
Arriving on time but all alone, he realized it was a mistake when he admitted to his guild
that he liked 'Twilight' and they suddenly told him the new raid time was 11am.
With Icecrown Citadel right around the frosty corner, many guilds have dove into ToC's Heroic modes, which offer a much higher requirement for not only gear, but skill, reaction time, and the willingness to attempt and learn new strategies. For tanks, this essentially means doing a bit more number-crunching on min/max values and trying to balance Block Value and Dodge while possibly squeezing in some elemental resists depending on the fight; Not to mention learning new positions and synching up with the off-tank's movements. For DPS, it's cutting the fat from useless +Hit and +Expertise and gearing/gemming up with as much +STR/AGI as they can get away with. They also have to research the fight and know when to blow their cooldowns and trinkets, since hard modes usually consist of very specific windows to "burn" the boss during it's weakened state.
Healers - and more specifically, Holy Paladins - have an all new fight on their hands. It's not as simple as just tossing gear with more stats on yourself (although that helps). Healing in WoW is most definitely a game-within-a-game, for better or for worse, and with the exception of Paladins Judging every 20-30 seconds, there's virtually zero interaction with the boss outside of running away from it. In fact, if there are no tangible movement issues - i.e. Patchwerk - you could theoretically black out the entire screen except for Grid or Healbot or whatever mod you use and just play Click-A-Box. Newer raids like ToC may have improved on this by forcing us to move out of something bad (fire) or move towards something good (someone
on fire) but still, some increased offensive interaction would be refreshing. But that's another article.
Point is, the game-within-a-game known as healing has an additional game with
itself: Namely, choosing gear and gems. The current debate right now for Holy Paladins is whether to go with the Spell Power heavy build and spam Flash of Light like the old days, or stack massive amounts of Intellect for a huge mana pool and bomb your friends with Holy Lights till the cow level comes home and drops
The Grandfather. So which one is better? Which one fits your play style? Which one will benefit your guild more? Well, first, we'll break each one down individually and see what needs to be done to obtain them. Then we'll compare the two with pros and cons and I'll throw in my evaluation at the end and then you can decide for yourself.
Let's get to it.
Flash of Light Build
► What you'll need:
• Red Spell Power-only gems. Preferably the epic
Runed Cardinal version; And if you're a Jewelcrafter, you can pop in three
Dragon's Eyes as well.
Bonus.• Ember Skyflare Diamond for your helmet's Meta socket.
• Glyph of Seal of Light. Mana won't be an issue in the least, since you'll be spamming FoL. And you're rarely overheal in comparison to Holy Light bombing, so the extra 5% is fantastic.
• Glyph of Flash of Light. 5% crit to the spell you're completely leaning on. Required.
• One of the Arena Librams. Every Holy Paladin Arena Libram increases the power of Flash of Light, and they're super easy to get.
This one is currently the best, but you could even pick up
this one for 15,300 honor (hey, that's like two Alterac Valleys if you're Alliance).
• The Hard mode Holy/Ret spec. Because you picked up the FoL Glyph, you can forgo the last bit of 3% crit in the Ret tree and pick up
Divinity in the Prot tree. With the Glyph and raid buffs, you'll be pushing around 45-50% crit, so anything beyond that isn't really gonna be noticeable. But Divinity + Seal of Light will not only add 10% to your FoL heals, but also improve the heals recieved by 5%, which is absolutely crucial when it comes to Hard modes and things like healers keeping you up through
Penetrating Cold. Also, now that you're in Hard modes, go ahead and pick up
Aura Mastery. It's actually useful now. =)

FoL healing: Kinda like this...Flash of Light healing is just like it sounds: a lot of fast, popping, jolt healing, essentially playing whack-a-mole with your UI. And when you heal the MT with
Heroism/
Bloodlust up, it's just a blur of green numbers. You're gonna jump back in time and know what it was like to heal Molten Core and Blackwing Lair back in vanilla all the way to Kil'Jaeden in Sunwell. Remember, your mana pool doesn't have to be enormous for this build. Spamming Flash of Light isn't a particularly mana-intensive thing. When I went SP/FoL a month ago, I only had 30k mana (down from 40k) and I didn't miss it a bit. In fact, towards the end of fights, I still had about 78% of my mana, so I popped
Divine Illumination and went to town with Holy Lights just for kicks. And with 4578 SP, 51% crit, Heroism, a trinket and
Avenging Wrath, it was pretty hilarious. That's not to say you should use Holy Lights whenever you want. In fact, because your mana pool will be so much smaller with this build, avoid Holy Light as much as possible and use sparingly.
+Haste isn't
too much of a big deal with this build, since your Flash of Lights are typically under a second anyway in raids, and you can't cast any faster than the global cooldown (1½ - 1 sec.) will let you. Generally speaking, +Crit is more helpful with the FoL build. Think of it this way: If a boxer's jabs are gonna be the same speed no matter what, he might as well make his jabs stronger. Not that you should ignore the stat. As long as you're around 650 Haste, you're fine.
Also, as a final note, be aware that this build requires moderate-to-high level gear to be truly effective. We're talking around Tier 9 (232) and comparable trinkets. This isn't a strategy to test out if you're still tackling Ulduar normal modes or having trouble with Faction Champs. Going full SP/FoL while in blues is just a waste of gems, enchants, Glyphs, and time. And with the smaller mana pool it's a much less flexible build, so you'll have to stick to your specialization as much as possible, which is Flashing. The entire philosophy behind the FoL build is predicated on being close to 3k Spell Power unbuffed or with just Kings. In other words, you can put high-octane jet fuel in a
Ford Model T, but you'll only go as fast as it's limit. Wait till you own a
Zonda before you starting tricking your Paladin out. It's a very risky build, and one that takes a decent amount of gold, research and skill to use, but the reward can be incredible, easily pushing past 12K HPS on any fight.
Holy Light Build
► What you'll need:
• Yellow pure-Intellect gems. Again, epic
King's Amber version if possible, and three
Dragon's Eyes for the Jewelcrafters out there.
• Insightful Earthsiege Diamond for your Meta socket.
• One red and one blue gem, due to the Meta gem's requirement. For the red, use the orange Int/SP
Luminous gem. For the blue, use the green Int/Mp5
Dazzling gem.
• Glyph of Seal of Wisdom. An absolute must. Holy Lights cost 1,274 mana every second and a half or so, so shedding 5% off of each cast adds up. Over an 8 minute fight, let's say you cast 130 HL's. That's 165,620 mana. This Glyph alone just net you over 8,281 mana.
• Glyph of Holy Light. Considering you'll be using HL almost as often as LeBron James travels while driving to the basket, this Glyph is amazing. With the proper positioning, it can end up being 15-20% of your total healing by fight's end.
• Glyph of Divinity. It's like a free mana bar. C'maaan.
• Libram of Renewal. I know, it's sad. A year later and our best Libram is still from Naxx. Going back to that theoretical 130 HL casts, this Libram saves you a whopping 14,690 mana. That's like half your mana pool with this build. If you don't have it, spend the 15 Heroism badges and buy one. There is no substitute.
• The Hard mode Holy/Prot spec. There's a little wiggle room with the last three points; You can toss it in
Improved Devotion if your raid doesn't have a Prot Pally in it, or you can throw the final points into
Benediction for your Holy Shocks. Or max out
Improved Blessing of Wisdom if no one else has it. The point is, dig down in Prot and pick up Divine Sacrifice and Divine Guardian. 99.9% of your Holy Lights are going to be overhealing, so you don't need the 8% crit from the Ret tree. Trust me, your non-crit 18k HLs will cover it.

...Holy Light healing is more like this...Healing with
Holy Light is akin to dropping bombs that do splash damage - except in this case it's splash healing. While Flash of Lights can get down to around .8 second casts in raids, Holy Lights take much longer but do far more healing. For this reason, +Haste becomes a necessary stat for you. As I mentioned before, pretty much every Holy Light you cast is going to overheal your target. So whether you heal someone for 11,000 or 22,000, if they only needed 8k, then it doesn't matter. However, Holy Light has a pretty lengthy 2.5 second cast time, and in Hard modes, two and a half seconds is a healing eternity. Which is why +Haste is a wonderful stat to look for when picking up new loot. To use a previous analogy, if a boxer's uppercut is going to knock the guy out no matter what, he might as well make them faster. If you can find a way to push your +Haste beyond 700, you're in good company.
Basically, this is far and away the safest build and one that I recommend to every Paladin either leveling up, just hitting 80, or stepping into raids for the first time. It works wonderfully for any level of gear or skill. There's no real weakness to it and it has a ton of advantages; The most obvious strength being your gigantic mana pool. Having that much mana lends itself favorably to being able to adapt to different kinds of healing in different situations; If you don't need big heals, spam Flash of Light to your little heart's content. With raid buffs and other procs, you might even actually
gain mana doing this. And when the fight goes into overdrive, it's great to pop Divine Illumination/Avenging Wrath/Trinket in sync with Heroism/Bloodlust and start dropping Holy Light warheads on the raid and tanks every second. Then you can laugh at the Druids, Priests and Shamans crying while signing a big fat check for them made out to, "
I Heal Better Than" in the amount of, "
Your Mom".
Also, it should go without saying that due to your huge mana pool,
Divine Plea is going to phenomenally effective, returning 7,500 - 10,000 mana every minute, depending on your max amount.
Overview

...and healing in Arena feels like this.Mathematically speaking, the differences between the two are fairly noticeable. So let's check them out real quick from a simple gem perspective.
Your typical T9 set has eight sockets:
Helm
(1 Meta, 1 regular)Shoulders
(1)Chest
(2)Gloves
(1)Legs
(2)For giggles, let's add a belt socket
(via 1 Eternal Belt Buckle), and a Wrist socket
(1). That's a total of ten
(10) sockets to gem, right? So!
Going with the Flash of Light/Spell Power build, we use:Six +23 Spell Power gems = 138 SP
Three +39 SP = 117 SP
The Meta = 25 Spell Power.
Altogether, the gems give you +280 Spell Power.Going with the Holy Light/Intellect build, we use: Four +20 Intellect gems = 1518 mana, .60% crit, and 20SP
Three +34 Intellect gems = 1935 mana, .78% crit, and 29SP
The Meta = 395 mana, .16% crit, and 5SP
One orange gem (to activate the Meta) = 190 mana, .08% crit and 2SP
One green gem (to activate the Meta) = 190 mana, .08% crit and 2SP
Altogether, the gems give you 4228 mana, 1.7% crit, and 58 SP.Bottom line, you're essentially trading about 300 Spell Power for 4000 mana and vice versa - give or take, depending on the rest of your gear (trinkets, enchants, etc).

Now the question becomes,
"Is it worth it?" Well, as I mentioned before, that depends on your gear. Once you get decked out in ilvl 245s, 4,000 mana actually turns out to be... not that big a deal. And since the FoL strat doesn't exactly demand a lot from your pool, having 4k less isn't a noticeable. You do limit yourself by sacrificing flexibility for your specialization, though, so if you decide to go with the Flash strat, know your limits and play accordingly - meaning, don't spam HL/Shock combos like it's free. It's like playing a first person shooter and choosing between a shotgun (Holy Light) or a sniper rifle (Flash of Light). If you play to your weapon's strength, you can be a beast. The best part is, as long as you're geared, gemmed, glyphed and played correctly, either way can produce high-end results, even on hard modes.
On a broader scale, which option you choose may depend on your guild's healing corps. If you're the one and only Holy Paladin, it may be the best choice to go HL/Int and stay flexible while keeping Divine Sacrifice around. But if there are other Holy Paladins in the raid that are already HL/Int, then it's probably to your raid's advantage that one of you (the one with the best gear) goes FoL/SP so you can cover the gaps in between Holy Lights and lay on the sick icing on the cake when you burn the rest of your mana towards the end of the fight. Because of your Spell Power, your HLs are going to hit like Lindsay Lohan high on coke while driving Optimus Prime with anvils for a bumper. Just don't use those afterburners too early, or you'll be "oom" with only a weak Flash of Light cut in half from Divine Plea if you want mana back. So take into account not only your own situation, but your guild's raiding team as well. Being a team player is what killing online polygons is all about.
For what it's worth, the first time my guild killed Twins and Anub on Hardmode a month ago, I was using the FoL build and I topped all healers by a 5.1% margin. Take from that what you will.Feel free to link this around to clarify confused Paladins. =)
♥ F.