Paladins
Whatever faction you play, whatever race, whatever class, there are those that
laugh at paladins and those that curse them as the bane of their existence and
those that praise them as one of the better classes in World of Warcraft.
Whatever your views, Paladins are here to stay and so here is something to try
and help those that play Paladins and those that group with them. I wrote this
because I constantly see people misusing spells or saying ‘that’s not possible’
when other Paladins are doing that ‘not possible’ task every day.
My hope is that new Paladins and other classes will gain more understanding of
what we can do, what our spells are capable of and that paladins are one of the
best classes in World of Warcraft and are largely limited by gear, experience of
the gamer and talent of the gamer. If I want an excellent tank I roll a Warrior,
if I want a great healer I roll a Priest. If I want insane levels of dps I roll
a Rogue. If I want a class that is unable to be put into any category I roll a
Paladin. I can dps steady almost guaranteed dps that unlike Warriors Rogues and
many other classes not reliant so much on crits (though they help us a great
deal), I can heal nice and while not as good as a priest a paladin heal is
nothing to be laughed at, I can tank and while its nowhere near as effective as
a Warrior tanking its still possible for a time. That is the wonder of a Paladin
and that is what I try to get across here.
Please check out all of the guides on these and the American forums because
while it’s a lot to read, every one of them are invaluable.
Aura's
An Aura is an always on spell effect the paladins have that gives a buff to the
party within 30 yards. It does not affect whole raids so its often wise to
strategically place Paladins within groups and only have one per group.
Devotion Aura
Increases armor by 735 (at rank 7). This is handy and is loved by casters and by
tanks. It has turned out to be the common use aura of choice for many paladins.
It can be increased by talent points (aprox 183 extra armour) but for 5 talent
points it is a matter of opinion weather it is worth the cost. This is best used
when fighting melee mobs or anything to do with non magic based attacks.
Retribution Aura
Deals 20 Holy damage (at rank 5) to anyone that strikes a party member. It does
not work with magic based attacks, only melee but it still has high use
potential. Used by many against rogues for the +20 damage per hit and if the
rogue uses slice and dice or blade flurry then all the better. Faster attack
speed the attacker has, the more use this has. Some claim that this lets you die
too fast without Devotion Aura or Concentration Aura on fast attacking melee
because you can’t get heals off but then so many mobs and many classes from
whatever faction you’re in can interrupt spells with casting times so it’s often
better to use this to help use their own strengths against them.
Example of some classes Retribution Aura is useful with: Rogues, Druids, duel
wielding Warriors & Hunters.
It can be increased by talent points by 50% (2 points for an extra 10 damage).
Concentration Aura
Gives 35% chance of ignoring spell interruption when damaged to all party
members within 30 yards. It can be increased by talent points to give an
additional 15% to the chance to ignore spell interruption and also gives 15%
chance to resist silence. Requires 3 talent points to max that out though my own
experience with this blessing is that it’s only usable in specific situations.
Casters often ask for Devotion aura for the more armour over chance to resist
interruption.
Sanctity Aura
Increases Holy damage done by party members within 30 yards by 10%. This is
gained by using a talent point in Retribution. It is an aura often used by
Paladins wanding to solo, sometimes paladins use it to max out their holy dps
and sometimes paladins use it if your grouped with a 'holy crit/smite' build
priest. Some say it is useless some say it’s amazing. The fact is, if you deal
1,000 damage then 10% of that is 100 damage. You must decide if you prefer to
use Sanctity aura over Devotion, Concentration, Retribution or any of the other
aura's. As always, with aura choosing it’s a hard choice with many good and bad
points for each aura in each situation.
Shadow Resistance Aura
Increases shadow resistance of party members within 30 yards to 60 (at level
60). Available to all Paladins, this is a must have for PvP against casters such
as shadow Priests or Warlocks. The only problem with it is that it does not
stack with other shadow resistance buffs such as Priests shadow protection so if
you have a Priest able to buff that if you’re fighting mobs or bosses using
shadow based spells then it is advisable to let the Priest buff the party and to
chose another aura. Some bosses you may find do both shadow and fire based
damage with the melee attacks on the main tank so you can chose, if you’re in
the MT group to give devotion aura to give the tank the armour or fire
resistance to help the group and tank avoid the fire based damage. Many in this
situation would be advised for the Fire Resistance aura. Tanks are naturally
tough to kill from physical attacks but their armour no matter how good fails to
protect them well against fire frost shadow or any other kind of spell damage.
Frost Resistance Aura
Increases frost resistance of party members within 30 yards to 60 (at level 60).
Available to all Paladins, this is a must have for PvP against casters such as
Mages. Often Paladins will swap aura from fire to frost depending on how the
mages hands are glowing as it shows what kind of spell they plan to cast. This
can be hard if your trying to get a heal off or if your on another task where
you cant change aura but either way, Frost Resistance is a very handy addition
to any group when fighting bosses or players who use frost based spells.
Fire Resistance Aura
Increases fire resistance of party members within 30 yards to 60 (at level 60).
Available to all Paladins, this is a must have for PvP against casters such as
Mages. Aura swapping with mages is handy but remember if you know your up
against a frost Mage or a fire Mage you may find it a better idea to stick with
the aura they are speced to. This can help you avoid miss timing aura swapping
and getting a Presence of Mind, Arcane Power, Pyroblast thrown in your face.
(For those not familiar with that combination, it’s an instant cast pyroblast
that causes 716 to 890 damage and an additional 268 over 12 seconds but Arcane
Power increases the damage by 35%). Many bosses in end game instances too use
fire based spells and this aura is a must have in those times.
Blessings
Blessings are short duration buffs Paladins get that are castable on individual
party and raid members. The standard duration is 5 minutes but there are
blessings that are shorter. At later levels you can get 'Greater Blessings' that
buff a single class for a 15 minute duration. If you only have 1 priest and you
cast a greater blessing on him or her, then you use a reagent up for a single
person to get a 15 min buff. If your raid group has 20 priests, then they all
get that 15 minute buff. The greater blessing is limited only by those you can
fit within a raid and those that are within a 40 yard range and by the fact you
can not buff 1 priest with greater blessing of wisdom and another with another
greater blessing of kings, you would have to buff one with the 5 minute buff and
the rest with the 15 minute. Only one blessing per paladin can be used per
player and the same blessing when cast by multiple paladins on the same target
does not stack.
Blessing of Wisdom
Blessing of wisdom is one of the many buffs paladins have that all mana based
classes love. It restores 30 mana every 5 seconds to the person that is buffed.
To really appreciate this buff you need to understand the '5 second rule' that
is used in World of Warcraft. All casters, no matter how much spirit they have
(spirit being the statistic that sets how fast you regenerate mana) will not
regenerate mana until 5 seconds after finishing casting a spell or attack or
buff or anything that uses mana. Blessing of Wisdom ignores this 'rule' and
restores 30 mana every 5 seconds no matter if you’re casting or not.
Blessing of Wisdom has a spell upgrade (Rank 6) only available from AQ20. This
rank gives 33 mana every 5 seconds. It is BoE and may be found on the Auction
House in 'Recipe's' under the sub category of 'books'.
This blessing effect is increased by talent points.
Blessing of Might
Blessing of Might increases attack power by 155. Attack Power is used in
increasing damage done by your weapons. 14 Attack Power gives you 1 dps
increase. You can now see how useful this buff is for many classes like rogues
and warriors and even Paladins and Hunters. If you have a physical damage based
class then use this. Blessing of Might (Rank 7) is available as a drop from
AQ20. It increases attack power by 185. It is BoE and may be found on the
Auction House in 'Recipe's' under the sub category of 'books'.
Blessing of Salvation
Blessing of Salvation reduces the amount of thread of the buffed person by 30%.
It is only castable on raid or party members but is a must have for healers or
mages or Rogues or anyone that pulls the mob off of the tank.
Blessing of Sanctuary
Blessing of Sanctuary reduces damage from all sources by 24 and in addition to
that takes 35 holy damage to the attacker if you block successfully. This buff
is available through putting talents into the protection tree. This is really
handy in many situations and is an important part of any paladin using a
reactionary damage based build. If you have this buff, retribution aura and have
a good chance to block, the damage delt by both retribution aura and Sanctuary
helps build up a steady flow of holy damage against the attacker. In some cases
in PvP if you’re good enough with healing attacking and your stuns you can have
a rogue mostly kill himself by taking damage from his own hits while you block
most of the damage. Some don’t like this buff others do, as always with
Paladins, its personal choice and what you want out of your gaming experience.
Blessing of Light
Blessing of Light increases the effects of Holy Light used on a target by up to
400 and effect Flash of Light used on a target by up to 115. Those are the two
Paladin heals and while it doesn’t affect other healers it’s an important part
of helping to keep any raid alive. Often if you are limited in paladins then
this isn’t the buff to use but if you have a Paladin that’s doing a lot more
healing than anything else then its wise to use it.
Blessing of Kings
Blessing of Kings increases all attributes by 10% and is referred to by many as
the most useless buff in the game and by others as the best buff in the game.
Whatever people say, it’s a buff that is always in high demand and is available
by points in protection tree. Useful to increase main tank health when tanking
or for increasing healers mana pool its very easy to see why if a Paladin has
this buff available he gets a lot of requests for it.
Blessing of Protection
BoP gives immunity to physical attacks for 10 seconds and gives a 'Forbearance'
effect that makes you unable to shield the same person again for 60 seconds. It
also stops the shielded person from attacking others for the duration but you
are able to cast spells. This stopped a long and happy relationship with shield
spells paladins used before the paladin 'upgrade' where paladins used to be able
to protect themselves against melee attacks with this then heal and carry on
fighting and then use divine shield when needed and heal again. That tactic was
used due to the constant interruptions Paladins often get in PvP. While this
buff shields you for 10 seconds from physical attacks, magic based attacks get
through and this shield is also dispellable. It is very handy but if you’re
going up against a priest you would be well advised to not even bother with this
shield.
Uses of this in PvP will be many and it’s often an important life saver in PvE
too. In instances, even end game ones, BoP can be used as an instant threat
reduction spell too. The shielded person loses all threat they have generated
and the boss or mob will go to another party or raid member. This is very handy
when using multiple tanks on bosses like kurinnaxx in AQ20 when some of the time
a tank no matter how hard he tries cant lose threat fast enough before he dies.
With this spell cast on that MT, the second tank that was trying to generate
enough threat to pull the boss away from the first tank becomes the main target
and thus gives the first tank time to be healed or bandage.
The cooldown for this spell (5 minutes) can be reduced to 3 minutes through
talent points in the protection tree. The same talent points increase the
duration of Blessing of Freedom.
Blessing of Freedom
This blessing gives immunity to movement impairing effects for 10 seconds.
Useless you may say? Just watch as mages try to Frost Nova you in place or
druids try to root you or shamans try to earthbind totem. This ignores them all
and lets you move at normal speed. The biggest problem is like most of paladins
spells, it’s dispellable and you still can be affected by the 'dazed' effect
people get when being hit from behind by players or mobs. It also won’t dispel
freezing trap.
This is also important for the 'spider boss' Mar'li in ZG. If you concentrate
right, or even better have improved BoF then it lets your tank regain agro and
drag Mar'li back from the offtank to the original spot she stood in. so that the
raid doesnt get poisoned.
Blessing of Sacrifice
Blessing of Sacrifice is one of my personal favourite blessings. This blessing
lasts 30 seconds only and transfers 55 damage delt to the buffed party member to
the casting Paladin per hit no matter what source of damage was delt to the
target. I have used this in so many situations that it’s rarely a situation that
this is not a useful buff to have on someone. To give one example of a use for
this is in Molten Core on Corehound packs that do the DoT on the tanks. This
buff greatly helps both the tanks ability to stay alive and the healers ability
to keep them alive.
It’s also possible to cast on multiple players and a Paladin can keep every tank
on a corehound buffed with this at the same time and still stay alive himself.
If you notice the speed at you take damage you get to appreciate how much damage
you are saving the tanks from and also saving the healers from such a hard task.
Practice a lot with this blessing when you get it as if used right it can save a
lot of people from dying.
Seals
Seals are the Paladins main spells for fighting. They have many varied uses and
it takes a lot of practice to get used to when, where and what to cast. All
seals have a 30 second life span and only one seal can be active at any one
time. Seals can be 'Judged' and I will get to that in the next section.
Seal of Righteousness
Seal of Righteousness lasts for 30 seconds, granting each melee attack an
additional 20.5 to 71.4 Holy damage. Slower weapons cause more Holy damage per
swing. This is the basic attack of many paladins but even with talent points
increasing effect, Seal of Command is the better choice even if you do need
talent points to get it.
Can be upgraded with talent points
Seal of the Crusader
Seal of the Crusader grants the Paladin 306 attack power and lets the Paladin
attack 40% faster, but deals less damage with each attack. This is handy at
times and some Paladins love it. I find this is best used when judging it though
experiment and see what you feel is best for you.
Can be upgraded with talent points.
Seal of Command
Seal of Command gives the Paladin a chance to deal additional Holy damage equal
to 70% of the damage of the attack. This often is preferred to be used when you
have a 2 handed weapon with high damage for clear reasons but is still used by
many paladins over Seal of Righteousness when using both 1 and 2 handed weapons.
Available through talent points many paladins spec at least 11 points into the
Retribution tree to get this.
Seal of Justice
Seal of Justice gives each melee attack a chance to stun for 2 seconds. This in
PvP and PvE is not often used due to it being thought of as useless. Many
paladins would count it as one of, if not the most useless seal we have. Seal of
Justice suffers from 'diminishing returns'.
Diminishing Returns means that if you use this spell more than once in a short
space of time, it lessens the effect. 1st use is 100% effective, 2nd the spell
effect reduced by 50%, 3rd the spell effect reduced by 75%, 4th the target is
immune. The 'short space of time' between uses to get the full effect of the
spell is 15 seconds from the end of the very last effect.
This means on a 30 second buff, we have 3 stuns on a seal that doesn’t proc that
often to start with and then the 4th the target is immune. On a test with a
protection spec tank it took almost 50 seconds to proc the 4th time and show
immune so as you can imagine many other seals are better used than this.
Some claim that it was patched to not be effected by diminishing returns but I
myself find it still is no matter who I try it on. All I can suggest is find a
friend and test it to see if it means that much to you.
Seal of Wisdom
Seal of Wisdom gives each melee attack a chance to restore 90 mana. This is of
great use when grinding and often paladins use a 1 handed weapon & shield combo
to regenerate mana faster than you can with a 2 handed weapon using a much lower
level mob to gain a faster regenerate rate and higher proc rate. Uses for this
can range from PvP against a class that has just mana drained you or PvE to get
mana back so you can heal or cast another kind of spell.
Seal of Light
Seal of Light gives each melee attack a chance to restore 94 health. This is of
great use in PvP or PvE depending on your situation. Experience and
experimenting with it means it will save your life many times. It does proc more
often against lower level mobs and is often used when farming to regain health
with lower mobs in order to avoid long down times mana users often get.
Judgements
Judgements are debuffs you cast on a target to help you in your fight. In order
to cast a judgement you need to first activate the seal and then while targeting
a hostile player or mob, use the 'judgement' spell. Judgements last only 10
seconds but can be refreshed by a successful melee attack by the Paladin on the
judged target. This means when using a judgement you can get the effect of a
judged seal and a new seal. Judgements can also affect your whole raid or group
if they are attacking the judged target.
You can have only one judgement active and you can have only one seal active but
you can cast a seal, then judge it, then cast another seal. This is because you
can have one judgement and one seal active not one judgement or
one seal. Remember your party or raid gets the benefit from the judged seal not
the seal still active on you.
When you judge a seal, the remaining time from the 30 second seal is gone as the
seals 'charge' is used up creating a judgement. In the spells tool tip the spell
description is broken into two. The top information is the seal spell effect,
the bottom information is the judgement spell effect. It is hard to remember
them all to start but you get the hang of them very quickly.
Example:
1. Cast Seal of Light. Hit mob
2. Cast Seal of Light. Cast Judgement. Hit mob. Cast Seal of Wisdom
In Example 1 you would regenerate health while damaging the target. If you miss
or the attack is blocked or avoided then you still have the remainder of the 30
seconds seal time to regenerate health but wont get any health regeneration
unless you do hit successfully and even then its 'chance on hit' meaning it wont
happen every time you successfully hit. The damage done to the target is the
basic weapon damage.
In Example 2 you would regenerate the health from the Judgement of Light and
mana from the Seal of Wisdom. Your party or raid can gain health regeneration
from Judgement of Light by melee, spell or wand damage this means a group of 5
people (paladin and 4 others) all doing damage on a mob or player would
regenerate health but would not be able to regenerate mana because you are using
a Seal of Wisdom not Judgement of Wisdom.
You would have to choose between giving a Judgement of Light so they could
regenerate health or a Judgement of Wisdom for regenerating mana. Whatever you
chose to judge, you can use another seal to give yourself a beneficial effect or
to do Holy damage to a target or even to give a chance to stun a target.
Remember that a healer or person not attacking the judged target will not get
the effect. The damage done to the target is the basic weapon damage.
Judgement
This is the spell you get very early on and you use to 'judge' seals on targets.
It has a 10 second cooldown but can be reduced by talent points. Some say its
nice reduced because you can spam the damage judgements others claim it’s not
worth the mana. Test out the damage dealing judgements and see what works for
you.
Judgement of Righteousness
Does 162 to 178 Holy damage to a target. This is the basic damage judgement that
is usable in many situations. The talent points to upgrade Seal of Righteousness
also upgrades the damage of Judgement of Righteousness. Judgement of
Righteousness does one off damage it does not leave an after effect that is
refreshed by a melee hit.
Judgement of the Crusader
This judgement increases Holy damage taken by the target by up to 140. This
means as your attack spells deal Holy damage, you do more of it. It is clear why
so many like to judge this then use Seal of Righteousness or Seal of Command. As
with most judgements, melee hits refresh the spell duration.
Judgement of Command
Instantly deals 169.5 to 186.5 Holy damage to a target. If a rogue has a cheap
shot, stun or if paladin has Hammer of Justice on a target while you cast
Judgement of Command then it deals 339 to 373. Any stun or incapacitating effect
will deal the larger damage.
Judgement of Justice
This Judgement prevents the mob from fleeing. Considering in PvE a lot of
targets will try to flee when you get them to low health, this helps a lot to
avoid picking up additional mobs while trying to kill one. Like all others is
refreshed on melee hit.
Judgement of Wisdom
This Judgement gives a chance to restore 59 mana to the attacker. It is
different to Seal of Wisdom in that this judgement lets a whole party or raid
gain mana by attacking with melee, spells or wands. You will often see on raid
bosses Judgement of Wisdom cast with a paladin refreshing it by melee and Mages
and Warlocks and even Priests at times using wands to regenerate their mana
faster so they can cast spells again. With talent points in 'Lasting Judgement'
in the Holy tree it increases the duration of the Judgement by 30 seconds.
Judgement of Light
This Judgement gives a chance of healing the attacker for 61 health. It is
different to Seal of Light in that a whole party or raid can regain health. With
talent points in 'Lasting Judgement' in the Holy tree it increases the duration
of the Judgement by 30 seconds.
Healing Spells
Flash of Light
This is a 1.5 second casting time fast heal that costs 140 mana at rank 6 and
heals for 343 to 383 health. This is one of the best heals in the game and is
one of the most used by paladins. 1.5 seconds is just enough time to sneak a
heal in while PvPing and you may possible get away with it without being
interrupted and its also good to spam on friendly targets for assisting priests
or druids.
Holy Light
This is a 2.5 second casting time heal that costs 580 mana at rank 8 and heals
for 1246 to 1388 health. Not an amazing heal compared to priests but with talent
points giving a bonus to heals this becomes much more useful in helping take the
load off healers or being able to heal yourself in PvP or PvE more effectively.
Rank 9 Holy Light is available in AQ20 and may be found on the Auction House in
'Recipe's' under the sub category of 'books'.
Other Paladin Spells
Purify
This removes 1 disease effect and 1 poison effect from the friendly target. It’s
a great low level spell but at later levels you get Cleanse.
Cleanse
One of the most powerful spells in the game, this removes 1 poison effect, 1
disease effect, and 1 magic effect from a friendly target. It has no cooldown
and so can be spammed. It is often used in PvE on raid bosses or anything that
needs to be cleansed or in PvP when Mages Frost Nova or Rogues poison or Shamans
Earth Bind Totem. Mostly Paladins will use Blessing of Freedom but that can be
dispelled by some casters where as Cleanse is instant cast and cant be
interrupted. I use this a lot in both PvP and PvE.
Hammer of Justice
This is the Paladin stun spell. Sure you can try Seal of Justice but its chance
on hit and only stuns for 2 seconds. This is instant cast and stuns for 6
seconds. That in PvP is a long time. Long enough for heals, long enough to
bandage, Long enough to deal that last bit of damage to kill a player before
they can heal. In PvE it is just as useful, if not more so because of the same
reasons. 6 seconds is a very long time and it can stop a running target, stop a
target healing, stop one target attacking and therefore reducing the dps you
receive even if it is only for 6 seconds. Try it out and experiment with it.
Righteous Fury
This is the Paladins main threat increasing spell. It is a 30 minute buff that
increases threat generated by Your Holy attacks by 60%
Hammer of Wrath
This spell is to help finish off targets that are on low health. It deals 504 to
556 Holy damage to a target that has 20% health or less. It has a 30 yard range
so is often used to catch running mobs.
Holy Shock
This is the 31 talent point spell in the Holy Tree for a Paladin. It has a 20
yard range and can be used to deal damage targets or to heal friendly targets.
At level 56 (Rank 3) it deals 365 to 395 Holy damage to an enemy or 365 to 395
healing to a friend and costs 325 mana. With the right gear and using Divine
Favor you can get some pretty useful instant crits that can be used for both
healing or damage depending on your need. It is also good for agro generation as
it is a huge agro generating spell. This used with the many other holy damage
spells Paladins have means you can pull agro off squishies often fairly easily.
The hard part about the spell is judging the usefulness for the situation that
you are in and also remembering that if the mobs are hitting you, are you sure
you can take it with your spec and gear? As always, test things, see how it
goes, chose whats best for you as you can chose to go 30 holy and put the other
point in Blessing of Sanctuary if you have 20 points in protection or Sanctity
Aura if you have 20 in Retribution.
Repentance
This is the Retribution talent tree 31 point spell. It puts a hostile target to
sleep for 6 seconds. Any damage will interrupt this and it only works on
humanoids. It has a 20 yard range and has a 1 minute cooldown.
With the addition of 'Forbearance' to the Blessing of Protection or Divine
Shield, this has become a main part of the continued survivalist Paladin. It is
greatly handy in PvP and comes in handy in PvE too. With the use early on
against melee players able to interrupt you can use Blessing of Protection,
heal, keep fighting Hammer of Justice, heal, keep fighting, Repentance, heal,
keep fighting. Sometimes by this point your seconds away from being able to use
Divine Shield and if so and your in need of healing and cant wait then you can
either drink a healing potion, keep fighting or use Lay on Hands and keep
fighting or maybe you need both. By the time you have done all of that the odds
are if its 1 on 1 then Forbearance is gone and you can use divine shield. Also
in this time Repentance and Hammer of Justice's cooldowns will be nicely on the
way to finishing giving you more chances to stay alive.
A lot of the time this wont work, other times it will. Some Paladins say it
hasn’t ever worked for them once others claim it hasn’t ever failed them unless
they have been attacked by multiple players. As always with a Paladin, have fun
finding out for yourself. :)
Sense Undead
This lets you view undead targets on the minimap but not Horde undead as they
are humanoids. Problem with this is if there are multiple levels to your area,
it shows the undead on all levels on the minimap and so can confuse people.
Lay on Hands
This spell heals a friendly target for an amount equal to the Paladin's maximum
health and restores 550 of their mana. It drains all of the Paladins remaining
mana when it is used. It has a 60 minute cooldown that can be upgraded with
talent points.
Lay on Hands is loved by friends and hated by foes. It is an instant cast spell
that can save your own life, your raid or group or maybe a passer by seconds
away from dying. While the cooldown on this is long, don’t be afraid to
experiment with it and see how you prefer to use it. My own personal use is if
im in a group I would never use it on myself. The main tank or main healer would
get it. If I die then the healer can still heal or the tank can still tank. If
you use it on yourself the tank may die and you will find it very hard to hold
agro so you may wipe or your healer may die meaning you will find it near
impossible with the paladin healing spells and complete lack of mana from the
Lay on Hands mana drain to keep the tank alive. Supporting groups is what we do.
It’s the main task a Paladin has and to me if that means I die and get a repair
bill but it stops a wipe then fine by me.
Redemption
Brings back to life a dead player with 600 health and 800 mana. It cannot be
cast while in combat. Often Paladins are the ones that in groups or raids are
soulstoned by Warlocks because Paladins for the most part are used to learning
how to die smart and we can also shield ourselves with Divine Shield or just
take the hits because of the plate armour and get out of a mobs patrolling range
and die there. Once the patrols get back to the normal place or mobs back to
their original spots then you can resurrect yourself with the soulstone, then
use Redemption to resurrect your Priest or Druid. Make sure you resurrect
another class able to assist you in resurrecting, then don’t heal them,
resurrect a tank second in case you get any adds, after the tank you resurrect a
caster like Warlock or Mage to deal damage if you get adds. Even in dying and
resurrecting, you have to think strategically in order to avoid resurrection
wipes.
You may if you want to get a friend who is an alchemist to the alchemy area to
make Flasks in Scholomance and decide to try to speed it up. If you have a
warlock with you and you yourself have the viewing room key, a Paladin can jump
down from the start area balcony shield open the door and run inside the room
and die safely. Once the party follows you down and they die, you resurrect and
use Redemption on them. This can save a long time running through the instance
clearing mobs.
People may think the comments are useless or not needed but this guide’s main
aim is not just to show what a spell does but the possibilities that the spells
have too.
Exorcism
This spell causes 505 to 563 Holy damage to an Undead or Demon target. The use
of this has been greatly enhanced since being able to use on demons as you can
use it on Warlock pets. It has a 15 second cooldown and costs 345 mana. A very
handy spell that lets Paladins grind undead mobs especially easy.
Turn Undead
This isnt usable on Horde undead due to them being Humanoid. This causes the
undead target to flee for up to 20 seconds. Only one target can be caused to
flee at a time and it has a 30 second cooldown. This is handy if you have too
many mobs attacking you but you have to be careful of the fleeing target picking
up additional mobs while it’s running away.
Holy Wrath
This is a Paladin AoE that causes 490 to 576 Holy damage to all Undead and Demon
targets within 20 yds. Very handy but has a 60 second cooldown and costs 805
mana. Really best usable when you have mana to spare and when your swamped with
mobs that the AoE will work on.
Divine Intervention
Divine Intervention kills the Paladin instantly but removes the target party
member from the battle. They lose all agro, they are unable to cast and unable
to move and for the duration of the effect are immune to all harmful attacks. It
lasts 3 minutes and can be dispelled by right clicking on the buff.
Make sure when using this that you cast it on someone out of range of mobs and
patrols and make sure your party designated ‘puller’ or the tank that starts any
fights knows to pull mobs away from any area where mobs are due to respawn,
where mobs stand or where mobs patrol or when the effect wears off then your
protected healer can resurrect you. Always use a class that can resurrect or if
all are dead and you know someone is an engineer with jumper cables with a
chance to resurrect someone cast it on them.
Instant cast and has a 60 minute cooldown. It uses Symbol of Divinity as the
reagent for this spell.
Consecration
This is one of the best spells a paladin can have and its well worth putting
talent points in the Holy tree to get it. It does 280 Holy damage over 8 sec to
all mobs who enter the area of effect. It costs 435 mana and has an 8 second
cooldown meaning you can recast the second the AOE runs out.
Warriors have Challenging Shout. An AoE taunt that causes all mobs nearby to
focus on the warrior for 6 seconds. In that 6 seconds the warrior needs to build
up enough hate with them all to be able to keep them hitting him and not the
cloth wearers. Problem is that Challenging shout has a 10 minute cooldown so
isn’t usable more than once every few groups of mobs.
One warrior claimed that you can just taunt but taunt causes one target to focus
on the warrior for a few seconds and in that time the warrior needs to have done
some threat generation to keep the target and with taunt having a 10 second
cooldown it is hard work. This works many times perfectly fine but in places
like Dire Maul with Scorpid packs or dog packs often a Warrior attacks, and soon
after a mage runs in and AoE’s and due to the warrior not being able to taunt so
many targets the mage ends up getting so much hate generation he will die faster
than a healer can heal him even with a Power Word: Shield.
A paladin with Retribution Aura, 1 handed weapon and shield for the extra armour
and block chance and Righteous Fury buff active can run into the mobs and cast
consecration and keep spamming it. This causes threat from your holy damage AoE,
Righteous Fury increasing it by 60% and also threat generated by Retribution
Aura. The dog packs will eat you up quick but not as quick as a mage and a
Warrior can charge and pick up agro and dps, a mage can run in and dps and by
the time the mage has the agro the packs are almost dead meaning no dead mage.
Another use is in Zul’Gurub with the panther boss where the side panthers cant
be taunted because of them prowling to the group at the wall, Challenging Shout
is too long a cooldown at 10 minutes to be helpful when you need a chain taunt
and Thunder Clap like some Warrior suggested to me doesn’t cause enough threat
to keep the panthers in place and off of the wall group.
With a warrior each side and a paladin there each side to heal and AoE, the main
group rarely will get any panther adds no matter who is marked and the one or
two that get through are manageable. This is done by having Paladins using rank
1 Consecration and Retribution Aura with a 1 handed weapon and shield. The
panthers stop heading to the main group and attacks the Paladin causing more
damage from the Retribution Aura causing more threat. The warrior then can pick
and taunt targets off the paladin without having a lot of them streaming towards
the back wall. In the fight you will find that the paladins can heal themselves
and the warrior nicely and will require support healing but depending mostly on
gear. Using rank 1 Consecration causes enough damage to get the panthers
attention but doesn’t drain your mana dry when casting so you can keep the AoE
up and keep the healing up.
Another use of this spell is to use it as a line breaker in PvP. Some use it in
AV to break a line by running in and spamming consecration then shielding,
healing, then carrying on or trying to get back to safety depending on the
situation.
My point with the write-up about this spell is that it doesn’t ‘just’ do AoE and
that’s it. As with any paladin spell, you can use it to your advantage in many
different ways if you think to try out new ideas.
Divine Shield & Divine Protection
Divine Protection shields the target from physical and magical damage for a
short time. While this is on you are unable to attack. Divine Shield is the
later level version that lets you attack when shielded but at 50% of speed.
Divine Shield to many Paladins is the spell that will keep them alive most in
PvP and PvE when getting too many mobs that they are unable to handle. It gives
you a much needed time to gather your thoughts and prepare for getting back into
the fight or even do the much joked about ‘Divine Shield and Hearthstone’. Yes
it does work and one use of it is if your helping a low level friend in a
contested area and he gets killed by a player and the player manages to stay
just out of range of you while running to the nearest town, you are able to run
after them, attack and either kill or know when your out of luck and then just
Divine Shield and Hearthstone out of the guards and other players within that
town’s range of being able to attack you.
Cowardly? Maybe, Maybe not. That depends on if you count killing someone that
goes around killing low level opposing faction and getting out alive any way
possible as cowardly.
You can also jump from great heights and survive the fall with Divine Shield.
Felwood to Darkshore, Loch Modan to Wetlands, Tanaris to Un’Goro Crater are just
some of the survivable jumps.
Holy Shield
At level 60, this increases your chance to block with a shield by 30% for 10
seconds or for 4 charges. When you’re hit, a charge is used up. When a charge is
used it has blocked with +30% chance to block, deals 130 Holy Damage for each
blocked attack and the holy damage caused by Holy Shield causes an additional
20% threat.
This is the 31 point protection spell and if your going heavy into protection,
in my view a must have. Sure it’s a mana drain and yes it only blocks 4 hits and
has a 10 second cooldown so if your hit 4 times in 5 seconds you have to wait 5
seconds before reactivating but then it is worth it. The increased threat
stacked with the normal holy damage retribution aura consecration and add to
that the threat increase from ‘Righteous Fury’ makes it very easy to gain agro
from mobs.
If you spec Protection/Retribution you can get good protection and threat
management and nice damage dealing but your healing is less than what a lot of
Paladins like. You damage great, reckon boming is devastating if your speced
that way but with the retribution tree you can gain Benediction for the reduced
mana cost of Retribution spells, Deflection for +5 % chance to parry, Eye for an
eye to deal some damage and threat back to the caster too and Improved
Retribution Aura for the increased Holy Damage done too. Add Seal of Command to
the list and you have yourself a build that can deal a lot of damage and receive
a lot of punishment while dealing reactionary damage back to the attacker.
If you spec Protection/Holy you can get good protection and threat management
and nice healing and getting Consecration is a must for me with almost any build
but especially with a heavy protection build. For me the break point in the Holy
tree is 14 points. Divine Intellect 5/5, Spiritual Focus 5/5, Healing Light
3/3, Consecration 1/1. If I plan to put more than this then its either a
completely stacked spec towards the end or I leave it there and would put the
last points into increasing the Protection tree or getting Benediction to save
on the mana drain.
Weapon Damage, Damage Per Second and Speed
This has been something that has taken a lot of work to explain to many people
and some people still don’t get the importance of the issue. Speed is the delay
between your attacks with the current weapon. Damage Per Second is the average
damage you get per second. This is often a better way to judge how much damage a
weapon will do than using ‘Damage’ though damage gives you an idea of the base
damage the weapon can do.
If you have a weapon with a speed of 2.10 that does 60dps and has 100 – 160
damage then you know that you can do an average 60 damage a second, a basic 100
– 160 damage per swing before seal or attack power damage bonus and also be able
to get 4 swings out in a 10 second period. This means if you have a seal judged
you get 4 chances at renewing it. If you are out of range in one attack because
of the target moving, then he blocks a second attack, then he dodges the third
but your fourth attack hits then your judgement is renewed. This is useful to
know because some weapons can do a huge amount of damage but the speed is 3.50.
This means you get only 2 attacks on a target for refreshing judgements and if
you miss one and are blocked on the second, you waste more mana in rejudging
something.
Some may say they don’t want to judge something on the target and just hit it…
if so then why have they bothered rolling a Paladin when one of the two uses our
main spells have they chose to not want to bother with? Think carefully about
what you want out of your Paladin and what equipment you use as while there is
no right or wrong way only your preferred way of playing, if you wish to play
with others they may have expectations of your class in general.
Glossary of Terms
AoE – Area of Effect. Usually used when referring to a spell that does damage
over a radius and causes an area of the spells effect. Like Arcane Explosion,
Psychic Scream, Consecration. These all do an area of the spells effect and so
need to be carefully used to avoid breaking a sleeping or sheeped or not
attacked yellow mob for example.
Spam – Often used when people want you to repeatedly hit a spell or selection of
spells. Like, ‘spam AE’ to a Mage means constantly use Arcane Explosion through
the fight to damage as many mobs at once.
Dispel – Remove a beneficial or harmful spell effect. In game you will often see
some people now saying ‘Paladins decurse!’. We cant decurse but we can cleanse
and that’s what they mean. Due to an addon called ‘Decursive’ that shows
everyone who has a dispelable debuff on them and lets you set a single key or
create a button for cleansing those in the list that needs cleansing. It saves
you manually selecting people and can be spammed. This is something all Paladins
need to do in raids or groups and can help to save a raid or group from wiping.
Mob – Used to refer to a target. Can be neutral, hostile or friendly. If someone
says ‘there are 6 mobs’ then they will usually mean 6 hostile targets though.
DPS – Damage Per Second. This is often used as a lazy way to say deal damage.
Like for example, ‘DPS on the boss NOW!’.
Chance on Hit – Paladin seals and judgements are mostly based on ‘chance to
hit’. This means when you hit, there is a chance that you will get the effect.
It’s not a great system but it’s the one paladins have and arguably we make do
nicely with the cards we have been dealt.
PvP – Player versus Player. It means fighting another character that is player
controlled and not computer controlled. This is often done to gain benefits from
faction or from PvE Rank system rewards. More information can be found through
using the official websites information on PvP and rewards.
PvE – Player versus Environment. Used in meaning gaming without other plaers or
in partnership not competition with other players. Often doing quests or doing
instance runs for loot or money or maybe that specific item you always wanted.
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