturally low mobility so save
for when you absolutely need it.
Don't worry about chasing the boss in the first intermission to cast
. It generally is not worth the time invested to catch the boss.
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