Ironing Out Warlords Math

In my last post, I discussed some Warlords math, but that math is outdated. My apologies for that – I didn’t have access to the game at the time I did the math, so I was relying on tooltips from Wowhead for the mana cost and spell coefficients. We all make bad decisions sometimes, though, so I’m just going to chalk it up to a fumble.

Most of the information – aside from the numbers – is accurate. In terms of talents and spells to use and not to use, Eternal Flame still trumps Sacred Shield.

Here is the current math, based off my in-game stats and tool-tips, rather than wowhead. Lesson learned, there! :p

Name of Spell Mana Cost Healing Mastery Shield Overall Healing
Holy Shock 2352 7753 1146 8899
Holy Light 3300 16615 2456 19071
Flash of Light 6400 16614 2456 19071
Word of Glory 0 17584 2599 20183
Light of Dawn 0 29340 4336 33676
Holy Radiance 11405 33520 4954 38474
Eternal Flame 0 28907 4272 33179
Sacred Shield 4608 24612 0 24612
Holy Prism 5440 66465 9824 76289
Light’s Hammer 16608 155,820 23030 178850

I experimented with a few different rotations, looking solely at an Eternal Flame build, in order to determine which method was the quickest to get holy power as well as the least expensive.

Here are the rotations I considered, and the math behind each one. The total healing numbers considers mastery, but not crit, cooldown usage, versatility, multistrike, or procs – I will probably do those calculations on the best rotation I find serves as a solid foundation.

1st Rotation: HS – HR – HR – EF 

2352 + 11405(2) = 25,162 mana

160,000/25,162 = 6.35 ~ 6 times until OoM

~6 seconds per rotation

36 seconds until OoM

Healing Throughput: 461688 from HR, 53394 from HS, 199074 from EF

Total Healing: 298,656

2nd Rotation: HS – CS – HR – EF 

2352 + 11405 + 3500 = 17257

160,000/17257 = 9.27 ~ 9 times until OoM

~5 seconds per rotation

45 seconds until OoM

Note: Crusader Strike costs 3500 mana and has a 3.85 sec cd with my current haste

Healing Throughput: 80091 from HS, 346266 from HR, 298611 from EF

Total Healing: 412,968

3rd Rotation: HS – CS – HL – HL – HS – EF

2352 + 3500 + 1980 + 1980 + 2353 = 12165

160,000/12165 = 13.15 ~ 13 times until oom

~8 seconds per rotation.

104 seconds until OoM or 1.7 minutes until OoM

Healing Throughput: 231374 from Holy Shock, 495846 from HL, 431327 from EF

Total Healing: 1,158,547

4th Rotation: HS – HL – HL – HL – HL – HS – HL – HL – HL – HL – HS – EF

2352 + 1980(4) + 2352 + 1980(4) + 2352 = 20,544

160,000/20,544 = 7.78 ~ 7 times until oom

~17 seconds per rotation

119 seconds until OoM or1.9 minutes until OoM

Healing Throughput: 186879 from HS, 1067976 from HL, 232253 from EF

Total Healing: 1,487,108

When I saw how quickly each rotation would OoM a player, I decided to look at 2 Holy Power rotations as well. With a 2 Holy Power Eternal Flame, the heal hits for the same amount – the only difference is that the HoT lasts for 20 seconds instead of 30.

1st 2 Holy Power Rotation: HS – HL – HL – HL – HL – HS – EF

2352(2) + 1980(4) = 12624


12.6 ~ 12 times until OoM.

~10 seconds per rotation

~120 seconds til OoM or 2 minutes until OoM

Healing Throughput: 213576 from HS, 915408 from HL, 407652 from EF

Total Healing: 1,536,636

2nd 2 Holy Power Rotation: HS – CS – EF – HL 

2352 + 3500 + 1980 = 7832 mana per rotation

160,000/7832 =  20.42 ~ 20 times until OoM

~6 seconds per rotation

~120 seconds til OoM or 2 minutes until OoM

Healing Throughput: 177980 from HS, 381420 from HL, 663580 from EF

Total Healing: 1,222,980

3rd 2 Holy Power Rotation: HS – HR – EF – HL

2352 + 11405 + 1980 = 15737

160,000/15737 = 10.16 ~ 10 times until OoM

~9 seconds per rotation

~90 seconds til OoM or 1.5 minutes until OoM

Healing Throughput: 88990 from HS, 331790 from EF, 190710 from HL, 384740 from HR

Total Healing: 996,230

Just looking at the pure throughput numbers, the 2 Holy Power Rotation of HS – HL – HL – HL – HL – HS – EF is the strongest. With a 2 minutes to OoM timer, a 10 second rotation, and 1.5 million overall healing before stats are factored in, the loss of 10 seconds on the Eternal Flame HoT is not an issue.  Especially when you consider the fact the 3 Holy Power HS – HL – HL – HL – HL -HS – HL – HL – HL – HL – HS – EF rotation does only 1.4 million healing with a 17 second rotation and ~the same time to OoM.

So based off this very elementary math, 2 Holy Power EF is stronger than 3 Holy Power EF.

WoD Holy Paladin Pointers

I’ve been pouring over my math today, working to determine the best Level 45, Level 75, and Level 100 Talents. My current item level, which is what the math is based off, of course, is around 610 (it’s a bit higher, but I’m rounding down for the sake of clarity).

The level 45 talent choices are Sacred Shield, Selfless Healer, and Eternal Flame.

Sacred Shield allows you to place an absorb shield on someone that lasts 30 seconds and absorbs ~20k damage. It costs 23,040 mana to use and has 3 charges. With proper management, it is possible to have 4 Sacred Shields rolling, but at a cost of 92,160 for 4 Sacred Shield casts, you’re not leaving a whole lot of room for other spells. In a fight with heavy tank damage but no raid damage, Sacred Shield will win the Level 45 Talent competition. So Sacred Shield isn’t completely useless – just incredibly situational.

Selfless Healer causes your Flash of Light to heal for 33% more and cost 33% less for every stack of Selfless Healer that you gain – the buff is gained through judging. With Flash of Light refunding 40% of its cost when cast on a Beaconed target, Selfless Healer isn’t useless – in fact, if Flash of Light is only ever cast at 3 stacks of the buff, the mana cost of the spell is practically nothing.

Including the shield from Illuminated Healing, Flash of Light will heal for ~30k at 3 stacks of Selfless Healer with a reduced cost of 320 mana if used on a Beaconed target. Judging costs 8,000 mana to use, so the cost of judging is fairly negligible. Flipping a beacon off of someone costs ~5k mana, so if you have to flip a beacon before using FoL with 3 stacks of SH, the most the spell will cost is 13,192 (the 192 comes from the refund of a 320 mana cost FoL). More expensive than Holy Light, sure, but less expensive than Holy Shock and both spells heal for more.

Holy Shock and WoG will create a nice little cushion while waiting for judgment to come off cooldown, but this spec is infinitely playable. The only problem is the wait time on judgment, and I can honestly see haste trumping crit for this play-style for that reason. Is it competitive with Eternal Flame for raid-wide healing? Well, that’s something that still has to be tested, but as of right now? I’d say no.

Eternal Flame is a solid option for those already used to the play-style. Instead of using HR as filler, however, spam HL. Don’t use EF at under 3 Holy Power because the best part of the spell comes from the refreshed mastery shields – and at 3 Holy Power, that shield lasts 30 seconds. Crit will trump haste for this spell because the spec centers around gaining access to Holy Shock to gain Holy Power to dump into EFs. For that reason, EF users will want to look for crit before haste, and haste before mastery. If you’re wondering why haste comes before mastery, it’s easy – Holy Shock’s cd is reduced with enough haste, and mastery shields are not the amazing barriers to damage they were in MoP.

So which one is the winner? At the moment, Eternal Flame is, hands down. Why? Because Eternal Flame costs no mana and refreshes Illuminated Healing. With as expensive as our heals are currently, Eternal Flame can arguably be considered the only truly viable raiding spec. At least as of today – who knows what will change before the raid releases?

The Level 75 Talents are Holy Avenger, Sanctified Wrath, and Divine Purpose

Holy Avenger is a 2 minute cooldown that, while active, gives you 30% increased healing to any spells that give Holy Power. Only two spells do that – Holy Shock and Holy Radiance. Of the two, only Holy Shock is worth casting. Holy Radiance currently costs ~57k mana to cast, and 4 casts of it and you’re OOM. Besides, Holy Prism costs 2x less than HR and heals for 1.5x more. For this reason, Holy Avenger is no longer a viable level 75 talent for the serious holy paladin.

Sanctified Wrath makes Avenging Wrath last 2x as long and grants you more frequent access to Holy Shock by cutting its cd in half. That means AW will last for 40 seconds instead of 20, and HS will have a base cd of 3 sec for its duration. On the surface, this might seem to devalue haste when it in fact does the opposite. The faster your Holy Light casts are, the more Holy Shocks you can get out, and the more Eternal Flames you can have rolling. So far, this seems to be the go-to talent.

Divine Purpose gives Eternal Flame (or WoG) a 25% chance to proc Divine Purpose, which will allow you to cast a second Eternal Flame at 1 Holy Power as if it had been cast at 3 Holy Power. While it seems nice on paper, a 25% chance means that 1 out of 4 Eternal Flames will allow you to cast a free Eternal Flame. In contrast to Sanctified Wrath, Divine Purpose is just a sad, sad choice to make.

The Level 100 Talents are Beacon of Faith, Beacon of Insight, and Saved by the Light

Beacon of Faith gives you a second Beacon that has the exact same benefits given to you from Beacon of Light. For a serious raiding environment, Beacon of Faith is the only viable choice. 

Beacon of Insight is basically Penance – it increases the healing a target takes via a direct heal by 30%, assuming you cast a direct heal on them in the next minute. When the heal is consumed, or when the target reaches full health, the Penance turned Beacon bounces to a new target – completely beyond your control. For this reason, Beacon of Insight is a trashy talent. Don’t take it.

Saved by the Light is interesting because it allows you to basically be a holy priest (with some modification)- when you or your Beacon target drops below 30%, you grant the injured party a shield equal to 30% of their life. My current health pool is 180k, so the shield would give me 54k damage worth of breathing room. Tanks still have at least 400k health (most have around 500k), so that’s a shield of 120k, at least. The shield only lasts 10 seconds, so it’s a nice time-buyer. On paper, anyway.

The problem is that you can only shield the same person once within a 1 minute time period, so this talent is reliant on Beacon Swapping and heavy raid damage. Sure, it’s passive, but the benefit it offers is so minuscule next to the benefit offered by Beacon of Faith that it might as well be non-existent.

So for the level 100 Talent Tier, Beacon of Faith wins without a fight. 

In closing, here’s a quick bulleted list of tips:

  • Eternal Flame wins the level 45 Talent competition.
  • Sanctified Wrath wins the level 75 Talent competition
  • Beacon of Faith slaughters the Level 100 Talent competition.
  • Don’t use Holy Radiance, ever. Just don’t do it. Stop it. Take it off your bars. It heals for nothing and costs barely 1/3rd what Light’s Hammer does (LH heals for 3x more).
  • Use Holy Shock on Cooldown.
  • Use Holy Light on the targets you have Beaconed.
    • Don’t move your Beacons once they are placed unless you absolutely have to, and feel free to get rid of the Beacon GCD glyph.
  • Use Holy Prism on Cooldown
    • Don’t use Light’s Hammer. Just no. It costs half your mana. Are you crazy?
  • Spam Holy Light – SPAM IT
  • Make sure to cast Eternal Flame on yourself and DON’T Beacon Yourself
    • When you cast Eternal Flame, cast it on a non-beaconed target first, then the tank, then another non-beaconed target. Or a tank, then two non-beaconed targets. Preferably, don’t cast EF on beaconed targets if it can be helped. It’s rarely necessary for beaconed targets to have absorb shields due to the sheer amount of healing coming their way already. Especially if you’re spamming Holy Light hard enough (and you should be!)
  • Don’t use Avenging Wrath on cooldown – use it when you need to use it – when the party is taking serious damage and you need to get out 3 HP EFs as fast as possible.
  • Use Devotion Aura and your Hands when you need them – seriously, master that utility and do it fast – our utility is our lifeline, and it is the only reason we’re not considered completely useless healers right now. I mean, a shadow priest’s flash heal hits harder than my flash of light. Just to give you an idea of where Holy Pallies stand right now.

Anyway, if you have any questions or comments, please feel free to leave them below – I will be updating more frequently now that Warlords is here, so don’t be shy!

Random Aside: Druid’s Transmog Set


6.0.2. Holy Paladin Charts

6.0.2. Charts

Choosing a Healing Class: Tips for Beginners

Healing is all about making decisions, and the first decision you have to make is which healing class to play. Having played every healing class/spec out there, I’ve decided to share the overall style of each one.

Resto Druid Healing Style

Resto Druids use HoTs to keep their party/raid members alive. The use of HoTs allows resto druids to excel at raid healing. Raid cooldowns like tranquility give them the ability to deal with a ton of incoming damage at one time, making them amazing burst healers during heavy AoE damage. In addition to being excellent AoE healers, druids also have an exceptional ability to tank heal due to the strength of their single-target heals.

Resto druids are the easiest healer to play, but know this – no healing class is easy to master. If you like the idea of having heals on everyone all the time, a resto druid is the way to go.

Holy Priest Healing Style

Holy Priests use single-target and AoE heals, dancing between chakras to switch between tank and raid healing. Raid cooldowns like Divine Hymn give them the ability to deal with a ton of incoming damage at once, making them amazing burst healers. Because they dance between tank and raid healing, holy priests excel at both raid healing and tank healing.

Since playing a holy priest requires dancing between two chakras, they are more difficult to master than a resto druid. If you are the kind of person who likes to have a controllable level of versatility, a holy priest is the way to go.

Discipline Priest Healing Style

Discipline Priests use single-target and AoE heals, using bubbles to absorb incoming damage. Raid cooldowns like Spirit Shell give them the ability to prevent a ton of incoming damage at once, showcasing the role they play as the preventive healer. Because discipline priests are preventive healers, they excel at both raid and tank healing.

Discipline priests are more difficult to play than holy priests because they prevent damage rather than heal damage. If you’re the kind of person who is good at predicting when another player – or the raid – is going to take damage, then a disc priest may be the best class for you.

Resto Shaman Healing Style

Shaman Healers use a combination of HoTs, AoE heals, and single-target heals and excel at both raid healing and tank healing. In addition to their healing spells, shamans can place totems that increase their healing or totems that help out the raid. They offer raid utility cooldowns like Heroism (Alliance version) / Bloodlust (Horde version) which increases the overall damage/healing of the entire raid.

If you are the kind of person who enjoys visual reminders of your spells, shamans are the go-to healer for you. Out of all healers, shamans offer the most visible evidence of the healing you do.

Holy Paladin Healing Style

If you’re a new healer, stay away from this class. Period. You’re going to mess it up, and it’s going to stress you out. Perhaps that seems like a challenge – maybe you even want to meet that challenge and prove that you can master a holy paladin. Well, if that’s the attitude you have, then you just might have the temperament to heal on a holy paladin.

Holy paladins have an insane cooldown kit. They are the utility healers. Holy paladins can raid heal, tank heal, and deal with just about any mechanic a boss throws at them – but they struggle more in burst healing situations than any other healer. That’s fine, though – you wanted the challenge, right?

Healing on a paladin requires the right temperament. You must be stubborn, willing to face the most difficult fights head on, and you must be good at problem solving. With all the utility a holy paladin has, it’s important to be able to think on your feet and select the right tool (I mean spell) to get the job done.

As a utility healer, you must master the class mechanics. If this sounds like the type of challenge that gets your heart racing, then a holy paladin is the way to go.

Mistweaver Monk Healing Style

If you’re a new healer, stay away from this class. Period. If you’re an experienced healer, stay away from this class unless you’ve mastered a Holy paladin. Seriously, Mistweaver Monks are the hardest healing class to play. If you are unable to master a holy paladin, you will not be able to master a mistweaver.

Mistweavers combine every aspect of every other healer in their playstyle. They offer excellent raid and tank healing, have a wonderful amount of versatility, and possess the most dynamic healing gameplay. Mistweavers engage in both healing-to-heal and dpsing-to-heal mechanics, handle their own mana regen through an active regeneration system, use an energy resource, called chi, possess raid utility in spells like Revival, and have an incredible amount of personal utility.

Mistweaver Monks should only be played by master healers. A new player might be able to handle the lower levels on a mistweaver, but once you get past level 50, the toolkit expands at such a rapid pace that new healers will quickly find themselves overwhelmed.

Healing Machinima and Songs

Holy Paladin 5.4 Guide Part 3: Talents and Stat Priorities

Tier 1: Level 15 Talents

Tier 1

speed of light

 Increases your movement speed by 70% for 8 seconds. 45 second cooldown.


long arm of the law A successful Judgment increases your movement speed by 45% for 3 seconds. 


pursuit of justice

You gain 15% movement speed at all times, plus an additional 5% movement speed for each current charge of Holy Power up to 3. 

Any of these talents are fine to take – it’s up to each individual Holy Paladin to find what works best for them. Personally, I prefer Speed of Light for every fight in Siege of Orgrimmar (SoO) except Heroic Blackfuse. For that fight, I find Pursuit of Justice makes it easier to avoid the missiles.

Tier 2: Level 30 Talents

Tier 2

fist of justice

Stuns the target for 6 sec. 30 second cooldown. Replaces Hammer of Justice. 20 yard range. 3.5% base mana.



Puts the enemy into a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than Censure will awaken the target.

Usable against Demons, Dragonkin, Giants, Humanoids, and Undead. 1.7 second cast. 15 second cooldown. 30 yard range. 10% base mana. 

evil pov

Your Judgment fills your target with doubt and remorse, reducing movement speed by 50% for 12 sec.

Any of these talents are fine to take – it depends on player preference and what you’re doing. Fist of Justice is used more often than Repentance or Evil is a Point of View in  a PvE context. Evil is a  Point of View is almost strictly PvP, but there may be uses for it.

Fist of Justice is my go-to talent in this tier because the raids in Mists of Pandaria (MoP) haven’t required a lot of crowd control (cc), which is what would make Repentance preferable.


Tier 3: Level 45 Talents

tier 3

selfless healer

Your successful Judgments reduce the cast time and mana cost of your next Flash of Light, Divine Light, and Holy Radiance by 35% per stack and improves its effectiveness by 20% per stack when used to heal others. Stacks up to 3 times. 

eternal flame

Consumes up to 3 Holy Power to protect a protective flame on a friendly target, which heals them for 5,629 and an additional 519 every 3 seconds for 30 seconds.

Healing increased per charge of Holy Power. The heal over time is increased by 100% if used on the Paladin. Replaces Word of Glory. 

sacred shield

Protects the target with a shield of holy light for 30 seconds. The shield absorbs up to 396 damage every 6 seconds. 3 charges. 6 second cooldown. 

Tier 3 is the most important of all the tiers as it determines the stat priority you follow. These are the stat weights for each of the talents:

Selfless Healer: Intellect > Mastery > Haste > Crit > Spirit.

Eternal Flame: Intellect >Spirit to Comfort > Haste to Breakpoint > Mastery > Haste > Crit

A haste breakpoint is the amount of haste rating needed to gain an additional tick of a HoT. For Eternal Flame, the breakpoints are, respectively: 3,506 rating; 7,170 rating; 10,867 rating.

Sacred Shield: Intellect > Spirit to Comfort > Haste to 5,335 > Haste > Crit > Mastery.

The reason I’ve listed Haste to 5,335 before Haste is that you shouldn’t try Sacred Shield without at least that much Haste.

I’ll discuss each of the play-styles more in-depth later on in the guide, but for now, I’ll leave you with this information:

Selfless Healer is the highest HPS spec. It is generally used in 25-man raids and for fights like Thok and Garrosh on 10-man.

Eternal Flame is competitive with Selfless Healer. It is generally used in 10-man raids with most Holy Paladins preferring the 7170 break-point. In 25-mans, it is used in place of Selfless Healer only for Malkorok, as the shield mechanic of the boss forces the use of Eternal Flame. 

Sacred Shield is the lowest HPS spec as it doesn’t scale with Mastery. It has limited situational use on both 10 and 25 man difficulties.


Tier 4: Level 60 Talents

tier 4


Places a Hand on the friendly target, reducing damage taken by 10% and damage from harmful periodic effects by an additional 80% for 6 seconds. 30 second cooldown. 7% of base mana.


When your Divine Shield, Divine Protection, or Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction. 


You can use Hand of Freedom, Hand of Protection, Hand of Sacrifice, and Hand of Salvation twice each before incurring their cooldowns. 

Of all the talent tiers, this it the most versatile. Every one of these talents are useful but each one shines in different fights. Clemency is used in far more situations than the other two, but both Unbreakable Spirit (ubs) and Hand of Purity can be used effectively.

Figuring out which talent suits which fight is largely up to each Holy Paladin, but here are the fights I tend to use Unbreakable Spirit or Hand of Purity instead of Clemency. 

Unbreakable Spirit: Normal Siege bosses -Norushen, Sha of Pride, Galakras (if I’m healing bottom), Iron Juggernaut (with Divine Protection glyph – I’ll discuss glyphs later), Malkorok, and Spoils.

Heroic Siege bosses – Sha of Pride, Galakras (if I’m healing bottom), Iron Juggernaut (with Divine Protection glyph and only if the tanks don’t need the extra cooldown from my hand of sacrifice; otherwise Clemency for that fight), Dark Shamans (if I’m healing bottom, glyphed with Divine Protection, due to Iron Prison debuff), General Nazgrim (glyphed with Divine Protection), and Spoils (if tanks don’t need cd; otherwise Clemency).

Hand of Purity: Normal Siege bosses- None.

Heroic Siege bosses – Dark Shamans (if I’m healing top). 


Tier 5: Level 75 Talents

tier 5

holy avenger

Abilities that generate Holy Power will deal 30% additional damage and healing, and generate 3 charges of Holy Power for the next 18 seconds. 2 minute cooldown. 

sanctified wrath

Avenging wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. For Holy: Reduces the cooldown of Holy Shock by 50%. 

divine purpose

Abilities that cost Holy Power have a 25% chance to proc the Divine Purpose effect. Divine Purpose: Your next Holy Power ability will consume no Holy Power and will cast as if 3 Holy Power were consumed. Lasts 8 seconds. 

I’ve seen a lot of controversy about this tier, but most Holy Paladins agree: Holy Avenger is the king-pin of this tier. Especially if you’re lucky enough to have the Tier 16 4-set from Siege, which reduces the cooldown of Divine Favor by 60 seconds and grants 4500 mastery while active. Since I haven’t discussed cooldowns yet (I will, don’t worry, it’s on the list!), suffice it to say that Holy Avenger boosts your healing by at least 50% (assuming you have 4-set, of course).

Sanctified Wrath turns the 6 second cooldown of Holy Shock into a 3 second cooldown, but only when Avenging Wrath is active. I haven’t done the math on this talent, so I can’t say if it’s really worse than Holy Avenger, but the only Holy Paladins I have seen, personally, using this talent are those in 14/14 Heroic guilds experimenting with a Sacred Shield build.

As for Divine Purpose- the talent seems good, but it’s not. Any type of talent that is RnG-reliant in a PvE environment is not worth taking. There’s not a single fight in Siege where you can’t predict where tons of damage will come in, and it’s better to have a guaranteed form of burst healing than it is to have an RnG talent that might proc but might not. 


Tier 6: Level 90 Talents

tier 6

 prismSends a beam of light toward a target, turning them into a prism for Holy energy. If an enemy is the prism, they take 16,404 Holy damage and radiate 11,060 Healing to 5 nearby allies within 15 yards.

If an ally is the prism, they are healed for 16,404 and radiate 11,060 Holy damage to 5 nearby enemies within 15 yards. 20 second cooldown. 5.4% base mana.


Hurl a light-infused hammer into the ground, where it will blast a 10-yard area with Arcing Light for 14 seconds. Arcing Light: Deals 3,960 damage to enemies and reduces their movement speed by 50% for 2 seconds.

Heals allies for 3,690 every 2 seconds. 1 minute cooldown. 30 yard range. Instant.


A hammer slowly falls from the sky, causing 14,099 Holy damage over 10 seconds. This damage is dealt slowly at first and increases over time, culminating in a final burst of damage. Stay of Execution: If used on friendly targets, the falling hammer heals the target for 14,099 healing over 10 seconds. This healing is dealt slowly at first and increases over time, culminating in a final burst of healing. 1 minute cooldown. 40 yard range. Instant.

These last three talents ask us to choose between two AoE heals and a single-target heal. Execution Sentence has no real use in PvE (at least, not one I’ve found) and considering the amount of raid damage in Siege, either Holy Prism or Light’s Hammer is a superior choice.

The size of your raid is the first factor in deciding which of the two to use. Light’s Hammer is favored in 25-mans (and, by the way, the AoE heal from it caps at 6 targets) whereas Holy Prism is favored in 10-mans.

In general, Light’s Hammer is better for stacked fights – if you’re absolutely sure your raid is going to be stacked for a fight, Light’s Hammer may be better to use than Holy Prism. The converse is true for Holy Prism. If you know the raid is going to be spread out, Holy Prism may be better to use than Light’s Hammer. Again, it depends on the size of your raid, the strats you use, and which of the two talents you feel most comfortable with.

In Part 4, I will discuss cooldowns. Since a large portion of Holy Paladin healing depends on the ability to use the cooldowns at our disposal, I think a more in-depth look at those cooldowns may be beneficial.