Using World of Logs to Analyze Paladin Healing

Using World of Logs to Analyze Paladin Healing

The fourth in our series in using World of Logs to analyze healing, the purpose of this article is to provide basic to intermediate considerations for Holy Paladin healing through a World of Logs report. The idea is to provide you the means of understanding what to look for in a report so that you can help any Holy Paladin you may know, including yourself, improve their game and thus help your raids succeed. It also a good idea to point them here so that they can self-analyze. If you have additional considerations, please share in a comment so that others may benefit from your knowledge. If you see anything that needs correcting or clarifying, please let us know. Check out the Druid, Shaman, and Discipline Priest articles if you haven’t already.

Holy Paladins can be tricky to analyze. As with any healer, there are many variables that can change the information gathered by world of logs. Knowing what to look for is key. Paladin’s can be great tank healers while still having the ability to provide viable raid healing. I hope to show you the key factors for evaluating your holy paladins. This is based on my own knowledge and experience. If anyone has further insight or a better understanding of the math that goes into this, please let me know. I’ll do my best to provide rough average’s and percentages to the best of my knowledge, using research on top paladin logs, as well as my own. To properly evaluate a holy paladin or anyone for that matter, you should look at statistics on a fight to fight basis. I’ll break down the area’s as follows:

  • Mana management
  • Spell usage
  • Holy Power generation
  • CD usage
  • Buff Uptime
  • Tool box
  • Healing Assignment

Mana Management
As with any healer, mana management is key to an effective holy paladin. A paladin with no mana is a useless one. If your paladin is having mana issues, these are the areas to look at to hopefully shed some light on the situation. You can find this information under the BUFFS GAINED or BUFFS CAST section of WoL.

  • Divine Plea: Restores mana over 9 seconds at the cost of a 50% healing reduction, 2 minute cooldown. Because of the healing reduction, Divine Plea should not always be used on CD, but instead should be used in times of little to no damage. You’ll be able to see how many times they used Divine Plea on any given fight, as well as how much mana was gained. Depending on fight length, you’ll likely see this used on average of 2-3 times per fight. Any less and your paladin may not be taking advantage of this ability properly.
  • Arcane Torrent: Restores 6% of total mana, 2min CD. Only available to Blood Elfs. While I know this isn’t available to all races, if your paladin is indeed a blood elf, this should be another important area to look at. Depending on fight length, this should be used on average of 3-4 times per fight.
  • Seal of Insight and Judgment: Our best source of mana return. This is the reason to judge as close to on cool down as possible. Low seal of insight numbers could indicate a paladin not judgeing as often as they should be, which could lead to mana problems. As a note, the more often a paladin can be in melee range, the greater potential for Seal of Insight returns.
  • Potions: This may not be necessary on all fights, but if you see your paladin struggling often with mana and not using mana pots, there could be a problem. Using a Potion of Concentration can be very rewarding if used with Divine Plea. If your seeing these used together, your paladin is showing good knowledge. Note, using this potion takes you out of the fight for 10sec and should be voiced in vent ahead of time before using this, so that your other healers can be prepared to cover for you in this time. Also, as with Divine Plea, this should be used in downtimes or periods of low damage. Miscommunication or misuse, could lead to unnecessary wipes. Potion of Concentration will show in the power gains section as “concentration.”
  • Glyph of Divinity: It is my personal opinion and strongly recommened in the paladin community, that you glyph this. Not only is Lay on Hands an amazing life saving ability, but when glyphed also offers another very valuable mana return. You should be seeing this regularly.

Power Gains

While the numbers wont be exact by any means, the order in which each mana return is listed should be very similar. Seal of Insight should most likely always be number one with Divine Plea, Glyph of Divinity, and Replenishment (if present in the raid) in either the number two and/or three spots.

Spell Usage
Found in the Healing By Spell section. As always, this can vary greatly from fight to fight and player to player. Raid and tank damage as well as healing assignment should always be a factor when evaluating this section.

  • Divine Light: This will typically show as the number one or two spell for healing done. Healing done with this spell can average between 20%-40%. Overhealing for this spell should be no more then 40%, anymore and your paladin is most likely not being effective. The smaller the overhealing, the more efficient your paladin is possibly being with the spell.
  • Flash of Light: This goes hand and hand with mana management. Flash of Light is a fast, but very inefficient spell and should only be used in times of emergency. This should only be seen used roughly 1-3 times per fight. Anymore, and the paladin may be overusing this. Excessive use could lead to mana concerns. Look to see how often they are using this spell as it can be a huge contributing factor. If they are using this spell, it should be because it was absolutely needed, meaning overhealing done should be 0%.
  • Holy Light: Depending on incoming damage, this spell can see lots of use or little use. Healing done with this spell can sometimes account for anywhere between 5%-10%, sometimes more, sometimes less. Again, alot of this depends on the fight and amount of damage. Like Divine Light, overhealing with this spell should be no more then 40% and even then that feels extremely high. Can sometimes be found in the top three spells.
  • Word of Glory: With the buff to Word of Glory in 4.2, I see this being used much more often. Prior to 4.2, you rarely saw this used in 25mans, while it got much more use in 10mans. I’m still evaluating the amount of healing done for this spell, but I can see this accounting for roughly 15% of healing done depending on paladin play style and fight. Overhealing for this spell is prefered to be 20% or less. Can sometimes be found in the top three spells.
  • Holy Shock: Our main Holy Power generator on a 6 sec CD. This should be used on cool down as much as possible. Example, 4min fight translates into 240 seconds. Divide that by the 6 sec CD of holy shock and you get a minimum of 40 holy shocks available. You will rarely if ever see the minimum possible casts due to various fight mechanics, daybreak procs, etc, but the closer the better. This can account for roughly 7%-10% of healing done. As close to 0% overhealing done is preferred, with a maximum of 20%, but is not always possible. Can sometimes be found in the top three spells.
  • Holy Radiance: Like WoG, this also got a small buff in the form of a shorter CD. Now only 20sec instead of 30sec when properly talented. While I’m also still evaluating this spell more, I see this also being used more and seeing more healing done. Use of this as well as healing done, will depend greatly on incoming raid damage as well as group stacking. In fights with heavy raid damage, this can easily be seen in the top three spells. If it isn’t the paladin may not be making great use of this spell. Healing done with this spell varies greating from fight to fight so I find putting an average number to it, difficult. Overhealing done is a little tricky, but anything more then 50% is likely to much.
  • Light of Dawn: This has the ability to heal up to 5 targets, 6 when glyphed in a frontal cone. Like Holy Radiance, use of this spell varies from fight to fight and depends greatly on raid damage, proper stacking and if the paladin is in a 10man or 25man. The changes to WoG will most likely change the amount of use in 25man. Prior to 4.2, this was used often by 25man paladins in place of WoG, as the beacon heal could heal for more than a Divine Light, especially when glyphed. Checking to see if the paladin is using this as best as possible can be tricky but hopfully my explantion will help. When glyphed, the spell can hit a maximum of 6 ppl. When looking at healing done, check to see the number of direct hits. The closer to a multiple of 6, the better use the paladin is most likely getting from this. For a paladin who isn’t glyphed, the number will be a multiple of 5. This is extremely hard to judge, so it isn’t neccisarily a sign of a bad paladin.
  • Lay on Hands: You’ll want to check to see if your paladin is using this regularly. In addition to providing a huge amount of healing, with Glyph of Divinity, LoH also returns mana. And Although it may not need to be used on every fight, it should be used on most fights. A lack of LoH over an entire raid night could be a sign the paladin may not be playing as effectively as possible. Overhealing done should be minimal, but not always the case if used as a mana return rather than for the life saving portion.
  • Beacon of Light: This can be found in the BUFFS CAST section. Typically found in the number one or two spot of healing done. This should have a 100% uptime. Approximate healing done can be roughly 20%-40%.
  • Illuminated Healing (Passive healing): With patch 4.2 our mastery saw a small buff. This can account for roughly 7%-10% healing done. This will depend alot on how much mastery the paladin has. Since it is a passive, overhealing done is of no importance. As for uptime, I’m unsure of the importance of this or a proper number.
  • Protector of the Innocent (Passing healing): Casting a targeted heal on any target, except yourself, also heals you for 2605 to 2997 (rank 3). Can account for very little or as much as 8% of healing done, depending greatly on raid damage. Again, overhealing done is of no importance.
  • Enlightened Judgements (Passing healing): Your Judgement instantly heals you for 1241 to 1427 (rank 1). Usually accounts for less than 1% of healing done. This goes hand in hand with how often a paladin uses judgement. Looking at the DAMAGE BY SPELL section the number of casts of Judgement will usually be equal to the amount of direct heals of Enlightened Judgements. Healing done and overhealing done are of little importance. But seeing very few Enlightened Judgement direct heals, could indicate a paladin not judgeing often enough.

Healing done

Holy Power
A paladin’s healing revolves around the proper use of Holy Power. It can stack up to 3 times and provides us the ability to use an instant mana free heal. This is also an important factor when considering mana managment. Information for this can be found in the BUFFS GAINED or BUFFS CAST section.

  • Holy Shock: As stated above, Holy Shock is our main Holy Power generated. It should be used as close to on CD as possible. Low Holy Power gains via Holy Shock, could indicate poor use of this ability.
  • Tower of Radiance: Healing the target of your Beacon of Light with Flash of Light or Divine Light has a 100% chance to generate a charge of Holy Power. Healing assignment and tank damage can greatly affect the holy power generated, so be mindful of this.
  • Eternal Glory: Your Word of Glory has a 30% chance not to consume Holy Power. With the changes to WoG in 4.2 you’ll likely see paladins speccing back into this if they weren’t already, as it is a valuable tool. This provides extra instant free heals and as always is a great way to save mana as well as provide healing at a moments notice.
  • Crusader Strike: No, I’m no talking about ret paladins. While there is a lot of controversy regarding the use of this, it can be considered a tool to generate Holy Power. It is my personal opinion that using this can actually hinder you, as I find it a waste of mana and a GCD that would have been better spent on a healing spell.

Holy Power

Cooldowns and the Tool Box
A holy paladins tool box has some of the best utility in the game and as such, making great use of these is a sign of a good holy paladin. You will find this information under the BUFFS CAST section.

  • Avenging Wrath: Increases healing by 20% for 20 seconds, 2 minute cooldown with talents (Paragon of Virtue). This should be used as often as possible. Generally 2-4 times per boss depending on the length of the fight. It is a good idea and may be a sign of a good paladin to stack this, along with Divine Favor, with Holy Radiance for added throughput, or Divine Plea to help offset the healing penalty. You can find out of your paladin is doing this by using the expression editor.
    (Note: I’m still learning how to use this, so at this time telling you exactly how is unknown to me. But I do know that you can still find the information you seek by just browsing through page by page. Although this can be time consuming, you can still find what your looking for even if you don’t know how to use the expression editor. It’ll look something like this.)

    [20:04:28.281] Lorelya gains Avenging Wrath from Lorelya
    [20:04:28.281] Lorelya casts Avenging Wrath

    [20:04:28.316] Rageface Face Rage Lument 22801
    [20:04:28.317] Waxter Flame Shock Rageface *4843*
    [20:04:28.318] Lument Wild Growth Smitez +0 (O: 1196)
    [20:04:28.318] Lument’s Wild Growth fades from Smitez
    [20:04:28.318] Lument’s Wild Growth fades from Waxter
    [20:04:28.318] Lument’s Wild Growth fades from Drúss
    [20:04:28.318] Lument’s Wild Growth fades from Arthenn
    [20:04:28.318] Lument’s Wild Growth fades from Troldeper
    [20:04:28.319] Lument’s Wild Growth fades from Lorelya
    [20:04:28.426] Riplimb’s Wary fades from Riplimb
    [20:04:28.427] Lument Wild Growth Waxter +0 (O: 1196)
    [20:04:28.427] Lument Wild Growth Drúss +0 (O: 1436)
    [20:04:28.429] Lument Wild Growth Arthenn +0 (O: 1197)
    [20:04:28.429] Lument Wild Growth Troldeper +0 (O: 1376)
    [20:04:28.429] Lument Wild Growth Lorelya +0 (O: 1268)
    [20:04:28.430] Arthenn Arcane Missiles Rageface 4746
    [20:04:28.430] Lument gains 115 mana from Lument’s Replenishment
    [20:04:28.431] Drúss Rupture Riplimb 718
    [20:04:28.466] Flamewaker Cauterizer’s Conflagration fades from Cinderweb Drone
    [20:04:28.506] Lug casts Rune Strike on Shannox
    [20:04:28.507] Lug’s Blade Barrier is refreshed by Lug
    [20:04:28.543] Waxter Lightning Bolt Rageface 11329
    [20:04:28.543] Diurno Serpent Sting Rageface *3618*
    [20:04:28.618] Drúss hits Rageface Miss
    [20:04:28.662] Rageface’s Piercing Shots is refreshed by Diurno
    [20:04:28.662] Bloodworm gains Blood Gorged (2) from Bloodworm
    [20:04:28.667] Waxter gains Power Torrent from Waxter
    [20:04:28.708] Rageface Face Rage Lument 25842
    [20:04:28.708] Waxter gains 2212 mana from Waxter’s Rolling Thunder
    [20:04:28.708] Lug Rune Strike Shannox 14145
    [20:04:28.708] Drúss Deadly Poison Rageface *7427*
    [20:04:28.779] Drúss gains Envenom from Drúss
    [20:04:28.782] Drúss crits Rageface *2018*
    [20:04:28.818] Lorelya gains 116 mana from Lument’s Replenishment
    [20:04:28.818] Waxter gains 112 mana from Lument’s Replenishment
    [20:04:28.818] Smitez gains 102 mana from Lument’s Replenishment
    [20:04:28.818] Arthenn gains 95 mana from Lument’s Replenishment
    [20:04:28.818] Troldeper gains 102 mana from Lument’s Replenishment
    [20:04:28.819] Arthenn Arcane Missiles Rageface *9751*
    [20:04:28.886] Lorelya gains Divine Favor from Lorelya
    [20:04:28.886] Lorelya casts Divine Favor

    [20:04:28.887] Shannox hits Lug 14277 (A: 28818)
    [20:04:28.988] Drúss’s Master Poisoner fades from Shannox
    [20:04:28.988] Vuull gains Blood Tap from Vuull
    [20:04:28.988] Vuull casts Blood Tap
    [20:04:29.027] Waxter begins to cast Lightning Bolt
    [20:04:29.028] Arielmity crits Rageface *2923*
    [20:04:29.029] Lument Rejuvenation Lument +4364
    [20:04:29.036] Lument’s Rejuvenation fades from Lument
    [20:04:29.038] Shannox casts Arcing Slash on Lug
    [20:04:29.044] Lug’s Blood Shield fades from Lug (Remaining: 0)
    [20:04:29.044] Lorelya’s Illuminated Healing fades from Lug (Remaining: 0)
    [20:04:29.045] Lug gains Scent of Blood (3) from Lug
    [20:04:29.075] Lug afflicted by Jagged Tear from Shannox
    [20:04:29.211] Rageface Face Rage Lument 28882
    [20:04:29.211] Drúss gains 25 energy from Drúss’s Relentless Strikes
    [20:04:29.211] Drúss Envenom Rageface 12860
    [20:04:29.212] Drúss Instant Poison Rageface *6452*
    [20:04:29.213] Shannox Arcing Slash Lug 47422
    [20:04:29.214] Troldeper Riptide Smitez +0 (O: 1828)
    [20:04:29.214] Diurno Piercing Shots Rageface 2251
    [20:04:29.249] Riplimb hits Vuull 3997 (A: 16344)
    [20:04:29.306] Drúss Rupture Rageface 719
    [20:04:29.371] Diurno begins to cast Steady Shot
    [20:04:29.403] Bloodworm crits Rageface *2274*
    [20:04:29.403] Lorelya gains Divine Plea from Lorelya
    [20:04:29.403] Lorelya casts Divine Plea

  • Divine Favor: Increases haste and crit chance by 20% for 20 seconds, 3 minute cooldown. This should be used as often as possible. Generally 2-3 times per boss depending on the length of the fight. *See Avenging Wrath above.
  • Guardian of Ancient Kings: Provides a minion which will replicate any single target heals that you cast, free of mana cost or any casting time. It is limited to a 30 second duration and a maximum of 5 heals. In addition to replicating the heals, it also provides 10% of the amount healed to all targets within 10 yards of the target. This ability is useful in times of extremely high tank damage or can also be used in times when the raid is stacked closely and there is a need for AoE healing. It can also be used to conserve mana. This should be seen on every fight. This should be used with Divine Light to make the most of the ability. If you’re seeing low Guardian numbers, the paladin may not be making effective use of this. You can find the amount healed by the “pet” by viewing the Healing Done screen and clicking on the small triangle next to the paladin’s name, which will only be present if the Guardian was actually used. Anything Lower then 60k, could indicate improper use, unless the Guardian was used to help save mana, as I did in the screen shot below.Guardian.jpg
  • Aura Mastery: Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of Devotion Aura, Resistance Aura, and Retribution Aura by 100%. Lasts 6 sec, 2min CD. It is very beneficial to use this in conjunction with Resistance Aura on fights with heavy shadow, fire or frost damage, or with Concentration Aura to make the raid temporarily immune to silences and interrupts. It should be used regularly on fights where these effects are present. But generally you’ll see greater use of Aura Mastery when used with Resistance Aura. You can check timing of this ability in conjunction with boss mechanics by using the Log Browser.
  • Hand of Sacrifice: A very useful damage mitigation tool. Transfers 30% of the damage taken by the target to yourself, up to a maximum of 100% of your health. With the constant self healing provided to us by Protector of the Innocent, this damage will easily be covered, and it serves to lessen large blows to either tanks or raid members targeted by various boss abilities. Paladins should be using this regularly.
  • Hand of Protection: The lesser version of Divine Shield. It can be cast on any raid member, granting complete immunity from any physical damage for 10 seconds. During this time, the targeted player cannot attack or use any physical abilities, but can continue to move, heal and cast damaging spells. This is a useful ability to save raid members who are being or about to be attacked by the boss or any adds, and is especially useful on casters and healers because it allows them to continue what they were doing totally unhindered. It has the benefit of clearing any physical debuffs on the target which makes it viable to be used on tanks in order to clear their debuffs and circumvent certain fight mechanics. Beware, however, that for its duration, this ability removes the threat of the current target, meaning that if used on a tank, the boss will simply start to attack the second threat target. Situational (typically organized by the raid leader), but use of this ability at the right times can indicate an effective holy paladin.
  • Hand of Salvation: Reduces the total threat of the targeted raid member by 20% over 10 seconds. This is extremely useful on classes which have no way to reduce or drop their threat, such as warriors or balance druids. Since it is percentage based, it is advised to use it later rather than sooner, for greater effect. Again, it’s highly situational and depends greatly on threat generation of your tanks and threat management of your dps. In both cases, if your raiders can handle this, you won’t see this used.
  • Hand of Freedom: Grants immunity to any movement impairing effects for its 6 second duration on the target. This spell has the lowest PvE utility, but can still be very useful on certain fights that involve raid members being slowed or rooted. It is situational and most likely wont be used much.
  • Divine Shield: An emergency button. It won’t be used often, but if you find your paladin is dying repeatedly without ever using it, this can indicate they are not using all their tools available and therefore not playing effectively.
  • Divine Protection: Reduces damage taken by 20%, 40 second cooldown talented (Paragon of Virtue). This should be used often, but not necessarily on cooldown. When glyphed, the physical damage component is removed and the magic damage reduction is doubled, making it extremely useful on certain fights with periodic magic damage. You can check timing of this ability in conjunction with known, hard-hitting boss ability by using the Log Browser.

Buff Uptime
Uptimes can be found in the BUFFS CAST section.

  • Conviction: Gives you a 3% bonus to damage and healing for 15 sec after causing a critical effect from a weapon swing, non-periodic spell, or ability. This effect stacks up to 3 times. Uptime should be close to 90% or above. If the uptime is much lower than 85%, your paladin likely needs more crit to help ensure this is constantly up.
  • Judgements of the Pure: Your Judgement increases your casting and melee haste by 9% for 1 min. Should be close to 100% uptime, but may be a little less due to range, boss mechanics, etc.
  • Aura: Regardless if it’s Resistance, Concentration, Devotion or Retribution, an Aura should be up 100% of the time.
  • Trinkets: If the paladin has an on-use trinket equipped, check the cooldown on it and the amount of times used. They should be used as often as possible.


Healing Assignment
Can be found in the HEALING BY ACTOR section. If your paladin is assigned to a specific person such as a tank, and you find your tank dying often, check to see the amount of healing your tank is recieving by the paladin. If your paladin is spending more healing on someone else and/or another healer not assigned to that specific person is doing more healing then your paladin, there is a problem. You can also view details by looking at the person who the paladin was assigned to. Under HEALING BY ACTOR and the Healing Taken From section.

Healing done on
Healing taken from

As stated above, I hope you find this helpful when evaluating your holy paladins. If you have any information that can be found useful, please leave a comment. I’m always open to ideas and suggestions and would like to make this article as accurate and helpful as possible.

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7 Responses to Using World of Logs to Analyze Paladin Healing

  1. Farad says:

    These are great posts, any planned for dps and tanks ?

    • Lument says:

      Thank you, Farad! We have not planned any for DPS or tanks however you are not the first to ask. We will discuss the possibility and let everyone know what we decide.

  2. Ariashley says:

    Spell mix is entirely dependent on boss and healing assignment. I disagree about limits on how much Holy Light should make up, as it’s completely fight dependent and also depends on the other healers. It’s the filler spell and should be expected to have a reasonably high amount of overhealing. Div Light and HR should both have low overhealing or the paladin is being inefficient. If a paladin can afford to Crusader Strike, he/she isn’t needed in that raid and you should just take less healers.

    I’d argue that for bosses, uptime on Conviction should be >95% (rather than 85%).

    For Illuminated Healing we usually see >80% uptime and often in the 95+ range because it really just says how much of the time the paladin was casting direct heals. It tells you whether paladin is stacking Mastery (which makes them primarily useful for healing tanks) or Haste (more flexible).

  3. JDH says:

    Excellent post. The only thing that I do not necessarily agree with is the breakdown of overhealing. Overhealing is such a function of raid size (more healers means move overhealing in 25 man than 10), fight mechanics (a fight like Beth’ilac has low overheal while a fight like Majordomo HM has astronomical overheal) and what you’re trying and assigned to do.

    I would not be concerned about Holy Light and Holy Shock overheal at all. In most cases, you are better off using HL and HS on CD when a stronger spell is not needed even if there is nothing but a full health target to use them on for the following reasons.
    1. Holy Shock is a fairly weak heal, and is most useful for the procs it provides (Holy Power, Infusion of Light). Using it on CD gives you the ability to have extra healing saved up for when you need burst.
    2. Holy Light (even with the mana cost increases) is still very cheap and even at like a 350 gear level is nearly mana neutral. Casting it when there is nothing to be healed gives you the chance of Daybreak procs, which then lets you get more HS, more HP, and more mana savings when you actually have to heal. It also puts mastery shields on the target, which can be helpful later.
    Basically, I completely ignore overheal on HL and HS for these reasons.

    The only spells where overheal is a huge concern are really DL and FoL. Even then, more than 40% overheal on DL on some fights is not necessarily terrible. On high tank damage fights, you often have to use DL at a relatively high overheal because it is too risky to use something else. For example, I know that DL hits for 30k, and HL hits for around 12k. On a high tank damage fight like H Shannox for example, if the tank is down 20k HP, I am going to be using DL even knowing that it will overheal by at least 33% – way more if it crits, and probably more than that still because of sniping from HoT ticks, etc. Topping a tank or other target off at the expense of overheal is very often preferable to using multiple efficient heals (say 2xHL), just because of the risk involved.

    • Wahyu says:

      You really sohlud not worry about equipment untill level 80, that is when the fun begins, but if you want good equips (blues/epics) just do some instances at your level. But when im leveling I use the greens/blues from quest rewards because they do good all the way up to 80. You can also save gold that way to buy the epic flyer.

  4. Dor says:

    I value these posts greatly while trying to help my healers with classes I am not as familiar with. Are you planning on keeping them updated with the changes made in various patches?

    • Lument says:

      Hey Dor, we do plan on updating these for MoP once it is released. For the time being, everything is generally accurate through current 4.3.

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