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Why You Should Play Holy Paladin in Dragonflight (And Why You Shouldn't)
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2022/11/28 시간 01:21
에
clarius
에 의해 작성됨
Unsure what class to play in Dragonflight? Whether you're a returning player coming back to play the new expansion or a longtime veteran just looking to explore a new main or alt, we've got you covered.
We break down all the reasons you should consider playing Holy Paladin in Dragonflight and even throw in a few reasons why you might not. From new talents you'll pickup on the way to level 70, to the unique Dragonflight utility that will make you an asset to your allies, join us as we explore Dragonflight Holy Paladin!
Why You Should Play Holy Paladin in Dragonflight (and Why You Shouldn't)
Holy Paladin is a fast paced melee healer that specializes in spot healing. The playstyle revolves around building and spending Holy Power and should be familiar to anyone that has tried to play specs with other combo point systems. The spec at its core is rather basic, but it has a lot of room for improvement and a fairly high skillcap. The fact that you're essentially playing a melee dps while also having to keep your eyes on your raid frames can be overwhelming at first to new Holy Paladins, but mastering your positioning, rotation and target selection is what sets great Holy Paladins apart from bad ones.
Why You Should Play Holy Paladin in Dragonflight
Holy Paladin will continue to have a quite unique playstyle compared to other healers. They are the only healing spec to use a Combo Point system, they are one of only two healing specs that fights while standing in melee. Holy Paladin will still be the masters of passive tank healing through
빛의 봉화
and
신념의 봉화
. They also brings strong and consistent healing, especially spot-healing, to your raid.
The talent trees provide a lot of varying build options for Holy, specifically we can play the traditional melee build where we focus on generating Holy Power through
신성 충격
,
성전사의 일격
and
천벌의 망치
, or we can create builds that shifts the focus more on spending
빛 주입
procs to cast
성스러운 빛
on our
빛의 봉화
or
신념의 봉화
to generate Holy Power. Note that both builds will still be in melee as much as possible.
As always, Paladins bring a lot of utility to any group, a lot of it very powerful and unique.
헌신의 오라
, a 3% raid wide damage reduction.
보호의 축복
, an external physical immunity that can also be used as a threat-dropper.
희생의 축복
, a strong external damage reduction that can be made even stronger through the talents
정의의 희생
and
메아리치는 축복
. If both are picked it essentially makes
희생의 축복
a 1 minute cooldown ~41% damage reduction, which is incredibly strong.
비난
, a melee range kick.
중재
, a battle rez.
... and more.
Level 70 Talent Points for Holy Paladin
The extra talent points we get when leveling to level 70 in Dragonflight will come in very handy and will allow for much more freedom and agency in our talent choice and will make the spec feel more complete. All of the points will be spent on throughput options in both the class and the spec tree.
Here you can see an overview of how the extra talent points can be spent, with Green being mandatory picks and Purple being flexible talents that depend on the situation and whether you're going for a melee or caster build.
In the general class tree there is not much freedom of choice as we will spend the extra points to go down the left side of the tree to pick up
신앙의 정념
,
황혼과 여명
and
질서의 문장
. Especially
황혼과 여명
and
질서의 문장
are incredibly powerful, and should be played around to keep up both buffs as much as you possibly can.
관용의 인장
is decent but could be dropped if you really need to pick up something elsewhere in the tree.
The spec tree is where we mostly feel how the extra talent points give us more options. Specifically we will now be able to pick
각성
,
신념의 봉화
, and
빛의 자락
all at once, and still have 3 talent points to spare. How you spend these points depends a lot on which build you're going for. As an example you could go for
성전사의 권능
and
최고천의 유산
if you're going for the so called "Melee Build". Meanwhile, as the "Caster Build" it would make more sense to go for
태양샘의 개화
for extra
빛 주입
procs and
여름의 축복
to make up for the damage you lose for not playing the melee build.
Other interesting options could be
밝아오는 여명
if the raid is going to be very spread out and we will need more range on our
여명의 빛
to be able to reach enough players, or
신념의 방벽
as the "Caster Build" if the tanks need the extra healing or if there are heavy dots going out on a few players at a time that need extra attention.
Holy Paladin Utility in Dragonflight
All Paladin specs get a battle rez,
중재
, as a new spell in Dragonflight. While in raids this isn't a big deal it is good to be able to bring it for M+. Additionally, in M+, we get
희생의 축복
on a 1 minute cooldown with
정의의 희생
, and with
메아리치는 축복
it becomes a ~41% damage reduction. We also now bring a kick with
비난
talented.
보호의 축복
is also still very powerful when used correctly, either to remove heavy bleeds, or to allow DPS to not have to worry about aggro while it lasts.
It is also now possible to get both
눈부신 빛
and
심판의 주먹
.
눈부신 빛
is very strong for stopping multiple mob casts at once, while
심판의 주먹
lowers the cooldown on
심판의 망치
significantly. This gives us a lot of mob control that can make a big difference when used well.
In Dragonflight, all Paladin specs will still have access to
헌신의 오라
, which is a very powerful raid buff. 3% damage reduction cannot be overestimated in a progression environment. But while all Paladin specs might get access to
헌신의 오라
, Holy is the only spec that also gets
오라 숙련
which can boost
헌신의 오라
to a 15% damage reduction for 8 seconds.
Additionally, Retribution Paladins strongly prefer to use
응보의 오라
, and Protection Paladins can sometimes be hard to fit in to a raid as the tank spots are often used to fit in other raid buffs. This means that in general, Holy, is the easiest and most effective Paladin spec to slot in for
헌신의 오라
.
Damage while Healing
Holy Paladin is in a good spot when it comes to our damage output and we are blessed with the ability to do damage while we do our normal healing rotation. In recent expansions this has been recognized as more and more important within the broader community. Whether it be with
성전사의 일격
,
천벌의 망치
,
신성 충격
, or with
신성화
and
심판
(with
황금빛 길
and
빛의 심판
talented) Holy Paladin has a lot of options that can contribute both to healing and damage and it is very flexible in that regard.
Playstyles in Dragonflight
Over the course of Shadowlands, many paladins have grown familiar with the
마라아드의 마지막 숨결
playstyle which puts heavy emphasis on spot healing through empowered
순교자의 빛
s. This playstyle is still available in the talent trees and is likely to continue to be viable in a progress environment.
The more traditional playstyle of focusing more on spreading
빛의 자락
by optimizing your
신성 충격
s with
성전사의 권능
has only become stronger in Dragonflight with
축성의 분노
and
각성
now available at the same time, where in Shadowlands these were on the same talent row. The Kyrian ability
천상의 종
will also be carried forward as a talent in Dragonflight.
A third playstyle that focuses on spending
빛 주입
procs to generate Holy Power is also going to be an option in Dragonflight. This build is a bit unorthodox as you will primarily be casting
성스러운 빛
on your
빛의 봉화
or
신념의 봉화
to generate two Holy Power with each cast. This playstyle is possible because of
광휘의 탑
, and it is pretty unintuitive to veteran Holy Paladins, since casting directly on your beacons has always been a mistake due losing out on the healing transfer from the beacon itself. But the value of the extra Holy Power is sadly more than the healing you lose from casting directly on your beacon.
Why You Shouldn't Play Holy Paladin in Dragonflight
There are many reasons why Holy Paladin might not be something you will enjoy, and a lot of those reasons might be what someone else enjoys the most about Holy Paladin. The main dividing issues are the dependency on being in melee and the nature of being a Combo Point healer.
The Restrictive Nature of Holy Power as a Healing Resource
Holy Power is in its nature restrictive, that is the whole point of combo point systems. It is restrictive in an attempt to create "interesting" choices on a GCD to GCD basis. And at its core, Holy Power, does succeed in that attempt relatively well. The choice between whether to cast a generator or a heal someone with a spender is fine in theory.
However, it falls short when you think more about it and you realize that there is actually almost no choice to be made ever. The amount and the timing of your spenders is entirely decided by the cooldown of your generators. You do not make your decision about when to spend Holy Power based on when it is best used for healing. It is, in fact, dictated by when your generators, mainly
신성 충격
, are ready. Your spenders are simply spells you weave in between your generators in an effort to maximize your overall spenders.
The whole Holy Power system for Holy Paladin has devolved in to "quantity over quality", more is always better. This is an issue because as a healer you naturally want to do what is best to keep people alive, and obviously your spenders are your best healing spells, but this intuitive healing mentality is in direct conflict with what Holy Power does.
This problem has arisen because too much additional power has been tied to generating as much Holy Power as possible.
각성
,
신성한 목적
,
관용의 인장
,
잔상
and
끝없는 빛
all contribute to making quantity of Holy Power spenders more important than the quality of them.
Dusk and Dawn
While Holy Power is already very restricting,
황혼과 여명
and
질서의 문장
only amplify this issue. They requires us to constantly hit both 0 and 5 Holy Power. So now we are left in a situation where we need to play to optimize our Holy Power generation while also being forced to play a mini game of keeping two separate short duration buffs up that requires us to ping pong between 0 and 5 Holy Power every 20 seconds.
When you are simply trying to maximize Holy Power generation, it is fine to spend that Holy Power at any point as long as it doesn't decrease the amount of Holy Power you can generate later. For example it was fine to just spend at 3 or 4 Holy Power at any point if that's what fit best at that point in your rotation, and you didn't cut in to the cooldown of your generators. But with
황혼과 여명
and
질서의 문장
you are forced to hit both 5 and 0 Holy power every 20 seconds. This almost forces us in to a rotation of going 5 → 2 → 3 → 0 → 5 Holy Power, and then repeat this over and over. This completely removes any flexibility in our rotation, and this is disastrous for a role (healer) that, by the nature of its job, needs to be flexible.
Even if we ignore the
황혼의 축복
portion, which is sub-optimal at best, it still removes a lot of freedom of choice we have over using our spenders. The lack of agency about when we want to cast our most powerful heals is outright counter-intuitive gameplay as a healer, and will be off putting for a lot of players. This is still the case even with the recent duration increase.
I cannot overstate how bad
황혼과 여명
and
질서의 문장
feel to play around as Holy. Even though the recent increase to its duration does make it slightly easier and more forgiving to play around, it still puts more rotational restrictions on a spec that is already extremely restricted. I do not see a way to make this talent "fun" for Holy without either tuning it so low that we wont play around it, or making it occur at lower Holy Power thresholds, but doing either of those would just make the talent play itself which isn't a solution either.
Conclusion
In conclusion, if enjoy playing a fast paced, melee healer that has a decision to make every global, then Holy Paladin might be the healing spec for you. If you do not enjoy Holy Power, a strict rotation, and a lack of burst healing then Holy Paladin is probably not for you.
헌신의 오라
, a 3% raid wide damage reduction.
보호의 축복
, an external physical immunity that can also be used as a threat-dropper.
희생의 축복
, a strong external damage reduction that can be made even stronger through the talents
정의의 희생
and
메아리치는 축복
. If both are picked it essentially makes
희생의 축복
a 1 minute cooldown ~41% damage reduction, which is incredibly strong.
비난
, a melee range kick.
중재
, a battle rez.
... and more.
Level 70 Talent Points for Holy Paladin
The extra talent points we get when leveling to level 70 in Dragonflight will come in very handy and will allow for much more freedom and agency in our talent choice and will make the spec feel more complete. All of the points will be spent on throughput options in both the class and the spec tree.
Here you can see an overview of how the extra talent points can be spent, with Green being mandatory picks and Purple being flexible talents that depend on the situation and whether you're going for a melee or caster build.
In the general class tree there is not much freedom of choice as we will spend the extra points to go down the left side of the tree to pick up
신앙의 정념
,
황혼과 여명
and
질서의 문장
. Especially
황혼과 여명
and
질서의 문장
are incredibly powerful, and should be played around to keep up both buffs as much as you possibly can.
관용의 인장
is decent but could be dropped if you really need to pick up something elsewhere in the tree.
The spec tree is where we mostly feel how the extra talent points give us more options. Specifically we will now be able to pick
각성
,
신념의 봉화
, and
빛의 자락
all at once, and still have 3 talent points to spare. How you spend these points depends a lot on which build you're going for. As an example you could go for
성전사의 권능
and
최고천의 유산
if you're going for the so called "Melee Build". Meanwhile, as the "Caster Build" it would make more sense to go for
태양샘의 개화
for extra
빛 주입
procs and
여름의 축복
to make up for the damage you lose for not playing the melee build.
Other interesting options could be
밝아오는 여명
if the raid is going to be very spread out and we will need more range on our
여명의 빛
to be able to reach enough players, or
신념의 방벽
as the "Caster Build" if the tanks need the extra healing or if there are heavy dots going out on a few players at a time that need extra attention.
Holy Paladin Utility in Dragonflight
All Paladin specs get a battle rez,
중재
, as a new spell in Dragonflight. While in raids this isn't a big deal it is good to be able to bring it for M+. Additionally, in M+, we get
희생의 축복
on a 1 minute cooldown with
정의의 희생
, and with
메아리치는 축복
it becomes a ~41% damage reduction. We also now bring a kick with
비난
talented.
보호의 축복
is also still very powerful when used correctly, either to remove heavy bleeds, or to allow DPS to not have to worry about aggro while it lasts.
It is also now possible to get both
눈부신 빛
and
심판의 주먹
.
눈부신 빛
is very strong for stopping multiple mob casts at once, while
심판의 주먹
lowers the cooldown on
심판의 망치
significantly. This gives us a lot of mob control that can make a big difference when used well.
In Dragonflight, all Paladin specs will still have access to
헌신의 오라
, which is a very powerful raid buff. 3% damage reduction cannot be overestimated in a progression environment. But while all Paladin specs might get access to
헌신의 오라
, Holy is the only spec that also gets
오라 숙련
which can boost
헌신의 오라
to a 15% damage reduction for 8 seconds.
Additionally, Retribution Paladins strongly prefer to use
응보의 오라
, and Protection Paladins can sometimes be hard to fit in to a raid as the tank spots are often used to fit in other raid buffs. This means that in general, Holy, is the easiest and most effective Paladin spec to slot in for
헌신의 오라
.
Damage while Healing
Holy Paladin is in a good spot when it comes to our damage output and we are blessed with the ability to do damage while we do our normal healing rotation. In recent expansions this has been recognized as more and more important within the broader community. Whether it be with
성전사의 일격
,
천벌의 망치
,
신성 충격
, or with
신성화
and
심판
(with
황금빛 길
and
빛의 심판
talented) Holy Paladin has a lot of options that can contribute both to healing and damage and it is very flexible in that regard.
Playstyles in Dragonflight
Over the course of Shadowlands, many paladins have grown familiar with the
마라아드의 마지막 숨결
playstyle which puts heavy emphasis on spot healing through empowered
순교자의 빛
s. This playstyle is still available in the talent trees and is likely to continue to be viable in a progress environment.
The more traditional playstyle of focusing more on spreading
빛의 자락
by optimizing your
신성 충격
s with
성전사의 권능
has only become stronger in Dragonflight with
축성의 분노
and
각성
now available at the same time, where in Shadowlands these were on the same talent row. The Kyrian ability
천상의 종
will also be carried forward as a talent in Dragonflight.
A third playstyle that focuses on spending
빛 주입
procs to generate Holy Power is also going to be an option in Dragonflight. This build is a bit unorthodox as you will primarily be casting
성스러운 빛
on your
빛의 봉화
or
신념의 봉화
to generate two Holy Power with each cast. This playstyle is possible because of
광휘의 탑
, and it is pretty unintuitive to veteran Holy Paladins, since casting directly on your beacons has always been a mistake due losing out on the healing transfer from the beacon itself. But the value of the extra Holy Power is sadly more than the healing you lose from casting directly on your beacon.
Why You Shouldn't Play Holy Paladin in Dragonflight
There are many reasons why Holy Paladin might not be something you will enjoy, and a lot of those reasons might be what someone else enjoys the most about Holy Paladin. The main dividing issues are the dependency on being in melee and the nature of being a Combo Point healer.
The Restrictive Nature of Holy Power as a Healing Resource
Holy Power is in its nature restrictive, that is the whole point of combo point systems. It is restrictive in an attempt to create "interesting" choices on a GCD to GCD basis. And at its core, Holy Power, does succeed in that attempt relatively well. The choice between whether to cast a generator or a heal someone with a spender is fine in theory.
However, it falls short when you think more about it and you realize that there is actually almost no choice to be made ever. The amount and the timing of your spenders is entirely decided by the cooldown of your generators. You do not make your decision about when to spend Holy Power based on when it is best used for healing. It is, in fact, dictated by when your generators, mainly
신성 충격
, are ready. Your spenders are simply spells you weave in between your generators in an effort to maximize your overall spenders.
The whole Holy Power system for Holy Paladin has devolved in to "quantity over quality", more is always better. This is an issue because as a healer you naturally want to do what is best to keep people alive, and obviously your spenders are your best healing spells, but this intuitive healing mentality is in direct conflict with what Holy Power does.
This problem has arisen because too much additional power has been tied to generating as much Holy Power as possible.
각성
,
신성한 목적
,
관용의 인장
,
잔상
and
끝없는 빛
all contribute to making quantity of Holy Power spenders more important than the quality of them.
Dusk and Dawn
While Holy Power is already very restricting,
황혼과 여명
and
질서의 문장
only amplify this issue. They requires us to constantly hit both 0 and 5 Holy Power. So now we are left in a situation where we need to play to optimize our Holy Power generation while also being forced to play a mini game of keeping two separate short duration buffs up that requires us to ping pong between 0 and 5 Holy Power every 20 seconds.
When you are simply trying to maximize Holy Power generation, it is fine to spend that Holy Power at any point as long as it doesn't decrease the amount of Holy Power you can generate later. For example it was fine to just spend at 3 or 4 Holy Power at any point if that's what fit best at that point in your rotation, and you didn't cut in to the cooldown of your generators. But with
황혼과 여명
and
질서의 문장
you are forced to hit both 5 and 0 Holy power every 20 seconds. This almost forces us in to a rotation of going 5 → 2 → 3 → 0 → 5 Holy Power, and then repeat this over and over. This completely removes any flexibility in our rotation, and this is disastrous for a role (healer) that, by the nature of its job, needs to be flexible.
Even if we ignore the
황혼의 축복
portion, which is sub-optimal at best, it still removes a lot of freedom of choice we have over using our spenders. The lack of agency about when we want to cast our most powerful heals is outright counter-intuitive gameplay as a healer, and will be off putting for a lot of players. This is still the case even with the recent duration increase.
I cannot overstate how bad
황혼과 여명
and
질서의 문장
feel to play around as Holy. Even though the recent increase to its duration does make it slightly easier and more forgiving to play around, it still puts more rotational restrictions on a spec that is already extremely restricted. I do not see a way to make this talent "fun" for Holy without either tuning it so low that we wont play around it, or making it occur at lower Holy Power thresholds, but doing either of those would just make the talent play itself which isn't a solution either.
Conclusion
In conclusion, if enjoy playing a fast paced, melee healer that has a decision to make every global, then Holy Paladin might be the healing spec for you. If you do not enjoy Holy Power, a strict rotation, and a lack of burst healing then Holy Paladin is probably not for you.
For more information on playing Holy Paladin, please see our class guide updated for Dragonflight Pre-Patch Phase 2:
Holy Paladin
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