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PTR
10.2.7
PTR
10.2.6
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Best Covenant for Holy Paladin In Dragonflight Pre-Patch
来自 HolyClarius
[Last Updated]:
2022/11/28
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补丁:10.2.7
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评分:3.5/5
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评分:3.5/5
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Welcome to the Holy Paladin Covenant guide for the Dragonflight Pre-Patch. This guide will go through the best Covenant for Holy Paladin in the .
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Best Covenants for Holy Paladin
In the Pre-patch Necrolord will continue to be the strongest Covenant in all content. Kyrian, which was competitive prior to the Pre-patch is taking a step back in viability, due to the fact that
圣洁鸣钟
will be available as a talent and when picking the talent we will still only be able to use a single
圣洁鸣钟
, this means that Kyrian would grant no Covenant Spell.
Venthyr might see a resurgence with the disabling of the Sepulcher tier sets in the Pre-patch, and I will provide a Soulbind build for people who want to relive the good old days of
红烬圣土
before it is too late.
With that being said, we still expect Necrolord to be the most played Covenant, and which Soulbind and what conduits you pick changes slightly depending on your talent build.
Holy Paladin Talent Guide
Caster Build
Necrolord
Plague Deviser Marileth
Venthyr
Theotar the Mad Duke
Melee Build
Necrolord
Plague Deviser Marileth
Venthyr
Theotar the Mad Duke
Maraad's Build
Necrolord
Plague Deviser Marileth
Venthyr
Theotar the Mad Duke
Mythic+
Necrolord
Emeni
Venthyr
Theotar the Mad Duke
Covenant Choice for Holy Paladin During Dragonflight Pre-Patch
Necrolord will most likely continue to be the strongest Covenant in the Pre-patch.
However, one of the biggest reasons for the swap Holy Paladins made to Necrolord in 9.2 was the great synergy it had with our Tier-Set bonuses, but with the disabling of these Tier-Set bonuses in the Pre-patch it is not unlikely that Venthyr will see a return to being viable. Necrolord benefited heavily from both the 2-set and the 4-set and without the CDR from our 4-set,
复仇之怒
will once again line up with
红烬圣土
.
Best Holy Paladin Covenants for Raiding: Necrolord & Venthyr
Necrolord
Covenant Ability:
征服者之锤
- A short cooldown ranged spell that grants 1 Holy Power and does significant damage, especially when combined with
正义之力
, but most importantly it empowers your next
荣耀圣令
to also instantly cast a free
黎明之光
. The healing of both of these are are increased by 25%.
Signature Ability:
血肉铸造
- A very powerful defensive. It is a 3 second channel that stacks a large absorb shield over the course of the channel, additionally, you take 20% less damage during the channel itself. This is very helpful for surviving deadly damage, such as heavy dots.
Best Holy Paladin Necrolord Raid Soulbind - Plague Deviser Marileth
Venthyr
Covenant Ability:
红烬圣土
- A very powerful healing and damage cooldown. Covers a very large area and heals any ally and damages any enemy in it for 45 seconds. Anybody who have played Shadowlands prior to patch 9.2 will know how powerful this spell can be. This has not changed, but with the removal of the 9.2 Set Bonuses in the Pre-patch it is likely that we might see this spell gain a rebirth. It is very powerful in raiding environment due to its very long duration that can help your raid live through even the most heavy damage.
Signature Ability:
暗影之门
- A long range teleport with a cast time. This can be invaluable for Paladins who are not famous for being a particularly mobile class.
Best Holy Paladin Venthyr Raid Soulbind - Theotar the Mad Duke
Best Holy Paladin Covenants for Mythic+: Necrolord & Venthyr
Necrolord
Covenant Ability:
征服者之锤
- A short cooldown ranged spell that grants 1 Holy Power and does significant damage, especially when combined with
正义之力
, but most importantly it empowers your next
荣耀圣令
to also instantly cast a free
黎明之光
. The healing of both of these are are increased by 25%.
Signature Ability:
血肉铸造
- A very powerful defensive. It is a 3 second channel that stacks a large absorb shield over the course of the channel, additionally, you take 20% less damage during the channel itself. This is very helpful for surviving deadly damage, such as heavy dots.
Best Holy Paladin Necrolord Mythic+ Soulbind - Emeni
Venthyr
Covenant Ability:
红烬圣土
- A very powerful healing and damage cooldown. Covers a very large area and heals any ally and damages any enemy in it for 45 seconds. Anybody who have played Shadowlands prior to patch 9.2 will know how powerful this spell can be. This has not changed, but with the removal of the 9.2 Set Bonuses in the Pre-patch it is likely that we might see this spell gain a rebirth. Even though it has been nerfed repeatably over the expansion, this spell can still be a very powerful damage cooldown in a Mythic+ setting.
Signature Ability:
暗影之门
- A long range teleport with a cast time. This can be invaluable for Paladins who are not famous for being a particularly mobile class.
Best Holy Paladin Venthyr Mythic+ Soulbind - Theotar the Mad Duke
If you choose to play Venthyr in Mythic+ you should be using the
疯狂圣贤
legendary instead of the more common
先锋之势
.
Holy Paladin Covenant Popularity
Below you can see the data on what are the most picked Covenants for Holy Paladins. This data updates automatically and comes directly from Blizzard's API.
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评论
评论来自
apollogiant
Under Holy Paladin Mythic+ Analysis the author writes: "If you aren't sure what to pick, or you don't care about the choice. Kyrian is what I would recommend. Venthyr you can make an argument for in some scenarios, so if your goal isn't to be hyper-competitive it's an option." Venthyr is "only an option" if your choice "isin't to be hyper-competetive"? The statement is incorrect, every top holy paladin is Venthyr for dungeons.
I will share my experience in dungeons as Kyrian versus Venthyr as someone who has played both in +20s and mythic raided as both:
I started out as Kyrian and it definitely is the healer's choice in both raid and dungeon. Kyrian also tends to be paired with Shock Barrier in both raid and dungeon which is a legendary that does about 6-10% of your healing.
Being able to rely on Divine Toll to be there for you like a good friend is very comforting. You can instantly apply holy shocks and their resulting glimmers to all your mates or pump it into enemies while spamming shield of the righteous. It also tends to go with a playstyle that takes Divine Purpose over Holy Avenger, so in general you are only ever thinking about your next Divine Toll (1 minute) and your next Wings (2 minutes). Very simple to work with while you learn to take full advantage of holy power generation, not clipping crusader strike holy shock refreshes, etc.
As Kyrian, when I was playing my best in a decent enough group, I could eek out about 2.3k DPS overall in 15s but that falls off in 20s where I was hitting about sub 2k overall. However, no matter how much I protested against people asking for "Venthyr paladin" in high dungeon groups even when it wasn't a Venthyr dungeon and even when I could reasonably convince them that I would do 2k+ dps overall, I ultimately made the swap to what all the top dogs were running to see what all the fuss was really about.
Venthyr is the meta choice because of damage. All the top holy paladins like Ellesmere are Venthyr, period. Go look at Raider.IO - it isn't "an option" in competitive spaces, its THE option based on what people are actually playing. The reason for this is that after a certain point, you don't need to do more healing. You can do all the healing needed to successfully complete a dungeon without Divine Toll so if the alternative is zug zug more damage, you take it.
Venthyr is a higher skill floor to meet the same healing checks you were making as Kyrian because you no longer have the smoothing effect of Divine Toll on your rotation. You are forced to play your class better and taking better advantage of holy power generation, glimmer application WITHOUT Divine Toll, etc.
As Venthyr you have Ashen Hollow which does a bunch of damage and healing but on a long cooldown. You also want to further abuse Ashen Hollow which doubles Hammer of Wrath's damage and makes it spammable on CD by pairing it with the Mad Paragon Legendary which extends the duration of wings when you use Hammer of Wrath and increases Hammer's damage by 30%. This means you lost Divine Toll and now you are losing Shock Barrier in dungeons as well.
Shock Barrier is still used in raid environments and you can use it in dungeons, but here's the thing, you don't need more than X amount of healing to beat a dungeon's healing check and you can achieve it as Venthyr.
Venthyr is generally paired with the Holy Avenger talent over Divine Purpose. So instead of thinking only about a 1 minute (Divine Toll) and a 2 minute (Wings), as Venthyr you are thinking about a 2 minute (Wings), 3 minute (Holy Avenger) and 4 minute (Ashen Hollow) for your major throughput CDs. It is scary at first but you learn to adapt and lean more onm playing the class effectively and you tend to use your holy power for healing spells rather than Shield of the Righteous even if just to fish for Awakening proccs for free Wings. Basically you lose the luxury of just spamming holy shocks on enemies and doing whatever because you have a divine toll coming up but the damage output from Venthyr more than compensates.
The biggest thing is USE YOUR CDs. They are on long cooldowns for a reason- they are very strong and they reward you for planning out when they will be used without holding them for too long. Generally you will plan to use ashen hollow at each boss and in between at least once, Holy Avenger on each Pride and in between at times as well and then Wings pretty much on CD if you are just starting a pull or you want to pair it with holy avenger on pride that usually feels quite nice.
Oh yeah the damage, I mentioned that right? At this point I don't tend to drop below 3k overall now and in good groups, going up to 3.5k even in a high key. With Ashen Hollow on bosses, you can top the meter at times if you have other CDs ready too. The difference is at least 35% more damage but the dungeon's "healing check" is still met. Its a net gain no matter how you look at it and if you look at people pushing high keys, they don't get hard to the point that they go back to Kyrian for more healing- they stay Venthyr because if people get hit by a mechanic they are dead anyway. You don't need to be able to do more than a certain amount of total healing and HPS- after that it is all damage.
In raiding Venthyr is very nice for actually having a real CD to plan around and all the top damage parses are about 1k-1.5k higher than the top kyrian parses, but the inverse is true for healing (about 1k HPS differences favoring the Kyrian). However proportionally, the 1k damage is a greater % of total damage you would be doing than 1k hps compared to your total HPS so your mileage may vary. All of last patch is felt like we were overhealing and I would lean on doing damage capping out on Kyrian's potential for that. Even as venthyr you can heal plenty just keep pushing yourself to limit. Healing parses are toxic to begin with because of so many varying factors including how top healing parses are two or three man comps with weaker support healers on fights than need 3 or 4 healers but I've done purple damage + healing parses on the same pull as Venthyr.
In conclusion, once you feel very mechanically good as paladin, you have the option to push your damage output rather significantly by going Venthyr. You can stay Kyrian for more healing in raid, but the extra healing in dungeons does not matter beyond meeting the healing check (whereas raid there is very often always somewhere you can apply extra healing and divine toll- the logs speak for themselves). More damage means things die faster which means less healing needed- especially in dungeons. In raid, ~1.5k+ extra dps (depending on how good you were as kyrian) for the entire fight duration can mean meeting the dps check needed to beat the enrage. Also in raid, ashen hollow in certain areas can mean saving the raid group during a mechanic (i.e. having ashen hollow as a real CD like healing tide and stuff that you can rotate amongst the healers) or doing enough damage to break a mechanic like Sun King's shields or big add spawns in Sire's cleanses while healing the entire time too because it does both.
Only thing I regret is leaving achievements incomplete when I had almost all done and my birdy boy- he had phial, vendor, mail and bank. If we get to keep cov features after SL is over I will change back to Kyrian to finish achievements and get my boy back but in the mean time I will max out Venthyr cov stuff especially with more Anima incoming 9.1
评论来自
Apollomantis
I disagree a bit with this guide, kyrian certainly has its place, yet ashen hallow simply is far superior when you get a good amount of gear which means your words of glory really start healing for a lot. With hard casted holy lights also healing for a ton of health per cast, especially when used with a proc. Kyrian is definitely best for low geared paladins, or paladins that are learning to heal, as its a much more friendly choice, and much more dependable choice for uh oh scenarios. Yet when you start getting to a certain gear and skill point, the damage difference between ashen and toll really begins to show, as in theory you would be healing people up in fewer casts, and spending holy power on shields for damage as filler to cycle your holy power.
Like if you even look at a lot of the top end holy paladins, their using seraphim now, which is a pure DPS talent, as their gear is able to do all the healing they need through their WoG casts. Along with using hammer of light and beacon of faith, to be fair that was mainly contributed by the change made to crusaders might. Yet in essence their turning to a more DPS oriented build, over a pure healing build that is kyrian.
Ashen hallow is definitely a much harder ability to use at first, its awkward with its long CD, and a complete shock coming from kyrian and not having a button to press every minute. Yet as you play it, it becomes easier and easier when you start getting the rhythm of the runs down, and start to learn when to use it, and what to hold it for, to ensure that your getting the max use out it. Whilst making sure big pulls or boss pulls, especially on tyrannical weeks, are being executed properly. It can take a bit of coordination, and can be a bit pug unfriendly. Yet most runs are preset paths that most groups follow, and its easy to predict what's going to be pulled when, or routes can be linked and planned accordingly.
It's not a tight coordinated ability like quite a few seem to think it is, it's a powerful tool that can be utilized just as effectively as divine toll can be. With it being a great uh oh button if a pull gets botched, as it can pump a ton of DMG out in a very quick burst. With a ton of healing to follow, and can save pulls gone wrong in a heartbeat.
评论来自
Quaaid
Parts of this guide are so inconsistent and exasperatingly stale. Just look at Necro being recommend 1A/1B with venthyr and then read the comments in the M+ section, for one example...
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