Holy Paladin raid bosses guide

Patch 9.2.5 Last Updated: 16th Aug, 2022
Kina Holy Paladin Author
Kina
Bryanz Holy Paladin Author
Bryanz

Raid Bosses

Sepulcher of the First Ones

Vigilant Guardian

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Covenant: Venthyr/Necrolord

Legendary: Unity and Maraad’s Dying Breath

Notes: Vigilant Guardian is a pretty straightforward fight. You can use your Avenging Wrath on cooldown for healing and damage.

You want to use your Beacon of Virtue to cover the AoE damage coming from Spike of Creation and the pulsing AoE from the Boss in phase 2. Your Blessing of Freedom works on the slow from Matter Dissolution, so try to help less mobile classes with that.

Skolex

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Legendary: Unity and Maraad’s Dying Breath

Talents:

AoE Healing: 3 2 3 3 1 3 3

Target Healing: 3 2 3 3 1 3 2

Both Talent options are fine and also depend on what your raid needs. The first option is more AoE healing and the second option is more focused on target healing. (for example, the tanks)

Notes: Skolex is not an excellent fight for Paladins healing-wise. Most of your healing is only done in the melee camp. But you provide good utility and DR. Devotion Aura for the Ravening Burrow

Also, Blessing of Protection is excellent to get rid of the 2x rend debuffs on your tank.

Instead of Necrolord, you could play Venthyr in this fight. Ashen Hallow can cover healing on Melee and Range.

Artificer Xy'mox

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Covenant: Venthyr/Necrolord

Legendary: Unity and Maraad’s Dying Breath

Notes: Try to have at least one stack of Vanquisher’s Hammer + Beacon of Virtue and 3 Holy Power for the Glyph of Relocation tank grip AoE. YourBeacon of Virtue is also great to cover the Hyperlight Sparknova AoE damage. It depends on your assignment when you are supposed to go to the platform to kill adds, but make sure you have your Avenging Wrath ready to cover the AoE damage done on your DPS players. You can also try to save your Divine Shield for the last Phase to immune the Genesis Rings.

Dausegne

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Legendary: Unity and Maraad’s Dying Breath

Covenant: Venthyr/Necrolord

Notes: Try to have your Vanquisher’s Hammer + Beacon of Virtue up for the Staggering Barrage soak. You can instantly top all people that are soaking. As a paladin, you are also great to cover healing when Disintegration Halo comes because of Vanquisher’s Hammer and Beacon of Virtue.

Devotion Aura is also great for the triple Disintegration Halo or the Siphon Reservoir AoE damage.

Prototype Pantheon

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Legendary: Unity and Maraad’s Dying Breath

Talents: 3 2 3 3 1 3 3 or 3 2 3 3 1 3 2

The talent choice depends on your raid comp. You should run Beacon of Virtue if you don't need Seed Healing because you have 2 or 3 Holy Priests in the raid. But I recommend running Beacon of Faith and using your Beacons on the Seeds when they spawn. It helps to keep the Seeds alive, and you have the option to support heal if someone gets an extra Burden of Sin stack.

Notes: During phase 1, there is basically nothing to heal, so you should use your Avenging Wrath on the pull for damage and remember that Blessing of Protection can free players caught in Pinned.

In Phase 2, you have ticking raid damage because of the Burden of Sin application at the beginning of the second phase. It would help if you tried to Beacon 2 Seeds as soon as they spawn, and remove them at around 75 - 80% back to your tanks or players with more than 1 Stack of Burden.

Devotion Aura is good for Hand of Destruction.

In Phase 3, you have both phases combined, so four active bosses in total. Be careful and make sure to dodge the frontal and the Anima Storms, and make sure to Beacon the Seeds during this phase. In the best case scenario, you should also have your Divine Shield ready for the Hand of Destruction, and keep in mind that you immune the Grip and the AoE Damage.

Lihuvim

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Legendary: Unity and Maraad’s Dying Breath

Covenant: Necrolord

Notes: On Lihuvim, there are multiple mechanics where Beacon of Virtue combined with Vanquisher’s Hammer is really good. Manifest Mote, Cosmic Shift, and the Mythic Mechanic - Alignment Shift. But also, your Spotheal with Maraad’s Dying Breath on Player’s with Deconstructing Blast is important.

Blessing of Protection is good on a heavy AoE class after the Synthesize when all the Adds are gathered, so they don’t die to aggro. Devotion Aura is useful on Manifest Motes and Alignment Shift.

Halondrus

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Covenant: Necrolord/Venthyr

Legendary: Unity and Shadowbreaker, Dawn of the Sun

On this Boss, you want to play the Legendary Shadowbreaker, Dawn of the Sun and should also consider swapping your Soulbind to Bonesmith Heirmir. The reason for the different Legendary is that it’s hard to get the full value out of Maraad’s Dying Breath because the raid is spread out. Bonesmith Heirmir is good in Phase 3 when you turn into a Mote soaker.

Notes: Make sure to Beacon DPS Player who struggles to survive during Reclamation Form, Earthbreaker Missiles, or Reclaim. Most of the time, it’s your DPS player that carries bombs. (Mages, Boomkins, Hunter)

In Phase 3, you should move your Beacon to both tanks or yourself and a different healer that also blocks motes.

If you play Necrolord, you should try to have your Vanquisher’s Hammer ready to go for big AoE damage like Earthbreaker Missiles and Reclaim. If you play Venthyr, you most likely want to use your Ashen Hallow on Reclaim and cancel it as soon as Reclaim is over; this should allow you to have your Ashen Hallow for every Reclaim Phase (depends on your Push timing). If you give someone Blessing of Protection for the Earthbreaker Missiles, they will be immune to its damage. (That’s what we did on the 2nd Intermission on a Resto Druid while he covered the considerable amount of incoming AoE damage).

Try always to hit 5 Player with your LoD to get the full value of your tier CDR on Avenging Wrath, Shadowbreaker, Dawn of the Sun, which helps a lot here.

During the last phase, you will most likely lose a lot of melee uptime. Try to sneak in some Crusader Strikes for Holy Power generation. Try to save your Divine Shield for the later soaks when you run out of personal cooldowns, or you need to run into a Planetcracker Beam to soak a Mote before it reaches the boss.

With the Bonesmith Soulbind you can soak motes for 10 more seconds when you die because of Forgeborn Reveries.

Anduin Wrynn

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Legendary: Unity and Maraad’s Dying Breath

Covenant: Necrolord

Notes: Try to have Avenging Wrath, at least 1 Charge of Vanquisher's Hammer, and your 2 set bonus for the Kingsmourne phase. Before going into the Kingsmourne phase, you want to bank 4 Holy Powers and use your VH 1-2 seconds before the cast finishes to go down with 5 Holy Power in total. As soon as you are down, your Priest should instantly use Mass Dispel, pop your Wings,  Rule of Law and use Beacon of Virtue on the healing adds. Use Word of Glory on a healing add without Virtue to get the full value of Beacon.

The Potency Conduit Enkindled Spirit is really good in this fight. We used Aura Mastery right before the Barrier comes up when one of the Kingsmourne groups is down, so you need to pump healing there. For this scenario, you want to "bank" 5 Holy Power again, including the 2 VH stacks (with good RNG, you will also have wings up once again), and have your 2 Set Bonus ready. Use AM 1 - 2 seconds before the Barrier comes up for the DR and also the Enkindled Spirit Buff that increases the healing of your next 3 LoD casts by 60%. (278 Conduit)
As soon as the Barrier hits you, you want to use Wings (if ready), cast Beacon of Virtue, and use Word of Glory on a non Beacon target. This repeats in Phase 1 and Phase 2.

Blinding Light is suitable to interrupt the cast from the Severed Soul, Turn Evil works as a CC on Grim Reflection in Phase 2. You can also use Hammer of Justice to stun them.

In Phase 3, try to have your Beacon of Virtue + VH ready for the Empowered Hopebreaker and the Purging Light stacks.

Lords of Dread

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Talents: 3 2 3 3 1 3 3 or 3 2 3 3 1 3 2

Legendary: Unity and Maraad’s Dying Breath

Covenant: Venthyr/Necrolord

Notes: Both beacon options are viable on this boss, and Necrolord and Venthyr are both viable covenants.

The boss is mostly like Heroic when it comes to the playstyle. If you play Venthyr, you want to use your Ashen Hallow on the Swarm cast, and it’s either Swarm 1 and 3 or 2 and 4. You want your Avenging Wrath for the Swarm cast.

If you play with Beacon of Virtue, you can first and foremost use it on the Swarms, but you can also use it when the add Inchoate Shadow casts Ravenous Hunger and deals 18k raid damage. If you play Beacon of Faith make sure to swap your beacons to a player with high Cloud of Carrion stacks or a player with weak defensive cooldowns before the Swarm.

Rygelon

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Legendary: Unity and Maraad’s Dying Breath

Covenant: Necrolord

Notes: Rygelon is a fast-paced fight. You don’t have much time to think about your next action. As Holy Paladin, you are pretty good at soaking Cosmic Cores because you have two good personal cooldowns as Necro with Divine Protection, Fleshcraft, and even an immunity with Divine Shield.

It’s also pretty important to support your other healers with Spotheal on players that soak the Cosmic Core because of the high ticking debuff Cosmic Ejection.

Use your Vanqisher’s Hammer stacks for the Healing Absorb Stellar Shroud. During the Singularity Phase, you want to have Avenging Wrath and Vanquisher Hammer ready because of the high stacking AoE Damage while soaking Unstable Cores.

The Jailer

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Legendary: Unity and Maraad’s Dying Breath

Covenant: Necrolord

Notes:

Phase 1:

In Mythic, you want to commit your Avenging Wrath to the Blood Soak paired with Vanquisher's Hammer for the big AoE burst healing. If you play with the Marileth Soulbind, you can be immune to the knockbacks every 2 min while casting Fleshcraf because of the Ultimate Form. You can get a pretty good use of this during this encounter.

In Phase 1, you can use it on the first tank soak called Martyrdom that you will be assigned to. You can also use Blessing of Protection on a soaker to prevent the damage. During phase 1, you want to Beacons your tank.

Phase 2:

As soon as you start Phase 2, the boss will cast World Cracker and deals heavy raid damage; this is the point where you want to use your Avenging Wrath + VH. Try to have VH for the Torments and Unholy Eruption as often as possible because that's the raid damage during phase 2. As a holy paladin, it's important that you support your blood soaker and provide them with spot heal before Azeroth starts healing.

The 3rd Decimator (Knockback) in Phase 2 is overlapping with Torments and the perfect moment to step out of the swirly and use your Fleshcraft to immune the Decimator Knockback.

You want to have the Beacons on the tank in Phase 2 because the damage they take is high.

If you use Blessing of Sacrifice on a tank, make sure you have something ready like Divine Protection because you take pretty high damage and could die if a bad overlap happens.

Phase 3:

In Phase 3, if your second tank is a Blood DK you may want to move your second beacon to a class like Hunter or Mage until the Healing Absorb mechanic. If not, then keep your beacons on tanks unless instructed otherwise; for example you could put a beacon on a the player with the largest healing absorb to help heal it off as quickly as possible.

Your first Avenging Wrath should be committed to the first Tank Chain snap + Azeroth Heal.

You want a stack of Vanquisher’s Hammer everytime you Heal Azeroth for the good AoE healing + the big spot heal with Maraad’s.

Decimator 2 in Phase 3 is Dodge into Knockback, this is a perfect scenario to use Fleshcraft again to immune the knockback and not be in danger of falling into a hole.

Rune of Domination applies Dominating Will, this is a healing absorb you need to heal through, otherwise the player gets mind controlled. For the first one, you want your VH committed to it and for the second it should be Avenging Wrath + VH to heal it quickly.

Decimator 3 is a perfect moment for Blessing of Protection on your tank, stopping them getting knocked, as it’s an awkward overlap with the Chains right before.

Phase 4:

In Phase 4, it's essential to move your beacons around. What you want to do is to beacon the target with Death Sentence. Don't be afraid to use Blessing of Sacrifice on these players because it does significant damage.

VH for the Meteor Cleave damage and Torments, and remember that you can avoid the knockback with Fleshcraft.

Sanctum of Domination

The Tarragrue

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath 

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

The three best anima powers to pickup are Elethium Weights, Huddled Carvings and Tremorbeast Heart. Although as a rule of thumb, you should not be looking for throughput powers but rather looking for utility buffs such as (in order of importance): Ever-Beating Heart, Unstable Form and Satchel of the Hunt.

A good time to use Ashen Hallow is either on pull or after the first intermission. This decision is based on how many healers commit their cooldowns to the lust window and if it’s possible to use Ashen Hallow with Avenging Wrath without any other healer using committing cooldowns.

Shock Barrier is still a potent choice whether you’re Kyrian or Venthyr but if you’re playing as Venthyr then you can also play Maraad’s Dying Breath with Beacon of Faith. This requires you to be more proactive with your beacons with having one on the current tank taking the boss and the second beacon on a player debuffed with Grasp of Death. If your Tanks don’t require as much spot healing then you can consider bouncing both of your beacons between the debuffed players, especially if one of them has soaked Remnant: Soulforge Heat without a debuff clearing anima power.

Eye of the Jailer

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

Proactively use Blessing of Freedom on players struck by Fractured Soul which appear as white swirly on the floor.

In the intermission:

Positioning can be awkward in this phase, especially when having to drop off multiple pools from the Spreading Misery debuff. Banking two stacks of Rule of Law as you enter each intermission will help you consistently splash raid members with Light of Dawn and be in range of the 2nd tank.

Dispel ranged DPS afflicted by Slothful Corruption and dispel melee DPS players last, with the exception of Demon Hunters as their Eye Beam is affected by this debuff. Additionally, be sure to use Divine Protection before each Titanic Death Gaze and bank Divine Shield for the last phase to remove Immediate Extermination stacks to survive for longer.

The Nine

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

With this being a short fight, using Ashen Hallow on pull with Avenging Wrath will allow you to get a 2nd use of Ashen Hallow before the boss dies. Whilst building holy power and there is nothing to heal, be sure to spend it on Shield of the Righteous for a little more dmg. As your Avenging Wrath is about to end, be sure to spend holy power on Light of Dawn or Word of Glory to fish for Awakening procs to extend your Avenging Wrath to encompass the remaining 10 seconds of your Ashen Hallow.

Spot heal players afflicted with Fragments of Destiny as they can dip dangerously low whilst mechanics like Song of Dissolution and Unending Strike are affecting the raid. You can be proactive whilst dealing with Fragments of Destiny; for example if a tank gets the debuff by a dispel mistake then you can take it off the tank by standing close to him/her and dispelling, to then use Divine Steed or Door of Shadows to escort the debuff to the clump of players being dispelled.

If you get the Arthura's Crushing Gaze blue soak on you whilst the raid is unhealthy, soloing it with Divine Shield is an option to prevent unnecessary deaths.

Remnant of Ner'zhul

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

Be sure that you have healers assigned to dispel Malevolence and that the target of your dispel is out of the raid, towards the edge of the platform with your raid roughly stacked behind them to prevent the knockback killing players. Be sure to prioritise heals on Malevolence targets as the knockback still occurs if that player dies with the debuff on them which normally causes a wipe.

If you’re using the mass dispel strat and you get the debuff yourself, using Divine Shield does not remove/trigger the Malevolence knock-back allowing you to take the farthest position for the mass dispel and not die due to being immune to the knockback for the duration of Divine Shield.

If you’re playing with the Maraad’s Dying Breath legendary then the second beacon can be placed on yourself to mitigate the chance of you dying whilst being afflicted with Torment. This may require you to bounce your first beacon between whichever tank has the boss but only if you have the spare globals to do so otherwise it is more important to build/spend holy power to heal the raid.

Once Orbs of Torment have been killed they become friendly NPCs and require carrying off. Players who carry these orbs will be afflicted with Sorrowful Procession. The slow is mitigated by Blessing of Freedom and should be used on any tank or immobile DPS that takes the orbs off.

Soulrender Dormazain

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

Whilst this fight is straight forward, it is important to manage a handful of things during this encounter. You want to spot heal players with Brand of Torment which is crucial as they will be taking increased damage from all sources and are prone to dying if not looked after.

Be sure to use Divine Protection or Divine Shield (if you’re low health) as your raid is breaking the chains (Warmonger Shackles) to mitigate the upfront burst damage, especially if you’re playing with the legendary  Maraad’s Dying Breath; you will need to be vigilant with your health pool and use healing potions as well to top yourself before raid damage.

Hammer of Justice is useful here, especially on Mythic to prevent Mawsworn Agonizers from casting and moving into the crowd control immunity zone of the Overlord.

As your raid is gathering the Mawsworn Agonizers use your spare globals on Consecration to help kill them faster.

Painsmith Raznal

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

Beacon players with the Shadowsteel Chains debuff if you’re playing with Maraad’s Dying Breath whilst having your second beacon on a tank.

Blessing of Protection provides immunity to every mechanic in this encounter (including the knockback from Shadowsteel Chains) and should be used as your get out of jail free card for yourself. Additionally, you can use it on a tank that has been stunned by running into a Spiked Ball.

In phases 2 and 3 you should save Divine Steed just in case you are one of the four players afflicted by Flameclasp Trap so that you can drop the traps behind the wave of spikes that is sent out from the tank mechanic so your raid may pop them safely. Using Divine Protection every time traps are popped is recommended, so that you’re healthy whilst triage healing players afflicted by Shadowsteel Chains as they are at most risk of dying through this combination of mechanics.

Your throughput cooldowns should be exclusively used to heal the raid whilst they pop Flameclasp Traps

Guardian of the First Ones

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

Typically you want to use all of your cooldowns on pull with the lust to be macro efficient with your cooldown usage but in PuG’s this may actually cause problems if every other healer is doing the same thus using it for the first pillar and then on cooldown can be ideal as well.

Triage players who are targeted by Threat Neutralization as the hit from this mechanic and other sources of damage can easily kill players if they’re not full health for the initial hit.

Play with Unbreakable Spirit to reduce the cooldown of Divine Shield as you will not require the range boost from Rule of Law and allows you to safely soak Obliterate especially on Mythic where you will normally be placed into an immune soak rotation for this mechanic.

Fatescribe Roh-Kalo

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

Blessing of Freedom mitigates all damage from Fate Fragment whilst also removing it from the playspace. Using it on cooldown to clear these orbs will reduce the likelihood that other raid members will walk into them by mistake and possibly die. Straight after the intermission ends you may clear orbs from the playspace by running into the middle with Blessing of Freedom and soaking all the Fate Fragments that converge into the middle of the runes.

Use personals such as Divine Protection, Divine Shield or health potions  if you’re afflicted by Despair from being too close to a Fatespawn Monstrosity during its cast.

On Mythic, beams will emanate from the runes whilst being pushed into their socket, so you need to dodge these otherwise you will be afflicted with a massive damage over time debuff called Exposed Threads of Fate. If either of these debuffs affects one of your raid members they will require your immediate attention otherwise they may die, especially if they’re out of the raid clump pushing rings.

Your cooldowns should be used at the start of the pull to heal the first wave of Twist Fate debuffs that are applied to the raid then use them again during the 2nd intermission of the fight to top your tanks and the players pushing the rings.

Kel'Thuzad

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 3 2 3 3 1 3 1 for Shock Barrier

Notes:

Blessing of Freedom prevents the root effect from Frost Blast thus it should be used on yourself on cooldown or any other player soaking, especially if they’re a melee/tank after having used your dispel.

Save Divine Protection and Divine Shield for dying Glacial Spikes as this upfront damage can one shot if you’re not at full health, especially later on through the fight. Your throughput cooldowns should be exclusively used to heal the raid during the Frozen Destruction debuff applied to the raid after Glacial Spikes die.

Hammer of Justice can be used on tank adds spawned from Soul Fracture and should be used on cooldown to prevent the adds from casting and causing raid damage.

During the intermission, initial aggro can be an issue. Using Blessing of Protection on DPS or your tank that is currently picking up their souls from Soul Fracture can prevent unnecessary deaths.

Sylvanas Windrunner

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Talents: 3 2 3 3 1 3 2 for Maraad’s Dying Breath

Talents: 1 2 3 3 1 3 1 for Shock Barrier

Notes:

Phase 1

In the first phase of the fight, you can either commit cooldowns to the first set of Shadow Daggers and use them again in the intermission or save your throughput for the set of Shadow Daggers after the first Veil of Darkness then have them back for phase 2 of the fight during the first boss burn of the phase that overlaps with her Shadow Daggers cast that applies the debuff to the entire raid.

Blessing of Protection can be used to prevent a chain from dragging you if it is applied before one attaches itself to you. Blessing of Freedom can also be used after its application to mitigate the pull from the chain which is especially useful whilst dodge Rive and the puddles it spawns in the intermission.

Phase 2

In phase 2, banking Divine Steed and/or your covenant specific movement cooldowns like Door of Shadow or Soulshape so you can dodge Veil of Darkness is critical to avoid adding pressure to the raid healing. If this debuff is applied to the raid, be sure to prioritise healing players with this debuff to remove it.

Phase 3

In phase 3, you can swap to Concentration Aura and use Aura Mastery to prevent the silence and interrupt effect of Banshee Scream during your bloodlust to allow your caster DPS and healers to keep using their abilities (if your Devotion Aura isn’t required). I would only recommend this if there are other paladins in the raid group that can provide Devotion Aura.

It is crucial to dispel Banshee’s Bane from tanks or DPS who accidently picked up a puddle just before the boss finishes casting Banshee’s Fury. The players dispelling tanks should be pre-assigned and dispelling just before the cast finishes prevents the ensuing puddles from being picked up by mistake before the Banshee’s Fury cast completes.

Rule of Law can be a life saver here and if you stand on the edge of a platform (without jumping over) and spot heal players who have left with the Wailing Arrow. You have to commit personals such as Divine Protection and health potions as you’re taking extra damage but it is a worthy trade if you can prevent a death.

Castle Nathria

Shriekwing

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The main tank will be taking ever-increasing damage and spot healing will be required when they attempt to clear their tank debuff. Damage reduction cooldowns should be used as tanks approach over 5 stacks of Exsanguinated; whilst spot healing is required as tanks clear their stacks in blood pools and as players are targeted by Echolocation.

It would be wise to use your cooldowns before the intermission where line of sighting is more important since if mistakes are made here, your raid members are more likely to die than any healer being able to save them.

Huntsman Altimor

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Crusader’s Might edges over Bestow Faith as you have consistent melee range access to the boss whilst the fight length should also be around 5 to 6 minutes long, meaning you can invest more mana into Crusader Strike for more Holy Power generation.

Major cooldowns may be required if your raid doesn’t handle the Shades of Bargast properly since their casts cause huge raid damage and be sure to heal the NPC that is spawned from the tank taking Bargast’s Rip soul ability. Watch raid members targeted by Sinseeker and be mindful of players helping them soak (if it is required). Tanks will require healer attention for the majority of the fight and this role is fitting for a Holy paladin since you’re closer to tanks to make use of Crusader Strike on the boss which in turn boosts the effect of your Mastery: Lightbringer on your healing spells.

Vicious Lunge can be immuned by Blessing of Protection.

Sun King's Salvation

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Bestow Faith is the superior choice as you do not want to chase around adds to make use of Crusader’s Might, as the primary focus is to cast Holy Light’s into Kael’thas and spending your Holy Power on Word of Glory. Be sure to apply your Beacon to Kael’thas after the encounter has started as you want to take advantage of its Holy power generation as you heal. Regardless of which covenant you have picked, it is wise to use your covenant class ability on cooldown from the start.

Play with Glimmer of Light and keep your Beacon of Light on Kael’thas for the main phases of the fight. When the Shade of Kael’thas is active, be sure to move your beacon to a tank and then swap it back to Kael’thas after the shade is gone.

Be sure to pick up Infuser’s Boon from a dying Soul Infuser to heal Kael’thas more effectively (major cooldowns should be saved for this). Vile Occultist’s drop Essence Font’s on the ground which requires healing to full health to, in turn, heal Kael'thas.

As adds spawn, using Blessing of Protection on DPS who could grab aggro, whilst popping their major cooldowns for example, will make picking up and stacking adds easier for tanks. Upon death, small Pestering Fiends will explode for around 4000 damage. So be careful if they’re next to you.

Artificer Xy'mox

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This fight’s raid damage is spiky. During downtime between abilities, you should DPS the boss whilst no players require healing and not waste your Divine Steed charges, as they are important for avoiding deadly mechanics such as Root of Extinction.

Be sure to heal players carrying the bombs especially if they have the Withering Touch debuff. Rule of Law becomes extremely valuable to top off players who are carrying seeds away from the raid.

In addition, you should watch out for Edge of annihilation and run away from ghosts that mind control you on contact possession, but this can be prevented with Divine Shield.

Hungering Destroyer

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Being in melee range is important for throughput from Crusader’s Might’s holy power generation and Glimmer of Light proccing but if you find yourself struggling to do and/or you’re assigned to soak a ranged Gluttonous Miasma then Light's Hammer is your go-to pick.

Be wary of putting Volatile Ejection onto other players. It is mostly used to stay still and let other players adjust but movement will be required if you’re soaking someone’s Gluttonous Miasma and you get focused by Volatile Ejection. Avenging Wrath is best used to top the raid before and after Desolate is cast. Be sure not to forget to use Door of Shadows, if you’re Venthyr, to escape Consume.

Lady Inerva Darkvein

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Crusader’s Might is a powerful option for on-demand Holy Power generation and increased throughput with Glimmer of Light to triage heal for debuffs such as Shared Cognition, players spawning adds with Concentrated Anima, players with Shared Suffering and anyone caught between them.

When an Anima container is opened, the player that clicked it will require spot healing due to the Anima Release debuff that is applied. This will then be followed by raid damage from Loose Anima. Be sure to Aura Mastery with Devotion Aura and use your remaining throughput cooldowns to keep debuffed raid members alive throughout this period of raid wide damage.

The Council of Blood

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Crusader’s Might is worth taking on this fight, but those who prefer to play safe, Light’s Hammer is less punishing as you can throw it down for AoE healing during mechanics such as Dark Recital and moving out of melee range for Evasive lunge.

As the fight progresses Oppressive Atmosphere will grow in strength, Drain Essence will be cast on random players who will require spot healing to prevent deaths. Be wary of players who get paired with Dark Recital, they will receive damage if they’re further than 8 yards away from each other and can potentially dip to dangerously low levels of health if they’re not moving together properly.

Sludgefist

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Crusader’s Might is the superior choice here due to the damage check of the boss and superior Holy Power generation. Beacon of Faith outperforms other options on this talent row due to the tank soaking mechanic Giant Fists.

Be mindful of Chain Link mechanic and try not to move further than 12 yards apart if you are paired with someone. Blessing of Protection can mitigate its Shattering Chain effect if you see another player about to break it or you want to use Divine Shield at the same time you use Blessing of Protection on your partner to safely break the chain without killing your partner.

Stone Legion Generals

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Tank and raid damage will be high for this encounter on top of spot healing requirements being medium to high, depending on the number of Wicked Laceration stacks on your main tank, as well as Serrated Tear on raid members targeted by Wicked Blade. Be sure to give Wicked blade a wide berth as it can be deadly if it goes through a clump of players.

Raid damage will be predictable during Hardened Stone Form, players will pick up orbs and deliver them to an NPC. Each time this occurs, high amounts of raid damage will occur, be sure to respond with Aura Mastery whilst using Devotion Aura and potentially Avenging Wrath to spot heal players who were not able to clear their bleed debuffs.

Heart Rend is the main healer mechanic in this fight and will require coordinated dispelling to prevent overwhelming damage on multiple players from Heart Hemorrhage.

Light’s Hammer is a potent choice here as it offers on demand AoE healing and damage that can be thrown down into the raid stack to help top people during Crystalize. The other alternative; Crusader’s Might is a potent choice here that will help spot heal players with numerous debuffs.

Holy Prism is valuable but mana intensive. It offers on demand AoE healing as there are multiple targets active throughout the encounter which limits the healing of Judgement of Light.    

Stone Breaker’s Combo is the bleed removal mechanic that is important to get right, as there are two parts to it. Crystalize occurs for 5 seconds then triggers Crystalline Burst which deals damage and removes bleeds. Afterwards Pulverizing Meteor will be cast which requires soaking by the entire raid (at the same location), denoted by a large circle. Personals such as Divine Protection and coordinated raid-wide cooldowns are the key to executing this phase of the fight. Whilst General Grashaal is active, be sure to move out with Pulverizing Meteor to the edges of the room for the ground effect not to take up valuable space in the middle of the encounter space.

Sire Denathrius

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In Phase 1 of this fight, You can use Avenging Wrath and your covenant ability on the first Cleansing Pain of the fight, as this can be very healing intensive. It’s important to stabilize the raid before soaking Night Hunter. Aura Mastery with Devotion Aura is important to use on the first Blood Price in this phase as this will be the hardest hitting Blood Price of the phase.

In Phase 2 of this fight, it’s important to dodge Sword lines and the Pools of blood that spawn after adds die. Being in melee range of an add or boss is important for generating resources but don’t be afraid to step out of melee range to dodge mechanics. Tanks will take significantly more damage than in the previous phase and they are your priority target to heal throughout this phase.

In Phase 3, the tank taking Shattering Pain is your priority healing target whilst triage healing players who are soaking and topping the raid before Hand of Destruction detonates.