I’m saying this as someone who has raided on Holy Paladin across multiple expansions and tiers, often at a CE level. It is the class I have always resonated with, and have played since late WoTLK.
Let me preface, this is not a case of the spec being a little under-tuned. A full rework is required.
In Midnight raid content, Holy Paladin feels fundamentally unattractive to bring, and the recent buffs do not meaningfully change that. Blizzard acknowledged that Holy Paladin raid throughput was behind expectations (though, who knows what they expect for us at this point…) and although buffing spenders is a step in the right direction, the way in which they were buffed and the overarching issues around their use remain problems.
The issue is not just raw throughput. It is that Holy Paladin currently lacks a compelling raid reason to exist over Mistweaver Monk, Discipline Priest, or Preservation Evoker. When you look at current Mythic raid performance distributions, Holy Paladin sits well behind the pack. The argument is often: “Oh, well holy paladin is a good single target spot healer”. The damage profile of modern raids (bursts followed by stability) DOES NOT SUPPORT THIS NICHE. Mind you, other classes (monk…) currently fill this niche whilst being suitable to heal the overall raid damage profile. This gap is big enough that bringing a holy paladin to raid, especially at the CE level, can feel like you are handicapping your healing team for no reward.
Spenders
Holy Power spenders still do not feel impactful enough in raid. They are one-dimensional and boring. Even with the recent buffs, the spec’s healing loop does not deliver satisfying gameplay. Light of Dawn is still doing the bulk of our raid spending, because pressing eternal flame (spot healing) is generally not required AND is a net HPS loss by comparison. Even after its Midnight rework, LOD’s meaningful value is still concentrated into 5 targets for about 4% of their health pool each. For lack of better words, this feels awful. For a spender, in a raid environment, it does not move health bars in a way that feels impactful. Given spending Holy Power on Eternal Flame is often a throughput loss in raid, there is no real spender choice if you want to feel competitive.
Holy Light
Holy Light is so powerful that it is effectively propping the spec up in Mythic+, but that same reliance is part of what cripples us in raid. In smaller group content, Holy Light’s raw throughput is easier to leverage: beacon value is naturally stronger, and there is more room to recover mana between pulls. Being able to pump out gigantic over-healing holy lights to negate most dangerous mechanics is NOT good design.
In raid, Holy Light becomes a BIG part of the problem as to why holy paladins are in this situation. It heals hard, but it costs too much mana for how central it has become to our output profile. So what happens is that Holy Paladin can appear more functional than it really is when supported by sitting AFK between damage moments (because spending mana outside of holy light becomes non-ideal), innervates (so we can spam more over-healing holy lights to negate mechanics) and spamming holy lights on encounters involving absorbs. That makes the spec’s top-end logs performance look healthier than the underlying gameplay actually is.
Avenging Wrath & Aura Mastery
Wings no longer feels like a real raid cooldown. It hasn’t for quite a long time. It feels like a pseudo-cooldown. Pressing it does not create the kind of stabilising moment that other healers bring to raid damage events. Compare it to something like Mistweaver’s ability to repeatedly answer damage patterns with stronger, more meaningful buttons like Yu-Lon, or Celestial Conduit. Holy Paladin’s major cooldown should feel like a reason to bring the spec. Right now, it does not. A flat 15% healing/crit increase for a period of time (and 2 free Holy Lights which is the only real benefit of pressing the button) into an already weak spec does not feel powerful, or like it would assist a raid in moving health bars meaningfully.
AM is in a similar boat, being on a 3 minute cooldown and having been gutted to the point where it’s only providing a 12% raidwide DR. Sure, it’s strong on paper. But when a preservation evoker can spit on the raid every couple of minutes and WOW! everyone is at full health, it’s a terrible raid cooldown. Given there’s no real danger of a 1 shot that AM would help prevent in most cases, AM feels incredibly dissatisfying to use.
Beacons
Beacons are passive and often do not feel strategically meaningful in raid. Tanks are self-sufficient enough that beaconing them rarely feels like a real decision point, and Beacon of Virtue remains a poor raid answer because of the mana burden, the extra global, and the weak return for that cost.
Brought to Light
Brought to Light, a paladin class talent, artificially inflates Holy Paladin’s raid HPS on encounters with a lot of adds (e.g. dragons). For some reason, add deaths can pad our healing on certain fights. This can create a noticeable artificial increase in HPS, despite having nothing to do with Holy Paladin’s actual raid toolkit being healthy. Retribution and Protection Paladins can access this too, so it is not even a Holy-specific strength. If Holy Paladin is being balanced with any weight placed on that extra healing, then the spec is being propped up by encounter gimmicks instead of by meaningful raid throughput, impactful cooldowns, or good spec design.
The biggest design issue, though, is Judgment.
There is genuinely no reason to press Judgment in a raid environment. That is insane for Holy Paladin. The spec is supposed to have an offensive-healing identity, but in real raid situations it is usually better HPS to spend your globals and infusions on Flash of Light, OR LITERALLY GOING AFK TO SAVE MANA, rather than trying to force Judgment value. That is not because players are ignoring the design. It is because the Judgment-supporting talents do not currently pay off enough to justify the gameplay.
And this gets even worse when you look at how Empyrean Legacy has been handled. The nerf to Empyrean Legacy is single handedly the reason why judgment feels so bad to press. It made WOG/EF worth pressing, and spenders (every once in a while) feel ACTUALLY powerful. This change gutted much of the reason to weave Judgment into healing gameplay.
That also feeds directly into the hero talent problem. Lightsmith should be the more Judgment-oriented alternative. But in actual raid play, it has basically failed to establish itself as a competitive option because Judgment is so weak. While Lightsmith can work. It is suboptimal in higher and CE raiding environments.
So what?
I do not think Blizzard should look at Holy Paladin’s Mythic+ viability and conclude the spec is fine. Holy Paladin is not “fine overall.” It is being held together in 5-man content by an extremely powerful Holy Light profile that does not translate into healthy raid design. In raid, that same spell becomes part of the reason the spec feels mana-starved, externally dependent, and still behind healers with better cooldowns, better damage-pattern coverage, and better raid stabilisation. Holy Light being this strong is not solving Holy Paladin’s raid issues. It is helping create them.
Suggested fixes
- Make Judgment worth pressing in raid again. Rework or substantially buff Empyrean Legacy, Truth Prevails, Veneration, or related Judgment interactions so that weaving Judgment is an actual raid-healing gain and not a trap.
- Shift throughput away from Holy Light and into the rest of the kit. Holy Light should not be the spell carrying Holy Paladin in dungeons while also creating raid mana problems. Move more power into Holy Shock, spenders, Beacon interactions, or Judgment-linked healing so the spec is not balanced around one expensive cast.
- Give Holy Paladin a real raid cooldown moment. Avenging Wrath needs to feel impactful in raid, whether that means stronger healing amplification, stronger interaction with spenders, or some kind of added raid-stabilisation effect when activated. If that means completely deleting avenging wrath in its current form, I would support it.
- Make spenders feel like real payoffs. If Blizzard wants spenders to be our core gameplay loop, then Eternal Flame and Light of Dawn need to hit hard enough to justify that identity. I feel like we’re “flogging a dead horse” with this one, our feedback on this hasn’t changed since the introduction of holy power.
- Give Beacon gameplay a meaningful raid niche. Beacon of Faith should feel like a strategic choice, and Beacon of Virtue should either be more mana-efficient, hit meaningfully harder, or bring enough utility that it is not dead on arrival in raid.
- Give Lightsmith an actual raid reason to exist. If Herald is going to remain the throughput default, then Lightsmith needs a distinct and competitive raid advantage, most likely through stronger Judgment synergy or a more meaningful support niche.
TL;DR
Holy Paladin is still bad in raids even after the recent buffs. The buffs were too small, spenders still feel weak, Avenging Wrath does not feel like a real raid cooldown, Beacon gameplay feels passive, Empyrean Legacy gutted Judgment-based healing gameplay, and Lightsmith is effectively non-viable in raid compared with Herald of the Sun. Holy Paladin only looks decent in Mythic+ because Holy Light is so strong in small-group content, but that same Holy Light dependence is part of what hurts the spec in raid by making it mana-hungry and poorly structured. Blizzard needs to address the design problems, not just add small throughput buffs.