Season of Discovery (SoD) Paladin Healer Build Guide & Best Runes

paladin healer (2)

Devout followers of the Holy Light, Holy Paladins have long been regarded as one of the most potent healing specializations for Single-Target Healing throughout the entirety of WoW Classic. Known to offer a large plethora of utility spells besides their amazing heals, Paladins can provide their raid with Blessings, Auras, Purify, Lay on Hands, and even damage negation effects!

The new Rune System introduced by the Season of Discovery further empowers the existing Holy Paladin specialization, granting it never-before-seen exciting new abilities such as the Horn of Lordaeron and Inspiration Exemplar while also adding some old ones that were available during WotLK Classic such as Beacon of Light, Sheath of Light, Sacred Shield, and Divine Sacrifice.

Build Summary

While the Holy Paladin or as it is now known as “Healer Paladin” was widely regarded as one of the best Single-Target Healing Specializations, the new build that they can adopt during the Season of Discovery grants them new possibilities with an emphasis on some AoE Healing as well through the Beacon of Light rune. They retain most of their core abilities, with Flash of Light and Holy Light remaining their main Healing Spells.

As always, Flash of Light will be used to heal small injuries while Holy Light will be used in critical situations where chunky healing spells are mandatory. Since Holy Paladin tends to be a very spammy class, players should be very mindful of their mana, especially when using Holy Light.

Judgement finally becomes useful for us as the Seal of Wisdom and the Seal of Light become available. While the Seal of Light is rather situational and much more useful for heavy melee-oriented raid groups, the Seal of Wisdom and Judgement of Wisdom are extremely useful for any specialization, providing a much-needed group-wide mana regeneration tool.

The hype around Holy Shock and the potential of a Shockadin build is so “meta” at the moment that we will try to summarize it as much as possible while attempting to not create a 100-page thesis on why it would be so amazing as a viable PvE Hybrid Damage Dealer/Healer play style. Holy Shock is going to serve as one of our core abilities, being an instant cast that can be used even while repositioning to heal our allies. Simply put, the spell itself is amazing and should be used both as a way to top off the tank right after a Holy Light in a dire situation and as a simple yet effective raid-wide tool for minor injuries.

We also gain access to a “Panic Button”, the Divine Favor which can be used in dire situations in conjunction with Flash of Light, Holy Light, and Holy Shock to guarantee a Critical Heal! Speaking of “Panic Buttons”, we now also have access to Divine Shield which can be used as the ultimate survivability tool!

The new runes also grant us additional utility tools on top of our already insanely strong utility arsenal, allowing us to provide effects such as the Horn of Lordaeron and the Inspiration Exemplar.

On top of those effects, Divine Sacrifice also joins our roster of defensive abilities, allowing us to save our allies from impending doom by redirecting large amounts of damage to ourselves. Naturally, unlike the WotLk Classic counterpart of this ability, we will now also gain a 10% healing buff if we reach the 20% HP threshold. This change not only ensures our survivability but also provides even stronger healing for our allies after we manage to mend our bodies and minds.

While Beacon of Light doesn’t provide AoE healing per se, it does grant us versatility when it comes to “Cleave Healing”, allowing us to either heal both tanks at the same time, heal the tanks and ourselves at the same time, or heal the Main-Tank and the rest of our injured DPS allies at the same time.

Additionally, Phase 2 introduces Sheath of Light and Sacred Shield as two new main runes for Healer Paladins in PvE!

Sheath of Light is a vital component of our build as it massively increases our Spell Power. The only downside of the rune is that it requires us to land a melee attack on a target to refresh the 1-minute effect. Luckily for us, Judgement counts as a melee attack, meaning that all we have to do is successfully land a Judgement on the target. If we miss the attack, all we have to do is reposition and hit the target once with a melee swing.

Sacred Shield is a phenomenal addition to any Healer Paladin’s kit, allowing us to place a buff on ourselves or our allies that triggers an absorption effect any time the target is hit. The buff lasts 30 seconds with the effect having an inner cooldown of 6 seconds. Furthermore, while the target is shielded, any Flash of Light cast has a 50% increased chance to critically strike while also placing an HoT on the target for 12 seconds. Simply put, you will always want to maintain this ability on your Main Tank and spam Flash of Light.

Phase 2 also comes with the Infusion of Light rune which ties in directly to the Holy Shock spell. However, the Infusion of Light serves mainly as a PvP rune, enabling the fan-loved Shockadin build to finally be playable. As such, the Infusion of Light is not viable at the current moment for a possible Hybrid Damage Dealer/Healer play style.

Runes

Chest

Horn of Lordaeron

  • The Paladin blows the Horn of Lordaeron, which increases total Strength and Agility of all party members within 30 yards by 36. Lasts 2 min. Exclusive with Blessing of Might.

For those of you who play Shaman, you might recognize this spell as a simple yet effective variant of the Strength of Earth Totem and Grace of Air Totem effects combined. The only issue with this spell is that it cancels out the Blessing of Might buff.

Seal of Martyrdom

  • Fills you with holy spirit for 30 sec, causing each of your melee attacks to deal 30% weapon damage to your target, but you lose health equal to 10% of the damage inflicted. While this seal is active, your party and raid members within 40 yards each gain mana equal to 10% of damage you take from this seal. Unleashing this Seal’s energy will judge an enemy, instantly causing 70% weapon damage at the cost of health equal to 10% of the damage inflicted.

While this rune is better suited for Retribution Paladins or Protection Paladins, the Seal of Martyrdom can have its uses for Holy Paladins as well! This ability can be used as a mana regeneration tool for all of your party members. You may consistently attack your target whenever your allies no longer require any healing to generate mana with each attack. The only trade-off is that you will lose Health Points yourself, meaning that you will constantly have to heal yourself in the process. You will also have to react quickly if any of your allies requires healing, meaning that you can’t simply slack off doing AFK auto-attacks while using this ability.

Gloves

Beacon of Light

  • The target becomes a Beacon of Light to all members of your party or raid within a 40-yard radius. Any heals you cast on party or raid members will also heal the Beacon for 100% of the amount healed. Only one target can be the Beacon of Light at a time. Lasts 1 min.

This rune’s primary role is to introduce a new core spell to the Holy Paladin specialization. Finally, a proper AoE healing tool! For those who played during the WotLK Classic, Beacon of Light makes its way as a well-welcomed AoE Healing effect. While technically not an actual AoE Healing Spell, this ability allows you to bless one target, granting them all of the heals that you cast on all other targets than the player affected by the Beacon of Light spell.

This ability offers massive versatility as you can consistently swap the target whenever you desire, allowing you to switch from healing both Main-Tank and Off-Tank at the same time to healing the Main-Tank by healing all of the other injured allies.

Waist

Sheath of Light

  • Dealing damage with your melee weapon increases your spell power by an amount equal to 30% of your attack power for 1 min. In addition, your critical healing spells heal the target for 60% of the healed amount over 12 sec.

The Sheath of Light will be your main Waist rune as it grants an incredible damage boost to all of your Holy spells! A bonus to our Spell Power based on 30% of our entire Attack Power simply allows us to massively empower all of our Healing Spells. The only downside is that it forces us to engage in close-quarters combat to maintain the buff active, meaning that we will often be forced to reposition and hit the bosses.

While we may need to reposition to land a hit on a boss, luckily for us, Judgement counts as a melee attack, meaning that all we have to do is successfully land a Judgement on the target.

Legs

Inspiration Exemplar

  • Your inspiring presence periodically dispels Fear and Sleep effects on nearby party members.

This new rune introduces a very potent utility tool for Holy Paladins, granting them a very similar effect to the Shaman Tremor Totem. The buff persists for two minutes, effectively generating a large amount of utility for your group. Since runes are hot-swappable, we can fully make use of this rune whenever the raid encounter requires us to do so. We will no longer be stigmatized as lesser versions of Shamans, mark my words!

Divine Sacrifice

  • 30% of all damage taken by party and members within 30 yards is redirected to the Paladin for 10 sec. Damage which reduces the Paladin below 20% health will break the effect and grant the paladin 10% increased damage and healing done for 10 sec.

The primary role of this rune is to make us smile. No really, this rune is absolutely amazing for us. Divine Sacrifice is widely known as one of the strongest defensive cooldowns in the game, providing massive utility for all raid compositions. While we won’t be able to benefit from its full effect as its WotLK Classic counterpart, it will still allow us to use its effect for our current party group.

The existence of this rune emphasizes the need for proper positioning and proper raid-group placement of Paladins, as its effect is strong enough to prevent most one-shot raid mechanics.

Feet

Sacred Shield

  • Each time the target takes damage they gain a Sacred Shield, absorbing (36 * <healpower> / 100) damage and increasing the Paladin’s chance to critically hit with Flash of Light by 50% for up to 6 sec. In addition, causes your Flash of Light to heal targets with Sacred Shield for an additional 100% over 12 sec. They cannot gain this effect more than once every 6 sec. Lasts 30 sec. This spell cannot be on more than one target at any one time.

Do Healer Paladins really receive an Absorption Effect that can also place a Single-Target HoT EffecT as well? What’s next, an AoE HoT Healing Spell? Jokes aside, Sacred Shield is an amazing Absorption Effect that scales with our Spell Power, making it considerably stronger the more gear we acquire! This ability will massively improve our Single-Target healing as we can now also place a HoT effect on the target by casting Flash of Light on it while the shield is active.

Talent Builds

sod phase 2 pve holy paladin healer talent build
Paladin Healer Build Talent Calculator

The Talent path for the Healer Paladin remains quite standardized for the second phase of the Season of Discovery, with only a few possible variations being available. Since there are no important early talents that we may want to acquire from the Retribution and Protection Talent Trees this early on in the expansion, we will spend all of our points in the Holy Talent Tree.

Divine Intellect and Spiritual Focus are absolutely mandatory as we will want to make sure that our Mana Pool is as large as possible while also mitigating any spell-casting interruption as much as possible. Healing Light is also completely mandatory as it empowers both of our core abilities, namely Flash of Light and Holy Light. The Improved Lay on Hands should also be considered a standard choice since we want to empower Lay on Hands as much as possible and reduce its cooldown.

Illumination is a mandatory 5 out of 5 talent as it not only unlocks two of our key talents but it also emphasizes the importance of Critical Strike Chance for Heaker Paladin. Luckily, we will be able to make use of this talent as Phase 2 heavily favors Healer Paladin when it comes to Critical Strike Chance sources. Improved Blessing of Wisdom is not only practical for yourself but also for all of your caster allies as mana regeneration will be a key component of most classes. We will also want to spend two points into Lasting Judgement to not only allow us to access talents further down the Holy Tree but also to eliminate the need for reapplying Judgement of Light or Judgement of Wisdom consistently.

However, if you believe that Lasting Judgement and Improved Blessing of Wisdom are not useful enough, you may spend points on Divine Strength instead as it directly buffs our Spell Power when combined with the Sheath of Light rune.

And lastly, we can now access the 3 big talents we’ve been all waiting for! Divine Favor, Holy Power, and Holy Shock are key components of any Healer Paladin’s build. Divine Favor acts as our big “Panic Button” allowing us to instantly guarantee a critical strike for Flash of Light, Holy Light, and Holy Shock. This talent should be used as a “Last Line of Defense” type of action in which you reserve it for dire situations.

Holy Power plays directly into the Illumination talent and some of our runes, allowing us to not only land critical heals more often but also regenerate our mana in the process.

Lastly, Holy Shock is the source of the famous “Shockadin” build, granting us both a potent Healing Spell and Damage Effect at the same time. The best part of Holy Shock is that it’s an instant cast ability, meaning that we can effectively heal any target while repositioning. Additionally, this spell ties into some of the new runes, providing some very interesting possibilities for both PvE and PvP.

Key Spells and Abilities

Flash of Light

Flash of Light is one of our two core abilities that we will find ourselves consistently casting. Throughout the majority of the encounters you will face, Flash of Light will bring consistent healing while also costing only a small portion of your Mana Pool. You will mostly use this spell whenever you find yourself swapping targets from the Main Tank to your DPS allies, as it has a very fast cast time. Generally, it is best to use Flash of Light as a means to heal minor or medium injuries, reserving the rest of your more powerful spells for more dire situations.

Holy Light

Praised be the ever-powerful yet mana-costing Holy Light! This spell lives up to its name, providing massive healing in exchange for a big chunk of your Mana Pool. Without proper regeneration tools at your disposal, spamming Holy Light will almost always spell out massive doom for both yourself and your allies, as it will surely bring you into an OoM situation.

Holy Light should be reserved for dire situations and only used in cases where one of your allies suddenly loses more than 45%-50% of their entire Health Pool in a matter of seconds.

Holy Shock

Shockadins, unite! Time to smite the enemy. Leaving the infamous Blizzard hype and jokes aside, Holy Shock is a new core ability introduced with the level 40 cap, allowing Paladins to either instantly deal Holy Damage to an enemy or heal an ally. While the “Shockadin” term is coined mainly as a PvP term, some people believe that the term and the build it implies will be viable in PvE as well thanks to the Infusion of Light rune which may become viable as a hybrid Damage Dealer/Healer play style when combined with a possible future rune in the later stages of the Season of Discovery.

In its current state and due to the power of the Sheath of Light rune, Holy Shock should only be used as a healing tool instead of a damaging ability for hybrid play styles during raids.

Divine Favor

Divine Favor, just as mentioned previously, should be treated as one giant “Panic Button”. This ability is extremely good when combined with Holy Light in dire situations, however, it may prove itself to be better when combined with Flash of Light in moments when time is of the essence. This means that you may want to use the first combination while a tank is at 30% health while you may want to use the second combination when a tank is at 15% health.

Alternatively, Divine Favor can be used with Holy Shock if you simply believe that the tank might not survive while u cast either one of Holy Light or Flash of Light.

Seal of Wisdom

The Seal of Wisdom is a useful utility tool that can be used to regenerate mana both for the Paladin and its allies. The seal itself regenerates a low amount of mana with each melee hit while its unleashed effect grants mana to every party or raid member that lands a melee hit on the target.

Seal of Light

The Seal of Light is a useful utility tool that can be used to regenerate health both for the Paladin and its allies. The seal itself regenerates a low amount of health with each melee hit while its unleashed effect grants health to every party or raid member that lands a melee hit on the target.

Judgement

Judgement is finally useful for Healer Paladin as it can be used in conjunction with the Seal of Wisdom and Seal of Light to proc Judgement of Light or Judgement of Wisdom. While the Judgement of Light is mostly useful only for Melee Specializations, the Judgement of Wisdom is useful for every specialization, meaning that we will prioritize it.

Lay on Hands

If you’ve ever played other RPG games than WoW, you must have surely seen a Paladin talking about Lay on Hands. This spell has long been known as a staple ability for the Paladin class in the majority of RPG games, with WoW Classic being no exception. This ability is extremely powerful, providing a heal to the target equal to the maximum Health Pool of the Paladin that casts it. However, Lay on Hands drains all remaining mana in the process. You can imagine how much of a disaster it would be to miss-click or “Fat Finger” this ability when it has a 1-hour cooldown, can’t you?

Luckily, its massive cooldown is reduced by the Improved Lay on Hands talent while also empowering the spell. Thanks to that talent, it will also increase the target’s armor by 30% for a 2-minute duration. Paladins may consider reserving this ability for the last 2-3 minutes of a last boss raid encounter, as it can potentially reduce the tank’s chances to die by a considerable amount.

Hammer of Justice

While typically provided by Retribution Paladins or Protection Paladins, Holy Paladins can also use Hammer of Justice to stun a target for a considerable amount in order to aid their allies. However, this kind of action is only viable for certain scenarios, as you generally don’t want to sit close to the mobs when playing a Holy Paladin. Nonetheless, a great utility ability that can be very handy.

Purify

Purify is your bread-and-butter dispel ability, allowing you to cleanse your targets of 1 Poison effect and 1 Disease effect. You will often find yourself spamming this ability as poison-based attacks are quite common.

Divine Shield

Lo and behold, the most loved and hated ability at the same time, Divine Shield. This ability can be used to mitigate raid mechanics entirely negating any debuff, threatening effect, or incoming damage. It grants complete immunity for up to 10 seconds with the only drawback being a 100% reduced Attack Speed.

This ability is one of the selling points of Healer Paladin as it can be used to provide clutch healing in dire situations. A complete invulnerability that can allow Healer Paladin to continue healing the raid even in the worst situations will almost always prevent a wipe!

Divine Intervention

This ability has two distincts functions. It can be used as a way to remove debuffs from targets, effectively deleting any harmful effect or stacking debuff that a boss might place on the target or it can be used as a time-saving effect during a raid wipe.

The first method of using Divine Intervention is rather extreme and it requires a battle resurrection effect to revive the Paladin afterwards. The second method of using Divine Intervention is much more practical as it can be used as a last-ditch effort to preserve a healer’s life, effectively creating a respawn point. The healer can remove the effect manually after the wipe occurs, resurrecting all its allies, effectively saving time by eliminating a corpse run.

Resistance Auras

Besides the second level of Shadow Resistance Aura, Paladins now have access to Frost Resistance Aura and Fire Resistance Aura which are vital utility tools for multiple PvE situations. The Frost Resistance Aura and Fire Resistance Aura are extremely useful for the last boss of Gnomeregan, as it can deal high amounts of Fire and Frost damage. Frost Resistance Aura.

Blessings

Paladins can offer a multitude of blessings, some of which provide momentary respite while others enhance a target’s overall performance. Besides the standard Blessing of FreedomBlessing of Protection, Blessing of Wisdom, and Blessing of Might buffs, Paladins can now also grant Blessing of Salvation to powerful damage dealers, effectively reducing their threat generation by a considerable amount.

Lastly, the Blessing of Light is an excellent tool that can be placed on the Main Tank or Off-Tank to significantly increase the amount healed by Holy Light and Flash of Light. It’s bad practice to use this spell on a DPS or a Healer if you are the only Paladin in the group as they will benefit more from the other blessings.

Example Best-in-Slot

Below is an example of an all-round Best-in-Slot list that you can tweak to fit your individual needs.

Armor

  • Gneuro-Linked Arcano-Filament Monocle
    • Luckily for us, the BiS option for the Head slot is a result of leveling up Tailoring! As we leveled up Tailoring for the Extraplanar Spidersilk Boots in Phase 1, acquiring this item will be much easier for us. The Gneuro-Linked Arcano-Filament Monocle is the best possible option in Phase 2, granting us a plethora of great raw stats and a powerful On-Use effect. The On-Use effect should be kept for critical moments during raid encounters as it can greatly reduce the mana cost of all spells by up to 50% while also increasing the potency of all Healing spells by 50 for 12 seconds.
  • Synthetic Mantle
    • This is the best option available for the Shoulder slot, providing you with both solid Stamina and Intellect while also increasing your overall Spell Power.
  • Cloak of Invention/Cape of Hemostasis
    • There are two viable options for the Cloak, both offering amazing stats. The Cloak of Invention is the first viable option, showcasing the title of a true BiS since it grants the highest amount of Spell Power. However, it can be quite a coveted item, making it hard to acquire. The Cape of Hemostasis can serve as a worthy BiS for this slot, granting you slightly lesser yet vital stats. The Cape of Hemostasis is also easier to acquire as you can grab it from the Stranglethorn Valley PvP event
  • Shockforged Breastplate
    • The Shockforged Breastplate is the best available option for the Chest slot and the first viable Tier item for us in Phase 2. Besides its decent raw stats and Critical Strike Chance plus Spell Power bonuses the item also grants access to powerful item-set bonuses. The bonuses can grant increased Spell Power for all of your spells and Critical Strike Chance for Holy Shock. The Critical Strike Chance from this set may allow players to finally have a legitimate “Shockadin” build, however, that sort of build applies more for PvP rather than PvE.
  • Tinker’s Wrist Wraps/Dryad’s Wrist Binding
    • The Tinker’s Wrist Wraps is the best possible option for the Waist slot, however, the Dryad’s Wrist Binding serves as a very close alternative as it grants a very similar amount of Spell Power. The alternative is also easier to acquire, as it can be directly farmed as it is a PvP item.
  • Slick Fingerless Gloves/Dreamweave Gloves
    • The Slick Fingerless Gloves remain the BiS for the Gloves slot as there are no other gloves that grant such a high amount of Spell Power. The only available alternative is the Dreamweave Gloves as it grants 18 Spell Power.
  • Mech-Mender’s Sash
    • The Mech-Mender’s Sash is the best possible option for this slot as it not only grants a very high amount of Spell Power but also vital MP5! There are other available options that grant a decently high amount of Spell Power, however, none of them can come close to this item.
  • Shockforged Legplates
    • The Shockforged Legplates is the second part of the Tier set that we will want to acquire, as it allows us to unlock the 2-item set Spell Power bonus. Additionally, besides its decently high general stats, the item also grants a very high amount of Spell Power.
  • Shockforged Battleboots

Weapons

  • Gear-Mender’s Grace
    • The Gear-Mender’s Grace is the best possible weapon that you can acquire as a Holy Paladin in Phase 2. While its raw stats are quite low, offering only 4 Intellect and 3 Spirit, the Healing Spell Power it offers compensates for any general stat loss.
  • Dielectric Safety Shield
    • The Dielectric Safety Shield is the best shield a Healer Holy Paladin can hope for! Its overall stats are quite impressive, however, the issue is that it can be quite hard to acquire as its drop chance seems to be rather low.
  • Libram of Benediction
    • This is the only viable Libram that we can use at this moment! It reduces the overall cost of Seals by 10 mana.

Jewelry

  • Pendant of Homecoming
    • This is by far the best possible option for your Neck slot! It offers a considerable increase in stats over the former BiS, granting increased Intellect, Spirit, and Spell Power. The item also grants MP5 which is a huge addition to our overall performance in terms of mana management and mana regeneration.
  • Hypercharged Gear of Innovation
    • The first BiS option for the Rings slot is the Hypercharged Gear of Innovation. It offers increased Nature and Arcane resistance which aids with the majority of the Gnomeregan fights while also increasing its wearer’s Spirit, Intellect, and Healing Spell Power. Just like with the other MP5 items in our build, it greatly improves our overall mana management and mana regeneration.
  • Lorekeeper’s Ring/Lorekeeper’s Ring
  • Acolyte’s Void Pearl
    • The Acolyte’s Void Pearl remains one of the best Trinket options that we can acquire in Phase 2 as it grants a considerable amount of Healing Spell Power!
  • Miniaturized Combustion Chamber
    • The Miniaturized Combustion Chamber is a new trinket available from Gnomeregan, granting you some very potent bonuses. Besides its raw Intellect, Fire Resistance, and Spell Power, the trinket has an on-use effect which has an RNG element involved. It can be used to provide you with a solid mana regeneration tool, provided that the RNG gods are on your side. The effect can vary between 1 and 150 HP to MP conversion, ticking every second for a total of 10 seconds.

Noteworthy Items

Race Choice

In Classic, the Paladin Class is exclusively available for the Alliance faction. Humans and Dwarves are the only races able to become devout followers of the Holy Light. However, while it saddens us to admit this, none of them offer many beneficial racial effects for the Holy Paladin specialization, with each race showcasing only one or two viable effects.

Human

Humans are widely regarded as the most iconic representations of Paladins in World of Warcraft. Sadly, the Human racial effects are rather weak for the Holy specialization, with most of them being better suited for either the Retribution or the Protection specializations. The only racial effect that we may find beneficial for us as a Healer is The Human Spirit. While Spirit is useful for every Healer Specialization, Holy Paladin barely benefits from it during combat, with the racial effect being better for reducing overall downtime outside combat. The Sword Specialization and Mace Specialization racial effects are rather useless for us as we don’t want to waste our time hitting enemy mobs or bosses with our weapons. The only case where those two racial effects may prove beneficial is for the use of the Seal of Martyrdom rune. Other than those effects, the rest of them are quite useless in PvE, with Perception being a PvP/Leveling effect that has close to no practical use in any raid content, while Diplomacy only being useful outside any PvE or PvP encounter.

Dwarf

Dwarves follow in the footsteps of Humans, joining the ranks of devout believers in the Holy Light. Although tough and bearers of extreme willpower, their racial effects suffer the same fate as the Human racial effects, with all of them being either situational or better suited for the Retribution specialization or the Protection specializations. The only racial effect that outshines the rest is Stoneform, providing a defensive cooldown that can remove Bleed, Poison, and Disease effects while also increasing armor by 10% for 8 seconds. You can consider this a situational defensive cooldown that will help you mitigate a tiny portion of damage while also providing you with an effective way of removing Bleed effects. The rest of the racial effects are either entirely useless for us or completely situational, with Frost Resistance being the only other racial effect that may be of use to us, providing a moderate amount of survivability.

The rest of Dwarf’s racial effects are not properly suited for us in PvE, with Find Treasure being a gimmick ability for the open world while Gun Specialization is entirely useless since we can’t even use guns.

 

About the Author

Nevermore

Hey there folks, I am Nevermore and have been deeply passionate about WoW for more than a decade. Whether we talk about the hidden mysteries of Azeroth or the otherworldly Outland, my journey brought me here to share the things that I have experienced with you all.
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Ben
Ben
25 days ago

Hi Nevermore, thanks for the guide. I think you covered most of what matters, and I learned something :).
I wanted to comment on one rune that I have found unreliable but which you extoll for preventing raid one-shots. The Divine Sacrifice rune has killed me a couple of times to those kinds of effects, possibly because I misinterpreted the way it functions. If the damage is dealt at once, it appears to punch through the 20% cut-off and simply one-shots me. This happened twice in BFD on the turtle boss, where the shell explosion hits my party and kills me (even if I’m not near the boss).
Any thoughts on that, or have you had a different experience than me?
Cheers

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