The long and short of what I'm explaining is best described in Noxxic's link http://www.noxxic.com/wow/pve/paladin/holy
This is going to be a work in progress but I will be continuing to update and edit this post as EJ, Icy-Veins, and MMO MeltingPot are all incorrect in their stat weights.
Holy Pally stat weights:
Spirit >=Int > Mastery >= Haste > Crit
- Quick breakdown of Mastery >= Haste. Until you have ~10k+ mp5 you are going to be burning though mana too fast for it to be a sustainable stat beyond 3-4 minutes in a raid fight. Where our mastery doesn't force us to consume mana faster it provides a % of our heal as a bubble on top of the 100% heal that we provide to that person. Look at getting to around 485 iLvl and get your haste to 3506 rating (with the raid buff it brings your haste to 25.03% which gives your EF an additional tick for healing), then pour the rest into mastery if spirit isn't the first option. Only go this route if you have the play room, until then stat mastery into a higher priority over the soft haste cap until then.
- First thing people need to know about 5.1 is that with the mana cap we are going to need a ton of spirit, which no longer comes from int as it once did. Mastery is weighted over haste due to the bubble it creates on people without the cost of any additional mana. (MoP is rewarding efficient healers over speed healing), look at Holy Radiance (HR) or Divine Light (DL) they both cost 21k mana, that is a !@#$ ton to spend on a single heal!
I want to note our soft haste cap (Entirely optional!!!) of 3506 (this is accounting for the haste buff in raid) is something that you may want to look at when you have 11k+ mp5 unbuffed as it provides your EF another tick in the HoT. Please note that the haste rating of 5806 without the 5% buff in raid is not quantifiable in any situation compared to the stat weight into Mastery
With our gemming we want to use 3 Gems
Purified Imperial Amethyst - Used in any red sockets
Zen Wild Jade - Used in any yellow sockets
Sparkling River's Heart - Used in any blue sockets
Revitalizing Primal Diamond - Used in our meta socket
Haste caps received from: http://www.totemspot.com/vb/entry.php?b=41
- NOTE: The one thing I want to critique here is that you will be swapping your 4th, 5th and 6th talent a lot based on the fight if you are doing progression, look into fights and see what can give you the edge as going into detail will not help without knowledge of your raid comp and skill level.[/ul]
The use of Sacred Shield (SS) or Eternal Flame (EF)
- The biggest difference is on the implementation of the two abilities; SS is a predict and prevent where you need to be able to predict the damage coming in. The major downside to this is that it has a 5 second ramp up time and can only prevent a small amount of damage every 5 seconds IE: Doesn't handle well with burst damage. Looking at the EF ability it is designed for instant recovery with a HoT on top to finish off their health pool, it works very effectively in playing catchup, MT/OT healing as one is beaconed and you EF the other, effectively healing both tanks with one heal, combined with Glyph of the Protector of the Innocent you also heal yourself for 30% of your total EF on the target. Overall for most people I would suggest EF as looking into WoLs and trying to predict damage taken is not as effective for people as healers are used to being reactionary; we see health bars go down and we fill them up.
Regarding rotation you want to use Holy Shock (HS) whenever it is off CD.
- Our healing is based off our Holy Power (HP) and mana conservation to do this I use Beacon of Light (BoL) on the main tank and Holy Light as much as possible (spamming it to no end) the reason is the beacon target receives 100% of the heal on top of your target, your heal just doubled in its efficiency on top of being a mana conservation. Divine Light should only be used on your beaconed target as this will generate 1 HP (there are one off situations where another person needs a DL).
Eternal Flame's use
- In 25m don't worry about Eternal Flame (EF) on anyone other then the MT and OT, as Light of Dawn (LoD) heals more then EF does in 25m to benefit from LoD in 10m you need to make sure that there is steady aoe damage coming out. With the talent tree in the 5th row in Divine Purpose, 25% of the time you will have a free heal with your HP, and yes it can proc from itself over and over again (I have personally hit 7 procs in a row resulting in using 24 HP for only the cost of 3).
How to use Divine Plea to its maximum benefit.
- The biggest thing people who play Holy Pally's seem to forget is the use of Divine Plea (DP), it should be used at 80% mana. People ask "but why would I use it when I have tons of mana already?" Divine plea gives you 12% of your mana back, on a 2 minute cd you can use it 3-6 times a fight depending on the fight (haven't seen been in a raid fight where the boss is less then 6 minutes long). Rather then only using DP when you have to cause you are out of mana use it at 80% (this accounts for the 12% and the additional you wait while it is being used that is mp5 regen/the casting time from the glyph of DP) at that point you should use it every time it is up from that point.
I wanted to continue this thread with a bit more about the nitty gritty on Holy Pally healing, when you look at healing it isn't as simple as just using an add-on to heal people and end of story. Every class has a strong point and a weak spot knowing how to utilize your class to the best possible in every situation will make you wanted by every guild out there. People can fix a lack of gear but a lack of skill is another thing. I will lay it out so everyone can benefit as much as possible.
- Holy Pally's real strength lies in being a reactionary healer, we see something happen and fix it, we are provided with such strong single target heals that we are often relied on as tank healers. With the change in MoP with HP we are much more versatile once we adapt to the changes, if you have noticed that resto shamans are coming out on top over your heals it is because you are missing the key point: HP is more then a instant burst of healing with EF, use your holy power when there is massive AoE damage going out with LoD, we have enough normal healing spells that are high single target as is to not worry about burst damage too much with HP.
- Holy Pally's biggest downfalls are mana conservation and raid positioning, I have touched on why mana is such a huge issue with the cost of spells, but I want to talk about how to counteract this, HP, our abilities are based around HP and should be utilized as much as possible, Holy Shock (HS) should be used every time it is up (even if there isn't anyone to heal), Holy Radiance (HR) generates a HP also but is expensive, Divine Light (DL) and Flash of Light (FoL) both generate a HP when used on a beaconed target, Crusader Strike if you are in melee and need HP for LoD you can rack it up quickly with multiple abilities.
FUN FACT: Holy Shock is not just a burst single target heal, it is also an AoE heal if used after a HR.
The second thing I want to touch on here is our second greatest weakness: Positioning.
[ul]We are not instant casters (with the exception of EF/WoG and LoD which is our little trick to turn it around which I'll explain in a bit). When it comes to raid positioning you want to position yourself so that if possible you never have to move your character to heal someone as you are always in range of every character, you plant your feet there as long as possible without ignoring raid mechanics (FIRE!!!) with the most of our abilities being casting we cannot move and heal. HR, DL, FoL, HL are all caster heals and as such we need to have the best positioning as possible so we are not continuously moving and not healing. The only thing I can advise is that we save HP for if we have to move often (Stone Guard in MSV) and use it accordingly, if I know I am going to be moving a bit in the fight I generate 5 HP and then move, I now have 3 heals on the move which are all quite strong (3HP LoD or EF) which ever is taking more damage, then a HS on a single target (this generates 1 HP and is an instant cast so you can cast on the move with it) and another 3HP heal. At this point stringing combos is going to come more naturally as you start to realize what we have in our toolbox to string heals off back to back without worrying about mana.
EDIT: I did some much needed formatting and addition to the page.