Hpal is very susceptible to CC, so you have to play with that in mind. We dont have fade or meld, we dont have insane mobility, and things like freedom can get stolen/purged. Luckily with the rework, hpals are able to play in ranged full time again basically so you are able to avoid a lot of cc by playing around the pillar more now. I wouldn’t say im good at all, still learning a lot, but ill throw some tips out i guess.
-Make sure you are playing around the pillar as much as you can when you know the enemy team is looking for cc on you to either kill you in a stun or go on your team. We have strong casts via FoL with infusion up, and all of our healing is done from ranged now.
-You can use Blessing of Sac preemptively to remove cc on yourself that breaks via damage, ie fear, regular freezing trap or polymorph or even root from boomkins if you dont have freedom available to pre use.
-If you are getting trained, ideally your team will peel for you and get lots of pressure on the enemy team if they are focused on you as they can play offensively rather than defensively. This probably won’t happen in solo shuffle until way higher rating/mmr though so try to play as safe as you can yourself. Hpal is an easy target to train.
-Use your utility/cds effectively to prevent damage or stop cc like stuns (Blessing of protection can do this). You have really strong cooldowns now with the rework, devo aura aura mastery is 30% dr for 8 seconds, with divine vision (pvp talent) and unwavering spirit that can be a 1:30 cd. You have tyrs, daybreak, divine toll, hand of divinity if talented to rotate as well. If you are the kill target you ideally want to get things like tyrs and hand of divinity off in los if possible so you dont get interrupted or stopped.
-Faking kicks is pretty important as well with Precognition since it makes you immune to both interrupts and cc for 4 seconds. You can get a free repentance off, or just get a lot of casts off to keep yourself/team up without having to worry about getting interrupted.
-Glimmer spreading is important. After mana nerfs you can play Illumination and cast divine toll right before daybreak to get as many glimmers out as possible and then hit daybreak for a lot of mana back (or go divine plea+badge but thats riskier). However outside of that, you usually want only 1-2 glimmers out at a time for the DR and so they do not get reduced healing from being spread, so you want glimmer on what will be the kill targets on your team. As you gain experience you’ll be able to identify what comps do what type of damage ie rot or single target, and you can play single target glimmer (plus divine plea) when you vs comps that will look to only kill 1 target and not cleave much.