Cataclysm Classic Holy Paladin Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Holy Paladin in Cataclysm Classic.
Holy Paladin Spells, Cooldowns and Abilities
Holy has a large array of abilities that allow you
to contribute to your group in ways beyond just healing output. Understanding
how each of your ability functions will help you best utilize these tools
to lead your group to victory!
Healing Spells
As a Holy Paladin you have a wide array of heals that can suite nearly
any situation, Cataclysm has added four new heals that we will be incorporating.
Light of Dawn,
Holy Radiance,
Word of Glory and
Divine Light.
Holy Light — is a slow, extremely efficient heal. This is a great ability to use
in low damage situations where you have plenty of time between of incoming damage.
Flash of Light — is a quick, expensive healing ability. While this can help
triage in an emergency it is typically good to avoid using this ability unless your target is likely
to die without immediate healing.
Holy Shock — is an instant cast, potent heal that should be largely used on cooldown.
Holy Shock on top of being an incredibly effective heal that is made even more powerful by
talents like
Crusade it also is your primary source of Holy Power Generation which is
required to use
Light of Dawn and
Word of Glory.
Holy Radiance — is a radius based AoE heal that heals all allies within ten yards
of the target of the
Holy Radiance target. This ability will also generate Holy Power
thanks to our
Tower of Radiance talent.
Word of Glory — is an instant cast, powerful heal that can only be used with
Holy Power. While this ability is best used with 3 Holy Power do not hesitate to use it with less
if you find yourself in a situation where a party member would otherwise die.
Light of Dawn — is an instant cast heal that hits up to six targets in a frontal
cone in front of the Paladin.
Divine Light — is a slow, massive heal. This ability is best used in a situation where
you need to react to large, consistent incoming damage on a single target.
Cooldowns
While we have lost access to
Divine Guardian Holy Paladin still has some of the strongest
individual throughput cooldowns in the game as well as the incredibly powerful
Aura Mastery
which paired with
Resistance Aura can mitigate massive amounts of incoming damage.
Divine Favor — increases your Haste and Spell Critical Strike rating by 20%
for twenty seconds. This ability is a great way to catch up from periods of large incoming damage
and can be paired with
Avenging Wrath if you feel the casting speed and bonus crit rating may
not be enough to heal through the incoming damage. The glyphed version of this ability which we recommend
taking increases its duration by an additional ten seconds, making it last thirty seconds in total.
Avenging Wrath. — increases your healing done by 20% for 20 seconds. This ability
is best used in a situation where there is a considerable amount of incoming damage that would otherwise
not able to be managed. Consider pairing with
Divine Favor for the cast speed bonus that will
allow you to cast more heals while empowered by the
Avenging Wrath healing bonus.
Divine Plea — a two-minute cooldown that regenerates 12% of your mana over
nine seconds, but reduces the amount of healing your abilities do by 50% while it is active. Do not hesitate
to cancel this ability if you find yourself taking more damage than expected while this is active.
Guardian of Ancient Kings — summons a guardian of the light that duplicates your next five single target
heals. These heals also splash onto any friendly target within ten yards of the target for 10% of the
amount healed.
Lay on Hands — a ten-minute cooldown that instantly heals a friendly target for an amount
equal to your total max health. This ability is best used only in emergencies where your target would otherwise
die.
Divine Protection — is a one-minute cooldown that reduces incoming Magic damage
by 40%. When glyphed for
Glyph of Divine Protection it now mitigates 20% Physical damage as well but
will only reduce 20% Magic Damage making this Glyph a situational choice.
Divine Shield — is a five-minute cooldown that makes you immune to all incoming sources
of damage for eight seconds while reducing the damage you deal by 50%. This ability is one of the strongest
defensive cooldowns in the game and can be used in a number of ways outside of avoiding incoming damage. This
ability can be used to trivialize many raid mechanics so always try to be prepared to understand how to best utilize
this ability in each encounter.
Hand of Sacrifice — is a two-minute cooldown that redirects 30% of the damage being dealt to the
target to the Paladin who casted the
Hand of Sacrifice. This lasts 12 seconds or until the target has transferred
100% of its maximum health in damage.
Hand of Protection — is a five-minute cooldown that instantly makes the target immune to incoming Physical
damage for ten seconds. While
Hand of Protection is active the target cannot attack or use any Physical abilities.
Like
Divine Shield this ability can be used in many situations to completely trivialize mechanics.
Hand of Salvation — is a two-minute cooldown that reduces the targets threat by 2% every second for
ten seconds.
Hand of Freedom — is a twenty five-second cooldown that removes and makes the target immune to movement
impairing abilities for six seconds.
Aura Mastery — increases the effectiveness of your Auras by 100% for six seconds. This is best paired with
Resistance Aura to help mitigate incoming Magic damage.
Utility Spells
In addition to the many rotational abilities and cooldowns you find yourself using Paladin has been given a number of incredible tools that you will find yourself using.
Consecration — summons a small area of consecrated ground beneath the Paladin dealing
Holy damage to any enemy standing inside of the area.
Cleanse — removes 1 Disease, Poison, and Magic effect from your target. Holy
is the only Paladin specialization that will allow you to dispel Magic with
Cleanse
thanks to
Sacred Cleansing.
Crusader Strike — while not used in your rotation this ability can be used
to deal a small amount of damage and generate Holy Power if you find yourself in melee range.
Judgement — unleashes your current seal dealing a small amount of Holy damage
to your target.
Rebuke — is a ten-second cooldown melee ranged interrupt that allows you to disrupt
spell casting. The amount of time you spend in melee range will depend entirely on the encounter but
having the ability to interrupt is incredibly powerful especially in emergency situations and smaller group size
content.
Hammer of Justice — is a one-minute cooldown instant cast stun that will stun your target
for six seconds.
Auras, Blessings and Seals
Seals, Blessings and Auras are two of the Paladins most iconic abilities. While largely simplified in Cataclysm these abilities still play a massive part in how you play your Paladin. Remember, you can only have one Seal, Blessing and Aura active per Paladin so in group content make sure you are coordinating who is using what.
Crusader Aura — increases the mounted movement speed of all
nearby party/raid members by 20%.
Devotion Aura — increases the armor of all nearby party/raid members.
Resistance Aura — increases the Fire, Frost, and Shadow resistance of all
nearby party/raid members by 195.
Retribution Aura — returns a small amount of Holy damage to enemies that attack
any nearby party/raid member with the aura active.
Concentration Aura — causes all party members to lose 35% less casting or channeling time
when damage.
Seal of Corruption — applies a stacking Holy damage debuff to the target, stacking up
to five times. Each attack with this seal active also deals up to an additional 15% of weapon damage based
on how many
Seal of Corruption stacks are active on the target.
Seal of Insight — causes your melee attacks to have a chance to restore health and
4% of the Paladins base mana. This seal is made mandatory as a Holy Paladin thanks to
Glyph of Seal of Insight
which will increase your Healing done while this seal is active.
Seal of Righteousness — causes each of your melee attacks to deal additional Holy damage.
Blessing of Kings — increases the targets Strength, Agility, Stamina and Intellect by 5% as well as
increasing all magical resistances by 97.
Blessing of Might — increases the targets Melee Attack Power by 20%, Ranged Attack Power by 10%
and restores mana every five seconds.
Changelog
- 17 Sep. 2024: Reviewed for Phase 3.
- 08 May 2024: Added page.
More Cataclysm Paladin Guides
More Cataclysm Spec Guides from Other Classes
This guide has been written by Mytholxgy, a former RWF progression raider and analyst for Pieces and Liquid. He is also a Templar in the Paladin Class Discord, as well as one of the class experts in the Evoker Discord. You can reach him on Twitter and watch him stream occasionally on Twitch.
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