Sun’s Radiance Holy Paladin Mythic+ Healing Guide In WoW War Within Season 3
Welcome, dear reader. My name is Librarian Husky. As a Paladin, your gameplay revolves around a resource system of Holy Power builders and spenders. Understanding how to efficiently generate and use this resource is fundamental to mastering the specialization’s healing and damage output in M+ dungeons.
Holy Power Builders
Your primary builder is Holy Shock, an instant heal that grants one Holy Power and has two charges. You should use it as often as possible. Other builders include Greater Judgment, which generates one Holy Power, and Crusader Strike or Hammer of Wrath, which serve as fillers.
Infusion of Light Procs
Each Holy Shock has a 20% chance to grant Infusion of Light, which empowers your next Flash of Light or Greater Judgment. This proc transforms Flash of Light into a very potent and efficient healing ability that you should aim to use whenever it is active.

Holy Power Spenders
Each Holy Power spender costs three Holy Power, and with a maximum of five, you cannot cast two spenders in a row without an external effect. Your core healing spender is Eternal Flame, a powerful initial heal with a healing-over-time effect. For damage, you use Shield of the Righteous.
Divine Purpose
The Divine Purpose talent gives each Holy Power spender a chance to make your next one free and 15% more effective. This allows you to occasionally cast two spenders back-to-back, providing a significant burst of healing or damage when it procs.
- Your Goal: Build 3 Holy Power, then spend it on a powerful ability.
- Primary Builder: Use Holy Shock on cooldown.
- Other Builders: Use Greater Judgment, Crusader Strike, and Hammer of Wrath.
- Healing Spender: Cast Eternal Flame for a large heal and a heal-over-time effect.
- Damage Spender: Cast Shield of the Righteous when no healing is needed.
Key Abilities and Hero Talents
Beyond the basic builder and spender gameplay, Holy Paladins utilize several unique abilities that define their healing style. These abilities are central to the Herald of the Sun hero talents and provide significant power spikes on short cooldowns, forming the backbone of your group healing.
Holy Prism
Holy Prism is a core hero talent ability. Cast on an enemy, it deals single-target damage and AoE healing; cast on an ally, it provides single-target healing and AoE damage. Using it grants a free Holy Power spender and applies two stacks of Dawnlight, a healing or damage-over-time effect.
Beacon of Virtue
This is the most powerful ability in the Holy Paladin toolkit, available every 15 seconds. It applies a Beacon of Light to your entire party, causing 20% of your healing to be duplicated onto each of them and also providing a 5% damage reduction.
Major Healing Cooldowns
Holy Paladins have access to two major cooldowns that provide immense healing and utility. These abilities are your primary tools for handling moments of intense, sustained group-wide damage and should be sequenced carefully to avoid creating gaps in your healing coverage.
Divine Toll
Divine Toll instantly casts five Holy Shocks on nearby targets, granting five Holy Power. More importantly, it grants two stacks of Rising Sunlight, which causes your next two Holy Shocks to strike two additional times, turning a mediocre heal into a hard-hitting one.
Avenging Wrath
This cooldown increases your healing and damage by 15% for 20 seconds. Through the Sun’s Avatar hero talent, it also applies four Dawnlights and links you to your allies, healing them and damaging enemies who stand in the beams, making your position crucial.
- Beacon of Virtue (15-sec CD): Your bread-and-butter AoE healing. Duplicates your healing across the entire party for a short duration.
- Divine Toll (1-min CD): Your “reset” button. Instantly casts five Holy Shocks, providing a massive burst of group healing and generating 5 Holy Power.
- Avenging Wrath (2-min CD): Your “go big” cooldown. Increases all healing and damage done for 20 seconds.
- Lay on Hands (8-min CD): Your ultimate emergency button. Instantly heals a friendly target for 100% of your maximum health.
Utility and Defensive Cooldowns
In addition to major healing throughput cooldowns, you have a suite of powerful utility and defensive spells. These tools are essential for mitigating damage, controlling enemies, and reacting to emergency situations where your standard healing rotation is not enough.
Defensive Abilities
Your primary defensive is Divine Protection, which reduces damage taken by 20% on a short 40-second cooldown and should be used often. For emergencies, Divine Shield provides complete immunity for 8 seconds. Lay on Hands is your ultimate panic button, healing a target for 100% of your maximum health.
Blessings and Utility
You bring seasonal blessings like Blessing of Spring for healing and Autumn for cooldown recovery. You also have Hammer of Justice for a single-target stun, Blinding Light for an AoE blind, Blessing of Freedom for mobility, and a low-cooldown melee interrupt in Rebuke.
The Gameplay Loop and Sequencing
The Holy Paladin playstyle is not a fixed rotation but a careful sequencing of power windows. Correctly managing your cooldowns to align with incoming damage is the key to success and preventing situations where your group is left vulnerable without a major healing solution available.
The Beacon of Virtue Window
Your most frequent power spike is the Beacon of Virtue window. You should wait for the first tick of AoE damage before activating it to maximize the initial heal from Pillars of Light and its duration. During this window, empowered Flash of Light casts are extremely powerful.
Sequencing with Divine Toll
Divine Toll can be used during the Beacon window for a massive burst of healing, but this can leave you vulnerable during Beacon’s 7-second downtime. It is often better to hold Divine Toll for this downtime period to bridge the gap to your next Beacon power spike.

Using Avenging Wrath
Avenging Wrath is your most powerful cooldown and is best used during the Beacon downtime to cover your party with a high amount of healing via the Dawnlights from Sun’s Avatar. Since it lasts 20 seconds, you will typically use one Beacon while Avenging Wrath is active.
The Full Healing Rotation
The basic gameplay loop is Beacon, then Divine Toll (during or after), then another Beacon, followed by Avenging Wrath (with one Beacon used inside it). This sequence lasts about 51 seconds, meaning Divine Toll will be available again to restart the loop.
- Phase 1 (Seconds 0-8): Use your first Beacon of Virtue to handle initial group damage.
- Phase 2 (Seconds 8-15): Use Divine Toll during the Beacon downtime to bridge the healing gap.
- Phase 3 (Seconds 15-23): Use your second Beacon of Virtue charge.
- Phase 4 (Seconds 23-43): Use Avenging Wrath. This powerful cooldown will cover the next 20 seconds (and you will use a third Beacon inside this window).
- Repeat: After this full sequence, Divine Toll is ready again, and the loop can be restarted.
Damage Rotation
Dealing damage is an important part of a healer’s contribution. The basic premise is to use your builders and spenders for damage when healing is not required, while also leveraging your hero talents and cooldowns to maximize your offensive output during downtime.
Dealing Damage as a Healer
Use Greater Judgment on cooldown, generate Holy Power with Crusader Strike and Hammer of Wrath, and spend it on Shield of the Righteous when no healing is needed. Use Holy Prism on an enemy for single-target damage or an ally for AoE damage.
Talents and Stat Priority
Choosing the correct talents and prioritizing the right secondary stats are crucial for optimizing your performance. The standard build focuses on enhancing the core gameplay loop, while stats are aimed at balancing healing throughput with cooldown reduction and efficiency.
Talent Recommendations
For the specialization tree, the presented talents are standard, focusing on empowering your core abilities. For hero talents, there is no meaningful variation. The class tree offers some flexibility, but the core utility and defensive talents should be prioritized.
Stat Weights
You should aim for a balance of Haste and Critical Strike. Crit is powerful because it enhances the healing of Holy Shock and Flash of Light, and also applies a small healing-over-time effect. Mastery is also a decent stat as it increases healing to nearby allies, which synergizes with your melee position.
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