Before your first dungeon
- Equip your healing set and train the useful heal ranks available at your level.
- Show every party member on your frames. Bind your main heal, emergency heal and available dispel or interrupt. Test mouseover targeting before the first pull.
- Bring current-level water and recovery supplies. Tell the tank when you need a drink break, and begin drinking as soon as combat safely ends.
- Check line of sight (LoS) and healing range. Stand where you can reach the tank without walking into the next pack.
Class weapons and quest preparation
- Alliance: check the class quest available from level 20 for The Test of Righteousness and
Verigan's Fist. It is a chain involving travel and group content. Gather the requested components before returning to the quest NPC. Plan it alongside dungeon visits rather than assuming you can collect it immediately at level 20. - Horde: follow your Undead
Paladin class chain toward
Wolfsbane. For the final Old Fire-Eye encounter, keep the supplied Moonsilver Blade and use it as the quest directs. An ordinary weapon does not replace that quest mechanic. Train the weapon skill you need and bring help if the elite encounter is unsafe.
These are damage-weapon opportunities. Keep comparing your healing weapon separately, and use the Forever quest log for updated prerequisites rather than an old faction guide.
Dungeon checklist
- Swap back into your healing set after quests and check that you have water.
- Tell the tank about a drink break before another difficult pull.
- Reapply appropriate Blessings after a resurrection.
- Keep a quick heal, a large heal, an emergency tool and
Hammer of Justice easy to reach. - Watch the whole party. Keep the tank alive while watching for teammates who need an urgent heal.
Optional mouseover protection
Cast on a living friendly mouseover, otherwise your living friendly target. There is deliberately no self-cast fallback, so a missing mouseover does not spend this cooldown on you by accident.
#showtooltip Blessing of Protection
/cast [@mouseover,help,nodead][help,nodead] Blessing of Protection
Check the target before pressing it, particularly around your tank. Localized clients require localized spell names. Practice with party frames before relying on the macro in a difficult pull.
At level 40 and beyond
Follow the Leveling variant for the 31–60 healing talent order. Use Endgame for level-60 dungeon and raid healing. Dual Specialization is available at 40 if you want a separate questing setup.
Efficient dungeon leveling
- Gather the dungeon's relevant quests and complete prerequisites before traveling. Choose runs that complete your quests or offer several useful upgrades.
- Keep your party at an appropriate level and tell the tank when you need to drink. Repeated wipes, long travel and waiting for replacements can make a difficult dungeon slower than questing.
- Dungeon XP has changed during the beta. Decide whether to repeat a run based on its XP, quests, gear upgrades and travel time.
- Between groups, quest with a partner where possible. If you want to prioritize solo speed, use the class leveling guide linked in the Default and Leveling variants and return here for your healing setup.
Trainer priorities while leveling
At each trainer visit, buy the spells that support your current role first. A talent-granted spell still requires its talent investment. Avoid delaying an important healing or utility unlock to fund a small gear upgrade.
- Train useful
Holy Light and
Flash of Light ranks as they unlock. Keep a strong heal available for heavy damage. - Prioritize
Purify, then
Cleanse, and complete the class quest for
Redemption. Keep useful Blessings, Auras and emergency protection trained. - If gold is tight and you level mainly in groups, delay damage-only ranks you rarely cast. If you quest solo between dungeons, keep your chosen damage tools current.
Time your heals and choose the right target
For a predictable heavy hit, begin
Holy Light early enough to finish just after the damage lands. Use your actual cast time; landing before the hit usually wastes healing. If the target is safely covered by another heal, cancel an unnecessary cast before it finishes to save mana. Do not repeatedly cancel while the target remains in danger.
Prioritize the player most likely to die next, rather than simply the lowest health percentage. Consider their next incoming hit, existing HoTs, incoming heals, range and your healing assignment.
Use quiet moments to conserve mana
When healing is safely covered, a pause in mana spending can let normal Spirit regeneration resume after five seconds. Mana-costing instant spells also restart that window. Mana per 5 seconds continues independently, and talents may retain part of Spirit regeneration while casting. Never delay a needed heal just to reach a regeneration tick.
Choose a spell rank that covers the expected damage. Lower ranks are not automatically more efficient: Forever penalizes very low-rank scaling and some healing proc chances. Keep a strong current rank available and judge alternatives with your current gear rather than importing an old Classic rank list.
Plan Light’s Vigil before the damage
Use the following advice once the relevant spells and talents are available.
Light's Vigil takes 1.5 seconds to cast, has a 6-second cooldown and marks a target for 30 seconds. You can prepare one friendly target per party, allowing time between marks and watching the earliest mark’s expiry.
Keep
Holy Shock ready for the planned trigger. Applying
Light's Vigil does not reset an existing
Holy Shock cooldown. Once ready, shocking a marked ally triggers that party’s healing without starting a new
Holy Shock cooldown. Friendly use does not receive the enemy-targeted mana refund; budget for the setup and trigger.
Turn critical heals into useful follow-up healing
At 2/2,
Infusion of Light makes a critical
Holy Shock or
Flash of Light shorten your next
Holy Light cast by 1 second within 15 seconds. Use the faster heal when someone needs it; spending mana on a full-health target just to consume the proc adds no useful healing.
Divine Favor guarantees your next
Holy Light,
Flash of Light or
Holy Shock will critically hit. Choose a large heal for heavy damage or an instant heal for urgent recovery. With the required talents, a critical
Holy Shock can also prepare
Infusion of Light.
Prepare for movement and dangerous enemy abilities
Use
Holy Shock for healing during movement when available. Prepare
Light's Vigil while you can stand still; its cast and the global cooldown still take time. Use
Flash of Light for smaller deficits and time
Holy Light for larger ones.
Anticipate applicable roots with
Blessing of Freedom, physical danger with
Blessing of Protection and an interrupt or silence window with
Voice of Truth. Coordinate protection around tanks and physical attackers, and restore your regular Blessing after temporary utility replaces it.
Example: preparing for party damage
Mark the parties you are assigned to cover, keep
Holy Shock available, then trigger the marked targets after damage arrives. If a critical shock grants
Infusion of Light, follow with a faster
Holy Light only where further healing is needed. An immediate lifesaving heal takes priority over completing this setup.