Dungeon Playstyle

Make no mistake, Holy Paladin's playstyle in dungeons is very different from raid. As you push higher keys, you'll realize that chesting a key is almost never decided by healing throughput. What sets Holy Paladin apart from other healers is our very high ceiling for damage output. Walking the line between dps and healer is where we thrive: the more damage we deal, the more reason there is to bring us over a Resto Druid. In this section I'll be breaking down everything you can do to keep your group safe while pushing your damage to it's limits.
Healing Cooldowns
Increases your damage, healing, and critical strike chance by 30% for 20 sec.
Wings has always been the cornerstone of Holy Paladin, it is by far our strongest cooldown and the most drastic difference in your Mythic+ play will come from learning how manage this cooldown properly.
Increases your haste by 30% and Holy Shock healing by 30% for 20 seconds.
Holy Avenger fits into the Mythic+ playstyle like a glove. If you pair it with wings, it provides the strongest burst healing and burst damage of any any healer. If you use it without wings, it still provides a very significant healing and damage boost.
Provides damage reduction to nearby allies.
The 20% damage reduction from the active often amounts to more hps then any other healing cooldown could compare with, making this your strongest tool for handling large incoming aoe damage.
Reduces an allies damage taken by 30%, you take 75% of the damage prevented.
This is your main tank healing cooldown, you should be using this on any pull you don't have wings for to help with tank survivability. Make sure you track your tank's cooldowns so you don't overlap with their major cooldown.
Restores 133350 health (increased by alchemy stone).
If you're going to be cheap on potions, this is the only one that is an absolutely must have. This should be used almost every pull if you take any kind of significant damage. It's off the GCD, costs no mana, and heals you for a ridiculous amount.
Makes you immune to all attacks and spells for 8 seconds.
People often think of bubble as an emergency only ability due to its 5 minute cooldown. However, because we run Unbreakable Spirit (reduces the cooldown to 3.5 minutes), bubble becomes our best ways to handle AoE healing without Wings/HA.
Protect an ally from all physical attacks for 10 seconds.
Knowing how and when BoP is useful will save more keys then you could imagine. Whether it's to help with aggro on Skittish week, clearing Necrotic stacks, immuning certain dangerous boss mechanics, or removing dangerous debuffs / stuns, BoP is an extremely strong cooldown. Check out the BoPable Mechanics section to read more on where this ability is particularly useful.
Heals an ally for an amount equal to the caster's maximum health.
This is our huge emergency heal and will help a ton in a pinch. Try not to be TOO hesitant to use this as it is only on a 7 minute cooldown (instead of 10) due to Unbreakable Spirit.
Optimal Crusader Strike Usage

Before we go too far in depth with cooldown usage and rotations, I want to briefly explain how to use Crusader Strike correctly as this is generally one of the biggest mistakes people make when trying to maximize damage or healing throughput. For the Glimmer build, Crusader Strike is one of the most important abilities we have, second only to Holy Shock, and knowing how to properly use it is an essential part to mastering Glimmer Holy Paladin. People tend to think of Crusader Strike as a "filler" ability, so they often use it incorrectly. The first thing you need to do is change your mindset on the ability itself: the entire purpose of the ability is to reset Holy Shock's cooldown. If it helps, just pretend like Crusader Strike doesn't do any damage but it still resets Holy Shock's cooldown by 1.5 seconds at the cost of 1 GCD. Having that mindset will help you not waste Crusader Strike's when you won't get the benefit out of the Holy Shock cooldown reset.

Wings and HA - Group vs Stagger

One of the questions I get asked the most is "Do I want to use Wings and Holy Avenger together or separately?". The answer, unfortunately, is not black and white. Grouping your cooldowns will always result in the highest overall damage/healing, but there are definitely circumstances when separating them is the better play. The general rule is that if you know you can keep your group alive for the 60 seconds after your cooldowns are over, it's always better to group Wings and HA together.

For bosses, the only thing I stagger my cooldowns for is Galvazz in Temple of Sethraliss, but if you're pugging with mediocre players or your groups damage is on the low end, you may also want to stagger your cooldowns on the following bosses: Sisters (Triad) and Lord/Lady (Waycrest), Sand Queen and Overseer Korgus (Tol Dagor), Avatar of Sethraliss (Temple), Vol'kaal (Atal'Dazar), Cragmaw (Underrot), and The Golden Serpent (King's Rest).

For trash, the logic is fairly similar to bosses: always group your cooldowns if you're playing with a solid group. If you're pugging with a weaker group, you'll want to try and know what the general pathing you're doing is so you can be aware of any spots with 2 dangerous trash packs in a row, and then stagger Wings and HA in those areas. See a full breakdown of all the dangerous mob packs in each dungeon in the Dungeons section.

How and When to Use Wings / HA

Before I get into our playstyle outside of our main cooldowns, let's first talk about how and when to use them. With the reduced cooldown of Wings from Visions proc and the increased duration of Wings from Light's Decree / Sanctified Wrath, our wings uptime has never been higher. Newer players tend to be hesitent to use these cooldowns at will, because they're concerned about needing it for emergencies, but these cooldowns are the only things keeping us viable in the current meta, and holding them like that is a complete waste.

The majority of your cooldown window should actually be used for damage, especially with the way glimmer works. Unlike in raid, there's no reason for us to heal someone who is topped (except for a few very specific encounters - see the Dungeons section), and especially not during your cooldowns. In Mythic+ our healing style is that of a spot healer, which is part of the reason we stack crit: so that we can get infusion procs and use that to spot heal, rather then having to constantly blanket the group with glimmer.

During your cooldowns, you'll quickly realize just how strong your healing is. Provided no one gets one shot, there's pretty much nothing in the game that you can't heal through with Wings and HA up. This is why we can pour so much of our cooldowns into damage, because if someone does take damage you can throw them one holy shock and they'll be instantly topped. The only player you want to generally keep a Glimmer on is the tank. Between that and beacon, you shouldn't have to focus them much unless they're really getting trucked.

Let's look at an example of how I use my cooldowns on the first trash pack in Atal'Dazar.

The first thing you'll notice is that I pop Holy Avenger before Wings, this is always the order you should activate your cooldowns in when grouping them in Mythic+ as it gives you the most use out of your Wings. Second, notice how I maximize my glimmer output on enemies by tab targeting. The AoE damage rotation is very straight forward:

Judgement
Consecrate
HS
CS then tab target
HS
CS then tab target
HS
CS then tab target
HS
REPEAT
Single target damage during cooldowns is very similar:
Judgement
Consecrate
HS
CS
HS
CS
HS
CS
REPEAT

Going a little bit more in depth on the AoE damage rotation, the idea is to spread as many glimmers as possible on every enemy, then once you have all your glimmers out, focus your damage into the priority target. Just like our healing rotation in raid, we have a limited number of crusader's strikes so any time crusader's is not up, you want to use the two GCDs you have in between Holy Shocks to reapply Consecrate and use Judgement. Make sure at some point early in your rotation you throw a Holy Shock on the tank so they always have glimmer healing going on them. The general rule I have for whether or not to throw another Holy Shock at the tank is if they're below 60% hp. Anywhere above 60% and they should be fine (especially if you're playing with a Prot Warrior, as they have very high mitigation). Obviously that percentage is just a general rule and changes based on what pull you're doing, and if you're pugging or don't trust your tank maybe keep it closer to 70-80%.

If you really want to Min/Max your damage, use Divine Steed right before popping Holy Avenger into Wings so you don't lose uptime running into melee. You should also be using your pre combat potion right after you press wings before your first actual attack.

Surviving Without Wings or HA

This is the most important part of the guide, as the majority of our performance in Mythic+ revolves around how you play without your main two cooldowns. If you're grouping Wings and HA, that means you'll have about 35 seconds of god mode healing and damage, and then roughly 60 seconds of limited healing. However, just because we don't have Wings or Holy Avenger does NOT mean we don't have any cooldowns. We have a large pool of other cooldowns and utility that will help us through these areas.

The most important thing to remember is that you should rarely use any of your other cooldowns while your Wings/HA is up. During Wings/HA you should have way more then enough healing to handle whatever is being thrown at you, and if you use devo, sac, bubble or lay on hands during that same window you're going to feel extremely weak as soon as your cooldowns are over.

For single target healing, make sure you're stacking crit so you can get as many Infusion of Light procs as possible. This is your general priority for any healing outside of cooldowns:

Holy Shock
Light of Dawn (3+ targets injured)
Flash of Light (With Infusion)
Light of the Martyr
Flash of Light (No Infusion)

Whether or not you use Crusader's Strike (CS) to try and reset your Holy Shock is dependant on how badly the target needs to be healed. For example, if you Holy Shock and don't get an Infusion proc, you have two options: If the person is not in immediate danger, you can reset your Holy Shock with CS charges OR if the person is in immediate danger, spam Light of the Martyr (LotM) on them. LotM is basically your emergency instant heal that you use to bail you out of bad procs in a pinch. Don't worry much about the health cost of LotM as you have so much to help keep yourself alive (divine protection, health pots/stone, azerite inner traits, leech, etc), that it shouldn't be much of a factor. If the person you need to heal isn't in dire need of a heal immediately and there's no movement, use an unbuffed flash (no infusion proc) over LotM. Finally, make sure you use Sac if the player is taking heavy damage (this should be used often on the tank during pulls without your cooldowns).

AoE healing outside your main cooldowns revolves around intelligent use of your two slightly longer cooldowns: Devotion Aura and Divine Shield. Because you should be managing your cooldowns well and having them up for most of the dangerous areas in the dungeon (see dungeon specific advice in the Dungeons section), you shouldn't have to do a ton of AoE healing without Wings or HA. But there will definitely be times in every dungeon when this happens, and when it does you should be prepared to use either Devo or Bubble. A good example of this is Waycrest Manor: The hallways by Raal have lots of Maggots that spit on everyone and deal a ton of damage. The first big pull with Maggots you may have Wings/HA up for, but the next pull you won't, and for that one you'll need to use some of your other cooldowns to survive. Let's say 5 maggot spits go out, 2 on one player, 2 on you, and 1 on another player. In this situation you'd want to Bubble and then Sac the other person with 2 spits (you don't take damage from Sac when in Bubble so they're often used together for AoE healing). This way you'll prevent most of the damage going out instantly without even having to heal anyone. If you don't have bubble or the spits are out on other players, Devo is a much better choice as it will prevent more of the incoming damage.

BoPable Mechanics
You can use BoP (Blessing of Protection) on a lot of basic mechanics like stuns and obviously auto attacks so this section will only be focused on the particularly dangerous dungeon mechanics you can use BoP to immune. Keep in mind you can also use BoP to clear Necrotic stacks and drop aggro on Skittish week, read more about this in the Affixes section. Each dungeon's BoPable mechanics are listed in order of importance of use.
Atal'Dazar BoPs

Trash - Toxic Saurid's Leap:
These mobs will randomly jump to your allies regardless of aggro, and they deal a lot of damage in higher keys. This damage is fully immuned with a BoP.

Boss - Rezan:
There are in fact two things that are useful to BoP on this fight if necessary. The large tank bleed that goes out can be BoP'd in an emergency, but make sure they remove it instantly or the boss will melee someone else. The other thing that can be BoP'd is Devour, which only happens if the person fixated gets caught. If anyone ever gets devoured always BoP them immediately.

Trash - Reanimated Honor Guard's Rending Maul:
This is a stacking tank debuff that will wreck your tank on high difficulties. If it gets to 3 stacks you'll want to use BoP to clear your tank's stacks.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Dazar'ai Juggernaut's Merciless Assault, Shieldbearer's Shield Bash, Monzumi's Wild Thrash.

Freehold BoPs

Boss - Captain Eudora:
Use BoP on someone if you can't top them before any Powder Shot goes off and it will fully immune the damage. If you're lucky they can get targeted again by the next shot while BoP is still active!

Trash - Cutwater Harpoonist's Dragging Harpoon:
The Harpoon from this mob is extremely dangerous if it goes off at the wrong time. Using BoP preemptively on a dps with cooldowns during this pack is always a good move as it will keep them very safe and allow them to just focus on damage.

Trash - Blacktooth Scrapper's Blind Rage:
The Blind Rage from these mobs can be stunned, Blinded or CC'd in a million different ways. If for some reason your group can't stop one you can BoP it, but that should be a last resort after using Hammer of Justice (HoJ) and Blinding Light.

Boss - Trothak:
BoP is a great tool here to immune the Sharknado damage that goes out if a melee wants to sit in it with cooldowns to dps. It can't immune any of the other damage in the fight so using it to allow one of your melee to pump their dps is usually the right play.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Irontide Mastiff's Crippling Bite, Irontide Enforcer's Brutal Backhand, Irontide Crackshot's Shoot, Cutwater Duelist's Dash, Irontide Crusher's Boulder Throw and Ground Shatter.

King's Rest BoPs

Boss - Kula the Butcher's Severing Axe:
There may only be a few things to use BoP on in King's Rest, but it is an absolute godsend on this boss. Severing Axe is a 20 second debuff that will annihilate it's target if you don't have full cooldowns up. Luckily, you have both BoP and Bubble to help handle it. If it goes on someone without on immunity BoP it off immediately. If it goes on you, make sure to Bubble instead.

Trash - Spectral Beserker's Severing Blade:
This ability does a horrifyingly large amount of damage the higher you push and as such BoP becomes more and more useful, as you can BoP off the stacks of Severing Blade. Keep in mind though, you'll want BoP up for the Axe boss in the Council so make sure you don't use it unless you absolutely have to (ie, if anyone gets 2 or more stacks).

Trash - Embalming Fluid:
For some ridiculously strange reason, the pools that these spawn on ranged players can be immuned with BoP, so if you're running with a range you can use BoP to let them stand still in the pools and dps. Just make sure they move out of the spawning circles before BoP wears off (these can also be Freedom'd so you can rotate Freedom > BoP > Freedom and let your ranged stand still basically the entire time).

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Guard Captain Atu's Axe Barrage, King Timalji's Bladestorm, Skeletal Hunting Raptor's Leap, Spectral Beastmaster's Deadeye Shot, Spectral Brute's Ground Crush.

Shrine of the Storm BoPs

Boss - Vol'zith the Whisperer:
Shrine is a dungeon with next to no usage for BoP. That being said, because we do so much damage in our burst phase on the last boss you should definitely use BoP on yourself during Wings on skittish week to prevent you from ripping threat immediately (BoP will not clear your damage buff, only Bubble will).

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Shrine Templar's Heaving Blow, Ironhull Apprentice's Whirling Slam and Sundering Blow.

Siege of Boralus BoPs

Boss - Dread Captain Lockwood's Gut Shot:
This ability will go out if the boss isn't instantly displaced upon transition. It's an 8 second debuff that does a ton of damage so make sure to BoP this instantly if it goes out on anyone.

Trash - Bilge Rat Buccaneer's Banana Rampage:
Although this is an AoE ability, it's still a great spot for BoP if one of your melee gets stunned in a bad spot. The BoP will immune the damage from the Rampage and clear any stuns as well.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Kul Tiran Halberd's Slobber Knocker, Kul Tiran Vanguard's Heavy Slash, Ashvane Sniper's Shoot.

Temple of Sethraliss BoPs

Other Trash Abilities:
There is nothing very useful to BoP in this dungeon. You can use BoP to immune the following, but should rarely be necessary: Sandfury Stonefist's Ground Pound, Scaled Krolusk Rider's Cleave.

The Motherlode BoPs

Boss - Azerokk's Earthrager Fixates:
The adds on this boss are a huge annoyance to melee dps as it renders them somewhat useless until you kill the mob that's fixated on them. If a melee gets targeted by 2 or more fixates, have them stay in melee and use BoP on them once they get 3+ stacks. This will clear the stacks and keep them immuned until BoP wears off, at which point they will need to kite if the adds aren't dead yet.

Boss - Mogul Razdunk's Drill Smash:
Especially on tyrannical, this boss' aoe smash during the intermission phase hits very hard, so if you have a squishy dps or fall behind on healing before the next smash for any reason, just BoP whoever needs it to fully immune the damage.

Trash - Mine Rat's Throw Rock:
In the packs after the first boss area, if the tank leaves melee to kite the Mine Rat's will start randomly casting throw rock on your group. Use BoP here to immune your most squishy dps.

Trash - Addled Thug's Clothesline:
The charges from Thugs are mostly only dangerous if they're enraged or if you pull multiple at a time. Use BoP to immune a melee out who drops health if you don't have something to top them quickly.

Trash - Mech Jockey's Grease Gun:
When a Meck Jockey doesn't get in a Peacekeeper, they use the ability Grease Gun on a random melee which does a ton of physical damage. Use BoP to immune a melee out who drops health if you don't have something to top them quickly.

Trash - Off-Duty Laborer's Throw Wrench:
I would put this in the lesser section for BoPable mechanics but there is definitely some tech here you can use if you plan ahead. When you pull these mobs, they will cast Throw Wrench once and then never cast it again, that initial hit does a lot of damage and often times tanks have to pop big defensives to survive. If your dps can hold their horses, you can BoP a tank and have them pull a few groups of these at once, then once the Throw Wrench casts have gone off they cancel BoP and the rest of the group comes in to dps.

Underrot BoPs

Boss - Cragmaw's Tantrum:
BoP will full immune the damage from Tantrum and should definitely be part of your cooldown rotation for this boss. Read more or how this fight should be healed in the Dungeons section.

Trash - Feral Bloodswarmer's Thirst for Blood:
This is this most dangerous trash ability in the dungeon, and will blow up your dps one by one if it isn't handled correctly. You should always be handling this fixated with proper ranging and CC but in an emergency you can use BoP to immune the target. Unfortunately this will just cause the swarmer to pick a new fixate target but hey, that's a problem for another day right? ;)

Trash - Blood Matron's Blood Harvest and Savage Cleave:
BoP your ranged dps if you have one as the Matron's charge will always go on them. This will full immune the damage and prevent the bleed from Savage Cleave as well. If anyone ever gets the Savage Cleave debuff, BoP them immediately or they will die.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Fanatical Headhunter's Barbed Spear.

Tol Dagor BoPs

Boss - Overseer Korgus' Deadeye Shot:
BoP will not only clear the 2 minute debuff it leaves, but it will also immune the damage from the shot and prevent the application of the debuff. So ideally if you're running with one ranged and you don't have a Demon Hunter soaking all of them, have your ranged soak the first, then you can BoP the second, then they can soak the third.

Trash - Salt Crab's Squeeze:
You have many other ways of preventing this damage with HoJ, Blinding Light and most importantly Blessing of Freedom. But if you run out of all that and need to immune someone's Squeeze debuff, definitely use BoP.

Boss - Jes Howlis:
Two things can be immuned with BoP on this fight: the Flashing Daggers AoE and the Vicious Mauling. It shouldn't really be necessary as any dps can easily disrupt the Vicious Mauling and everyone should be LoSing the Flashing Daggers but in an emergency BoP can definitely save a life here.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Sewer Vicejaw's Massive Chomp, Stinging Parasite's Itchy Bite, Cutwater Striker's Throw Rock, Ashvane Jailer's Handcuff, Ashvane Marine's Shoot, Ashvane Warden's Lockdown.

Waycrest Manor BoPs

Boss - Sister Briar's Jagged Nettles:
There is only one thing in Waycrest that you will likely use BoP on, but that one spot is a huge lifesaver. You can BoP Jagged Nettles before it goes out and it will fully immune the damage. If you BoP after it goes out, it will still clear the debuff but the initial application does a huge amount of damage so try and get it off before.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Soulbound Goliath's Soul Thorns, Gorestained Piglet's Snout Smack, Pallid Gorger's Ravaging Leap, Banquet Steward's Dinner Bell, Crazed Marksmen's Shoot.

Operation Mechagon: Junkyard BoPs

Boss - King Gobbamak's Rumble:
Similarly to Cragmaw, Gobbamak does a very high damage aoe channel that players have to be moving during, but it's all physical damage so make sure you utilize BoP here to immune someone when your Wings isn't active.

Trash - Mechagon Prowler's Pounce:
This DoT is almost worse then the Severing Axe debuff in King's Rest, it hits way too hard so it's generally smart to avoid ever pulling these. That being said, if any do get pulled and a DoT gets off on someone, BoP them immediately.

Trash - Mechagon Trooper's Nanoslicer:
As far as tank debuffs go, Nanoslicer is pretty painful and stacks relatively quickly if your tank isn't very good with mitigation / kiting. Assuming you communicate and your tank has a cancel BoP macro, use BoP on them if they get to 6 stacks or higher.

Trash - Pistonhead Blaster's Shoots:
Both Run n' Gun and Shoot can be immuned with BoP which is very useful on some of these packs in the Trixie Naeno area, as the group damage is ridiculously high when the mobs aren't being stunned or CC'd.

Other Trash Abilities:
BoP can also be used to immune the following, but should rarely be necessary: Mechagon Cavalry's Rapid Fire, Malfunctioning Scrapbot's Gyro-Scrap, Scrapbone Bully's Shockwave, Naeno Megacrash's Roadkill and Bolt Buster, Tank Buster MK1's Wreck.

Operation Mechagon: Workshop BoPs

Other Trash Abilities:
There is nothing very useful to BoP in this dungeon. You can use BoP to immune the following, but should rarely be necessary: Platinum Pummeler's Whirling Edge, Waste Processing Unit's Process Waste and Megadrill, .

Freedom Mechanics
Freedom is another unique ability we have that is extremely powerful when used well. It doesn't have quite the same level of usefulness as Blessing of Protection but it's on a much shorter cooldown, so when it is useful, it's VERY strong.
Freedom in Atal'Dazar

There are no important abilities to freedom in Atal'Dazar.

Freedom in Freehold

Boss - Skycap'n Kragg's Bird:
Use Freedom to fully immune the bird spit damage and the slow. You can also use this to bait the spit on top of existing ones.

Boss - Captain Raoul's Blackout Barrel:
The Blackout Barrel Raoul throws out during the fight can be immuned with Freedom, but be aware that if you Freedom the player before the Barrel is tossed on them, it will drop on the ground and someone can accidentally walk over it and get Blackouted again. If you Freedom as soon as the player actually has the debuff, it will destroy the Barrel instantly which is generally preferred.

Trash - Vermin Trapper's Rat Traps:
You can only Freedom every other cast, but you should always use it on anyone who gets hit by this and have them clear traps. If no one gets hit, just use it on yourself and clear the traps on the ground by running over them.

Trash - Irontide Mastiff's Crippling Bite:
Although the debuff doesn't deal damage, the slow is immense and it's always in the trash packs with frontals so using freedom to clear it is important for helping people avoid frontals or allowing the tank to kite.

Trash - Blacktooth Brute's Earth Shaker:
This ability doesn't do damage, but it prevents your tank from kiting which can be very scary, so Freedom your tank just in case.

Freedom in King's Rest

Trash - Embalming Fluid's Pools:
The pools that these spawn on ranged players can be immuned with Freedom, so if you're running with a range you can use Freedom to let them stand still in the pools and dps. Just make sure they move out of the spawning circles before Freedom wears off (these can also be BoP'd so you can rotate Freedom > BoP > Freedom and let your ranged stand still basically the entire time).

Trash - Spectral Witch Doctor's Frost Shock:
You can Freedom or dispel Frost Shock, and should immediately as you don't want your dps to be slowed when a Beserker or Raptor leaps.

Trash - Queen Patlaa:
The pool left by Darkshot may have been nerfed, but it still slows a ton. Use Freedom if someone is stuck in the pool or if you need to run through them for any reason.

Freedom in Shrine of the Storm

Trash - Tidesage Spiritualist's Anchor of Binding:
If anyone gets hit by this you must immediately Freedom them or they will most likely be combo'd by a Wash Away cast from an Attendant.

Boss - Brother Ironhull:
If for any reason someone in your group gets hit by Hindering Cleave and doesn't die, Freedom them immediately as the 70% slow debuff means death on that fight.

Boss - Aqu'sirr:
Both the Choking Brine debuff and the Grasp of the Depths can be removed with Freedom. Additionally, if you use Freedom before the Choking Brine debuff is applied to the targeted player, no swirls will spawn which is ideal for everyone, so try to Freedom this as soom as you see the boss targeting a player with it.

Boss - Lord Stormsong's Mind Rend:
This can be cleared with Freedom or a dispel, but sometimes you'll want to use your dispel on a player who recently got MCd and has DoTs on them, so Freedom is a great option to have in your back pocket.

Freedom in Siege of Boralus

Trash - Bilge Rat Pillager's Vicious Slobber:
The biggest threat to your groups safety when pulling monkey packs is this ability, which ideally only the tank should have to worry about provided they're facing the mobs in the right direction. Throw your freedom on your tank as the first Slobber is casting to immune the massive damage and slow.

Trash - Kul Tiran Footman's Hindering Cut:
Freedom will not clear the haste debuff but it will clear the slow, so it's better then nothing if you want to help your tank kite for any reason.

Freedom in Temple of Sethraliss

Bridge Boss after Galvazzt:
There are no important mob abilities to Freedom in this dungeon, but the boss after Galvazzt that slows a lot is a great spot to give your tank Freedom so they can reach the other side quickly and engage the mob to stop the balls from spawning.

Freedom in The Motherlode

There are no important abilities to freedom in Motherlode.

Freedom in Underrot

Trash - Fanatical Headhunter's Hooked Snare:
The only time you should worry about Freedoming off this debuff is on Volcanic week when it can spawn under them, otherwise there's nothing bad that can happen in the few seconds the player will be snared that would make it worth the GCD to clear it for them. On Volcanic week this must be cleared with Freedom instantly.

Freedom in Tol Dagor

Trash - Salt Crab's Squeeze:
Freedom will immune all the damage and the snare of any Squeezes. Keep in mind you also have many other ways of preventing this damage with HoJ, Blinding Light and BoP.

Trash - Ashvane Jailer's Handcuff:
Unfortunately the silence from this is not cleared by Freedom but the 75% slow is so it's still very important.

Freedom in Waycrest Manor

Boss - Raal's Rotten Expulsion:
Freedom will allow you to run through the Rotten Expulsion if it's poorly placed.

Trash - Coven Thornshaper's Uproot:
You can't immune the Uproot from coming out, but you can Freedom the slow to walk through them.

Freedom in Operation Mechagon: Junkyard

There are no important abilities to freedom in Junkyard.

Freedom in Operation Mechagon: Workshop

There are no important abilities to freedom in Workshop.

Preventing Damage Using Utility

The best way to keep your group alive is to prevent the damage from ever coming out in the first place! The better players you run with, the more you'll notice how much of high end Mythic+ is all about preventing damage from happening. This is mainly done through interrupts, which unfortunately we no longer have, but that doesn't mean we're helpless. We have two major ways of preventing damage: Hammer of Justice (HoJ) and Blinding Light. If your tank is getting stomped by a mob that hits really hard, stunning that mob with HoJ will do more for your tank's survivability then any healing ability you have. Keep in mind there are some circumstances when you do not want to stun a mob (ie, if a dps is focusing on interrupting that target and they don't want it stun DR'd), but in general it is a very strong ability that a lot of paladins overlook. For example, on Rezan, if a raptor spawns, when the tank gets the bleed you should stun the raptor since the bleed increases the physical damage the tank takes by a ton. Stunning this mob at that time will prevent a massive amount of damage from going out on the tank.

The other main utility we have to prevent dangerous casts or abilities from going off is Blinding Light. This is essentially an AoE blind that can be used to stop any dangerous casts. There are certain mobs in dungeons that this is ridiculously helpful for (Fetid Maggot spray in Underrot, Ironhull Apprentice AoE stun in Shrine, and much more). Check out the Dungeon Specifics section for more detailed information on where Blinding Light is particularly important.

Personal Defensive Usage

Other then the tank, the worst person to die during any pull is yourself. It's easy to get caught up with healing everyone else that you forget to take care of your own health pool. Our passive armor from being a plate wearer with a shield already makes us more survivable then most other healers. Couple that with Bubble and Divine Protection and we have too much survivability to let ourselves die during keys. Keep in mind with Unbreakable Spirit, Divine Protection (our 20% personal damage reduction) is on a 42 second cooldown, which is ridiculously short. The best Mythic+ players in the world are the ones that utilize their personal defensives to the fullest extent. NEWBIE TIP: Macro your Divine Protection to Blessing of Sacrifice to mitigate the transferred damage.

Formless Void Build
if you do not consider yourself an expert at M+ hpal

The Formless Void build I created at the start of season 4 is a build that requires a lot of practice with Holy Paladin healing in dungeons before it should be tried. It also generally requires a coordinated group that is solid at not taking lots of avoidable damage, as this build is essentially sacrificing healing for damage. Finally, it also requires one party member to be running Iris and one party member to be running Blood of the Enemy in order for it to be played at its full potential. The build consists of running Formless Void major, Conflict & Strife minor, Vision of Perfection minor, and Crucible or Spirit of Preservation minor (dependant on if you need more single target healing or not).

As long as you have one player running Blood and another running Beam you'll now have access to immense single target burst damage and even bigger AoE damage, but it comes at the cost of channel times and lack of vision procs so you can't rely on rng to save you outside of your cooldowns anymore. I don't recommend anyone run this build unless they, and their group, meets all of the criteria I listed above and has both essences to steal from. If you do run it, you want to steal Blood whenever you have Wings on a single target or two target encounter. Otherwise, you want to steal beam on any AoE packs.

You'll often see me pre steal beam before a big pull and then pop holy avenger and wings while running into the pack. This is because once you steal an essence you have access to it for 15 seconds so you have a decently large window to channel it in without losing any uptime. What this allows me to do is on huge pulls where I may have to heal at any second, I can pre pop all my CDs and have the essence prepd so I walk into the pull, get consecrate rolling and judgment/holy shock on CD, then channel the beam and immediately out of it I'm in wings with Holy Shock up ready to heal anything. This makes it significantly safer then if i were to try and steal the beam mid pull outside of my CDs, which would force me to spend almost 4 seconds channeling and not healing during a large aoe pack when wings is down.

Make sure if you're new to the build that you focus on healing as much as possible until you get more used to how to safely use the essence without putting anyones lives at risk. Remember we're healers first.. it's easy to forget that sometimes!

Now that we've discussed playstyle, it's time to go in depth to discuss all the dungeon specific encounters and how to deal with them.