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HOLY PALADIN ADVANCED TIPS

TYR’S DELIVERANCE

In the next part of our Holy Paladin course, we're going to be diving deeper into each and every one of your cooldowns. We're going to go over what each one of them does, when to use them, and cover any of your key goals, plus a few tips and tricks on how to maximize their use.

So we're going to start off with Tears Deliverance. Now, as we know, Tears Deliverance, when it's used, is going to apply a healing over time effect to ourselves and all allies within 40 yards of us.

On top of that, anybody healed by Tears Deliverance will also take 12% increased healing from your Holy Light, Flash of Light, and most importantly, your Holy Shock.

Lasting for a baseline of 20 seconds, but due to the talent Boundless Salvation, each one of these spells will extend the duration up to a maximum of 40 seconds. Keep in mind that if you're playing Lightsmith, we won't be speccing into Tears Deliverance, so you can safely ignore this ability.

While focusing on the rest of your cooldowns. And your first use in every single game should be almost immediately as those gates open.

Remember, Tears does no direct healing itself, which means, ideally, we want it active before combat even starts. It doesn't matter too much if your opponents don't push in immediately, as this gives you ample time to extend that duration.

The best way to do this is with Holy Light. As with each and every cast, you're going to extend that duration.

By 8 seconds, as well as building yourself some Holy Power in the process. However, if your opponents do push in immediately, don't worry too much about playing around the extension aspect.

As you're going to naturally do this anyway, just via Holy Shock. Now, as for future uses of Tears Deliverance, our goal is always to use it as soon as possible to get that extra boost of healing.

But there's a little more thought that goes into it here. As Tears does no direct healing, as we know.

It's not exactly a button that's going to immediately save somebody when they are low. And if you can, you want to avoid casting it when players are dangerously low or in situations where you're at risk of interrupts.

Instead, save it for situations of downtime, where you know your team is going to be stable. Take a situation like this one, for instance.

Rhys comes out of the CC, but before immediately casting Tears, he first peeks out. He stabilizes his Shaman, and only then looks to retreat behind the pillar and cast his Tears.

Which will then give him that passive healing and healing increase to help for the up-and-coming go.

AVENGING WRATH

Avenging Wrath. This has been the staple cooldown for every Paladin spec since the game's inception, granting increased healing, damage, and critical strike chance, as well as also reducing the cooldown of your Holy Shock by 50%.

And on top of all of this, there's also a few more interactions with talents like Rising Sunlight, Sun's Avatar, and even Awakening. So there's a lot to unpack here, but before we dive into all that, let's start with when to use Avenging Wrath.

Mastering this is, without a doubt, the most crucial concept for any Holy Paladin to learn, period. Look at these health bars here.

Every single one of them is practically full. Would you pop Avenging Wrath here?

Definitely not, right? So why on earth is one of the highest rated Holy Paladins using it anyway?

Well, what we did right there is a mistake that every beginner healer makes. Health bars are never an indicator for when you should use throughput cooldowns.

And if all you're doing is using cooldowns when players get low, you're never going to climb. Now allow me to explain here, I'm obviously a little bit passionate about this.

Avenging Wrath, like we know, is a two-minute cooldown, which just so happens to be the exact same as many other offensive cooldowns. So going back to our clip, Avenging Wrath is a two-minute cooldown, which just so happens to be the exact same as many other offensive cooldowns.

So going back to our clip, Avenging Wrath is a two-minute cooldown, which just so happens to be the exact same as many other offensive cooldowns. So going back to our clip, Avenging Wrath is a two-minute cooldown, which just so happens to be the exact same as many other offensive cooldowns.

So going back to our clip, Avenging Wrath is a two-minute We can see that Infernal and Power Infusion were both used, two two-minute cooldowns. Look at the damage going out.

Now, between me and you, I personally watch this, and I'm still not sold on using wings here. I mean, I know for a fact that I could have out-healed that damage just fine without using them.

And I'm betting you could as well, right? Well, of course you could.

So fast forward a few seconds here. I personally would have probably popped my wings at a point where I at a point like this where my hunter's low and I have limited instant healing.

But here's the concept that you, that me, and most other players really don't understand at first. Sure, we could have all healed that damage without Avenging Wrath, and yeah, in the moment it probably was a waste.

But answer me this, what happens in two minutes from this very point when that same infernal and power infusion goes out, but we're now doing 50% less healing due to dampening? Well, the simple answer is this, you're going to lose.

It's not really a discussion of whether you can or can't heal the damage without Avenging Wrath. Watch what happens two minutes later for Reese.

Infernal gets dropped, power infusion goes out, and at this point, with dampening ramped up, for most, it's probably going to be game over. Luckily though, even despite dampening being high, Reese has his Avenging Wrath come back at exactly the right time, trading it out and healing through the damage.

Subsequently, winning his team the game just moments later. And it's for that very reason we always want to trade our Avenging Wrath one-to-one with enemy offensives, regardless of if you think you could heal the damage without it or not.

Trade cooldowns. It's easy, it's smart, and it wins the game in the long run.

And that is how we play the long run. Anyway, with that out of the way, let's talk about how to use Avenging Wrath.

Alright, so all you really need to know here is that number one, Holy Shock is going to be in a shorter cooldown. What this means is that you're going to want to pay attention to using Holy Shock on CD to never catch it.

So, if you're going to use Holy Shock on CD, you're going to want to pay attention to using Holy Shock on CD, because it's going to be a lot easier to use Holy Shock on CD.

And number two, due to rising sunlight, your next two Holy Shocks are also going to cast an additional two times, which, aside from the extra healing, means that they're going to generate three Holy Power with each use. Now, because of this, you always want to use Word of Glory after your first Holy Shock.

So, the rotation's always going to be Avenging Wrath, then either a Word of Glory if you have three or more Holy Power. Otherwise, you're going to Holy Shock, into Word of Glory, into Holy Shock, into Word of Glory.

Last, but definitely not least, there is one more important talent that we really have to discuss. Awakening.

This talent is shaping up to be an absolute must-have. What it does is it grants you a stack every time you use it.

So, you can use it to get a stack of three Holy Shocks, or you can use it to get a stack of four Holy Shocks. After 15 casts and stacks, you're going to receive a new buff that not only enhances your next judgment to deal additional damage, but also triggers Avenging Wrath for 12 seconds.

The key thing to remember is that you have up to 30 seconds to consume this proc, and the best part? You can continue generating stacks while holding onto it.

So, there's no downside with being a little more considerate to how we use it. Now, first and foremost, ensure you have a weak aura set up to track this buff easily.

This is really going to be crucial because we don't want to accidentally consume it at the wrong moment. Instead, treat this proc like any other throughput cooldown, saving it for when you need it, either to counteract your opponent's cooldowns or to recover if you've fallen behind.

Ultimately, though, just make sure to use it within that 30-second time frame. If you're playing Lightsmith, you're going to be picking up Avenging Crusader instead of Avenging Wrath.

It functions very similarly, and our goals are pretty much the same, but the one key difference is that you're going to want to be focusing on using Judgment as often as possible.

Judgment will be your primary source of healing, far outweighing abilities like Holy Shock in terms of healing output during Avenging Crusader.

DIVINE TOLL

Moving on, the next cooldown we're going to be spotlighting is Divine Toll. Now, despite this getting a new fancy icon in The War Within, the cooldown remained exactly the same as it was with its introduction in Shadowlands.

Basically, Divine Toll, when it's used, is going to cast Holy Shock five times. Sounds strong on paper, until you realize the five Holy Shocks can and will go on random targets.

You can still get lucky and have multiple of them go on the target for a burst heal, but it's really rare, and in most cases you're going to get a minimum of just one.

Now, because of this, how we use Divine Toll is less of a burst heal and more of a resource tool, as regardless of who the Holy Shocks hit, we're still going to always gain the five Holy Power. Now, generally this means we want to use it in one of two situations.

The first, and the most common use, is when you're out of Holy Shocks. You don't have enough Holy Power to use Word of Glory, and need some instant healing.

The second is a little bit more nuanced, and that's in situations where somebody's low, and you need to heal them up quickly. Now, look at it this way.

Word of Glory, outside of Prox, is our biggest heal. In a situation like this, where someone's dangerously low, despite having Holy Shock available, it's going to take over three Globals until your next Word of Glory, which may not be enough.

But, by using Divine Toll, you can immediately get five, and then go into a Word of Glory. Best of all, exactly like with Avenging Wrath, due to the Rising Sun talent, your two subsequent Holy Shocks are going to grant you three Holy Power.

So, you can Divine Toll into WoG, followed up with Holy Shock, WoG, Holy Shock, WoG. Giving you some great instant healing to come, and then, you can use Divine Toll to recover consistent pressure.

Now, regardless of how you use it, the only real rule is that you never want to waste the Holy Power. But, if you start looking at Divine Toll as more of a resource tool to enable you to Word of Glory, this is something that should happen naturally.

BARRIER OF FAITH

Barrier of Faith. Supposedly the answer to our years and years of suffering without any healing while we're crowd controlled.

Is it that? No.

But it's still really strong. Despite the confusing tooltip that it has, Barrier of Faith basically just absorbs a small amount of damage and accumulates a small amount of any healing from holy light, holy shock and flash of light to the target and then converts it to an absorb.

In most of your games this is going to equate to a very, very low percentage of your overall healing but the strength of Barrier of Faith isn't in the healing that it does, it's the benefits it provides.

As whenever we use Barrier of Faith, thanks to the Herald of the Sun tree, our next two Word of Glories are going to apply Dawnlight to the target. In addition to that.

Every time we cast Barrier of Faith, we're also going to gain Divine Purpose providing us with an empowered Word of Glory that costs zero Holy Power. Obviously this means if you already have a Divine Purpose proc active, make sure you consume that one first.

The rules for how we use Barrier of Faith are pretty simple. At the start of games, you want Barrier of Faith to be more or less your first global when your opponents connect, or are otherwise about to connect to their chosen target.

Followed swiftly with a Word of Glory to apply Dawnlight and the Eternal Flame healing over time. As for any future uses, the aim is to use Barrier as close to off cooldown as possible on whoever is the main target of your enemy's focus.

Aside from that, the only real consideration is what you do with the two Dawnlights. The first should go on the main target.

You can delay a few seconds in order to get more value out of the Word of Glory healing, or you can consume it immediately if you suspect incoming crowd control, as that way you're going to have the extra healing from Eternal Flame and Dawnlight running.

Then the second Dawnlight can either go on the same target once you've built up the Holy Power to use it, or if you're dealing with spread damage, can be put onto the off target for more blanket healing.

LAY ON HANDS

Lay on Hands is one of those cooldowns that's deceptively OP, but only if you're using it correctly. Now, we all know what Lay on Hands does.

It's the ultimate emergency button, healing your target for 100% of your maximum health. So, if you have 5 million health, Lay on Hands will heal for the full 5 million, no matter what your current health is.

However, there is going to be a catch here. Lay on Hands applies Forbearance to the target, meaning you can't cast Blessing of Protection on him, and you won't be able to use Divine Shield if used on yourself.

That is, unless you're using the new Light's Revocation talent. Since Lay on Hands is essentially a full heal, your main goal should be to get the most value out of it.

For example, if someone's sitting around 20% health, it's usually better to try recovering with other healing abilities first. Instead, save Lay on Hands for those truly critical moments, the situations where you know that target will not survive without it.

Using it in those do-or-die scenarios ensures you're using it to its maximum effect. Additionally, it's wise to treat Lay on Hands as a standalone cooldown.

Avoid using it alongside Avenging Wrath, if possible, as each of these cooldowns shine best independently from each other. Now, putting everything else aside, the most crucial point to remember about Lay on Hands is that thanks to the brand new talent, Imperial Ward, it ignores all healing reduction effects.

This includes abilities like Mortal Strike, Sharpen Blade, Siphene, and most importantly, Dampening. This is undoubtedly one of our biggest strengths in Solo Shuffle.

Now, as we know, Dampening ramps up exceptionally fast, making healing significantly less effective. However, Lay on Hands retains its power, providing a full heal even in the highest Dampening scenarios.

Now, because of this, the one rule above all else is to hold on to Lay on Hands for as late as possible. Use your other tools, tools like Blessing of Protection, Throughput Cooldowns, Trinkets, Divine Shield, to keep your teammates alive.

The more you're able to save Lay on Hands for a critical moment, the more you'll be able to save Lay on Hands for a critical moment. The more you're able to save Lay on Hands for a critical moment, the more you'll be able to save Lay on Hands for a critical moment. the greater impact it's going to provide.

Remember, you only get ONE use of this per game, so definitely make it count!

BLESSINGS OF THE SEASONS

Get ready to dive into one of the most dynamic spells in the Holy Paladin Toolkit, Blessing of Summer. This spell cycles through four distinct buffs, each with their own unique uses.

And in this video, we're going to be breaking down each blessing to show you how to maximize all of their potentials. But first, a key point to keep in mind here is every game begins with Blessing of Summer as your starting buff, no matter what.

However, in Solo Shuffle, the rotation of the blessings continues between rounds. So, if you use Summer in the first round, you're going to start the next one with Blessing of Autumn, and so on and so forth.

Now, with that in mind, let's take a look at the buffs. First up is Blessing of Summer.

Once the powerhouse of the four blessings, it has since been scaled back in recent seasons, but still does bring some value. This buff lasts for 30 seconds.

And when used on a target, will convert a portion of their healing into damage and a portion of their damage into healing. Kind of like Ancestral Guidance or Nature's Vigil.

This means you have some flexibility on who you can use it on. You can press it on yourself if you plan on immediately dumping heals with wings, or you can press it on an ally during their offensive cooldowns so they can help heal.

Next up is Blessing of Autumn. Like Summer, this one's best used on yourself the moment it's available.

But only if you're already in combat. Autumn provides valuable cooldown reduction on all your abilities, letting you cycle through your spells a little bit faster.

And now we come to Blessing of Winter. In solo shuffle, this is by far the weakest of the four, mainly because mana really isn't usually an issue here.

So think of Winter kind of as a bit of a throwaway buff. If you're in the starting room with Winter available, a great little min-max is to just go ahead and use it.

Even before the gates open, just to get that cooldown rotation moving a little bit. This way, you're going to be one step closer to cycling into our next, more impactful blessing.

That being Blessing of Spring. The most powerful and nuanced of all the four blessings.

When applied, Spring significantly boosts both the healing your target deals and receives, making it a substantial throughput cooldown when used correctly. So there's two main ways to use this.

If the round involves AoE damage, or if you anticipate your opponents to do consistent swaps, cast it on yourself to amplify your overall healing output. But if it's a single target taking the majority of the focus, you're going to get more value by casting it directly on that ally.

Choosing the right target for Spring can definitely be a game changer. So always, always, always use this wisely.

See you next time.

SEARING GLARE

Holy Paladin is a spec built around powerful cooldowns, but by far and away the strongest of them all is one that honestly gets overlooked the most. Searing Glare.

This PvP talent is an absolute must-have. Coming with a 45-second cooldown and a 1.25-second cast, Searing Glare shoots out an AoE 25-yard cone in front of you, causing any enemy hit to miss all of their spells and abilities.

The only exceptions to this are kicks and heals, and yes, the one weakness of this is that it can still be dispelled. Paladin, as you're probably already familiar with at this point, doesn't really need to cast much.

Well, this spell is going to be the exception. If you're going to cast something 9 times out of 10, it should definitely be this, and the first way to use Searing Glare... is just as a rotational defensive cooldown.

Now, to explain what we mean by rotational defensive cooldown, look at this situation here. With his Mage at around 50% and no Holy Shocks available or enough Holy Power to cast a Word of Glory, this, as we know, would usually be a situation where you might be forced to cast something like a Flash or Holy Light.

Well, that's usually going to be a mistake. Instead, like we see Rhys doing here, take advantage of your Searing Glare.

Using Searing Glare like this becomes even more impactful in Solo Shuffle once Dampening starts to kick in, as, like we've already mentioned, Dampening ramps up quickly, making healing far less effective.

Meaning, if you're able to secure a Searing Glare cast late into the round, there is not going to be a single other cooldown that would provide even half as much value. Our next use is a little bit more advanced.

And that's as a proactive damage reduction tool to counter enemy offensives. A good example of that is here.

As we can see, Rhys's opponents have Icy Veins and Incarnation active. Although his team is stable at the current moment, there's obviously still going to be a high amount of damage coming out.

But that's where a well-timed Searing Glare really comes into play here. The third and most nuanced use of Searing Glare is, as a tool to preemptively immune or delay your opponent's setups.

Remember, Searing Glare causes your opponents to miss everything. If you anticipate a Rogue preparing for a setup, a Hunter about to unleash a trap, or a Priest getting ready to fear, a well-timed Searing Glare can potentially immune that entire go.

Even if it doesn't completely negate the setup, you've potentially delayed it for up to four seconds, buying yourself, and your team, some invaluable time.

BLESSING OF AN’SHE

While Leon Hands clearly takes the trophy for our biggest heal, there's definitely one talent that comes in at a close second, and that is Blessing of Anshi.

This is arguably the strongest talent in the entire Herald of the Sun tree, causing any damage or healing over time to have a chance at greatly enhancing your next Holy Shock, making it heal for a ridiculous, ridiculous amount.

Before we even go any further though, if you haven't got one already, ensure you have a way to track whenever you get this proc. You can do this by finding yourself a weak aura over at wago.io, but for those of you using the skill capped UI, don't worry, as this is already going to be tracked for you.

Tracking this proc is essential because it fundamentally changes how we want to use Holy Shock. First of all, when you have a proc, play it smart.

Don't just throw it away as you go. You can use it as you would a normal Holy Shock in order to gain some Holy Power.

Instead, hold onto it and save it for when you actually need it. Second of all, if you have a Blessing of Anshi proc, never make the mistake of using Divine Toll.

Divine Toll will consume the proc, and as we covered in our Divine Toll video itself, what Divine Toll cast Holy Shock onto can be completely random. Meaning, you run the risk of completely wasting the extra healing this proc gives you.

The only way you can get this proc is to use it on your opponent or pet. Now, with how strong Blessing of Anshi can be, we're gonna end the video with a few tips and tricks on how you can abuse this in order to get a few more procs.

Tip number one. Don't neglect Consecration.

It's by no means a high priority, but considering Blessing of Anshi procs are granted from damage or healing over time, you know, those dead points you often get in your games where not much is good. So, don't neglect Consecration.

It's by no means a high priority, but considering Blessing of Anshi procs are granted from damage or healing over time, you know, those dead points you often get in your games where not much is good. So, don't neglect Consecration.

Well, just throw down a Consecration if there's any pets or enemies that are in it, you're gonna be gaining some extra procs.

Now, some Paladins have even experimented with taking it to the next level by picking up the Righteous Judgment talent, which will cause your Judgment to also drop a Consecration at your target's feet, which can be situationally strong when paired up with Consecrated Ground for a somewhat effective slow. Tip number two.

Spread out your Eternal Flame. And Dawnlight.

Now, we're not suggesting you sacrifice your healing output just to fish for more procs, but more so if you find yourself sitting on Holy Power in a scenario where you're not under immediate pressure, consider casting Eternal Flame on other targets, as this has the potential to get you more procs for when you actually need them.

LIGHT OF THE MARTYR

Now, if you're somebody that just blindly imports your talents, jumps into a game and hopes for the best, I'm going to give it to you straight. You're going to be in for a very, very bad time.

And this is all because of the combination of two talents, Light of the Murder and Bestow Light. How these work is that whenever you're above 70% health, your Holy Shock is going to be doing a boatload more healing.

The trade-off, though, is that every time you use Holy Shock, you're going to also be applying a heal absorb on yourself. Luckily, it's still the early days, and not many people are playing around this.

But once the masses catch on to how important this is, mark my words, they're going to start abusing it. So, here's some tips to prevent that from happening.

Tip number one, keeping yourself above 70% health is more important than you might think it is. Consider a situation.

A situation like this. As we can see, our Holy Paladin's entire team is under spread pressure.

But notice who he heals up first. It's himself.

Now, there's a saying, to take care of others, start by taking care of yourself. Unless your allies are in immediate danger, it's always going to be more beneficial to prioritize healing yourself above 70% first.

Tip number two, stay ahead of the healing absorb. Now, there's several ways to achieve this.

Fortunately, whenever you have Tears Deliverance active, it should passively cover most of the absorb drawback. Unless, of course, you're being trained.

This makes it much easier to manage, and provides yet another reason why using Tears Deliverance on cooldown is so vital. Once Tears falls, though, you want to aim to try and keep Eternal Flame active on yourself as much as possible.

Now, we touched on how this is beneficial during our last video, just to gain more Blessing of Anchi procs. But it's not.

Eternal Flame not only does a decent amount of healing over time, counteracting the absorb entirely, but it's also 25% more effective when used on yourself. Because of this, take advantage of any moments of downtime, just to get Eternal Flame active.

It's kind of like brushing your teeth, alright? If you make it a routine, and you constantly take care of them, your chances of encountering issues later on are going to be really, really slim.

But if you neglect that dental care, you're definitely going to face the consequences. Now, in the same way, consistently keeping Eternal Flame active, and managing your absorb is going to greatly reduce the risk of falling behind, or even swap to in crucial moments.

And lastly, here is an extra tip. Don't forget your Divine Protection.

In some games, it's going to be abundantly clear that you won't be the target. So, using Divine Protection solely for the Inspired Guard passive can be an excellent way to heal yourself up.

Through the absorb, or to get yourself above that threshold. Oh, and if you have a Warlock on your team, don't overlook the Health Stone.

It's perfect for the same reasons.

AVENGING WRATH MASTERY

We taught you the basics, but now it's time to level up how you use your avenging wrath. So watch this clip.

Rhys is about to make a huge mistake here when popping his wings, and I'm willing to bet not a single person watching this is able to identify what that mistake is. Timing-wise, it was honestly perfect.

Following the rules that we taught earlier in the course, he traded wings out immediately once the Feral used his Berserk. Textbook, really.

Now here's a clue though. It's not to do with timing.

It's all to do with positioning. For example, compare our last clip to this one.

This time, slightly before popping his avenging wrath, Rhys adjusts his positioning, moving closer to his allies. Why would he do this, you might ask?

Well, it's all to do with the Herald of the Sun talent, Sun's Avatar. This causes your advantage to be a little bit more difficult.

So, let's get started. Rhymes of Avenging Wrath Rhymes of Avenging Wrath

ETERNAL FLAME MIN-MAX

Here's a quick one for you. We all know that Eternal Flame applies a healing over time effect.

Now, some of you probably knew that it does increased healing when used on yourself specifically. But there's one thing only the true gamers know.

Eternal Flame is on the fire school. Yeah, you heard that right.

This means Eternal Flame can be used even when you get locked out on any of your other casted abilities. Now, while this is just good to know as a whole, it actually opens up some advanced counterplay as well.

Now, although fairly niche, just imagine a scenario like this. Like you can see, I've got three Holy Power and a Divine Purpose proc.

Knowing I have this much healing in the bank, it allows me to be far more risky than I otherwise would. Even knowing that interrupts are up, I could push in and attempt to go for something like a Searing Glare or even a Repentance.

Knowing full well, even when I do get interrupted, there's going to be no repercussions as I can simply just cast two back-to-back Eternal Flames and lose absolutely nothing.

You could even take this a little bit further by introducing Crusader Strike into the mix, which is yet another spell that can be used while locked out. So again, say you're in a situation where you have two Holy Power, get interrupted on a cast.

Well, now you can just Crusader Strike into an attack. And that's it.

That's it. Bye.

Bye. Bye.

BLESSING OF SPELLWARDING

Welcome to our Holy Paladin guide on Blessing of Spell Warding. First, let's cover some basics for this new Holy Paladin tech.

What you immediately need to know is that Blessing of Spell Warding shares a cooldown with Blessing of Protection, and just like Bop, it follows all of the rules of forbearance.

What's important to understand is that Spell Warding doesn't remove existing magic effects, but instead simply makes the target immune to any new magic spells for the next 10 seconds. This means you can't use it as a Dispel, but instead more like a DK's AMS.

In most cases, you're going to use Blessing of Spell Warding into double caster comps, with the goal of preventing lethal damage on one of your teammates. If someone's getting blasted with damage you can't out-heal in time, Spell Warding is a potential cooldown trade.

With that said, there is one key moment where Blessing of Spell Warding is most effective, and that's in the late game when Dampening is stacked super high.

Usually, at this point, you can use Blessing of Spell Warding to heal your teammates, but at this point in the game you've burned several major CDs and healing is super rough, which makes the complete damage immunity of Spell Bop super valuable.

In rare cases, you could use Spell Warding offensively in order to allow a teammate to play highly aggressive, but more often than not it's best used as a late game defensive cooldown.

And as a final note here, one key difference between Spell Bop and regular Bop is the fact that Spell Warding can't be dispelled by single target Dispel effects like Purge. However, just like Bop, Spell Warding can be removed by MD.

BLESSING OF PROTECTION

Hey everyone and welcome to our course on Blessing of Protection for Holy Paladins. Now as you are well aware by now, we are definitely a cooldown based healer and just like solving a puzzle, we need to find the right piece for every situation.

So let's get straight into this thing. To get some basics out of the way, Blessing of Protection is going to remove all physical debuffs from the target, while making them immune to physical attacks and debuffs while it's active.

Bop follows every rule of forbearance and is a magic buff that can be removed by any purge effect or by mass dispel and shattering throw. So how do we actually use Bop in Arena though?

Well in the vast majority of cases, our goal is going to be to use Blessing of Protection in order to both remove a physical stun from a teammate while protecting them from enemy cooldowns. Now there are plenty of melee who combine stuns with burst, including rogues, windwalker monks, and feral druids.

And if we want the most value out of our Bop, we're going to aim to use it during a stun on our teammate and while cooldowns are popped. This is our goal, since it gives us the maximum value cooldown trade.

We remove the stun, potentially saving our partner's trinket, while completely protecting them from damage. Now of course, not all melee combine burst with stuns and sometimes teams will simply send their damage without it.

So we're going to use Blessing of Protection to remove the stun from our teammate's cooldowns. Now in those cases, we want to rely primarily on our healing cooldowns and our teammates' defensives first, but if they're dropping low and you can't recover, then Bop is really going to be a good last resort trade.

Alright, now let's get into some weird technicalities though, since Blessing of Protection is a little bit strange. Bop can be used while under the effect of any physical crowd control.

For instance, this means if you get feared by a warrior, you're still going to be able to use Bop on any target. Now what this also means is that if you're using Bop on any target, you're going to potentially use Bop on yourself in order to remove these forms of CC.

But we have to remind you here that most of the time, you're going to be Bopping teammates and not Bopping yourself. That's our goal, since you should only Bop yourself to remove CC as a last resort when Trinket or Divine Shield aren't available and you need to break out of a CC.

And before we wrap everything up in this one, we should mention that there is one detail that you really need to know about. If you're using Bop on any target, you're going to need to remove CC.

So if you're using Bop on any target, you're going to need to remove CC. So if you're using Bop on any target, you're going to need to remove CC.

So if you're using Bop on any target, you're going to need to remove CC. So if you're using Bop on any target, you're going to need to remove CC.

So if you're using Bop on any target, that Bop will not remove Fel Eruption from Demon Hunters. Now even though it looks like a physical debuff and can't be dispelled, it's technically on the Chaos School, which actually makes it magic.

Alright, so to wrap things up, let's discuss how to avoid one of the key weaknesses of Bop. There is some.

Remember that this is a magic Bop, subject to dispels, which means you need to be very careful when using it against teams with purge effects, especially against mages who can spell steal it. We don't really have Perch Protection as a Paladin.

There is one workaround to this, however, which we should only use in very desperate situations when we anticipate that our Bop is going to be Perched. As a last resort, we can Freedom the target first, and then Bop.

While this is probably going to be a bad idea into Mages, it's the only way to reliably protect your Bop against Priests, Shamans, and even Hunters, Warlocks, and Demon Hunters who all have a Perch.

DIVINE SHIELD

Welcome to our guide on Divine Shield for Holy Paladin. Glad you're here.

Bubble just might be the most iconic cooldown in all of WoW and has seen numerous changes over its history.

Now just to get some of the basics out of the way, when it's pressed, Divine Shield is going to completely remove all debuffs, both physical and magical, and is usable in every form of CC, including Cyclone, while providing total immunity for its duration.

And unlike the past, Bubble is now even usable while on Forbearance, thanks to the Light's Revocation talent on the Paladin tree. And finally, wrapping up our basics here, Bubble can't be dispelled outside of two spells, Mass Dispel and Shattering Throw, the latter of which is sometimes not even played.

Alright, let's get past all that theory though, and let's jump into the practical. This is what you're here for.

How do we use Bubble in PvP? It's the age-old question.

Well, 90% of the time, we're treating it as a last resort cooldown, in the form of an extra PvP trinket.

Now, unlike Rett, who often bubbles to stay alive, we care most about Bubble's CC break and complete immunity, as it gives us an extra CC breaker with the added benefit of preventing follow-up CC throughout its duration. Notice how I just said the words, last resort.

We mean it. In most games, your goal is to trade your PvP trinket first as a CC breaker, rather than relying on Bubble.

Now, as a general rule of thumb here, you always trade lower cooldown defensives earlier than you would trade longer defensives, since it allows you more cooldown presses per game. Now, there is of course an exception to this rule.

If you're in a situation where you need to trinket, but there's obvious follow-up CC waiting for you, only then should you think about bubbling over trinketing. This is often going to be the case in comps with multiple forms of spam CC, like when you're facing a Mage, a Druid, or a Graves.

Like when you're facing a Mage, a Druid, or a Graves. Like when you're facing a Mage, a Druid, or a Graves.

Like when you're facing a Mage, a Druid, or a Graves. Or a Warlock, all on the same team.

And aside from being a secondary PvP trinket, bubble is obviously defensive cool down too. But as we discussed in our defensive play course, bubble is, yet again, a last resort.

You want to be cycling through other defensive options first, before relying exclusively on Divine Shield. And in very rare circumstances, you can even use bubble offensively as well.

Generally gonna be to remove CC to help your team score a kill, by landing a Dispel, using your CC, or simply sending big damage. Alright, now that we've covered the practical uses of Bubble, let's talk some nuance here.

As we mentioned, there are only two possible removals for Divine Shield, Mass Dispel and Shattering Throw. If you're ever against a Priest or a Warrior and you need to Bubble, your immediate thought should be stopping these two casts.

Mass Dispel can be kicked, but Shattering Throw can't. With that in mind, you can stop both casts with any CC effect.

Additionally, keep in mind that Bubble is on the Holy School, which means if you ever anticipate a Divine Shield might be needed, consider being a bit more careful with your casting.

HOLY PALADIN DEFENSIVE PLAY

Welcome to our defensive play course for Holy Paladin. In this guide you're going to be learning how to flow chart your survivability, starting from what you can do before you get attacked, to what you need to do in order to stay alive under pressure.

But first we have to answer a question here. Who are the biggest threats inside of Arena?

Well for the most part it's going to be any highly comp with a combination of micro CC, stuns, silences, and burst. That's comps like Rogue Mage and DHDK.

They're going to be the biggest culprits since they're able to lock us out for a long period of time. Now while you can technically be killed by any class, these specs pose the biggest threats.

And with that in mind, let's go over part one of our flow chart here, which is to use positioning and mobility to avoid threats. Now what I'm about to say is going to sound incredibly obvious and I get that.

The best way to avoid dying is to avoid putting yourself in a vulnerable position in the first place. There's a reason we've told you not to immediately push in and play aggressive in solo shuffle, since more often than not, trying to play hyper aggressive is an open invitation to swaps.

Alright, so what do we do if we sense a swap is coming? The absolute best case scenario is to have Devotion Aura already up and to Aura Mastery right before a stun lands.

We're going to cover Divine Protection in just a second here, but if we want extra bulk, we want to have the 12% extra damage reduction from Aura Mastery up before we get stunned. As extra credit, we would also want Beacon on ourselves in order to allow Saved by the Light to proc.

But this isn't 100% needed, especially if we can consistently Aura Mastery before any stun lands. But what if we didn't preemptively trade or what if we're still under pressure from enemy cooldowns during stuns?

Our immediate snappy reaction will always be Divine Protection, which is even usable while stunned. Now there is absolutely no reason to be afraid of it.

It's just a matter of time before you get stunned. So we're going to have to be careful.

We're going to have to be careful. We're going to have to be careful.

We're going to have to be careful. We're going to have to be careful.

We're going to have to be careful. We're going to have to be careful.

We're going to have to be careful. We're going to have to be careful.

We're going to have to be careful. We're going to have to be careful.

Now there is absolutely no reason to be greedy here, and we want to trade our wall high on HP since it only provides modest damage reduction. And since it has a one minute cooldown, we can reliably mash it into enemy cooldown windows every single time.

Once we're out of a stun, we need to enter recovery mode. If it's up, we're going to want to use Wings to top ourselves.

If we're playing melee Wings, we're going to pop it and use Judgment. And if we're playing Herald of the Sun, we can Wings to instantly apply Dawnlight to ourselves.

No matter what though, we're simply going to stick to our spot healing priority, cycling through our instant cast heals, relying first on Barrier of Faith if it's active. We also need to think about getting away from the enemy damage.

Your first instinct might be to Freedom here, but generally speaking, we want to save our freedoms for our teammates these days, not ourselves. Instead, as a workaround, we're going to Consecration if we're playing the Hallowed Ground PvP talent, and then use its Freedom effect to Divine Steed to safety.

Now at this point, you might be wondering why we haven't mentioned Bubble, Bop, or Lay on Hands. These are all last resort cooldowns, and in the vast majority of cases, we're going to aim to cycle through Aura Mastery, Divine Protection, and Wings before immediately defaulting to our bigger cooldowns.

Rarely, if ever, are these our first response for surviving damage, and they should only be used if we have no other way to save ourselves. And so to wrap things up here, let's quickly talk about how we can save ourselves and our teammates, and how we can save ourselves.

Silences can be absolutely frustrating as a healer, but luckily we always have at least two buttons to press, Judgment and Crusader Strike. Judgment takes priority here due to its numerous downstream benefits, while Crusader Strike can help reset its cooldown with every press.

And even though it might seem like we're a one-school healer, remember that Eternal Flame is technically on the Holy and Fire school too, so if we're locked out and have Holy power ready, we should always Eternal Flame to deal with interrupts.

HOLY PALADIN CROWD CONTROL

Welcome to our course on Crowd Control for Holy Paladins. In this guide, we're going to be focusing on a few different spells, Hammer of Justice, Repentance, and Blinding Light.

Before we dive in though, let's briefly cover some goals that's really going to help teach you how and when to CC. We gotta know this stuff.

Overall, your Crowd Control needs to accomplish something for your team. It should never be used randomly or without purpose.

And to break this down, we have one main CC goal. To find a moment where it's safe to cross the map and to use our Crowd Control to take out an enemy healer for an extended period of time.

Now while it's certainly possible that we will be CCing DPS from time to time, our main goal is to routinely lock down that enemy healer. To accomplish this, we're going to focus on Hammer of Justice first, which we're going to try and use on cooldown whenever it's safe to do so.

This is our bread and butter, and in many cases, it's just a matter of time before we can use it. And in many cases, it's just a matter of time before we can use it.

And in many cases, it's just a matter of time before we can use it. And in many cases, it's just a matter of time before we can use it.

And in many cases, it's just a matter of time before we can use it. And in many cases, it's just a matter of time before we can use it.

A starter to enable further CC chains with Rep and Blind. Once again, the vast majority of the time, our goal is to CC the healer, but there's an obvious problem with this.

In most games, you're going to both be super far away from each other, which is why whenever we want to commit our Hodge, we should generally do so by saving Divine Steed in order to cross the map. But before we get ahead of ourselves, we need to check two important details.

Number one, is the healer off of stun DR? If they're on DR already, we might want to wait.

And number two, are there any threats in our path? If there are mages or warlocks or any class with spammable CC in our way, we might also want to hold off to avoid getting CC'd ourselves.

As long as we can address these two conditions, we're now ready to push for a Hodge on the healer. But before we completely commit, we need to check for a few counters.

Fade from Priest, Grounding Totem from Shamans, Nullifying Shroud from Evokers, and then we need to check for a few counters. Fade from Priest, Grounding Totem from Shamans, Revival from Monks, and now even Resto Druid Ancient of Lore are all potential forms of CC immunity.

And against Priest and Shamans in particular, better players are going to see you push in and preemptively press Fade or Grounding Totem to deny your stun. The solution here is to just be patient.

Just like a mage would bait out Shadow Word Death, we want to bait these out before we stun the enemy healer. Now, at this point, you might be asking, do I ever stun a DPS?

Well, the answer to that is yes, but under some very rare conditions. Since our stun can be dispelled, we want to wait for a few key moments before stunning a DPS target.

Once again, we want the target to not be on DR, but then we ideally want to wait until the healer can't dispel, which can be the case if they're crowd controlled, or if they've already used their dispel on something else.

In the case you're playing with an Affliction Warlock, you can even stun a DPS target without these conditions being met since UA will offer some protection. Alright, so let's go back to CCing the healer.

If we're able to land our stun, we then want to extend the CC chain as far as possible, which can then be done with Repentance or Blinding Light. Repentance is on the same DR as Polymorph and Trap, which means you typically won't be playing it with a mage or a hunter on your team since it can interfere with their CC.

If that's not the case, aim to rep out of your stun to achieve a simple CC. You could also try and snipe a rep without stunning first, but this is a bit more tricky and can be countered by several different mechanics.

Otherwise, we're going to aim to extend our CC chain with Blinding Light. And since this is an instant CC, we technically don't have to combine it with our stun at all.

We can even use it on its own, or as a follow up to any of our partner's CC spells too. There is one thing you need to consider however though.

Both Rep and Blind will remove DPS, so you can't use it on your partner's CC. You can use it on your partner's CC as well.

But if you're playing with a Feral Druid, an Assassination Robe, an Affliction Warlock, Elemental Shaman, Shadow Priest, or Balanced Druid, you really need to be careful to not remove dots on the kill target, ever. And to wrap things up, let's recap what our goal is when using CC, and how to make it more guaranteed.

Remember that we should only go for CC when it can enable our team to gain momentum. Because all of our crowd control has either a limited range or a cast time, pushing in randomly to CC can expose us to CC ourselves.

So to avoid this, one of the best times to push for CC is once we're already on Diminishing Returns. This can enable us to move freely across the map.

And as always, we need to be careful when playing against better players, who are going to try to counter our CC with numerous CC avoidance tools.