Table of Contents
8 Change Log
*STILL IN PROGRESS* This is the guide that has been up on my blog. I have copied everything onto its own post here for the sake of simplicity. If you see something that is wrong or that should be changed, leave me a comment and I will change it.
This guide will be intended for raiding Holy Paladins. It may likely be of use to people running 5 man content, but it is targeted primarily at raiders. For the 5.2 iteration, I will talk about changes going from a 5.0 to 5.2.
I no longer raid actively, but I have experience in Heroic content for both 10 and 25 man.
I will try to give my opinions on any topic that is important for healing, but keep in mine that much of what I say is an OPINION.
List of Changes
I discuss all the changes in depth throughout the guide, but this is a quick list of the major changes coming with the patch.
Light's Hammer now also applies a 50% snare for 2 seconds to targets that take damage from the area of effect.
Hand of Purity now reduces all incoming damage by 10% in addition to its other effects.
Eternal Flame's periodic heal now provides 100% more healing when self-cast.
Judgment now costs 5% of base mana.
Repentance now has a cast time of 1.7 seconds (was 1.5 seconds).
Sacred Shield's absorb effect can now be dispelled.
Selfless Healer now boosts Flash of Light by 20/40/60% (was 33/66/100%).
Glyph of Blessed Life no longer requires Seal of Insight to be active.
Glyph of Templar's Verdict can also activate from Exorcism.
Blinding Light now has a 1.8-second cast time for Holy Paladins. It remains instant cast for Retribution and Protection.
Holy 4-piece PvP set bonus now grants Holy Power when casting Flash of Light, instead of Word of Glory.
Seal of Insight:
Now present on our stance bar instead of an actual spell. Improves healing by 5%, increases Spell Haste by 10% and allows melee hits to replenish health and mana. In any situation where it is possible, staying in melee range of enemies and meleeing will be a decent plus because of this. Your melee attacks will help to provide some mana and healing for yourself.
Allows us to store an extra 2 Holy Power for a maximum of 5. No spell will ever consume more than 3 through, so this will allow you to pool an extra 2 Holy Power at any given time to quickly use two Holy Power heals (with a HS weaved in).
Beacon of Light:
Allows our spells to heal two targets at once. Can generate Holy Power through Tower of Radiance by use of Flash of Light and Divine Light. No longer has a duration, but has a three second cooldown.
Cheap Heal. Should be used in most filler situations, especially with mana being so rough at low gear levels.
Flash of Light:
Quick expensive heal. Generates 1 Holy Power if used on the Beacon target. Will likely not be used often unless paired with Selfless Healer (Will talk about this more later)
Our hard hitter. Generates 1 Holy Power if used on Beacon target. Also likely wont see much use at the beginning of the expansion because of mana problems. It should definitely be used more than Flash of Light though, and as mana gets better should be our go to spell for healing large amounts on a single target.
Strong single target heal. 6 second cooldown. Generates 1 Holy Power and should be used on cooldown to maximize Holy Power gains and Infusion of Light procs. If used after a Holy Radiance it will gain an AoE splash effect in addition to its single target heal.
Word of Glory:
Holy Power consuming single target heal. 1.5 second cooldown. This spell is our primary Holy Power consuming heal for single target. It should be used whenever we have 3+ Holy Power and need a quick strong heal.
Heals target for modest amount and spreads 50% of that heal to nearby allies. Generates 1 Holy Power. The heal over time aspect has been removed, and as such the spell will see much less use than it did during Cataclysm. It does have a new synergy with Holy Shock through Daybreak though. This spell is pretty mana heavy and should not be spammed excessively.
Light of Dawn:
Holy Power consuming AoE heal. Heals 6 lowest health allies withing 30 yards. No longer has a positional requirement and as such is much easier to use. This should be our Holy Power heal when multiple people in our group need health. In most situations using this heal will also provide more heals through Beacon of Light than Word of Glory will.
Restores 12% of total mana over 9 seconds while reducing healing by 50%. If glyphed it will gain a 5 second cast time instead of the healing reduction.
Increases healing by 20% over 20 seconds. The baseline spell works just as it does on live with the exception of having a 3 minute cooldown now, but through talents and glyphs it gains some extra potency (I'll talk about that stuff later). In its baseline form it is still a very powerful throughput cooldown that should be used in any situation that calls for extra healing.
Increases spell casting Haste by 20% and spell critical chance by 20% for 20 seconds. The glyph to increase the duration of this cooldown to 30 seconds no longer exists, so it will retain its normal 20 seconds. Other than that, this cooldown is still one of our strongest for healing as the extra speed lets us get more heals off while the critical chance can make them extremely hard hitting. Be warned that it doesn't have a mana cost reduction as we upgrade out of Tier 13, so spamming spells with this up can burn through mana quickly.
Guardian of Ancient Kings:
Heals target of single target heals and nearby allies for 10% of original heal while increasing Haste by 10% for each heal for 10 seconds. The healing and Haste increasing components have 5 charges that will be procced from all single target heals. When using this spell you want to try to use big single target heals, such as Divine Light and Word of Glory, as they will have the biggest healing bonus attached to them. There will also be an extra bonus gained from using this spell in the form of the Haste. If you weave non single target heals, such as Holy Radiance, in between the single target heals, they will benefit from the Haste. As such, this spell will likely be very powerful for AoE once our Mana Regen can support weaving to make the most of the Haste benefit.
Lay on Hands:
Heals a target for an amount equal to your maximum health. Cannot be used on targets with Forbearance and it will cause Forbearance for 1 minute. This is an incredible spell to use in emergency situations when tanks get low on health to quickly get them back to full. Through glyphs it can also provide mana and its cooldown can be decreased through talents. (Again, Ill talk about these more later)
Grants immunity to silence effects and reduces spell damage taken by 20% for 6 seconds. This spell is a combination of our old Aura Mastery and Resistance Aura, but it now has a 3 minute cooldown. The main bonus of this spell will be the spell damage reduction for your raid group. In fights with periods of heavy spell damage we will want to use this to make the damage more manageable.
Hand of Sacrifice:
Transfers 30% of the damage taken by the target to the paladin for 12 seconds. This is a very powerful cooldown and one that you should be prepared to use during periods of heavy damage on your tank. If used in combination with Divine Shield, this will help you keep the tank alive without doing any damage to yourself.
Cleanses a target, removing all Poison, Disease, and Magic effects. The Magic removal for this spell is now baseline for Holy, you don't need a special talent to have it remove magic. There are multiple magic effects spread through the 5 man instances and raids. Keep this spell bound somewhere you can easily use it, but remember that it now has a higher mana cost and 8 second cooldown.
Reduces Magical Damage taken by 40% for 10 seconds. Can be glyphed to make the mitigation 20% Physical and 20% Magical. This spell should be used often to mitigate incoming damage on yourself and make it easier to keep up the group.
Protects you from all damage for 8 seconds. This spell can see use in situations where there is a large amount of raid damage and you want to be able to heal the raid without worrying about yourself or to mitigate damage from abilities aimed directly at you. The immunity from this ability will also mitigate damage blocked by Hand of Sacrifice.
Also a fun note for anyone not aware: If you use the minor Glyph for this spell, you can use your Hearthstone 50% faster. This allows us once again to Bubblehearth.
Hand of Protection:
Places a Hand on a raid member that will protect them from physical damage for 10 seconds, but will not allow them to attack or use physical abilities. This spell will be useful in situations where dps gain aggro over a boss or add. It will keep them from being killed and give the tank a few seconds to regain aggro. It can also be used to help tanks drop "Physical" debuffs sometimes associated with tanking certain bosses.
Hand of Freedom:
Places a Hand on a raid member that will grant them immunity to movement impairing effects for 6 seconds. This will be very useful on fights with slows to help your raid members move out of dangerous situations. Some fights may not require it at all, but on others it may be mandatory for you to toss this on people.
Hand of Salvation:
Places a Hand on a raid member that reduces their aggro by 2% every second for 10 seconds. This spell will likely see a lot of use early in the expansion as tanks gets used to their new abilities and how to control their aggro. Keep it ready to toss on dps who pull aggro.
An instant melee strike that provides 1 Holy Power. This spell is going to be extremely situational. The bonus to Holy Power generation is amazing, but at a cost of 15% of your Base Mana it is not worth using in most situations. It will be useful for situations where you need to get of a Light of Dawn or Word of Glory and only need one more Holy Power, but otherwise I would advise to stay away from it because of the steep mana cost.
Hammer of Justice:
Stuns the target for 6 seconds. This spell will be very useful in helping control adds and trash in the middle of combat. Certain fights have a large amount of adds, and learning to use this will help to control the damage that those adds susceptible to stuns can put out.
Taunts the target to attack you. As a healer you will likely not use this very often. There may be the odd situation where you taunting will help your group get around certain mechanics though.
Interrupts spell casting and prevents any spell in that school from being cast for 4 seconds. As a healer you may not have to use this often, but in certain situations you may be forced to. This can be very useful utility for fights that have a lot of interrupt-able damage and will save you a bit of mana if you manage to lock those abilities down.
General Healing "Rotation"
Our Healing style is very diverse and can be altered depending on what you want to do. You can easily be a powerful single target or raid healer depending on the spells that you use. The talents that you choose have the ability to change your healing style massively. This can be done either to shift your role capability or based on what you like.
Our single target healing will stay just about the same excluding any talented abilities. Holy Light should be your main spell with Holy Shock used on cooldown. Divine Light can be used in place of Holy Light as mana becomes less of an issue and when more healing is needed. Flash of Light can also be used in cases of dire need. As we build Holy Power, we should use it to cast WoG/EF or LoD depending on how many targets need healing.
While our single target healing is just about the same, there have been some significant changes in our AoE healing. Holy Radiance has lost its HoT component and as such is now a weaker spell than it was. That in conjunction with its high mana cost will lead to us no longer spamming this spell. The upside to this is that it has a new synergy with Holy Shock. If you cast Holy Radiance then Holy Shock, HS will splash some of its heal to surrounding raid members. Light of Dawn has also become much stronger than it used to be due to the removal of its positioning requirement and a buff in strength compared to how it had been. As mentioned before, in AoE situations you should also learn to weave Holy Radiances between your big single target heals during Guardian to make the most of the Haste bonus.
The talent system was once again redone with the Mists expansion. You now gain one talent point every 15 levels, with the ability to use one point per tier. I'm going to break down the talents tier by tier and give my opinion on the absolute best. Most talents are very situational now though, so if you are looking to get the best out of your talents you may end up changing your talents on a fight per fight basis.
Tier 1: Movement Speed Boost
Speed of Light| Long Arm of the Law| Pursuit of Justice
Speed of Light: This spell works just like a rogue's Sprint. You have access to a huge speed increase once every 45 seconds. I have found this to be very useful in emergency movement situations. Its short cooldown is also very good in making this spell available when its needed.
Long Arm of the Law: This talent is a much more available but slower sprint. I personally think that for an on demand sprint this is more available, but you also need to be able to judge something for it to work. If there are no enemies nearby it leaves you without a movement increasing ability to rely on. I also found that while playing Prot and Ret this ability lost a bit of it's usefulness because I was using Judgement in my rotation and at times had to wait for it to come off cooldown for my speed increase.
Pursuit of Justice: The static speed increase is super nice, and because of the maximum Holy Power cap being increased to 5 I usually found myself with at least 2 Holy Power. This made it so that in dungeons I usually had movement speed of at least 20%. The drawback to this talent is that you have to sit on some of your Holy Power to have your speed increase, but with a little bit of foresight you can have the maximum movement speed without gimping your healing.
Overall for this tier I think my favorite is Speed of Light. Since I am using the Pandaren Step enchant (8% movement), I have preferred to keep this talent over the passive running speed from Pursuit of Justice. PoJ is also good in situations where you need a more constant run speed and can pool your Holy Power, just remember that once you use up your HP you will not have increased movement speed. As for Long Arm of the Law: I have found use for this talent on Elegon due to constantly running in and out of his circular platform and having the boss to cast Judgement on. In any similar situation where you need speed more often (and have an enemy present), LAotL will be very useful as well.
Tier 2: Control
Fist of Justice| Repentance| Burden of Guilt
Fist of Justice: Hammer of Justice with half the cooldown. Only useful when trying to control adds.
Repentance: Repentance still works the same way as the current Retribution version with the exception that the cooldown has been replaced with a 1.5 second cast time. It works very well to make large packs easier to pull.
Burden of Guilt: I honestly haven't found much use for this slow. I've used it when I'm trying to run from an add that the tank hasn't picked up, but if a tank manages to grab everything this wouldn't happen. I think this talent will be much more useful in PvP, but there may be an add that needs to be kited in some encounter that this can be used on.
There isn't much use for this tier in PvE content. Repentance will be a nice CC to have for simplifying trash pulls in, but a slow and a stun won't really see much use for a healer in raiding. This tier will be very situational at best and wont do any good on most fights, but on fights like Will of the Emperor it will do wonders to be able to stun or cc adds.
Tier 3: Healing
Selfless Healer| Eternal Flame| Sacred Shield
Selfless Healer: The talent stacks a buff that increases the strength of your FoL after casting Judgement. Unless you find yourself with time to cast Judgement (and where EF/SS aren't useful at all), this talent is not very strong in PvE content.
Eternal Flame: This spell is useful in situations where a few targets are constantly taking damage. It's a decently strong HoT that can keep some heals going the tanks way along with Beacon heals while you heal the group. The HoT will also heal you for double if you cast it on yourself and will therefore transfer a normal HoT amount to your beacon. If no one else is taking damage and you are casting EF to not sit on HP, prioritize yourself.
Sacred Shield: I've found this spell to be the most useful while doing normal dungeons. The shield is very nice to even out damage, and it has the upside of not costing any mana or Holy Power to cast. It main downside is that it is limited to one target and is not affect by Mastery as far as I can tell.
Eternal Flame and Sacred Shield make this tier a very powerful one. Selfless Healer simply isn't as strong as the other options in this tier. The other two both have components that make them very good with small amounts of damage over a prolonged period, and SH may work out best for strict single target output (especially in scenarios where damage absorbs may not work as well).
I think that on fights with more single target damage, Eternal flame will prove to be the stronger of the two talents. It provides a decent Heal over time effect over thirty seconds that is affected by Haste and Crit and can also proc our Mastery. On top of that, the heal will proc our Beacon of Light so it can heal two targets.
Sacred Shield will likely pull ahead on fights with large amounts of group damage though. Because Eternal Flame costs Holy Power to cast, using it keeps us from using Light of Dawn. Therefore, I think that on fights where we want to use Light of Dawn we should use Sacred Shield to keep on our tanks.
Tier 4: Utility
Hand of Purity| Unbreakable Spirit| Clemency
Hand of Purity: This spell has a very strong DoT reducing damage component as well as a general damage reduction attached to it now.
Unbreakable Spirit: This is a very interesting effect. As long as you can use the appropriate amount of Holy Power, a total of 50 or 17 heals at 3 Holy Power each, then you are cutting the cooldown of all of these spells in half. The main use I see in this is getting much quicker access to Lay on Hands and Divine Shield. Assuming that your Holy Power comes entirely from Holy Shock used on cooldown, you would generate 10 Holy Power per minute. This would make it so that you could actually get the full benefit of a 50% reduction and have a 5 minute cooldown on your Lay on Hands. To get the full cooldown reduction for the other two spells would require a lot of casting Flash of Light and Divine Light on your Beacon target or Holy Radiance though.
Clemency: This spell is very powerful on fights where you need more access to any of your Hands, but it seems that the strongest use is going to have access to two Hand of Sacrifices in quick succession. It is also a very decent talent if you make sure to take advantage of the extra cooldowns.
Clemency I see as a spell with very specific situations where it will shine. There will be certain areas where taking it may be mandatory, such as having access to two Hand of Sacrifices in quick succession. Unbreakable Spirit is still a nice option for access to another Lay on Hands for longer fights and a small mana boost, but Hand of Purity is now very strong. Being able to put up a 10% damage reduction on your tank very often throughout an encounter will help to mitigate a lot of damage in the long run.
Tier 5: Throughput
Holy Avenger| Sanctified Wrath| Divine Purpose
This tier has the most interesting of our choices, so I'm going to break this down further than I have for other tiers.
Holy Avenger: This spell works the same way that the current Retribution ability Zealotry does. Any ability that generates Holy Power will generate a full 3 Holy Power. This is an amazing cooldown for burst throughput. In a tough healing situation, you can cast this to follow up every Holy Power ability with a LoD or WoG depending on the situation. It works extremely well in both single target situations and AoE healing situations. It has the bonus of being able to be paired with Avenging Wrath, Divine Favor, and Guardian for maximum amounts of throughput.
Sanctified Wrath: For 30 seconds Holy Shock, which is our best on the move heal and primary Holy Power generator, will have a reduced cooldown. The bonus healing that is a baseline part of Avenging Wrath combined with the lowered Holy Shock cooldown makes this talent very powerful for throughput and a possible conservation cooldown. This spell also works extremely well for healing while on the move while. The talent lets us heal much better while moving through higher Holy Shock use, and it also allows our Holy Power flow to continue as we move around. Once we have 4 Piece for Tier 14, this bonus will make our Holy Shock cooldown 2.5 seconds throughout the duration of the spell.
Divine Purpose: The bonus from this passive is very strong when it procs. The only thing that I don't like about this passive is that I don't control when the bonus procs, although I will say that it seems to proc quite a bit and has also procced off of itself for me. If you get a lucky streak this talents is especially useful.
I've found situations where both Holy Avenger and Sanctified Wrath are both extremely useful. As I said, the bonus from Holy Avenger has come in handy when I need to heal on the move. For all other situations I've taken Holy Avenger because I like the way it provides its throughput much better. It gives me a huge amount of control over when I use the throughput, and I can also stack it with my other throughput cooldowns. As for Divine Purpose, I'm not a big fan of chance to abilities. It seems to be very strong as far as conservation goes, and may be the go to talent at the beginning of the expansion because of it. I think that the other two talents will scale much better with our gear improvements though.
Tier 6: Damage/Healing Spells
Holy Prism| Light's Hammer| Execution Sentence
Holy Prism: This spells combines healing and damage in an interesting manner. If you use the spell on a friendly target, it will provide a single target heal and spread AoE damage. If you use the spell on an enemy, it will deal single target damage and spread AoE heals. It gives us the ability to use the spell as an AoE heal or a single target heal while being on a rather short cooldown.
Light's Hammer: This spell works just like other classes's static AoE heals. You toss it down and it heals for 16 seconds in the given area. Added bonus of making you feel like Thor.
Execution Sentence: This spell places a 10 second HoT on a target that escalates in strength over the duration. It is a very nice, albeit short, HoT, but Paladin's already have strong single target healing and Beacon to allow us to have some heals going towards the tank while we heal the rest of the group. It serves the purpose of a extra healing on the tank while you heal other targets or during a damage heavy phase, but the final burst of healing also seems to go to over healing quite a bit.
Execution Sentence was by far my least favorite here. It is a straight single target heal that can easily become overheal or not be used when it's really needed because of how the heal works.
Light's Hammer is a general stationary AoE heal that will be extremely useful on any fights with a lot of stacking.
Holy Prism is a very interesting spell to play with in that to use it as an AoE heal you need to target an enemy. I also found it very surprising that this spell is actually really strong. I wasn't paying attention to the damage it was doing, but its AoE heal was stronger than a 3 Holy Power Light of Dawn and its single target heal was just about the same as Holy Shock. I think what finished making this spell amazing for me was the fact that I could choose whether to use it as an AoE or single target heal. The other two spells could only do one, but this spell had a powerful single and group heal.
I will definitely end up playing with either Light's Hammer or Holy Prism depending on whether large amounts of stacking are viable on the fight. Light's Hammer will likely also prove to be much stronger on 25 than it is on 10.
If you're not sure what to be using, a "safe" talent spec that you can use is HERE. It includes the talents that will change your healing rotation the least, but I do advise you to play with the talents as some will be much more suited to some fights than others. Once you hit 90 for the last choice on that talent spec, Holy Prism should be used for ten man and Light's Hammer should be used for 25.
Glyphs were also redone again with Mists. Prime glyphs were done away with completely. On top of that all Major glyphs were made to be very situational while Minor glyphs are generally cosmetic effects. Ill list all the Major glyphs that can affect Holy and talk about each. Ill also list the Minor glyphs, although since those are mostly cosmetic they wont have any effect on raiding.
For reference, here is a list from WoW Insider that covers what glyphs are changing and what new glyphs are being implemented.
Major GlyphsTotally new paladin glyphs:
Glyph of the Battle Healer
Glyph of Bladed Judgment
Glyph of the Falling Avenger
Glyph of Focused Wrath
Glyph of Mass Exorcism
Glyph of Righteous Retreat
Glyphs that are changing into new majors:
Shield of the Righteous becomes the Alabaster Shield
Crusader Strike becomes Avenging Wrath
Seal of Insight becomes Blessed Life
Exorcism becomes Blinding Light
Holy Wrath becomes Denounce
Templar's Verdict becomes Divine Storm
Judgement becomes Double Jeopardy
Cleansing becomes Final Wrath
Lay on Hands becomes Flash of Light
the Ascetic Crusader becomes Harsh Words
Hammer of Justice becomes Holy Wrath
Divine Favor becomes Illumination
Seal of Truth becomes Immediate Truth
Salvation becomes Inquisition
the Long Word becomes Protector of the Innocent
Hammer of Wrath becomes Templar's Verdict
Glyphs that are changing into new minors:
Blessing of Kings becomes Contemplation
Justice becomes Fire From the Heavens
Righteousness becomes the Luminous Charger
Blessing of Might becomes the Mounted King
Truth becomes Seal of Blood
Insight becomes Winged Vengeance
While Avenging Wrath is active, you gain 1% of your health every 2 seconds. This glyph is a very nice passive bonus to have, and it has very good synergy with Sanctified Wrath.
Beacon of Light:
Removes the global cooldown of Beacon of Light. With the removal of the duration, this will likely see little use.
While Seal of Insight is active, you have a 50% to gain a charge of Holy Power when affected by a Stun, Fear, or Immobilizing effect. Can only occur once every 20 seconds. This Glyph will have very specific fights that it can work wonderfully for. For most fights it wont be used though.
Removes the healing reduction from Divine Plea in exchange for a 5 second cast time. As our Haste levels rise this Glyph will become much more useful since we can cut the cast shorter and have less time to not heal.
Reduces the Magic Damage Reduction of Divine Protection to 20%, but adds 20% Physical Damage Reduction to it. A very nice glyph for any fight with a lot of adds dealing physical damage.
Increases the cooldown of Lay on Hands by 2 minutes and causes it to restore 10% of your maximum mana. This is a very nice glyph that will likely see a lot more use early on as our mana is a lot rougher. It also plays very well with Unbreakable Spirit as on any fight over 6 minutes we can theoretically get off 2 LoH for 20% of our mana.
Flash of Light:
When Flash of Light is used on a target, your next heal on that target in the next 7 seconds will heal for 10% more. A decently strong glyph for some burst single target healing. It might not see much use due to how rarely we will be using such an expensive spell.
Reduces the mana returned by Holy Insight by 10% but allows your Holy Shock critical heals to return 1% mana.
Basically, it will be nice at lower Spirit levels but will become less worth it as we move into higher gear levels and eventually will be a regen loss. Also becomes stronger with Sanctified Wrath (Lower Holy Shock cooldown), Divine Favor (for Crit chance), and our four piece (Lowered Holy Shock cooldown). Because of how it works, I will definitely be using it as I gear up and I advise everyone else to as well.
Joe does a really good job of explaining our regen here, so if you really want to see how it will play out check out his post. He has a lot of good math and some graphs that can help you decide if you're over a threshold for the glyph.
Light of Dawn:
Light of Dawn heals two less targets, but heals each target for 25% more. This will likely continue to be very strong for 10 man content. It hasn't been worth it in 25 man content before, so I think that will stay the same as well.
Protector of the Innocent:
Using Word of Glory to heal another player will also heal you for 20% of the amount healed. If you use Word of Glory or Eternal Flame a lot, this glyph will do a lot of passive healing for you. On any fight where you cast more LoD it wont do much for you though.
Melee attacks while Seal of Insight is active will heal friendly players for 30% of the damage dealt. On any fight where you are in melee, which should be most fights because of mana from SoI, this spell can do some nice passive healing. It wont be a huge amount, but any healing you aren't using mana for is basically free.
As I'd said before, many of these glyphs are extremely situational.
Avenging Wrath's healing component seems to be very weak, but its an option if no other glyphs can help.
Blessed Life will be useful for any fight with a lot of immobilizing effects, such as the stun on Spirit Kings, but it wont see much use outside of those specific instances.
There is a lot of math behind Illumination, but basically as your gear gets better it's not worth it. Use it while you're gearing up, but check the spreadsheet I linked above to be sure of when you should be dropping it.
Divine Protection, Divine Plea, Protector of the Innocent, and Beacon of Light will have situational uses where they may all prove to be very nice.
I think that the best Glyphs that I will use most often will be Battle Healer, Divinity, and Light of Dawn. Flash of Light would also be included here, but with mana being rough it's a lot harder to actually cast FoL.
Slows your falling speed while Avenging Wrath is active
Mounted King :
Casts Blessing of Kings on yourself when you mount your Paladin mounts.
Allows you a moment of peace as you kneel in quiet contemplation of the Light
Your Avenging Wrath depicts 4 wings instead of 2
Seal of Blood:
Your Seal of Truth uses the Seal of Blood animation
Fire From the Heavens:
Your Judgement and Hammer of Wrath critical strikes call down fire from the sky
Your Paladin class mounts glow with Holy light
Allows you to invoke your Hearthstone 50% faster while Divine Shield is active.
Your Judgement depicts a Sword or Axe instead of a Mace based on what your equipped weapon is
For minor glyphs, just pick whatever you think is coolest. As long as you include Righteous Retreat as your I win button, nothing else matter.
Each stat affects our heals in a different manner. Intellect is our primary stat and generally the strongest stat that we have. The secondary stats, Spirit, Mastery, Haste, and Critical Chance, all have different manner of affecting our heals and are valued different because of it. Spirit has become extremely more important since the MoP patch dropped. I advise gearing towards maximum possible Spirit.
I'm not good at the whole theorycrafting thing, so I'm going to provide numbers from this posts:
100 Mastery Rating: 0.00837 / (1+0.1995) = 0.00698, about 0.7% relative healing increase.
100 Crit Rating: 0.005568 / (1+0.1535) = 0.0048, about 0.48% relative healing increase.
100 Haste Rating: 0.0078 / (1+0.144) = 0.0068, about 0.68% relative hps increase.
100 Spellpower: 100 / (10180 + 9000) = 0.0052, about 0.52% relative healing increase.
These numbers do have one issue with them. They are missing the math for the inclusion of raid buffs, and since Haste adds multiplicatively that likely lowers the value of Haste in this post. If done with full buffs, Haste should be on top for straight throughput.
Haste and Mastery are extremely close here, but the big difference is that Mastery is more mana friendly. Where Haste increases throughput by letting us cast more spells which costs more mana, Mastery adds a "free" bubble to our heals. For this reason, I follow the stats weights:
Based on how mana has been since the MoP patch was introduced, I think that Spirit and mana regen are going to be much bigger concerns than aiming for Intellect. Because of this, my personal stat priorities for MoP are:
Spirit> Intellect> Mastery> Haste> Crit
I think that I should also mention that for straight throughput, the stat priorities will still prioritize Intellect at the top and Haste above all other secondary stats. This is only in cases where you are aiming for max possible burst healing though. In all other situations I would advise sticking with the above stat priority.
I've had a few people ask about this, so HERE is a link to the Haste Break points from Totem Spot.
This is my gear BiS list based around the above stat weights: http://mop.chardev.org/profile/336-T14-Paladin-BiS.html
That BiS list includes gathering professions simply so that the enchanting and gemming can be the most straightforward possible. If you want to tinker with a profile on Chardev you can add your professions and your the accompanying bonuses that it comes with.
For a more inclusive guide of gear for the first tier of MoP, I wrote up a gear guide HERE.
Meta Socket: Revitalizing Primal Diamond or Ember Primal Diamond
Red Gems: Purified Imperial Amethyst or Perfect Purified Roguestone
Yellow Gems: Zen Wild Jade or Perfect Zen Alexandrite
Blue Gems: Sparkling River's Heart or Perfect Sparkling Lapis Lazuli
Red sockets you should fill with Sparkling gems until the point where you feel that you don't need more regen. At that point, or for strong socket bonuses, you should use Purified gems
Blue sockets should always be filled with Sparkling gems.
Yellow sockets should be filled with Zen gems for strong sockets bonuses or just Sparkling gems in all other situations.
For Prismatic sockets I will be using Sparkling gems.
I think that how you gem will come down to how you feel about your mana pool in most situations. You should primarily be using Sparkling gems, but if you find that your mana feels fine, you can start using Spirit/x gems to pick up throughput.
Head enchants no longer exist. Old arcanums will be made useless as well, so don't worry about enchanting that.
Shoulders: Greater Crane Wing Inscription
Cloak: Enchant Cloak - Superior Intellect
Chest: Enchant Chest - Glorious Stats
Wrists: Enchant Bracer - Super Intellect
Gloves: Enchant Gloves - Superior Mastery
Belt: Living Steel Belt Buckle
Pants: Greater Pearlescent Spellthread
Boots: Enchant Boots - Pandaren's Step
Main Hand: Enchant Weapon - Jade Spirit
Off Hand: Enchant Off-Hand - Major Intellect
These is the general reforging strategy you should follow to keep the stat weights of Spirit> Mastery> Haste> Crit is:
If a piece has Spirit and Mastery, don't reforge it.
If a piece has Spirit and Haste, reforge the Haste to Mastery
If a piece has Spirit and Crit, reforge the Crit to Mastery
If a piece has Mastery and Haste, reforge the Haste to Spirit
If a piece has Mastery and Crit, reforge the Crit to Spirit
If a piece has Haste and Crit, reforge the Crit to Spirit
For food buff you have two choices. If you want to buff for Intellect, use Mogu Fish Stew. If you want to buff for Spirit, use Steamed Crab Surprise.
Potions and Flasks
For your flasks you also have two options based on whether you want Spirit or Intellect. Your Intellect option is the Flask of the Warm Sun, and your Spirit option is the Flask of Falling Leaves.
As far as potions go, you have three viable potions that you can use throughout a fight. The Master Mana Potion is a simple mana recovery potion while the Potion of Focus is the larger mana recovery potion with the accompanying ten seconds of not being able to cast. I personally like the Focus style potion much more, but if you can't find time to use it the Master Mana will still do you good.
Your last option for your potion is the Potion of the Jade Serpent. The Intellect buff it provides can be a very powerful throughput cooldown. If you are really trying to maximize your output and damage starts early in a fight, you can even pop one of these before the fight starts and still have the option to use another potion later in the fight.
8 Useful Links
Here are a few Holy Paladin bloggers who can be a lot of help if you take some time to read up on their thoughts:
The Bossy Pally
Full Spectrum Holy Pally
This thread may also be of use if you have specific questions about how to fix your healing strategy.
9 Change Log
August 30th 2012: Initial posting
September 1st 2012: Updated with links through abilities section
September 18th 2012: Updated Stat weight section
September 22nd 2012: Updated all missing links, gemming strategy, glyph strategy, and added Useful Links section
March 24th 2013: Updated the few changes necessary for 5.2