Dungeons and Affixes

Brackenhide Hollow Bosses
Healing Difficulty: High

This band of gnolls is definitely the most difficult encounter in Brackenhide but once you get the hang of how all the mechanics work and what actually does damage, it won't seem quite as daunting. The main damage event of this fight is Gash Frenzy, which will deal heavy damage and apply a bleed that is cleared when the players health is above 90%. This ability happens right on pull and every one minute after so it lines up perfectly with Divine Toll / Daybreak. Make sure to use both these CDs to top everyone and clear their bleeds each time this mechanic occurs. This will also clear the friendly holy shocks right after the only major damage event occurs, allowing you to funnel your glimmer throughput into damage on the bosses. It will also give you an empowered Daybreak Holy Shock for the person that gets Marked for Butchery. If for any reason you fall behind on someone's bleed clear and they're dying faster then you can heal, use BoP or LoH to remove the bleed instantly. This is also a great time for Bubble/Sac/Devo if for any reason you don't have Divine Toll available. Always use Sac on the player that gets Marked for Butchery as hit deals a huge amount of single target damage quickly.

Aside from those two abilities, the rest of the abilities should all be avoided (don't stand in whirlwind, use kicks on Tricktotem's Earth Bolts, dispel the tank once the totem that blinds you is cleared, and have your tank soak the savage charges). If your dps cannot kill the totem before the Savage Charge goes off, you need to bubble and dispel the tank so they (or you) can soak the charge. Remember that this fight ramps up significantly if you ever fall behind on healing as the bosses haste increases any time a player is low in health, so make sure you keep everyone topped at all times!

Healing Difficulty: Low

There really isn't a whole lot to this boss, especially healing wise. Don't stand in Vine Whip (frontal), point Decay Spray away from the group if you're targeted, use Blinding Light / Interrupt to prevent the adds that spawn from casting, and don't stand in Grasping Vines unless you're intentionally soaking with bubble.

If you're going to be the one soaking Grasping Vines, it is VERY IMPORTANT that you remember to bubble AFTER you get sucked into the boss and he gains his shield. If you bubble before then the boss will still gain his shield and suck you, but if you bubble after you'll break the shield instantly and break free.

Healing Difficulty: Low

This is another boss that should be very light on healing assuming no one gets eaten by the hyenas. Simply place the traps near the boss and kite the hyenas into the traps if you're fixated. Remember to never stand too close to the hyenas because they can randomly swap their fixate or just fervent strike you. You should stand close enough to drop your consecrate so it will hit them, but far enough that they can't melee you if they tried.

Healing Difficulty: Low

The only thing you should really need to worry about on this boss is the tank debuff Decaystrike which places a very large healing absorb on the tank. Make sure to always have holy power so you can throw WoGs and your tank when they get hit, this is also a great place for Sac/Devo and if you watch the timer and communicate with your tank you can even bubble taunt one just like the Jade Serpent boss Liu Flameheart from last season.

Decaying Strength will happen every 40 seconds or so and is a large group wide AoE, but since there should be no other damage events going out and it doesn't one shot players, this shouldn't ever pose much of a threat. Just make sure your group is topped before the burst goes off. Remember that we have a lot of single target damage after we use daybreak, so if you know your team is low on cooldowns for a totem, pop daybreak and funnel all your holy shocks/glimmer into the totem. IF for any reason your group cannot kill a totem before its cast goes off, it will also deal groupwide damage so watch out if you ever see an overlap happening from the totem cast + decaying strength. If that happens make sure to top the group in between the hits or call for immunities/defensives if they're happening at the exact same time.

Brackenhide Hollow Trash
Hackclaw Trash

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Treemouth Trash

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Gutshot Trash

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Wratheye Trash

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Halls of Infusion Bosses
Healing Difficulty: High

This is a bosses difficult highly depends on if you have a Shadow Priest in your group to mass dispel or not. If you do, simply mass each set of debuffs and you should only ever really have to worry about needing to AoE heal the Static Surge. If you DON'T have a Shadow Priest, you need to also cover each Power Overload DoT as well as the run out. Make sure you don't try to dispel these DoTs, just let them all time out at the same time so you can stack and move from the ground AoE as a group.

You should have Holy Prism available for each Static Surge so make sure you send that on boss after the first tick or two for a huge group heal. Use HoD/Tyr's on cooldown and rotate between using Divine Toll or Daybreak. If you ever find yourself with 0 cooldowns for a static surge, that's when you'll want to Aura Mastery or Bubble/Sac.

Healing Difficulty: High

Similar to the first boss, Gulping Goliath can either be a fairly chill fight or a nightmare dependent on if you have slows for the frog adds. Without a slow you'll need to make smart use of BoP and dispels to make sure no one ever takes too many frog hits or melees, especially during the AoE phases. Try to always kite your frogs under the boss when he's doing his circle consume as he will eat all the frogs up, instantly killing them. While the frogs are spawned, don't worry about dispelling someone unless they have at least 3 stacks of the poison.

As a Holy Paladin here the key is making sure you always have Holy Prism and at least one major cooldown for each AoE. The first AoE is Physical damage (can be mitigated with BoP, armor, etc) and hits much harder but only occurs after the frog adds have been consumed (hopefully). The second AoE phase is Nature damage and while it doesn't do as much damage as the Physical one, it happesn during the frog add phase which can sometimes make it the more dangerous one due to all the other damage sources occuring at the time.

Healing Difficulty: Extreme

While this boss has by far the highest healing requirement out of any boss this season, there isn't a whole lot to say about it playstyle wise. This is essentially just a "do your rotation correctly and triage heal well" fight as it's pure consistent rot damage. Remember that this fight doesn't ramp at all so make sure you're sending Holy Prism on the boss on cooldown, staggering your Divine Tolls and Daybreaks, and using Hand of Divinity plus Tyr's on cooldown. Try to save lust for this fight as the hps requirement is pretty wild to have to sustain for a long time, so the shorter the fight is the better.

Healing Difficulty: Low

Primal Tsunami has almost no healing requirement outside of avoidable damage. The only unavoidable damage instance in this fight is the AoE hit called Tempest's Fury. It only happens twice per main phase so just make sure people are topped before the hit and you're good. Other then that this is all about dodging the swirlies, getting through each intermission platform without being hit by anything, and getting stops on the intermission adds so they can't cast Inundate.

We have two abilities in our kit to counter the Inundate casts: Blinding Light, which should be used as an AoE stop to prevent multiple casts from going off, and HoJ which can be used to stop any stray Infusers from casting that aren't synced with the AoE stops. Be warned that if you ever see an Inundate cast going off it does a lot of group damage so be ready to heal if that happens. If you see multiple going off without a stop (hopefully this never happens), use Bubble/Sac/Devo to prevent as many players from being one shot as possible.

Halls of Infusion Trash
Irideus Trash

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Gulping Trash

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Khajin Trash

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Tsunami Trash

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Neltharus Bosses
Healing Difficulty: High

This boss gets increasingly difficult the longer it goes on as each Volatile Mutation cast it gets off increases the duration of the AoE debuff it puts out on the group. Make sure you have lust for this boss and try to burn through it as fast as possible. This is another boss where most of what you're doing for healing is Holy Prisming boss for AoE healing on cooldown and then just rotating through your cooldowns for each mutation.

Ideally if you're in a coordinated setting you can call for immunities on the last Volatile Mutation of the fight (immunities are more valuable at the end as the debuff lasts much longer) and then you simply sac whoever doesn't have an immunity and you should be able to mitigate the majority of the damage.

Healing Difficulty: Medium

Chargath only has two major damage instances: a single target bleed and a channeled AoE that can only be stopped by breaking the chains. The single target bleed can be dwarfed, BoP'd, Immuned (Bubble) or removed by an Evoker with Cauterize so do your best to immune as many of these as possible. If the player doesn't have any mitigation for it, use Sac as it hits very hard.

Since each intermission is roughly one minute apart, make sure you Divine Toll / Daybreak every intermission, use HoD/Tyrs for the first and third, and Aura Mastery for the second. Try to clear your Holy Shocks with Daybreak on the third chain break so you can then funnel your Rising Sunlight Holy Shocks and unsplit Glimmer damage into the boss when he gets stunned and takes increased damage.

Healing Difficulty: Extreme

The two major damage events of this fight are Might of the Forge and Blazing Aegis which are cast back to back. Always use Holy Prism on Might of the Forge so your group is fully topped going into the Blazing Aegis cast. Unlike Might of the Forge, which is a full party wide AoE, Blazing Aegis only targets 3 players so the AoE from prism will be inherently less valuable.

For Aegis, this is another instance of rotating your cooldowns properly. Rotate through Divine Toll, Daybreak and HoD/Tyrs, and if you ever don't have a throughput cooldown then use Bubble/Sac.

Healing Difficulty: Medium

Much of Warlord Sargha's difficulty is mitigated if you have a decurse in your group, as they can remove the DoT from players any time they pick up weapons from the ground. If you don't have a decurse on your team you'll definitely have a much more difficult time here so make sure you're prepared for the constant group wide ticking damage.

The majority of the group damage in this fight happens during Magma Shield and can be avoided by quickly throwing the items at the boss when he gains his shield. Nevertheless, you should enter each one of these phases with Holy Prism available for the instant AoE heal. If you notice the group DoT getting above 3 stacks, start using immunities / DRs as the damage ramps very quickly. Also keep in mind that you get a lot of value from bubbling before you pick up a toy as you immune the curse debuff (assuming you don't have a decurse in your group). It's also ideal if you can use Daybreak during the shield as then you can funnel all your Rising Sunlight Holy Shocks and Glimmer to damage the boss during his increased damage taken stun.

Neltharus Trash
Magmatusk Trash

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Chargath Trash

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Forgemaster Trash

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Sargha Trash

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Uldaman: Legacy of Tyr Bosses
Healing Difficulty: Low

The Dwarf trio of Uldaman pack very small punches, with only really one major single target damage ability to watch out for. Richocheting Shield will target someone in your group and deal very heavy Physical damage to them, so pray this goes on you and not a clothie. Watch for this and use Sac/BoP to mitigate the damage whenever it goes on someone with light defensive power.

Healing Difficulty: Extreme

Bromach is definitely the hardest boss in here to heal, which is saying something because almost every boss in here is pretty rough. Each time a totem spawns your group will take extremely heavy ticking damage until it dies, so you'll need to enter every totem phase with Holy Prism and at least one major throughput cooldown. Start with Wings/HoD/Tyrs and then rotate through Divine Toll and Daybreak, only using Bubble/Sac or Aura Mastery if you're out of everything else.

You can have Divine Toll for all the odd totems and Daybreak for all the even totems. Remember when you're entering a totem you plan on using Daybreak on, if you aren't using Divine Toll as well then you have to make sure to spread your glimmers before the totem spawns. Daybreak plus Rising Sunlight Holy Shocks should be able to carry a totem phase by itself.

Healing Difficulty: Extreme

This boss is an absolute nightmare for pugs and fairly relaxed for coordinated groups. The majority of the danger in this fight comes from the overlap of the Earthen Shards debuff and the boss' Crushing Stomp. If these abilities are every occurring at the same time, make sure to give the player with the Earthen Shards debuff sac/BoP and a LOT of healing to prevent them from being one shot.

Remember that although we are a paladin and take significantly less damage from physical abilities, bleeds ignore armor so the Earthen Shards debuff will still hit us for a ton, even if the Crushing Stomp doesn't hit super hard. Coordinated groups will rotate using immunes, dwarf racials and major defensives but in PuGs you're going to have to do most of the heavy lifting yourself so make sure if you don't have a major DR for someone with the debuff that you use a throughput cd for them instead (wings, dt, etc).

Healing Difficulty: Extreme

Emberon is another one of those fights thats difficulty is increased significantly without a shadow priest to mass dispel in the group. Unfortunately there also just isn't much to say about min/maxing paladin kit on this boss because there is just constant damage going out so it's simply another case of needing to play very well rotationally.

Surprisingly, the easiest part of this fight to heal is the intermission phase. I like to send my Divine Toll and Daybreak on the main phase, and then use HoD/Tyr's for the intermission.

Healing Difficulty: Extreme

Unfortauntely this TOO is a fight significantly trivialized by mass dispel, but fortunately this time around we actually have a way to help ourselves out more then other healers. The most dangerous points of this fight are any time when the Time Sink debuffs are out at the same time the boss does its big AoE ability Wing Buffet. Whenever these debuffs go out make sure to dispel one and Freedom another. The third player will have to wait theirs out so make sure to prioritize dispelling and Freedoming the most squishy dps first. Generally there's at least one person in your group comp that can clear their own debuff so look for deprioritize that player when dispelling.

Make sure you watch for anytime there's an overlap of the debuffs and Wing Buffet (this happens directly on pull) and use Aura Mastery / Bubble / Sac dependent on who is in danger. Otherwise, just rotate through your cooldowns and make sure you have Holy Prism for each Wing Buffet.

Uldaman: Legacy of Tyr Trash
Dwarves / Bromach Trash

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Talondras Trash

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Emberon Trash

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Deios Trash

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Algeth'ar Academy Bosses
Healing Difficulty: High

After the changes to Overgrown Ancient, this is probably now the most difficult boss in Academy for healers. There are two major damage events in this fight: Mana Bombs and Arcane Fissure. When the boss casts Mana Bombs 3 players will randomly get a DoT that deals heavy ticking damage and a large burst of damage when expiring. This is definitely the most dangerous ability on this fight so make sure you always have Virtue and 5 holy power ready when these go out.

Arcane Fissure is cast only a few times throughout the fight when the boss hits 100 energy and does a medium partywide AoE hit. While this isn't very dangerous by itself, later in the fight (on the 3rd Arcane Fissure), there will be an overlap where your group gets Mana Bombs and Arcane Fissure at the same time. This overlap is by far the most likely thing to kill people so using things like Bubble/Sac or Aura Mastery is a great way to mitigate a huge amount of damage here.

The only other thing to really worry about here is dispelling the stacks people get from soaking the Arcane Orbs. Make sure you're using Dispel on cooldown, always prioritizing the player with the highest stacks.

Healing Difficulty: Medium

This boss used to be significantly more difficult but since the nerf to the overlap of damage events in early January it should be pretty straight forward now. The two damage events in this fight are Splinterbark, a dot that gets applied to your group when the tree add spawns, and Burst Forth, a huge party wide AoE. The main thing to avoid in this fight is Burst Forth happening while the tree add is still alive, to avoid this simply have your dps swap to the tree and kill it as quickly as possible when it spawns.

Make sure going into the tree add spawn that you have 5 holy power and Virtue ready, wait for the first tick of the bleed to happen and then press Virtue to keep your team topped while they kill the tree. Once the tree dies, make sure EVERYONE in the group stands in the green circle it leaves behind as that is what clears your DoT. If anyone doesn't clear their DoT, use BoP to remove it yourself.

If for any reason the tree is still alive when Burst Forth occurs, you'll want to save your Bubble/Sac/Aura Mastery for that as it will be extremely dangerous.

Healing Difficulty: Medium

Crawth can be difficult for a few reasons, but very rarely does it have to do with healing throughput, most of this fight comes down to dodging and kicking the balls through the hoops at the right time. The only group damage event here is Deafening Screech which will apply stacks to everyone that make you take increased damage each time it is cast. Once you kick 3 balls through a hoop, the boss will be stunned and your stacks get reset.

How many stacks your group wants to take depends on key level and coordination of defensives, but the general rule is that you should always trigger the phase before the 5th screech. Remember the first two are not dangerous at all, so use your personal on the 3rd and then use your Aura Mastery to give the whole group DR for the 4th.

Two unique things Paladin brings to this fight is that you can BoP and Bubble to immune the screech damage and reset your stacks. Additionally, the tank mechanic on this fight hits very hard so if you're tracking the spell cooldown on nameplates with a weakaura like this you can time a taunt while in your bubble/BoP to also immune the tank hit! Be careful doing this in pugs though, you should generally only be doing taunt tricks in coordinated groups.

What makes this fight simple from a healing throughput standpoint is that the only unavoidable damage going out is happening once every 20-30 seconds. This makes Virtue perfect for this fight as during the downtime you can build your holy power and then when the screech goes out, pop virtue and spend to instantly top the group after each hit.

Healing Difficulty: Low

While this fight has several mechanics, there is almost no unavoidable damage. This means it will be a very simple fight for coordinated groups but may be a little more chaotic in pug groups as there are many things to dodge. The main trick to this fight is making sure whenever you're about to hit 3 stacks of Overwhelming Power that you move out of the group to drop the pool along the edge of the room so balls aren't spawning in the middle of the room.

As a Holy Paladin one of the best tricks we have is to use Bubble once you hit 2 stacks. This will clear your stacks so you pretty much never end up dropping a pool until very late in the fight. Watch out for the players with energy bombs and make sure they're healthy before they explode, but don't ever worry about dispelling them.

Algeth'ar Academy Trash
Vexamus Trash

This area of the trash is all about kicks and stops as all of the damage is preventable. The highest priority for stops is Monotonous Lecture follwed by Mana Void, and lastly Surge. The Monotonous Lecture can be dispelled so if one gets off and it's not on you, make sure you dispel that player quickly as it puts them to sleep. Make sure you're getting great uses out of your kick, HoJ and Blinding Light in this area as they will prevent far more damage then any heals you can do.

The Arcane Ravager and Foragers are much easier then the caster packs, but there are still some tricks to min/max these packs if you're in a coordinated group. The first thing to note is that the Vicious Ambush always goes on the furthest player so if your group stays in melee you can bait every one (which is great for us since as Paladins we have a ton of physical DR so it doesn't hit us very hard). If you noticed someone is being lept on a lot or taking a Vicious Ambush at low health, make sure to BoP them as all the damage here is Physical so it's essentially a full immunity.

Overgrown Ancient Trash

The tree trash is comprised of two different types of packs: Skitterflies which will jump to random targets and deal high damage to them, and Lashers which basically do nothing but tank damage and ground effects you have to dodge. Make sure your group never pulls multiple packs of Skitterflies at once as these are extremely dangerous, especially if your group doesn't have a soothe.

Use your HoJ on these to help stagger the jumps, and Sac anyone that is getting hit by multiple in a row. BoP unfortunately will not immune anything but remember with Echoing Blessings it's still a 15% dr, and don't forget Aura Mastery either. DRs are your biggest friend here so use them liberally and make sure you're always topping people quickly so they can't get globaled.

Doragosa Trash

The main thing to watch for here is the Arcane Missile casts from the Invokers, make sure you always kick or stop those. The Echoknights will do whirlwinds that are NOT physical so do not try and stand in them with BoP. The best trick for these is to pull them onto the steps you walk up when entering the top area as if you tank them on the steps you can stand one or two steps below them and z-axis the whirlwinds to dodge the damage.

Lastly, make sure if you ever get an Astral Bomb that you stay on top of the mobs with it, as it deals a lot of damage to enemies and very little to allies.

Ruby Life Pools Bosses
Healing Difficulty: Medium

Early on in Season 1 this boss was a nightmare but after the nerfs she became fairly easily handled with Virtue. Use Light of Dawn to heal up the small hits from each Hailbombs cast and build Unending Light stacks for the big Chillstorm hits which you should always be saving Virtue for. When the Chillstorm goes out you should have Virtue ready, 5 Holy Power, and stacks of Unending Light for big WoGs. As soon as the Chillstorm spawns, press Virtue and start spending your Holy Power.

Save your Divine Toll for Intermissions since the shield phase will often last longer and you'll want to regen your Holy Power quickly after dumping. When dealing with long intermission phases you want to let the first tick or two of damage go off, then press Virtue, spend your Holy Power, Divine Toll, spend Holy Power again, then if the phase will still last a while longer use Aura Mastery or Bubble/Sac until you can Virtue again with whatever Holy Power you have left.

Healing Difficulty: High

Kokia's difficulty largely comes down to team positioning and baiting properly. Use a weakaura like this to tell you when to bait the boulder and make sure you always bait it backwards into existing fire, and not in front of the group or towards the tree/sides.

As an hpal your main job is to make sure you have 5 holy power pooled and virtue ready for each Inferno cast from the add. When the add starts to cast Inferno, pre-pop Virtue so you can immediately top the group once the damage goes out. If you don't go into any cast with full holy power and Virtue, use Aura Mastery or Bubble/Sac to help you mitigate the incoming damage until you have the throughput to top the group.

Healing Difficulty: Extreme

This is definitely the most difficult boss in here, even post nerfs. Make sure you're using the Targeted Spells weakaura to see who each Flamespit is on in advance. As a healer in Phase 1 your main job in this fight is dispelling the tank any time he takes the tank debuff and prepping Holy Power/DRs for anyone who gets spit on. Sac is your best friend here, use it on anyone who doesn't have a defensive available and is targeted by Flamespit.

Phase 2 is where the real difficulty begins so make sure you're well prepared for each time the Dragon takes flight. It will spit on 3 players and each one of those players will take absolutely huge amounts of damage. This is where you'll want to make sure you have Virtue, 5 holy power, Divine Toll, etc. Don't underestimate this damage output and keep in mind that on the SECOND set of debuffs in this phase the Interrupting Cloudburst will overlap with the debuffs, so this is where you want to be using Aura Mastery and Bubble/Sac uf you're hit by one of the Flamespits.

Ruby Life Pools Trash
Melidrussa Trash

Coming Soon

Blazehoof Trash

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Kyrakka Trash

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The Azure Vault Bosses
Healing Difficulty: Medium

There isn't much to know about this boss other then making sure the group is topped before Consuming Stomp. Use your Virtue after the Explosive Brands detonate, then again once it's off cooldown after Consuming Stomp has gone off. If there are ever any trees left up when Consuming Stomp is being cast, use Devo and personals if it's just 1-2 but if it's any more then that you'll need to Bubble/Sac the squishiest player as the Stomp will hit very hard.

Healing Difficulty: Extreme

This is by far the hardest boss in here. During intermission the group will be taking constant ticking damage while you have to be dodging waves of balls, and often times everyone will be fairly spread out. I've found the best way to handle this fight to be picking an add that the group ISN'T on and using it for yourself so you never have to move during intermission and keep full melee uptime for Crusader Strikes.

You should have Divine Toll available for every intermission, you'll want to stagger your Wings so you get them on intermissions 1/3 and then use Bubble/Sac and Aura Mastery for intermissions 2/4. Remember to always enter intermission with full holy power and Virtue ready or you're going to have a bad time.

Healing Difficulty: High

Telash Greywing is a very straight forward AoE healing fight. Use Virtue for each Frost Bomb set, then just make sure you watch the one person targeted by Icy Devastator. Generally try to save your DRs and Aura Mastery for the Absolute Zero casts, as they hit the hardest and are always immediately followed by a Frost Bomb set.

The time you have to run out of the Frost Bombs before the first tick occurs was increased in 10.0.5 so you shouldn't have much trouble moving out in time, just make sure you start moving right as the bomb goes off. You can use a weakaura like this so it's easy to know exactly when to move and you can also alternate using Freedom and Divine Steed so you always have movement speed to make it easier (even though it's not necessary).

Healing Difficulty: Medium

Umbrelskul might seem really difficult but there are a few things to know that may help ease the difficulty. First up make sure you're watching for the tank debuff Dragon Strike, as it needs to be dispelled instantly. Second, remember that Blessing of Freedom is by far your strongest button on this fight. Since the orbs that float around the room have healing aggro, they'll generally float towards you so use Freedom to quickly reposition away from them.

It's also important to remember that you only need to remain still for a few seconds for the slow debuff to clear, so knowing when to stand still vs move is very important. The only other thing to watch for as a healer is if any Shards get their cast off, you should immediately bubble/sac and pop every button you have to save the group as they will be taking a huge amount of ticking damage.

The Azure Vault Trash
Leymor Trash

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Azureblade Trash

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Telash Greywing Trash

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The Nokhud Offensive Bosses
Healing Difficulty: Low

Granyth is the most straight forward healing fight there is. As long as the adds die and you shoot the lance before Eruption goes off, the only damage profile you need to worry about is Shards of Stone, which you should have full Holy Power and Virtue ready for every time. One trick to timing the lances is that if you can shoot it as soon as it's ready, you'll reset the boss' spell que and he'll skip a Shards of Stone cast which means you get to spend more time dpsing instead of healing.

You should use your HoJ on the adds that spawn anytime one runs through the boss. This way they stay in melee longer so dps get full cleave uptime and don't have to hard swap to it.

Healing Difficulty: Extreme

This is definitely one of the bosses I get asked most about. The Electrical Storm on this boss is brutal and unforgiving if you don't get full stacks of the healing buff or don't prep for each one. Remember that each storm is over a minute apart so you can use Divine Toll and Divine Protection on every one. This also means you should Wings the 1st and 3rd storm, and use Devotion Aura on the 2nd storm. Keep in mind that as of 10.0.5 Bubble can now be used without losing the healing stacks so Bubble/Sac is your best emergency during a storm you may feel you're missing some throughput on.

If you're running Virtue (which you definitely should be), you can use Virtue right after each Lightning Strike and it will always be back up for the storm so make sure you're building Holy Power for each Lightning Strike / Electrical Storm, and then Virtuing and spending. You'll have plenty of time to rebuild Holy Power in between Lightning Strikes and Storms so don't worry about spending.

Use a weakaura like this to track your stacks of the healing buff and make sure at the start of the fight you're greedy with collecting balls as the first Electrical Storm happens pretty soon into the fight and you likely won't have full stacks for it. This makes the first storm the best time to use Bloodlust as it's the most dangerous part of the fight and your group will have stacks built up instead of just sending it on pull. If you want to keep your stacks for the entire fight without dropping, you need to make sure you collect balls towards the end of the Electrical Storm so your buff lasts until the next set of orbs spawn.

Healing Difficulty: High

This fight isn't very difficult if your group has a good strategy, but can be extremely chaotic in pugs. The best strategy here is to have everyone in the group stack tightly for each Gale Arrow cast so no one can get hit by rogue tornadoes. Make sure you always have virtue and holy power ready for when Gale Arrow goes off as you'll need to top the group quickly before the individual shoots start again.

If for any reason anyone seems in danger during a Gale Arrow set, that's when you should be using Aura Master, Sac or Bubble. Another tool that's useful for this fight is BoP which you can use to immune any individual shoots that are going out on players that may be too low health. Use a weakaura like this to track who the shoots are on their party frame before they go out.

Healing Difficulty: High

Balakar is a very scary fight but not as dangerous as The Raging Tempest, so don't be too intimidated! In Phase 1, the only thing you need to watch for is the Iron Spear cast and tank debuffs. Save your sac for the tank if they're light on defensives and use your BoP on any player that has to take the Iron Spear without a defensive. SAVE YOUR WINGS FOR INTERMISSION.

The intermission is the worst part of this fight. Make sure you go into this with full holy power, Wings, Divine Toll and Virtue ready, then use your interrupt on one of the close adds to group them in. At this point your team should have taken a few ticks of AoE and you can pop virtue with WoG/LoD -> HS -> WoG/LoD. At this point your Holy Power will be spent and you should Divine Toll to regen it all once the group drops a little so you get the full healing value. Then WoG/LoD -> HS which should get you through to your next virtue cast, which you can use with your remaining Holy Power to get the group through until the end of intermission.

Remember during this time to use your kick on any casts, as well as Blinding Light/HoJ if necessary. If any cast gets off, it'll be more damage dealt then any healing you could've done in a global anyways so the global to stop it is always worth even though it should be a last resort if your dps can't get them.

The Nokhud Offensive Trash
Granyth Trash

Coming Soon

Raging Tempest Trash

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Teera and Maruuk Trash

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Balakar Khan Trash

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Core Affixes
Obviously we don't have the same level of affix countering utility as Resto Druids, but that doesn't mean we're helpless. Below is a breakdown of all the affixes from easiest to hardest for Holy Paladin and how to handle them.
Enemies periodically cause gouts of flame to erupt beneath the feet of distant players
Definitely the easiest affix for us as Volcanic cannot spawn in melee unless there is a mob in combat that is at least 10 yards away, which rarely happens in dungeons. If it does, just shift your feet to avoid it, which shouldn't cause any disruptions to your rotation since 99% of our abilities are instant cast.
While in combat, entangling vines periodically appear and snare players
Entangling may be an annoyance for some specs but for Holy Paladin, the majority of time this affix will be completely mitigated by using Blessing of Freedom to clear the vines whenever they spawn. If you happen to need Freedom for another mechanic when this spawns, just use Divine Steed to run away, clear it, then run back into melee.
While in combat, enemies periodically summon damaging whirlwinds
Storming is fairly slow and consumed when the first player is hit, making it a very easy affix on par with Volcanic. The only problems from Storming now come from the fact that bosses still spawn storming, which cause some issues if you get a bad spawn during certain soak or dodge mechanics.
Fiends rise from the corpses of non-boss enemies and pursue random players

With Spiteful no longer scaling past level 20 as of patch 10.1, high key pushers can finally rejoice to no longer being one shot by these, but they will still continue to be a major annoyance especially as a melee. The best way to handle one when it fixates you is to either run away or use Hammer of Justice to CC it while it dies. Remember that spiteful mobs will kill themselves over a short period of time as they suffer 8% of their health every second, so if there's any other AoE damage going out your add should die within one HoJ.

When an enemy dies, it drops a pool of ichor that heals their allies and damages players
Tanks should be able to kite mobs that drop Sanguine without filling up the area with pools too quickly since it now despawns relatively fast, but sadly we don't have any type of knock to help with mob displacement. Ideally you'll still have a some type of knockback class in your group (druid, evoker, monk, etc) to knock mobs out of Sanguine quickly, but you aren't entirely helpless as you can use taunt or HoJ to isolate mobs during kiting as they die to drop Sanguine off of the group.
Enemies enrage at 30% health, becoming immune to cc other than interrupts
This one is a bit tricky because dependant on your group comp the difficulty of this affix will significantly fluxuate. My best suggestion for Holy Paladins is to always play with specs that bring a Soothe on these weeks (Hunters, Druids and Rogues). Without any of these classes, your group will definitely struggle on any mobs that have dangerous casts that need to be stopped.
When an enemy dies, it empowers allies, increasing their max health by 15%
In general much of this affix will rely on your dps to even kill mobs, or prio target dangerous ones. Since we do not have a soothe this affix is largely out of our control, just be aware of certain dangerous mobs if they get bolstered and you don't have soothe and do your best to make sure you don't end up like this.
While in combat, incorporeal beings periodically appear and attempt to weaken players

While this affix isn't particularly difficult for healers, it will generally be fatal to your group if their casts get off which is why it's still ranked as a high difficulty affix for Holy Paladins. Our best counter to this affix is the talent Turn Evil which can be used to permanently cc one of these beings until it despawns (hard CC like turn evil cannot be broken by damaging these mobs).

Use this weakaura to remind you to take turn evil when you zone into a dungeon and it's untalented during Incorporeal weeks.

When a non-boss enemy dies, it causes all players to suffer damage over 4 sec. This effect stacks

Bursting is a stacking magic debuff that deals higher damage with each stack and refreshes whenever an enemy mob dies. Always look to use your dispel on the weakest / squishiest player of your group whenever stacks start building. Make frequent use of Divine Shield on these weeks to immune big bursting stacks, as well as Devotion Aura and Blessing of Sacrifice to mitigate the damage taken by your team. It should be noted that Dwarves can immune bursting stacks with Stoneform, making them especially strong during these weeks.

While in combat, afflicted souls periodically appear and seek the aid of players

This affix is either literal hell or a complete joke dependent on your group comp and how willing your friends are to help you with it. On any packs where you require your magic dispel, you should have your other team members look to use their dispels/decurses to help. If you don't have any others you'll need to focus heal them. One interesting trick is that Beacon of Virtue works on these adds so you can virtue them and then AoE heal both your group and the adds if the need ever arises.

Use this weakaura to announce whenever the affix spawns and exactly how many spawned plus when they are all gone.

The last section in this guide will get give you the tools you'll need to push your game to the next level!