Post by vivex on May 6, 2014 5:12:33 GMT
Follow the light in its absence follow the paladin.
Intro
Been playing Holy pally since vanilla back when we had no AoE to speak of and while im not the greatest paladin of all time i consider myself very comfortable with the class. Currently 14/14 flex 13/14 SoO normal with it.
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Stats
Intell : Just like every other healing class intell is good it increases spell power and crit.
Spirit: Spirit is very important for the holy paladin at first you will stack so much of it that you will sweat mana. once you start getting some serious gear you can slowly start weening yourself off it untill you get to
a number that is comfortable to you. For example i peeked at 20k (stop judgeing me) but after regemming i have cut that down to 16k and can most likely afford to go a bit lower. Do what works for you if 9/10 times
you end a fight with 80% mana you can proly afford to lose a little spirit.
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When it comes to 2nd stats i see holy pallys going one of two ways Mastery or haste, ive heard tales of one or two that went crit but i am skeptical about that.
Mastery: My stat of choice our mastery will put a portion of our heals as absorb shields on our targets based on how much we have and will stack to a certain point. Example :If you have 25% mastery and
heal someone for 100 health they will get a shield of 25 left on them for a little while. the more mastery the more left as a shield with each cast.
Haste: Some pallys like to stack haste over mastery. Haste is pretty straight forward the more haste you have the faster you cast spells and if you get the haste caps you can get extra ticks from certain talent spells.
25.03% extra tick of eternal flame. 30%extra tick of sacred shield. 34.98% Extra tick of eternal flame.
Crit: Crit causes you to...crit. Criting with Holy shock will reduce the cast time of your other healing spells by 1.50 secs.
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Holy Power: As a Holy Paladin you have a resource called Holy power (its those werid symbols below your mana bar) you have a max of five holy power at once but no spell will consume any more than three holy power.
Holy power is used for two spells Word of glory/eternal flame (if u get the talent) which is a strong instant cast heal. And Light of the dawn which will heal up to 6 injured players (4 if you get the glyph) Your goal
is to have a constant flow of holy power comming in so you can spit out these free powerful heals. Never sit on max holy power.
The ways to get holy power are as followed:
Holy shock: your go to spell for holy power.
Holy radiance: your other go to way
Tower of Radiance(passive):Healing your beacon of light with flash of light or divine light will give you a holy power. if you really need more power you can do this in a emergency
Crusader strike: Requires you to be in melee and fighting a enemy mob. i dont see this as needed and find it to be wasteing a spot on my action bar.
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Passives of note
Tower of Radiance:Healing your beacon of light with flash or divine light will give you a holy power
Infusion of light: Holy shock crits will reduce the cast time of your next holy/divine light or holy radiance
Day Break: After casting holy radiance your next holy shock will also heal players 10 yards from the target for 75% of the heal divided evenly among the targets.
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Talents
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15: The movement talents
Speed of light:Increases your movement by 70% for 8 seconds. has a 45 second cooldown (This is my go to choice since its powerful and can be used whenever you need it.)
Long arm of the law: Your judgements increase your speed by 45% for 3 seconds.(Requires you to be near an enemy and judgement to be off cooldown i view this as the pvp option.)
Pursuit of justice: passively run 15% faster at all times and a additional 5% per holy power up to 3 max 30%. (You will never be siting on holy power so its basicly just a 15% passive boost)
Out of these three i view Speed of light as the only real choice since its an active ability you can click when you need it.
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30:The CC talents
Fist of justice: 6 second stun with a range of 20 yards and a 30 second cooldown
Repentance: Put the target to sleep for 60 seconds, damage will break this.
Evil is a point of view: Turn evil can now be used on humans and beasts (Turn evil is a fear spell)
Out of these Fist of justice is the only real option a six second stun is huge and it comes with a insane range and quick cooldown i find it comes in handy for fights like Norushen/Galakras/Naz'girm/Spoils/Blackfuse/Garrosh.
Repentance only comes in handy if your group is low on CC for the hallway to garrosh, Evil is a point of view is for PVP.
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45:Healing talents
Selfless healer: Judgements now generate holy power and reduce the cast times on your next heal 35% per stack and improves its power 20% per stack
Eternal flame: Replaces your word of glory for eternal flame which heals for around the same amount but also puts a HoT on the target, this HoT will not trigger our mastry but it will go to your beacon of light target.
Sacred shield: Places a 30 second buff on the target that will create a absorb shield every 6 seconds
In my eyes Selfless healer or eternal flame are your options here. Selfless healer can be good but i perfer and think eternal flame is the better option the HoT is powerful and since it transfers to your beacon if
you cover the raid in HoTs you will have a constant flow of healing going to your beacon.
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60:Utility talent
Hand of purity: place a 6 second buff on the target that reduces damage taken by 10% and damage taken from periodic effects by 80%. 30 second cooldown.
Unbreakable spirit: Reduces the cooldown on Divine shield/divine protection/lay on hands by 50%
Clemency: Gives your hand spells (Freedom/Protection/sacrifice/salvation) two charges.
Unbreakable spirit is the choice i go with since having your bubble on a 2.5 rather than a 5 minute cooldown greatly increases your survivablity lay on hands not having a 12 minute cooldown is pretty nice as well.
Clemency can be useful if your raid is calling for you to hand of protection/sacrifice often but i still prefer spirit.
If you can find a moment where you need purity by all means go for it but i havent seen one.
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75:Healing talent
Holy avenger: Increases your healing/damage by 30% and causes any spell that would grant you holy power to give you 3 holy power instead for 18 seconds. 2 minute cooldown.
( When you cast this cooldown your goal is to get out as many eternal flames as you possibly can.)
Santcified wrath: Passivly increases your avenging wrath by 50%, while avenging wrath is active your holy shock crit chance is increased by 20% and its cooldown is reduced by 50%.
Divine purpose: Casting holy power spells have a 25% chance to grant you a free holy power spell that would be cast as if it had 3 holy power.
While you are starting out and having mana issues go with divine purpose the free words of glory that it gives you will give your mana a chance to regen, when you get more gear and stop worrying about your
mana swap to Holy avenger since it another cooldown that gives very strong burst healing when you need it. Wrath is nice but not as nice as Holy avenger.
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90:Healing spell talent
Holy prism: A strong spell that you can cast on a friend or foe, if friend it will heal them and shoot out 5 beams that will hurt enemys. If cast on a foe it will hurt them and shoot out 5 beams that will heal allys 20 sec cooldown
Light's hammer: Places a hammer on a targeted location that will heal allys and hurt enemys for 16 seconds. one minute cooldown.
Execution Sentence: Can be a strong HoT for a friend or a strong DoT for an enemy. one minute cooldown.
Holy prism and Light's hammer is the choice to be made. Holy prism is what you will be mainly using it can be used as an emergency heal on someone but will generally be cast on the boss to heal 5 allys.
You can swap to Light's hammer for certain fights if you want where your raid is constantly stacked.
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Glyphs
These are the glyphs i think you should pick from.
Hand of sacrifice: causes your hand of sacrifice to no longer transfer the damage to you making it a straight up 30% damage reduce spell. This is a must pick.
Divinity: Reduces your lay on hands cooldown by 2 minutes and causes it to give you 10% mana back.
Protector of the innocent: When you cast word of glory/eternal flame on someone else 20% of that heal will also be done to you. It provides some nice free self healing
Light of the dawn: Light of the dawn hits two less people (down from 6 to 4) but heals for 25% more. A good choice if your in a 5 or 10 man group.
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Cooldowns
Divine Plea: Gives you mana back based on spirit ever 3 secs for 9 secs, mana gotten this way cannot be less than 12% mana. 2 minute cooldown (I use this around 60-70% mana)
Divine Favor: Increases haste and crit by 20% for 20 seconds. 3 minute cooldown
Avenging wrath: Increases damage and healing by 20% for 20 seconds. 3 minute cooldown
Guardian of ancient kings: Duplicates all healing done for 15 seconds and increases your haste by 10% . 3 minute cooldown
Lay on Hands: Heals a target for your max health. This is your oh shit button. 10 minute cooldown.
Hand of sacrifice: with the glyph the target takes 30% less damage. 2 minute cooldown.
Devotion Aura: Prevents silence and interrupts to effect the raid as well as reduceing all magical damage by 20 % for 6 seconds. 3 minute cooldown.
Hand of Protection: A shield that can be cast on an ally that prevents all physical damage on the target however it stops them from doing physical damage as well. 5 minute cooldown.
Divine shield: A self bubble that prevents all damage for 8 seconds. 5 minute cooldown.
Hand of salvation: The target loses all threat. 2 minute cooldown.
Hand of freedom: Removes all snare/slow effects from the target. 25 sec cooldown
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Healing spells
Holy shock: Instant cast heal that gives one holy power. 6 sec cooldown
Holy light: Cheap heal 2.5 sec cast time
Divine light: Big expensive heal 2.5 sec cast time
Flash of light: Fast expensive big heal 1.5 sec cast time
Holy radiance: AoE heal that gives one holy power. Aoe healing will radiate from the target player. 2.5 sec cast time
Word of glory: Single target heal that cost holy power up to 3. (Unless you really have to wait till 3 holy power to use this.)
Light of dawn: AoE healing spell that cost holy power up to 3. (Again wait till 3 holy power unless you really feel you need to cast it)
Beacon of light: targeted buff that lasts untill you cast it on someone else. Holy light cast on other targets will also heal your beacon of light for 100% of the amount healed.
Aoe will heal for 15% and all other single target heals will heal for 50%
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Rotation: Healing does not have a set rotation since it is so situational however i can give you a basic idea assuming you have picked the talents i have suggested.
Single target:
1.Word of glory/eternal flame if you have 3-5 holy power
2.Holy shock on cooldown
3.Holy prism on boss on cooldown
4.Holy light as filler
5.Flash of light if needed
6.Divine light if heavy damage and have the reduced cast time.
Aoe
1.Holy radiance
2.Holy radiance
3.Holy shock
4.Light of the dawn
SoO
Here i will give tips for each of the bosses.
Immerseus:
1.Put your beacon of light on the tank that you are not healing so that you can heal both tanks however if your tank is taking heavy damage you can put beacon on your tank for the extra holy power
you will get from flash of light/divine lighting him/her.
2.Holy prism works wonders this fight, casting it on the boss will allow you to heal players on the other side of the room.
3. Save cooldowns for Blob phase
4.Bubble yourself if you cannot get away from swirl.
5.Devotion Arua when the boss reforms can help
Protectors:
1.Dispell the Dots
2.Heavy AoE healing for Inferno strike (Yellow ring)
3.You can Hand of protection/hand of sacrifice a player with the mark of anguish if needed or bubble yourself if you have it.
4.Lights hammer can work here if you are having trouble with the Inferno strike and dark meditation.
Norushen:
1. You can stun and should stun the big adds.
2.If you go into the pocket realm heal up your npcs the more health they have the more dps they do. Also watch out for the Dot that can be placed on you or the Npcs.
3.Lights hammer or prism will work depending on how your group runs this fight however prism is nice to heal people when you are on the move.
Sha of pride:
1.Dispell the DoT only if you have Power of the titans
2.Lights hammer fight since heavy stacking and also it can help burn the reflections.
3.Devotion Arua during swelling pride
4.When everyone stops getting Power of the titans you will still need to dispell, try to wait till 2 stacks for dispells
Galakras:
1.If you are on tower team you can dispell and use hand of freedom to remove the slow that the mini bosses do.
2.Be ready to stun mobs that attack the Npcs
3. Heavy damage from the fire that drops from the sky during the tower phases
4.HEAVY DAMAGE when galakras lands and starts shooting up fire balls. Make sure you have plenty of mana and cooldowns ready for this part. Bubble and devo should be ready.
5.Bubbling yourself will remove your flame stacks
Iron Juggernaut:
1. Hand of sacrifice your bomb jumper when needed
2.You can Hand of protection a caster to allow them to take stray bombs
3.You can bubble yourself and take a bomb.
4.Holy prism helps alot for the knockback phase
Dark shamens:
1.Speed of light helps run around outside
2.Holy prism helps heal up the scattered players.
Nazgrim
1. You can Hand of protection casters that are being targeted by the rogue
2.Unless something wrong happens only a small amount of healing is needed take this free time to help lock down the adds i suggest going after the mage stun and interrupt him.
3.Save cooldowns for the end incase you get the double adds/
4.The damage in this fight is very low but be ready for huge spikes in damage if someone stands in the fire or if a mage is not stunned
Malkorok:
1.Popping cooldowns at the start of the fight is a good way to get shields up quickly
2.If you don't know the safe spot for breath of Y'shaarj just stay in your area and bubble it.
3.Heavy AoE for the stack phase
4.Prism works wonders here
Spoils:
1. Rather than pop all your cooldowns at one point spread them out for this fight.
2.You can clense and hand of freedom the slow
3.Make sure you have some cooldowns for the Klaxxi side since its the harder of the 2
4.If you get stunned bubble out of it
Thok:
1.If you are on the wrong side of thok and need to run past him bubble and run behind him
2.Watch his energy bar for his silence
3.Devo arua when the silences get too fast or bubble
4.Lights hammer since you are stacked and it doesnt need to be cast
BlackFuse:
1.Movement heavy fight be prepared to move to heal people out of range
2.Holy prism
3.The heavy damage comes from the add slaming into the ground
4.Save bubble for when you cant dodge drill
5.Stun crawler mines without touching them
Paragons:
1.Endurance fight conserve your mana
2.Help out with amber even just a holy prism cast on it helps.
Garrosh:
1.Lights hammer and speed of light are great here for when you are running from axes
2.Help with mindcontrols by stunning and interrupting
3.Save healing cooldowns for empowered whirling curroption.
4.Hand of sacrifice the tank during warsong
5.Holy radiance when the rolling ball explodes.
Intro
Been playing Holy pally since vanilla back when we had no AoE to speak of and while im not the greatest paladin of all time i consider myself very comfortable with the class. Currently 14/14 flex 13/14 SoO normal with it.
-
Stats
Intell : Just like every other healing class intell is good it increases spell power and crit.
Spirit: Spirit is very important for the holy paladin at first you will stack so much of it that you will sweat mana. once you start getting some serious gear you can slowly start weening yourself off it untill you get to
a number that is comfortable to you. For example i peeked at 20k (stop judgeing me) but after regemming i have cut that down to 16k and can most likely afford to go a bit lower. Do what works for you if 9/10 times
you end a fight with 80% mana you can proly afford to lose a little spirit.
-
When it comes to 2nd stats i see holy pallys going one of two ways Mastery or haste, ive heard tales of one or two that went crit but i am skeptical about that.
Mastery: My stat of choice our mastery will put a portion of our heals as absorb shields on our targets based on how much we have and will stack to a certain point. Example :If you have 25% mastery and
heal someone for 100 health they will get a shield of 25 left on them for a little while. the more mastery the more left as a shield with each cast.
Haste: Some pallys like to stack haste over mastery. Haste is pretty straight forward the more haste you have the faster you cast spells and if you get the haste caps you can get extra ticks from certain talent spells.
25.03% extra tick of eternal flame. 30%extra tick of sacred shield. 34.98% Extra tick of eternal flame.
Crit: Crit causes you to...crit. Criting with Holy shock will reduce the cast time of your other healing spells by 1.50 secs.
-
Holy Power: As a Holy Paladin you have a resource called Holy power (its those werid symbols below your mana bar) you have a max of five holy power at once but no spell will consume any more than three holy power.
Holy power is used for two spells Word of glory/eternal flame (if u get the talent) which is a strong instant cast heal. And Light of the dawn which will heal up to 6 injured players (4 if you get the glyph) Your goal
is to have a constant flow of holy power comming in so you can spit out these free powerful heals. Never sit on max holy power.
The ways to get holy power are as followed:
Holy shock: your go to spell for holy power.
Holy radiance: your other go to way
Tower of Radiance(passive):Healing your beacon of light with flash of light or divine light will give you a holy power. if you really need more power you can do this in a emergency
Crusader strike: Requires you to be in melee and fighting a enemy mob. i dont see this as needed and find it to be wasteing a spot on my action bar.
-
Passives of note
Tower of Radiance:Healing your beacon of light with flash or divine light will give you a holy power
Infusion of light: Holy shock crits will reduce the cast time of your next holy/divine light or holy radiance
Day Break: After casting holy radiance your next holy shock will also heal players 10 yards from the target for 75% of the heal divided evenly among the targets.
-
Talents
-
15: The movement talents
Speed of light:Increases your movement by 70% for 8 seconds. has a 45 second cooldown (This is my go to choice since its powerful and can be used whenever you need it.)
Long arm of the law: Your judgements increase your speed by 45% for 3 seconds.(Requires you to be near an enemy and judgement to be off cooldown i view this as the pvp option.)
Pursuit of justice: passively run 15% faster at all times and a additional 5% per holy power up to 3 max 30%. (You will never be siting on holy power so its basicly just a 15% passive boost)
Out of these three i view Speed of light as the only real choice since its an active ability you can click when you need it.
-
30:The CC talents
Fist of justice: 6 second stun with a range of 20 yards and a 30 second cooldown
Repentance: Put the target to sleep for 60 seconds, damage will break this.
Evil is a point of view: Turn evil can now be used on humans and beasts (Turn evil is a fear spell)
Out of these Fist of justice is the only real option a six second stun is huge and it comes with a insane range and quick cooldown i find it comes in handy for fights like Norushen/Galakras/Naz'girm/Spoils/Blackfuse/Garrosh.
Repentance only comes in handy if your group is low on CC for the hallway to garrosh, Evil is a point of view is for PVP.
-
45:Healing talents
Selfless healer: Judgements now generate holy power and reduce the cast times on your next heal 35% per stack and improves its power 20% per stack
Eternal flame: Replaces your word of glory for eternal flame which heals for around the same amount but also puts a HoT on the target, this HoT will not trigger our mastry but it will go to your beacon of light target.
Sacred shield: Places a 30 second buff on the target that will create a absorb shield every 6 seconds
In my eyes Selfless healer or eternal flame are your options here. Selfless healer can be good but i perfer and think eternal flame is the better option the HoT is powerful and since it transfers to your beacon if
you cover the raid in HoTs you will have a constant flow of healing going to your beacon.
-
60:Utility talent
Hand of purity: place a 6 second buff on the target that reduces damage taken by 10% and damage taken from periodic effects by 80%. 30 second cooldown.
Unbreakable spirit: Reduces the cooldown on Divine shield/divine protection/lay on hands by 50%
Clemency: Gives your hand spells (Freedom/Protection/sacrifice/salvation) two charges.
Unbreakable spirit is the choice i go with since having your bubble on a 2.5 rather than a 5 minute cooldown greatly increases your survivablity lay on hands not having a 12 minute cooldown is pretty nice as well.
Clemency can be useful if your raid is calling for you to hand of protection/sacrifice often but i still prefer spirit.
If you can find a moment where you need purity by all means go for it but i havent seen one.
-
75:Healing talent
Holy avenger: Increases your healing/damage by 30% and causes any spell that would grant you holy power to give you 3 holy power instead for 18 seconds. 2 minute cooldown.
( When you cast this cooldown your goal is to get out as many eternal flames as you possibly can.)
Santcified wrath: Passivly increases your avenging wrath by 50%, while avenging wrath is active your holy shock crit chance is increased by 20% and its cooldown is reduced by 50%.
Divine purpose: Casting holy power spells have a 25% chance to grant you a free holy power spell that would be cast as if it had 3 holy power.
While you are starting out and having mana issues go with divine purpose the free words of glory that it gives you will give your mana a chance to regen, when you get more gear and stop worrying about your
mana swap to Holy avenger since it another cooldown that gives very strong burst healing when you need it. Wrath is nice but not as nice as Holy avenger.
-
90:Healing spell talent
Holy prism: A strong spell that you can cast on a friend or foe, if friend it will heal them and shoot out 5 beams that will hurt enemys. If cast on a foe it will hurt them and shoot out 5 beams that will heal allys 20 sec cooldown
Light's hammer: Places a hammer on a targeted location that will heal allys and hurt enemys for 16 seconds. one minute cooldown.
Execution Sentence: Can be a strong HoT for a friend or a strong DoT for an enemy. one minute cooldown.
Holy prism and Light's hammer is the choice to be made. Holy prism is what you will be mainly using it can be used as an emergency heal on someone but will generally be cast on the boss to heal 5 allys.
You can swap to Light's hammer for certain fights if you want where your raid is constantly stacked.
-
Glyphs
These are the glyphs i think you should pick from.
Hand of sacrifice: causes your hand of sacrifice to no longer transfer the damage to you making it a straight up 30% damage reduce spell. This is a must pick.
Divinity: Reduces your lay on hands cooldown by 2 minutes and causes it to give you 10% mana back.
Protector of the innocent: When you cast word of glory/eternal flame on someone else 20% of that heal will also be done to you. It provides some nice free self healing
Light of the dawn: Light of the dawn hits two less people (down from 6 to 4) but heals for 25% more. A good choice if your in a 5 or 10 man group.
-
Cooldowns
Divine Plea: Gives you mana back based on spirit ever 3 secs for 9 secs, mana gotten this way cannot be less than 12% mana. 2 minute cooldown (I use this around 60-70% mana)
Divine Favor: Increases haste and crit by 20% for 20 seconds. 3 minute cooldown
Avenging wrath: Increases damage and healing by 20% for 20 seconds. 3 minute cooldown
Guardian of ancient kings: Duplicates all healing done for 15 seconds and increases your haste by 10% . 3 minute cooldown
Lay on Hands: Heals a target for your max health. This is your oh shit button. 10 minute cooldown.
Hand of sacrifice: with the glyph the target takes 30% less damage. 2 minute cooldown.
Devotion Aura: Prevents silence and interrupts to effect the raid as well as reduceing all magical damage by 20 % for 6 seconds. 3 minute cooldown.
Hand of Protection: A shield that can be cast on an ally that prevents all physical damage on the target however it stops them from doing physical damage as well. 5 minute cooldown.
Divine shield: A self bubble that prevents all damage for 8 seconds. 5 minute cooldown.
Hand of salvation: The target loses all threat. 2 minute cooldown.
Hand of freedom: Removes all snare/slow effects from the target. 25 sec cooldown
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Healing spells
Holy shock: Instant cast heal that gives one holy power. 6 sec cooldown
Holy light: Cheap heal 2.5 sec cast time
Divine light: Big expensive heal 2.5 sec cast time
Flash of light: Fast expensive big heal 1.5 sec cast time
Holy radiance: AoE heal that gives one holy power. Aoe healing will radiate from the target player. 2.5 sec cast time
Word of glory: Single target heal that cost holy power up to 3. (Unless you really have to wait till 3 holy power to use this.)
Light of dawn: AoE healing spell that cost holy power up to 3. (Again wait till 3 holy power unless you really feel you need to cast it)
Beacon of light: targeted buff that lasts untill you cast it on someone else. Holy light cast on other targets will also heal your beacon of light for 100% of the amount healed.
Aoe will heal for 15% and all other single target heals will heal for 50%
-
Rotation: Healing does not have a set rotation since it is so situational however i can give you a basic idea assuming you have picked the talents i have suggested.
Single target:
1.Word of glory/eternal flame if you have 3-5 holy power
2.Holy shock on cooldown
3.Holy prism on boss on cooldown
4.Holy light as filler
5.Flash of light if needed
6.Divine light if heavy damage and have the reduced cast time.
Aoe
1.Holy radiance
2.Holy radiance
3.Holy shock
4.Light of the dawn
SoO
Here i will give tips for each of the bosses.
Immerseus:
1.Put your beacon of light on the tank that you are not healing so that you can heal both tanks however if your tank is taking heavy damage you can put beacon on your tank for the extra holy power
you will get from flash of light/divine lighting him/her.
2.Holy prism works wonders this fight, casting it on the boss will allow you to heal players on the other side of the room.
3. Save cooldowns for Blob phase
4.Bubble yourself if you cannot get away from swirl.
5.Devotion Arua when the boss reforms can help
Protectors:
1.Dispell the Dots
2.Heavy AoE healing for Inferno strike (Yellow ring)
3.You can Hand of protection/hand of sacrifice a player with the mark of anguish if needed or bubble yourself if you have it.
4.Lights hammer can work here if you are having trouble with the Inferno strike and dark meditation.
Norushen:
1. You can stun and should stun the big adds.
2.If you go into the pocket realm heal up your npcs the more health they have the more dps they do. Also watch out for the Dot that can be placed on you or the Npcs.
3.Lights hammer or prism will work depending on how your group runs this fight however prism is nice to heal people when you are on the move.
Sha of pride:
1.Dispell the DoT only if you have Power of the titans
2.Lights hammer fight since heavy stacking and also it can help burn the reflections.
3.Devotion Arua during swelling pride
4.When everyone stops getting Power of the titans you will still need to dispell, try to wait till 2 stacks for dispells
Galakras:
1.If you are on tower team you can dispell and use hand of freedom to remove the slow that the mini bosses do.
2.Be ready to stun mobs that attack the Npcs
3. Heavy damage from the fire that drops from the sky during the tower phases
4.HEAVY DAMAGE when galakras lands and starts shooting up fire balls. Make sure you have plenty of mana and cooldowns ready for this part. Bubble and devo should be ready.
5.Bubbling yourself will remove your flame stacks
Iron Juggernaut:
1. Hand of sacrifice your bomb jumper when needed
2.You can Hand of protection a caster to allow them to take stray bombs
3.You can bubble yourself and take a bomb.
4.Holy prism helps alot for the knockback phase
Dark shamens:
1.Speed of light helps run around outside
2.Holy prism helps heal up the scattered players.
Nazgrim
1. You can Hand of protection casters that are being targeted by the rogue
2.Unless something wrong happens only a small amount of healing is needed take this free time to help lock down the adds i suggest going after the mage stun and interrupt him.
3.Save cooldowns for the end incase you get the double adds/
4.The damage in this fight is very low but be ready for huge spikes in damage if someone stands in the fire or if a mage is not stunned
Malkorok:
1.Popping cooldowns at the start of the fight is a good way to get shields up quickly
2.If you don't know the safe spot for breath of Y'shaarj just stay in your area and bubble it.
3.Heavy AoE for the stack phase
4.Prism works wonders here
Spoils:
1. Rather than pop all your cooldowns at one point spread them out for this fight.
2.You can clense and hand of freedom the slow
3.Make sure you have some cooldowns for the Klaxxi side since its the harder of the 2
4.If you get stunned bubble out of it
Thok:
1.If you are on the wrong side of thok and need to run past him bubble and run behind him
2.Watch his energy bar for his silence
3.Devo arua when the silences get too fast or bubble
4.Lights hammer since you are stacked and it doesnt need to be cast
BlackFuse:
1.Movement heavy fight be prepared to move to heal people out of range
2.Holy prism
3.The heavy damage comes from the add slaming into the ground
4.Save bubble for when you cant dodge drill
5.Stun crawler mines without touching them
Paragons:
1.Endurance fight conserve your mana
2.Help out with amber even just a holy prism cast on it helps.
Garrosh:
1.Lights hammer and speed of light are great here for when you are running from axes
2.Help with mindcontrols by stunning and interrupting
3.Save healing cooldowns for empowered whirling curroption.
4.Hand of sacrifice the tank during warsong
5.Holy radiance when the rolling ball explodes.