Showing posts with label Healing Guide. Show all posts
Showing posts with label Healing Guide. Show all posts

24.7.11

Holy Paladin Basics: Getting Started

I am often asked the question, "How do you heal as a Holy Paladin?" It is a question that is hard to explain in the space that Twitter gives, or even within the space of a single post. Often, the guides that are written are done so with max-level characters who are tackling heroics or raiding content in mind, and the new, low-level Holy Paladin is left in the dark. Holy Paladin Basics is a continuing series of small, specific posts aimed at teaching new Paladin healers how to effectively use the tools that they're given to tackle any situation.

SO YOU'VE DECIDED TO BECOME A HOLY PALADIN
The wet snow was still clinging to the young Dwarf's tattered and mismatched hand-me-down chainmail as he nervously stood in front of Azar Stronghammer, the Paladin who had been his mentor since leaving the comfort and safety of his home in Anvilmar. "Ye've done well, young Paladin, ta make it this far," Azar said, a stern, yet approving look on his weathered face. "But the dangers o' Dun Morogh are jus' the beginning of yer journeys. It's now time to choose which path of the Light ye're to follow. Choose wisely, young one, but choose quickly! Me ale needs me attention!"
Kneel. Kneel before Zod Uther.
At level 10, the fledgling Paladin is faced with the difficult choice of which talent specialization to pursue. Unlike most classes in World of Warcraft, the Paladin has three completely different roles that he can fulfill: Tanking, Healing or Melee Damage Dealing.

Putting the first Talent Point into the Holy Tree and choosing the life of a healer means that you are taking upon yourself the responsibility to keep those around you alive. It means that you are going to thrive in groups, and there will always be an insatiable demand for your services at every level and in every situation.

A Holy Paladin is one of the most powerful healers in the game. Equally at home in small groups or large raids, they bring lot of unique abilities and utility spells in addition to their healing. In a raid setting, a Paladin's natural niche is healing the Tanks, as the direct nature of the healing spells coupled with Beacon of Light are excellent for keeping up a single target taking extreme damage. A Holy Paladin is certainly capable of healing the Raid as well, but has fewer tools to do it than the other healing classes.


HOLY PALADIN ABILITIES

All Paladins get the following abilities as soon as they choose the Holy talent tree:

Holy Shock

An instant cast, multi-use spell as it can be used as an attack or a heal. It generates one point of Holy Power upon use. As an attack it does a moderate amount of damage and is a very useful addition to the admittedly limited offensive potential of a Holy Paladin. This spell, when used in a Holy DPS build, gives that spec it's name: The Shockadin.

As a heal, it is an exceptional spell and forms the backbone of our healing arsenal. Healing for a decent amount and generating Holy Power, this is something that a Holy Paladin will want to cast as much as possible. It has a short 6 second cooldown, and because it is instant is one of the few heals that a Holy Paladin can cast while moving.

Meditation

Allows 50% of your mana regeneration from Spirit to continue while in combat. This ability is a freebie that every healer gets, but it's absolutely crucial for a healer to be effective. Ignore all of the other abilities - this, more than anything, is why a Holy Paladin will be better at healing than a Retribution or Protection Paladin at the lower levels.

Walk in the Light

Increases the effectiveness of healing spells by 10% and removes the cooldown while increasing the effectiveness of Word of Glory by 30%. Another ability that makes a Holy Paladin a much stronger healer than the other specs.

Illuminated Healing (Mastery)

This ability places a shield on the target of each of your Direct Heals (as of 4.2: Flash of Light, Holy Light, Divine Light, Holy Shock, Word of Glory) for a fixed percentage of the heal. It is augmented by Mastery Rating, which can increase the size of each shield. Trained at level 80, this ability is not going to matter much to a levelling Holy Paladin.


LEVELLING AS A HOLY PALADIN

Regardless of your class, levelling as a healer is not a challenge for the faint of heart. Questing will be a lot slower and more difficult than with a Retribution or even a Protection talent specialization. Enemies of all sorts will chuckle as you tickle them for virtually no damage with your weapon. Holy Shock will be your best friend, but enemies will seem like they take forever to die and it's likely that you will become intimately familiar with each of the questing zones many graveyards. You'll probably know the Spirit Healers on a first name basis.

On the other hand, a low level Holy Paladin is a beast at healing in dungeons.  As such, your best levelling path is through instances using the Random Dungeon Finder starting at level 15.

If your plan is to heal once you reach Level 85 (and I can't imagine there is a reason to level as Holy if it isn't), there are several advantages to levelling through Dungeons:

1) Low level dungeons are easy to heal and provide great experience and gear. Even without any guild perks or heirlooms to help boost Experience Point gain, a single dungeon run at low levels will provide a sizable chunk of a level, if not more. As well, the dungeoneering Paladin will almost certainly be clad in the best gear available for any particular level, which makes healing even easier.

2) Levelling as a healer will provide a greater understanding of the healing dynamics of the class. Rather than levelling as another spec and choosing Holy later, someone starting as a Holy Paladin will be able to spend time with each ability as they are learned, and will be able to see how each spell relates in function to the other spells in the toolbox. It is the best way to get an intuitive knowledge of all of the spells in a class's arsenal, and will ease the learning curve in the higher-end content.


GEAR & STATS FOR LEVELLING

Gear

Paladins have a great deal of flexibility when it comes to levelling gear as they are able to wear any type of armour available. Mail armour is preferred until level 40 when it's possible to train Plate. However, until level 50 when the Plate Armor Specialization ability becomes trainable (which gives an additional 5% mana when wearing all plate armour), a Holy Paladin can and should use any armour type that is an upgrade.

Holy Paladins are unique in that they are the only class to have an armour class all to themselves. Plate with Intellect (or Mail with Intellect below level 40) is not desired by any other class that can use it, consequently it can be somewhat harder to find. The advantage is that in a group or raid there will be less competition for that gear, giving you a better chance to get it.

Holy Paladins are also one of only two healing classes that can use Shields, although they can also equip any type of off-hand item other than weapons. Shields with healing stats (Intellect, see below) are rare and precious objects while levelling, and it's more than likely a shield will get replaced much less often than any other type of gear short of a Relic (which you won't see until around level 50).

Stats

INTELLECT is your highest priority stat, and should be on every single piece of your gear. Get used to stacking as much of this stat as you can, because it is your best friend from now on. This stat not only determines how much mana you have, but also your spell power which increases how big your heals are. In addition, Intellect factors into mana regeneration. More Intellect is always better.

While levelling, all the other stats are relatively meaningless and Intellect should be prioritized over everything else. My personal strategy is to equip any gear that has more Intellect, even if it is a lower item level or has worse secondary stats. Until you hit Northrend, no other stat matters.

However, since you're going to get secondary stats regardless, it is useful to know what they are and what they do.

SPIRIT is your regeneration stat. It allows you to increase the amount of mana you regenerate both in an out of combat. It's a very good stat to have if you are having problems with your mana when healing dungeons. Never, ever stack Spirit instead of Intellect as Intellect contributes to your regeneration as well.

HASTE is a throughput stat that increases the speed of your heals and lowers your Global Cooldown, allowing your to cast more spells in a given period of time. This is a great stat to have, but at low levels you will never be able to acquire enough of it to make a significant difference.

CRITICAL STRIKE RATING increases the chance that your heals will land as a critical strike which will make them heal for 100% more. This is nice to have, but it's unpredictable and most healers tend to favour the predictable healing increases that Haste provides instead.

MASTERY is a stat that you will start seeing on gear once you hit level 80 and move into the Cataclysm levelling zones. It increases the effectiveness of your Illuminated Healing shields. As such, it isn't something that you need to worry about for a while, but once you're at level 80 it's generally regarded as the least important of the secondary stats for a Holy Paladin.

Other stats, like STRENGTH, AGILITY, HIT RATING, SPELL PENETRATION or DODGE are stats that will not help your healing at all, and so have very little use for a Holy Paladin. STAMINA will increase your Hit Points, and therefore your survivability, but is not something that a Healer should go out of their way to gear for; your Tank should be taking the large majority of damage in an instance.

We will discuss the various different Secondary Stats from the level 85 perspective later in MASTERY CLASS: GEARING AND STATS FOR ENDGAME CONTENT (coming soon).


NEXT HOLY PALADIN BASICS CLASS:
The Holy Toolbox: Spells and Spell Selection
  
  

11.3.11

This Week in Raiding: Healing Omnotron Defense System

This Week in Raiding is a (hopefully) weekly feature discussing the raiding encounters that my guild tackled this week, the lessons learned from them, as well as any news or thoughts on raiding in general. This week we have the Omnotron Defense Council encounter from the perspective of the Holy Paladin, although much of this article will be useful to all healing classes.  This is not a strategy guide, but everything that you need to know to heal this encounter successfully.  If you would like a more detailed description of the fight and overall strategy, please check out Tankspot's write up and video.


The Omnotron Defense System is a group of four Golems that make up what is typically considered the second boss encounter in Blackwing Descent.  It is a Council style fight; the bosses share a health pool and have a lot of abilities, making this a complex and chaotic fight.  Environmental awareness from the raiders and clear communication from the raid leader are keys to downing this fight reliably.

My raiding team uses the following raid composition for this fight:  Two tanks, three healers and 5 DPS.  A typical raid composition for 25 man would be Two tanks, six healers and seventeen DPS.



IN THIS CORNER, THE BOSSES

Magmatron is the fire boss.  He has two abilities that are going to make a healers life difficult: Incineration Security Measure and Flamethrower.  
  • Incineration Security Measure is a raid-wide area-of-effect flame ability.  It has a very obvious flame graphic that is impossible to miss.  You can't avoid this damage, even thought the graphic makes it look like you can, so don't try.
  • Flamethrower is a single target ability that shoots a jet of flame, does a lot of damage and is preceded by Acquiring Target, which projects a very large and obvious red laser beam at it's target for four seconds.  The raid needs to run away from the path of the laser beam, and the person targeted needs to stand still so that they don't spread the damage to other people.  The healers should start precasting heals or use mitigation cooldowns on the target in order to ensure survival.  As a Paladin, if you Divine Shield yourself while the laser is targeting you it will cancel the effect entirely, and Magmatron will not cast his flamethrower.  Hand of Protection has no effect on this ability.
Toxitron is the poison boss.  His bag of tricks consists of Poison Cloud and Poison Protocol.
  • Poison Cloud. Toxitron will periodically spew poison clouds at a random target that gives whoever stands in them a 50% increased damage debuff.  This includes the boss, so it's likely that your tank will try to stand the boss in the cloud, so be ready to heal through the extra damage if your tank isn't positioned perfectly.
  • Poison Protocol is the ability that caused my raid group the most difficulty.  The boss will release 3 poison slimes that will randomly target a player and move towards them.  If they reach their target, they explode and create a large poison puddle.  Getting hit by a slime is instant death.  They are untauntable and need to be burned down by the DPS as quickly as possible.  Avoid them at all costs (See below).
Electron is the lightning boss.  He does Electrical Discharge and Lightning Conductor.
  • Electrical Discharge is a fairly straight-forward chain lightning ability.  Spread out a minimum of 8 yards and be mindful of other people moving close to you.  It is not hugely damaging unless it's being spread to a lot of people.
  • Lightning Conductor is placed on a random raid member and will do electrical damage to that person and anyone around it.  If it is placed on you, run out of the raid.  As well, be aware of other people around you who have it and stay away from them, especially if it happens to be on the tank.
Arcanotron is the magic boss and he is responsible for Power Generator and Arcane Annihilator
  • Arcane Annihilator is a large damage, single target ability that will be the responsibility of your tanks and melee damage dealers to interrupt.  As a healer, be aware of sudden health dips when Arcanotron is up.
  • Power Generator is a hugely important mechanic for all casters, including the healers.  Arcanotron will put a puddle underneath his feet which will increase his damage significantly.  It's the tanks job to move him out of this.  The ranged DPS and the healers should stand in it for a damage boost and mana regeneration (See below).
Shields:  Two bosses will be active at any given time (except the very beginning), one active and one protected by a shield.  It's vitally important not to attack the boss with the shield active.  Each shield has a powerful effect that will go off if it is damaged, so target switching is extremely important.  Even a stray Judgement can cause a ridiculous amount of damage to the raid.

The only exception is Toxitron's Poison Soaked Shell, which will put a stacking damage-over-time debuff on anyone who attacks it, but also gives a large burst damage increase.  This debuff can be Cleansed, but many raiders will pick up a couple of stacks intentionally for the extra damage.  Ask beforehand if your raid leader wants it cleansed, but in my experience, just leave it if the person who has it is in no danger of dying.  Watch their health closely though, in case they get a bit overzealous in grabbing stacks.


JUDGING

As always, Judge as often as you can for the mana regeneration.

If you are using your Focus Target to determine your Judgement targets, it's important to put it on the right person in this fight.  It is not optimal to Focus/Judge on a tank on this fight because 50% of the time the tank is going to be targeting a boss with his Shield up.  It's better to Focus on a Ranged DPS who is reliable at switching targets, and it's even better to focus on the Raid Leader who is calling out the switches, if possible.

Judging the wrong target on this fight could potentially cause a lot of damage to your raid.  Be careful of your targets!


MANA MANAGEMENT
(or Using Power Generator for Fun and Profit!)

Arcanotron will create a blue puddle on the ground which will give him or whoever is standing in it a damage buff.  Your tank will move him out of this puddle.  You need to stand in this puddle as much as you can, as it regenerates mana while you stand in it.   

Power Generator also grants a damage buff as well, so your caster DPS is going to want to jump in the puddle with you, which most of the time is fine.  It gets problematic when Arcanotron and Electron are up at the same time, however, the chain lightning will cause an insane amount of damage if half the raid is stacked up, costing more mana to heal than will be gained from the puddle.

It's best to keep the DPS out of the Power Generator in this case, and let the healers regenerate their mana.  The damage caused by Electrical Discharge chaining to the 2 or 3 healers (5 or 6 in 25man) is very easy to heal through.  Talk to your raid leader about this if it becomes a problem.


DIVINE PLEA

There is no excellent and obvious period of low damage in this fight to regenerate mana using Divine Plea, so I recommend using Guardian of the Ancient Kings to offset the 50% healing reduction.  Since GAK has a 5 minute cooldown, you can only do this combination once during the fight.  If you are having major mana problems, use Avenging Wrath and Divine Favor in combination with Divine Plea throughout the fight.

If I am on the ball and using the Power Generator wisely, I find that I only need to use Divine Plea once during this fight, so GAK is a perfect offsetting cooldown.  Use your discretion based on your own mana needs.

If you have any Spirit trinkets - like Core of Ripeness - use those on cooldown.


LIGHT OF DAWN OR WORD OF GLORY?

In the 10-man version of this fight, your raid is going to be spread out a lot making it difficult to hit the 5 (or 6, glyphed) people needed to really make Light of Dawn worth it, so Word of Glory is a stronger choice most of the time.  With the increased amount of people in a 25 person raid, Light of Dawn would be the go-to Holy Power heal much of the time.  Just be mindful of how many people you will hit with your LoD before you cast it; if it looks like you won't hit 5 people (pets count too, remember), then go with WoG.

When everyone stacks in the Power Generator, Light of Dawn will be much easier to use effectively in 10-man.


WHERE THE HECK IS EVERYONE?

For a healer, range awareness is key to this fight, as everyone will be moving around a lot and can easily get out of range at a crucial time, causing a death. Stay in the middle of the room as much as you can, and be prepared to move to either side as the situation warrants. Keep an eye on your tanks and make sure that you keep them in range.


USING BEACON OF LIGHT

One of the tanks will get the Beacon of Light. There will be only one boss when the encounter begins, so put your Beacon on that tank.

If you are finding that one of the tanks is out of range a lot, put the Beacon on him instead. Beacon of Light has a 60 yard range, far greater than any of a Paladin's heals. This way you can ensure that if a tank is out of range he is still going to be receiving some healing while you reposition yourself to get within range again.

Unless your raid has incredibly high DPS, this fight will last longer than the five-minute duration of your Beacon, so be prepared to reapply it as needed.


HELP! THE SLIMES WANT TO EAT ME!

Probably the single most frequent cause of wipes on this encounter will be Poison Protocol.  It sounds simple in theory:  Avoid the Slimes.  It's a bit harder in practice, however.
  • First thing to do is position yourself as far away from Toxitron as you can while he's active.  Space can get a little tight when both Toxitron and Electron are up, but I'd rather let an Electrical Discharge chain once or twice than be too close to the Slimes when they spawn.
  • Set up your Raid Frames to show Aggro.  I have a big, menacing looking red box around my frames to indicate aggro that is hard to miss.  Hopefully your Raid Leader will call out the Slime targets as well.  Either way, once you realize you are targeted by a Slime, start running away from it.  The Slime will only explode if it hits it's target, so it's absolutely vital that it doesn't get to you.  Healing does not matter as much at this point.
  • Run around the outside of the room to give your DPS the most time to burn down the Slimes.
  • Use the Speed of Light speed bonus from Holy Radiance to put some distance between you and your Slime.  This will also spread some heals around the room as you run.
  • Do not let it get too close to you.  It has a much larger range than it would seem.

AURAS AND COOLDOWNS

Try to have Resistance Aura up so that can use Aura Mastery during Magmatron's Incineration Security Measure AOE. If you can time it correctly, you can have double resistance for the entire time this ability is active, substantially reducing damage.

Devotion Aura is much less useful for a Holy Paladin in this fight, as the incoming physical damage is very light. Let another Paladin or a Shaman put that buff on the raid.

Save using your first cooldown until the second boss activates. Aside from Magmatron, the damage caused by a single boss is very minor - Toxitron especially. Divine Favor and Avenging Wrath should be used as often as you can, unless you are saving them to offset Divine Plea (see above). I prefer to save them and hit them just after a boss switch. Magmatron is the big AOE damage dealer in this fight, so if you are assigned to healing the raid, save your cooldowns for when he's active.

Hand of Sacrifice is best used on the target of Flamethrower, or on a tank that is taking extra damage from standing in a Poison Cloud.

Save Divine Shield for Flamethrower. If you are targeted by Acquiring Target, hit your bubble and the flamethrower will not go off at all. If Divine Shield is on cooldown, use Divine Protection to help mitigate some of the damage.

Guardian of the Ancient Kings should be saved to offset the Divine Plea debuff (see above).


THE PAYOFF

Omnotron Defense Council drop two items that are good for Holy Paladins: Security Measure Alpha and Life Force Chargers. Both are worth getting.


* Big thanks Ophelie and Leetsauced for answering a few questions on Omnotron 25, and Rades for helping me get the Wowhead hoverlinks working.  Thanks, everyone!

22.2.11

Paladin Basics: Judgements and Targeting

[PLEASE NOTE: This article has not been updated to reflect the 4.3 changes to Judgement and Seal of Insight. I will be updating it soon! ]




Welcome to Holy Paladin University with Professor Fannon.  This recurring series of articles is going to focus on the How-To's and How-Not-To's of healing Paladin-style, from the basics to the advanced.  In this introductory article I'm talkin' Judgments and how to hit the right internet dragon every time.


As a Holy Paladin one of the things you are going to be doing frequently is Judging.  Judgement is an offensive spell that is extremely important to a healing Paladin as it gives us a lot of benefits over the incredibly meager damage that it does, and you should be casting whenever it is available as much as you possibly can.  Reaching for the Judgement button is completely instinctual for me now.  It's to the point where I need to ensure that on my other characters I put something in that keybind that needs to be cast a lot, because it's an entirely automatic reflex.

A Holy Paladin using Seal of Insight casting Judgement on a target provides a lot of different benefits:

  • Causes a small amount of damage to the target
  • Automatically returns 15% of base mana (For me it's about 3400 at the moment)
  • Counts as a melee attack, sometimes returning 4% base mana via Seal of Insight
  • Gives Judgements of the Pure, providing a 9% Haste buff for 1 minute

At a minimum, a Holy Paladin should be casting this spell once per minute, simply for the extra haste from Judgements of the Pure.  However, in the Cataclysm healing environment, the mana return mechanisms are far more important and makes casting Judgement as often as possible critical.  Frequent Judging will help you have enough mana to heal longer fights and be more effective.


HITTING THE RIGHT TARGET

But in an era of Crowd Control, how do you make sure that you're hitting the right target?  How do you ensure that you're not going to get that nasty internet dragon munching on your face?

The trick to healing and Judging seamlessly is target selection, or rather, the lack thereof.  Normally, a healer is going to be rapidly targeting friendly players while casting heals.  If you then press Judgement (or any other attack) without first selecting a hostile target, the game will automatically target whichever mob is closest to you.  There is nothing worse that hitting the Judgement button and having the game select the wrong target, breaking Crowd Control or causing you to get aggro.  It's vitally important to make sure that you're Judging the right target.  Luckily, there is a very simple way to do this that doesn't require any add-ons or effort.

Focus

The default Focus Frame.  Hi Mack.
The easiest way to solve this problem is to use the Focus feature of the default user interface.  Focus allows you to 'tag' a mob or party member that you want to keep an eye on.  In the default UI, focusing on a target will give you another, movable unit frame with your Focus Target in it.  You can use this to keep an eye on your Focus Target's health, use it to quickly switch targets and many other things, but the real power of this feature comes from how it can be used in macros.

For Judgement, this is the macro that I use:

#showtooltip
/cast [exists,harm][@focustarget,exists,help][] Judgement


This macro will cast Judgement on your Focus Target's target if you have a focus, and on your current target if you don't.  This allows you to use it in groups or soloing without changing anything.

For both raiding and dungeons, the best thing to focus on is the Tank.  By always targeting the Tank's target while grouped, it is almost guaranteed that you will always be Judging the target that the Tank has the best threat on, and you will almost never break a Crowd Controlled mob early.  The best habit to get into is at the beginning of any dungeon or raid to set your Focus Target on the Tank and be content that each Judgement that you cast will hit the proper target.

This system can be used for all of your offensive spells by altering the macro for each spell.


To set a Focus Target, select what you want to focus and type /focus or right click on the unit frame and select Set Focus.  For more information on Focus and some of it's uses, check out Wowpedia's article: http://www.wowpedia.org/Focus_target

I have found that using Focus in this way is the simplest method of making sure that your Judgements hit the appropriate target.  What method, if any, do you use to make sure that you're not Judging the wrong target?  Do you use add-ons?  Or is it something that you haven't worried about?



29.1.11

This Week in Raiding: Healing Magmaw as a Holy Paladin


This Week in Raiding is a (hopefully) weekly feature discussing the raiding encounters that my guild tackled this week, the lessons learned from them, as well as any news or thoughts on raiding in general. This week we have the Magmaw encounter, with some specific thoughts on healing as a Holy Paladin, although many of these ideas can be applied to other healing classes as well.  This article specifically talks about the 10-man normal version, but should be the same for 25-man normal.  If you would like a more detailed description of the fight, please check out WoWpedia's write up and Tankspot's video.


HEALING MAGMAW

Depending on what strategy that your raid group is using, healing the Magmaw encounter can be an intricate affair requiring split-second timing and the reflexes of Spider-Man or it can be a simple stand-in-one-place-and-stare-at-GRID snoozefest.  While I really enjoy the challenge that a truly intricate fight brings to the table, if I have to spend more time watching the ground for an effect than I do watching the health levels of the raid, then I'm going to take any opportunity that I can to simplify the encounter.

The main mechanic on this fight that will give healers problems is Pillar of Fire, which will target anyone out of close melee range and hit hard and fast for a lot of damage.  In order to avoid this, people need to move out of its way extremely quickly.  This can be very hard for healers who are focused on their raid frames and who, frankly, have more important things they should be worried about.

The very simple way of getting around this is to stand with the melee.  Pillar of Flame will not target you, and if you have a good group of DPS, the Lava Parasites will not bother you either, allowing you to focus on healing.  You need to stand in very close though; get used to hugging a great big, glowing red worm.

There are a few other things to be aware of:

IGNITE  
Magmaw will ignite half of the room and then smack his head on the floor causing damage to anyone within.  You'll see smoke coming from the floor if he's targeting your section (and I'm sure DBM and your Raid Leader will be screaming at you as well) and you'll need to run away.  The best strategy is to run to the tank's position.  Using Holy Radiance at this point for the Speed of Light boost allows you to get out the fire quickly and heal at the same time.  Once it's over, quickly run back to your original position.  Stay as close to Magmaw as you can while running to avoid becoming a Pillar of Flame target, as well as a cautionary example of what not to do.

HOLY RADIANCE and LIGHT OF DAWN  
These spells are very powerful in this fight.  With everyone except the tank and (typically) one DPS clumped up, it's very easy to hit a lot of people with your AOE spells.

BEACON OF LIGHT  
There are two potential Beacon of Light targets on this fight: the Tank or the Pillar of Flame DPS target.  I beacon the tank, but there are a couple of compelling reasons to consider putting Beacon the PoF target.
1) If your PoF target tends to get hit occasionally or is getting hit by the Lava Parasites a lot, then Beacon can help heal him while you focus on the tank.
2)  Range:  Depending on where your PoF target is moving to after a Pillar of Flame strike, he may move out of range of your heals.  Beacon of Light's 60 yard range ensures that he is always in range and always receiving heals.
The choice will depend on your particular group and their strengths.  If you Beacon the tank, you will be spending a majority of your time healing the raid instead of direct healing the tank.  If you run with two tanks on this fight, Beacon the one that is tanking Magmaw at the moment.


MANGLE
During the transition phase the Tank is going to be Mangled until Magmaw gets chained down.  This hurts like hell, so be ready to heal through some serious damage (and hope your DPS are on the ball with getting the chains taken care of).  This is a very good time to use Hand of Sacrifice in addition to Divine Protection, Hand of Protection or Divine Shield.  I normally go with Divine Protection (not glyphed) which will reduce the incoming damage on me by 20%.  I hesitate to use the more powerful bubbles here because a) the redirected damage is fairly easy to heal through using Protector of the Innocent's passive healing and b) I prefer to reserve them in case any Lava Parasites get into the melee group and start chomping on my bottom.  Once you bubble they will go find a different target that can (hopefully) deal with them better.

*Edit: It was pointed out in the Comments that you can directly Hand of Protection your tank.  This will, of course, prevent all incoming physical damage.  Just make sure that you communicate to your tank that you're going to do this, since it will prevent him from attacking, and he will likely lose aggro until the effect wears off or is clicked off.

WHEN TO USE COOLDOWNS
Your tank will be taking a lot of initial damage during the pull, so I find it's very useful to pop either Divine Favor or Avenging Wrath as soon as I get into position.  It is a good idea to save a cooldown for the heavy tank damage of the Mangle phase, and Guardian of the Ancient Kings is an excellent spell for this since you'll be casting your heals directly and only on the tank during Mangle.  Otherwise use Divine Favor and Avenging Wrath on cooldown.

MANA MANAGEMENT
This fight can last awhile if your raid decides to burn down the parasites as opposed to kiting them, so mana management becomes very important.  However, there is a built in mechanic that makes this a lot easier.  In Phase 2 when Magmaw is chained down and the DPS are going nuts on him there is virtually no incoming damage.  This is the ideal time to pop Divine Plea and any other mana regeneration trinkets or potions that you may have.  Also, you're standing in melee, so don't hesitate to throw out a Crusader Strike or two to generate some free Holy Power for when the damage starts coming again.

RANDOM DAMAGE TO LOOK OUT FOR
It's important to ensure that everyone is topped off and close to full health during Phase 2 because Mangle will wipe all of the tank's threat, so that when Magmaw breaks out of the chains he will switch targets to the next person on the aggro table.  Quite often this will be the healers, but can often be the top DPS as well.  On 10-man normal it can take a DPS from full down to less than half health, so it's key to ensure that everyone is as topped up as possible beforehand.

THE PAYOFF
Of course, we can all claim that we're killing raid bosses to help save Azeroth; doing good and noble deeds because we are paragons of virtue.  Balderdash.  We're in it for the shiny purple loot.  For Holy Paladins, Magmaw drops Breastplate of Avenging Flame, a wonderfully itemized little outfit, perfect for the stylish Paladin this season.  With Spirit, Haste, a red and a blue socket and a +20 Haste socket bonus, it's well worth getting.