The first thing you'll find out about Halfus Wyrmbreaker
is that you're going to treat the encounter differently every single week. Halfus gains new abilities based on the drakes that are active on any given week, and these abilities dictate how we'll be healing. The Orphaned Emerald Whelps
and the Time Warden
both grant Halfus' pet Proto-Behemoth
abilities that will deal widespread raid damage, while the Nether Scion
and Slate Dragon
will make healing the tank quite difficult
Everything goes uphill from here
Regardless of the week's drake combination, Halfus is a front-loaded fight for healers. At the start of the encounter, you'll be healing at least two tanks, and they'll be dealing with Halfus and a few of the responsive drakes. The drakes, while seemingly innocent, actually deal a respectable amount of damage to tanks, and so you'll be pulling out all of the stops to keep your tanks alive at the start of the fight. If you have an AoE-heavy drake composition, make sure to use Holy Radiance
during this early phase while keeping the tanks alive. Aura Mastery
can also be useful to mitigate the AoE fire damage, so use it early.
Don't mess around with trying to use Holy Light
too much until you've killed the drakes, as the incoming damage is simply too high. Divine Light
is the right heal for the job, and you should use your regeneration abilities or trinkets early to sustain your throughput. Don't hesitate to pop Avenging Wrath
, Divine Favor
, or your Guardian of the Ancient Kings
-- this is literally the perfect use case for these cooldowns. I prefer putting Beacon of Light
on the main tank and then using Tower of Radiance
procs from my Divine Lights to grant me enough holy power for a free Word of Glory
. I also use my Hand of Sacrifice
to absorb some of the tank damage, especially if the Slate Dragon or Nether Drake is around. As the drakes start dying, you'll notice that the incoming damage will drop dramatically. As soon as you've finished off the drakes, use your Divine Plea
during the lull before phase 2.
The rest of the fight is relatively simple to heal; just make sure you keep the tank topped off, as you won't be able to heal them during the periodic stuns. If the Slate Dragon was active, you can also use your Hand of Protection
to clear the Mortal Strike debuffs
from your tank, allowing them to receive the full benefit of your healing spells. Holy Radiance is a simple way to heal everyone up after a Furious Roar
, though you might have to avoid stacking too closely if the Proto-Behemoth is shooting fireballs your way.
Valiona and Theralion
The twin dragons
are a perfect example of why healing meters can lie about what's really happening. When your guild first starts working on this encounter, your incoming damage is going to be massive. Once everyone learns their roles and positions, you can get through the fight without taking much damage at all, which in turn makes it look like we're doing less healing than usual. Our goal as holy paladins is to keep everyone alive long enough to learn the fight, with the hope that they'll learn it well enough to give us time to breathe.
When dealing with the Meteor-like
, you'll want to pop Aura Mastery
right before you dispel the debuff. The spell deals shadow damage, and so Aura Mastery will knock a ton of damage off the total hit. Make sure that you don't dispel it until after there are a few people in range of the debuffed player; otherwise, you might kill someone. It's sort of like dispelling Necrotic Plague
, except the player with Blackout moves toward your raid, which I guess means that your raiders are actually Drudge Ghouls
I like to use Holy Radiance
to clean up the damage dealt from Blackout, though don't stack too closely after a Blackout (you're avoiding Theralion's orbital bombardment
). The tank damage should be fairly light, so toss them a Beacon and focus on topping off your raid. Don't waste mana on Divine Light unless you need to, as Holy Light
and Holy Shock
are usually enough to get the job done. You're basically saving your mana for the more healing-intensive Theralion phase, so be conservative and use small heals. You can use Divine Plea during either of the phase transitions, as there's no abilities active and generally not any healing needed.
AoE healing handles Theralion's threats
is basically the ultimate spell for countering Theralion's abilities. You'll be stacked up
with the rest of the ranged classes, and Holy Radiance is going to be super-effective. Not only does it provide powerful healing to those nearby, it will also give you a speed boost when used, allowing you to quickly get out of the void zones
that Theralion spits out. I like to use my Divine Favor
and then pop a Holy Radiance if my raid gets particularly low on life, as the extra haste from DF will give HR a few bonus ticks of healing.
The only catch to using Holy Radiance is that you want to wait for Theralion to use his Engulfing Magic
before you pop HR. Engulfing Magic makes you nuke everyone nearby when you do any healing, and if HR is active and you get hit with EM, you've just killed everyone. As soon as you see EM get cast on someone else, you're safe to use HR. If you do get hit with EM, you'll do double healing while it's active, so use that time to heal everyone up while standing away from them. Make sure to keep an eye on the tank during this phase; since you won't be hard-casting many heals, they won't see many Beacon heals
The Light and How to Swing It: Holy helps holy paladins become the powerful healers we're destined to be. Learn the ropes in Cataclysm 101 for holy paladins, study the new balance between intellect and spirit and learn how to level your new Sunwalker. Tanking is a job, DPS is a craft -- but healing is truly an art.