Paladin


A collection of guides for the Paladin class, written by the wow-pro community.

Paladin : Do you want to level one?

Hello there, and thanks for looking at my first guide! I hope this will help you learn something about whether or not you want to be a part of the Paladin community - or at the least entertain you!

The first thing that you will notice about this guide is that it's basic. I have absolutely *no* idea what I'm doing with regards formatting here - hopefully people will give me hints, tips and so on but for the time being... wall of text!

Anyway, I have decided to write this because I want to contribute to the WoWPro community, and Paladins by and large are the only class I know how to level properly. (Apart from Hunters, but who needs information about those Sticking out tongue )

Right, so you've created a Paladin.
Oh wait...

You're stuck on the character creation screen!!! This happens to all of us, all the time. Which race to choose, I hear you say! Well, here's a quick review of them all and their pros and cons for me. I will also consider how good the racials are, with regards the Paladin class.



Horde Races

Ok, so you've gone Horde. You have one option - Blood Elf. A pretty cool race for me, a good choice if you like what is almost a Human look, but on the Horde side.

Arcane Torrent

"Silences all enemies in an 8 yard radius around the Blood Elf for 2 seconds.

Classes with mana bars (Mages, Hunters, Priests, and Warlocks) will regain 6% of their total mana."

This is a viable trait for a Paladin. The silence is useable in both PvE and PvP - more so in PvP but still extremely useful in a PvE situation (Kurzen's Compound, anyone?)

The mana regain is also very good - it could very well mean the difference between life and death!




Alliance Races

Ahh, trusty Alliance. My choice here - but only because all of my friends play it. I'd much rather be Horde to be honest! The characters are so much more badass! Anyway, I digress...

Draenei

So you have chosen the noble Draenei, a good choice. A tall race, a bit octopus - looking but still...

Gift of the Naaru

Quite simply a fantastic racial. It is a 1.5 second cast heal over time (HOT) which heals you for a total of 7+(3x your level). Don't worry too much about this - just know that it heals for a lot, quickly! (15 seconds to be exact). I hear what you're saying - "But I'm a Paladin, I can already heal!"
Remember - you have no HOT's - and it doesn't cost mana. This is important for a Paladin (again, cover mana issues later!)

Heroic Presence

This is a really useful racial. It adds a 1% hit, which effects both spells and melee - when you get to higher levels, fighting raid bosses and so on this is a very useful percentage.

Dwarf

Dwarf, one of my favourite races. They just look amazing, have a look at this Dwarf Paladin in Tier 5 Armor.
Anyway, here are their racials (or the useful ones at least!)

Stoneform

Stoneform is a pretty cool racial. As in, arguably the best PvP racial in the game!!!
It increases your armor, making you get hit for less. It also removes all poisons, diseases, and bleeding - and then makes you immune to them for the next 8 seconds! Cast this and just /lol at that Rogue! Then pound his face in.

Mace Specialization

This is handy - in the Dwarven starter area you will be using a mace of some sort, and likely to use them in the future. Don't overlook this. This will remove some of those annoying "miss...dodge...miss...parry...miss" rotations I have noticed a lot with Paladins.

Last but not least, the noble Humans!

The Human is an aesthetically pleasing Race. They look - how to phrase this - normal! This isn't for everyone, but if you don't enjoy a short character, one with Octupus tentacles on his face or an Elf, this race is for you - and it's racials, some believe, are among the best in the game.

Diplomacy

Pretty simple here. Diplomacy is a racial effect which increases the reputaion gained by 10%. Of course, you're going to be following guides from this website - all of which are the best there are Sticking out tongue
You will be doing a lot of questing, and as I'm sure you know all quests (or most!) offer Reputation as well as material rewards. This goes towards being able to buy mounts, armor, weapons and other great items - and as such is important later on. Some people even take to grinding certain enemies for days on end for pure reputaion! So, basically - an amazing racial. Useful!

Perception

A pretty handy PvP trait here, allowing you to see stealthed targets easier. It works out at about 1 level.

Every Man for Himself

A very useful PvP trait - but also for the occassional PvE encounter. This allows you to break free of any movement impairing effects - it is essentially a trinket in disguise. It sadly shares a cooldown with one, but this still remains a great trinket slot - freeing spell.

Mace and Sword specialization

Do I really have to explain this one? Your expertise with all Swords and Maces is increased by 3. You hit more often. Enough said!!! As a Paladin this definately helps, as I mentioned earlier.


Again, I'll mention how awesome I think Dwarf Paladins look - and this is the only reason you should pick a race. Don't pick one based purely on racial abilities - if you're a hardcore raider you aren't going to be reading this guide anyway! If you're going to look at the behind of a series of pixels for 80 levels, ensure you like the look at least Eye

So you've made it this far, and you've created a Paladin.
OOPS, my bad...

You're stuck at the naming process!!!
This, of course, should only be a problem if you play on an RP- Role Play - server (homage here to my old server, the Sha'tar, and my favorite Guild the Stonefoot Clan. Good luck guys!)
Of course, there are many name generators you could choose, but originality feels best. Try and think of a name that suits your playing style - are you a good Paladin, or have you rejected the light? What are your reasons, as a character, for playing? What's your back story - are you from a wealthy family, or are you a 'rags to riches' type? The possibilities are endless!!



Welcome to World of Warcraft! Head on over to Irwezsh's fantastic Paladin Guide to learn everyrthing about leveling up your new class! What's that? You don't know what you're doing? Well, lucky you. You're part of a great community here, and as such you have all the help you could ever need! Here are links to the old guides, viewable on the net, for you old fasioned types -

Alliance Leveling guides, 1-80
Horde Leveling Guides, 1-80

And for you who like to be 'up and modern' - and I would strongly advise you use this - the in game leveling guides. These are amazing - they tell you where to go, what to do, how to do it and where to go back to turn everything in. What more could you possibly want?!

Alliance and Horde In-Game Leveling Guides, 1-80 (Some guides are as of yet incomplete.)


Finally, I'd like to give unrequited thanks to Jame and Snowflake, the two people who have helped me arduously level my Horde and Alliance characters through tough times. (Fantastic alliteration, I think you'll agree Smiling )

Paladin Leveling - Talents and Tips - (1-80)

(Firstly, I would like to thank Trollvink for his fantastic Shaman levelling guide which inspired me to create this guide. You my notice our guides are similar, thats because he's doing things well!)

Welcome!

For patch 3.0+, focus'd on PALADIN solo game play!

Table of content:

1. Foreword.
2. What's the best levelling spec?
3. Talents.
4. Abilities and Rotations.
5. Tips.
6. Stats.
7. Gear.
8. Class Quests.
9. Glyphs.
10. Addons.




1. Foreword

I intend to show you in this guide, the best talents for leveling and what spells to use when pewpewing. I want to give you some useful tips, so you know how to play your paladin to a better standard. I want to give you information about what you need to look for with your gear and to explain your class quests. As well as some useful enchants and glyphs; as well as any addons which will be useful to you.

Before you start I do recomend if you are new to the Paladin class you check out Harper1990's guide to starting a new paladin.




2. What's the best leveling spec?

The best leveling spec for the paladin is Retribution. This is because it has a high damage output, while having a minimal mana usage (you have less downtime.)

Many would argue that that protection is a good way to level, and I couldn't disagree with them, however it is only exceptional when you are leveling with a partner (Healer/Mage) as it allows you to take a large amount of mobs once.

For this reason I'm going to write this guide about Retribution as it is the best choice of spec for solo leveling, which is what this guide is about. I will however, give you a good choice of talents for leveling as protection so you have a good idea of what you are doing (I leveled my paladin from 40-65 as a protection paladin.) I will not however give you much more information above that, unless there is a call for it.




3. Talents

A - Retribution

Level 10-14:
5/5 Benediction

Level 15-16:
2/2 Improved Judgement

Level 17-19:
3/3 Heart of the Crusader

Level 20:
1/1 Seal of Command

Level 21-22:
2/2 Pursuit of Justice

Level 23-27:
5/5 Conviction

Level 28-30:
3/3 Crusade

Level 31-33:
3/3 Two-Handed Weapon Specialization

Level 34-36:
3/3 Sanctified Seals

Level 37-39:
3/3 Vengeance

Level 40:
1/1 Repentance

Level 41-43:
3/3 Judgements of the Wise

Level 44-45:
2/2 The Art of War

Level 46-49:
4/5 Fanaticism (Only 4)

Level 50:
1/1 Crusader Strike

Level 51:
5/5 Fanaticism

Level 52-54:
3/3 Sheath of Light

Level 55-59:
5/5 Righteous Vengeance

Level 60:
1/1 Divine Storm

Level 61-62:
2/2 Sanctified Wrath

Level 63-65:
3/3 Swift Retribution

Level 66-70:
5/5 Divine Strength

Level 71:
1/1 Sanctified Retribution

Level 72-73:
2/2 Improved Blessing of Might

Level 74-75:
2/2 Improved Retribution Aura

Level 76-80:
5/5 Spirtiual Focus

>Talent Calcultor<

B - Protection

Level 10-14:
5/5 Divine Strength

Level 15-19:
5/5 Aticipation

Level 20-22:
3/3 Improved Righteous Fury

Level 22-27:
5/5 Toughness

Level 27-29:
2/2 Gaurdian's Favour

Level 30:
1/1 Blessing of Sanctuary

Level 31-35:
5/5 Reckoning

Level 36-37:
2/2 Sacred Duty

Level 37-39:
2/5 One-Handed Weapon Specialization (Only 2)

Level 40:
1/1 Holy Sheild

Level 41-43:
5/5 One-Handed Weapon Specialization

Level 44:
1/5 Ardent Defender (Only 1)

Level 45-47:
3/3 Redoubt

Level 47-50:
3/3 Combat Expertise

Level 51-53:
3/3 Touched by the Light

Level 54:
1/1 Avenger's Shield

Level 55-57:
3/3 Shield of the Templar

Level 58-59:
3/5 Ardent Defender (Only 3)

Level 60:
1/1 Hammmer of Righteous

Level 61-62:
5/5 Ardent Defender

Level 63-64:
2/2 Guarded by the Light

Level 65-69:
5/5 Benediction

Level 70-71:
2/2 Improved Judgements

Level 72-74:
3/3 Heart of the Crusade

I'll leave the last 6 points for you to choose. There is a few different directions you could go from here, such as going for Blessing of Kings for instances.

>Talent Calculator<




4. Abilities and Rotations

Always take the slowest 2 handed weapon available

1 - 9:

- Start by 'turning on' your first seal, Devotion Aura.
- When fighting keep up Seal of Righteousness.
- When you get Blessing of Might, once again keep it up at all times.
- When you get Judgement of Light, use when ever available.
- Take the best DPS weapon you can 1H with Shield or 2H. (A this stage the slow weapon is not too important.)

Rotation: Auto attack + JoL when possible. Make sure Devotion Aura is 'turned on.' Keep the Blessing of Might and Seal of Righteousness Buff on yourself.

10 - 19:

- Same as above but:
- When you get Judgement of Wisdom, start using instead of Light. (This helps keep your mana up)
- When you get Retribution Aura, 'turn it on' instead of Devotion Aura.
- Start looking for a slow 2 handed weapon, so you have one for level 20. (Remember you can train other weapon skills, so if you find a good 2H Axe, Mace or Sword you may not have the skill as base but you can train them in cities. You can also use Polearms when you hit level 20.)

Rotation: Auto attack + JoW when possible. Make sure Retribution Aura is 'turned on.' Keep the Blessing of Might and Seal of Righteousness Buff on yourself.

20 - 39

- Same as above but:
- When you get Seal of Command, keep it up when fighting.
- If fighting more that 2 mobs use Consecration.
- Make sure you are now using that slow 2H weapon.

Rotation: Auto attack + JoW when possible. When you are fighting more than 2 mobs use Consecration. Make sure Retribution Aura is 'turned on.' Keep the Blessing of Might and Seal of Command Buff on yourself.

40 - 49

- Same as above but:
- When you get Hammer of Wrath, use it when the mob has less than 20% HP. Your finishing move!

Rotation: Auto attack + JoW when possible. Use HoW when the mob has less than 20% HP. When you are fighting more than 2 mobs use Consecration. Make sure Retribution Aura is 'turned on.' Keep the Blessing of Might and Seal of Command Buff on yourself.

This may seem boring spending all these levels doing basically the same thing, but you've got a nice little surprise coming your way!

50 - 59.

- Same as above but:
- When you get Crusader Strike, use it when ever it is up! (This is an extra attack that also does slightly higher damage.)

Rotation: Auto attack; JoW and CS when possible. Use HoW when the mob has less than 20% HP. When you are fighting more than 2 mobs use Consecration. Make sure Retribution Aura is 'turned on.' Keep the Blessing of Might and Seal of Command Buff on yourself.

60 - 80.

- Same as above but:
- When you get Divine Storm, use it when ever it's up! (The same as Warrior's Whirlwind, but it also heals you.)
- When you get Divine Plea, use it when you are low on mana.

Rotation: Auto attack; JoW, DS and CS when possible. Use HoW when the mob has less than 20% HP. When you are fighting more than 2 mobs use Consecration. Make sure Retribution Aura is 'turned on.' Keep the Blessing of Might and Seal of Command Buff on yourself. Use Divine Plea, when low on mana.




5. Tips

Instances
- Learn your Resistance Auras. Some bosses do a hell of alot of damage from a school of magic you can protect against.
- Remember to buff other party members with your Blessings. Also give the approprite buff: don't give a Warlock BoM, like-wise don't give a Warrior BoW.
- When healing use BoW on your self. This way you will regain the mana quicker as heals cost a large amount.

Solo
- Just heal yourself with Flash of Light whenever you need to heal. (Helped with by the The Art of War talent, which will give you instant flash of light heals after doing Crits with your moves.)
- Bandages help as well, use this if you have the feeling you are using to much mana (to heal).
- There a few oh**** methods when you can use to protect your self when you are low on health. You could:
- Use Hammer of Justice and then use a Heal.
- Use Repentence (once gained through talents) and then use a Heal.
- Use Divine Protection and then use a heal; or quickly kill the target if it is on low health then heal up.

Professions
- The best options are Skinning/Mining, they make lots of money, skinning gives critical strike rating and mining gives health (this little bonus was added in patch 3.0). These bonuses are small and not needed at all, there just a good choice. (Well said Trollvink!)




6. Stats

In the following order: Strength > Stamina > Intellect > Agility > Mp5 .
( Strength > Stamina means Strength is greater than Stamina, sorry if this seems obvious but I always get confused. )

Strength: Needed for Attack Power.

Stamina: Needed for health.

Intellect: Needed for mana, also gives spell critical strike chance. Needed for the heals and other spells.

Agility: Needed for Critical strike chance, also gives armor.

Mana Per 5 Seconds
: You won't see this alot until outland, and that is probabbly the only place you'll need it as in Notherend you'll be using divne plea for mana.




7. Gear.

Weapons & Shield's

I've chosen these weapons based on their DPS and Weapon Speed!

10 - 20:
Lvl 18 - 2H - Smite's Mighty Hammer

20 - 30:
Lvl 22 - 2H - Strike of the Hydra
Lvl 27 - 2H - Corpsemaker

30 - 40:
Lvl 37 - 2H - Ravager (I was reading throught the comments on Wowhead about this axe. You need to watch out if you are doing an instance that you don't break CC with this axes proc. Perhaps use a different axe in instances.)

40 - 50:
[Change to come]

50 - 60:
Lvl 51 - 2H - Ice Barbed Spear (Very hawt spear, all you have to do to get it is win an AV!)

60 - 80:
Your choices here are really linear, you will be given a really nice 2H all the way to 80.




8. Class Quests

You will gain a few quests specific to your own class, in your carrer as a paladin. I recomend you to do this, especially the level 12 quest for getting your resurection spell. I'm not going to give you much information about them however I will link you to Wowhead's page on paladin's quests. The comments and information over there will help you through!
Oh and remember you can now train your Charger mount, instead of having to do the long quest chain as long as you have 150 riding skill.




9. Glyph's

Glyph's...? Have a look here.

Click here for a list of Paladin glyphs.

The following glyph's are a good choice for retribution:

Major - Glyph of Judgement
Major - Glyph of Seal of Command
Major - Glyph of Crusader Strike
Major - Glyph of Hammer of Wrath

Minor - Glyph of Blessing of Might
Unfortuently there is nothing else currently worth speanding your hard earned gold on. Get on it Blizzard!




10. Addons

I currently can't think of any essential Paladin add-ons, if you have ideas please say!



Special Thanks to:
Trollvik for creating the guide which I have semi-based this one off. Your style and formatting is fantastic. You are 100% awesome!
Jame for his awesome leveling guides and guide creation guide! Also for creating an awesome website like WoW-Pro.com!

Back to the top

Pre-Raid Holy Paladin Gear Guide

This guide is on how to gear your fresh faced level 80 Paladin, ready for healing Naxx and beyond (eventually)!

Contents

  1. Talents and Glyphs

  2. Gear

  3. Gems

  4. Enchants

  5. Tips


Talents and Glyphs

I would recommend going for this talent build. The reason for the choices in Protection and Retribution is that 3% more crit is worth more than 3% more healing, also this build allows you to take the greater blessings which are really useful. The talents in the upper end of the holy tree are not set in stone. Some people prefer to take Aura Mastery and Improved Concentration Aura instead of Improved Lay on Hands and Improved Blessing of Wisdom.

Judgements of the Pure is a key talent now because the majority of our heals are not instant cast. I cannot tell you how much fast Holy Lights help. I suggest that you make a Judgement Macro (thanks to fayne selph for this) and bind it to an easy to reach key (i.e. button 1):

#showtooltip Judgement of Light
/cast [target=mouseover,nomodifier,exists] Judgement of Light; [help] Judgement of Light

This will cast Judgement of Light on the target that your mouse is over (or party members target). I would also suggest making another macro (the same one) but for Judgement of Wisdom, this is useful for when people are starting to run low on mana.

Another option for a Judgement macro is this one which I have been using for quite a while now:

#showtooltip Judgement of Light
/cast [harm] [target=targettarget, harm] Judgement of Light
/stopmacro [target=focus,noexists]
/cast !Attack
/cast Attack
/target focus

A bit long winded I know, but it works. It will cast Judgment of Light on your target if it is hostile, if it is not then it will cast it on your targets target (generally the tanks target) and then select the tank again for you to continue healing. This works as long as the tank is set as your focus.

You have a choice when using Judgements of the Pure whether to judge often enough to keep the buff on you, or judge more often to keep the debuff on the monster. For 5 mans I generally just judge often enough to keep the 15% haste, and in 10 and 25 mans judge more often as there is generally small amounts of AOE flying around and this keeps people topped off. However do not judge during a damage spike, this will use up a Global Cooldown and mean you cannot cast a heal during this time.

The Glyphs are shown on the right hand side of the wowhead page, and they mostly come down to personal choice. Especially after the nerf to the Holy Light Glyph (it now cannot crit). However if you are unsure then the ones that I have selected are great Eye.

Back to top


Gear

So you have just decided you want to help heal the injured and play a vital role in raiding. But which stats to go for? Generally I use the following rule:

Intellect > Spell Power > Critical Strike Rating > Mana per 5 Seconds

Intellect is our best stat, it increases our Spell Power (because of Talents), Mana Pool and our Spell Critical Strike Chance.

Whether the armor is plate, leather, mail or cloth it does not really matter, however the items have been created such that plate is the best choice for you, to be honest who else is plate healing gear made for!

I have tried to give the best 4 options per slot. I have also put a dot by the piece of gear that I think is the best in slot before raiding.

In addition to these items it is also good to go on Vault of Archavon runs as they are not too hard and have a chance to drop really nice tier items.

Back to top

Helm

Battlemap Hide Helm which drops from Prince Keleseth in Heroic Utgarde Keep.

  • Helm of Purified Thoughts which is reward from becoming Exalted with the Argent Crusade.

    Helmet of the Constructor which drops from Skarvald the Constructor in Heroic Utgarde Keep.

    Brilliant Titansteel Helm which is made by blacksmiths.

    Back to top

    Neck

    Lattice Choker of Light which costs 25 Emblems of Heroism.

  • Titanium Spellshock Necklace which is made by Jewelcrafters.

    Amulet of the Spell Flinger which drops from Amanitar in Heroic Ahn'kahet.

    Sky Sapphire Amulet which is made by Jewelcrafters.

    Back to top

    Shoulders

    Dark Runic Mantle which can be bought of the Auction House or is a random drop in Halls of Stone.

  • Ferocious Pauldrons of the Rhino which drop from Gortok Palehoof in Heroic Utgarde Pinnacle.

    Mantle of Discarded Ways which drops from King Ymiron in Heroic Utgarde Pinnacle.

    Ornate Saronite Pauldrons which are made by Blacksmiths

    Back to top

    Chest

    Revenant's Breastplate which is made by Leatherworkers.

    Arcane Flame Altar-Garb which drops from Gal'darah in Heroic Gundrak

  • Patina-Coated Breastplate which can be bought of the Auction House or is a random drop in Halls of Stone.

    Scaled Amor of Drakos which drops from Drakos the Interrogator in Heroic Oculus.

    Back to top

    Cloak

  • Wispcloak which is made by Tailors.

    Deathchill Cloak which is also made by Tailors.

    Shroud of Moorabi which drops from Moorabi in Heroic Gundrak.

    Reanimator's Cloak which can be bought of the Auction House, or is a zone drop in Drak'Tharon Keep.

    Back to top

    Bracers

  • Flamebeard's Bracers which drop from Anub'arak in Heroic Azjol Nerub.

    Bone-Framed Bracers which can be bought off the Auction House (or they drop off Noth or Gluth in Naxxramas 10).

    Bindings of Yearning which again can be bought off the Auction House.

    Catalytic Bands which drop off of Mage-Lord Urom in Heroic Oculus.

    Back to top

    Gloves

    Gauntlets of Shattered Pride which cost 10 Champion's Seal from the Argent Tournament in Icecrown.

  • Grips of Sculptured Icicles which drop from Commander Kolurg in Heroic Nexus.

    Cracked Epoch Grasps which drop from Chrono-Lord Epoch in Heroic Culling of Stratholme.

    Fiery Obelisk Handguards which drop from Herald Volazj in Heroic Ahn'kahet.

    Back to top

    Belt

    Ghostflicker Waistband which is a reward from becoming Exalted with the Kirin Tor.

  • Magroth's Meditative Cincture which costs 40 Emblems of Heroism.

    Girdle of the Warrior Magi which is a reward from becoming Revered with the Kirin Tor.

    Girdle of Ice which drops from Ormorok the Tree-Shaper in Heroic Nexus.

    Back to top

    Legs

  • Leggings of Protective Auras which drops from the chest after defeating Ley-Guardian Eregos in Heroic Oculus.

    Standard Issue Legguards which are a reward from becoming Honored with the Argent Crusade.

    Legs of Physical Regeneration which drop from Trollgore in Heroic Drak'Tharon Keep.

    Crenelation Leggings which drop from Skadi the Ruthless in Heroic Utgarde Pinnacle.

    Back to top

    Boots

  • Poignant Sabatons which drops in Naxxramas, but can be bought of the Auction House.

    Brilliant Titansteel Treads which are made by Blacksmiths.

    Titan-forged Greaves of Salvation which are a reward from Wintergrasp, which cost 15 Wintergrasp Mark of Honor.

    Mojo Frenzy Greaves which drops from Moorabi in Heroic Gundrak.

    Back to top

    Rings

  • Titanium Spellshock Ring which is made by Jewelcrafters.

  • Signet of Hopeful Light which is a reward from becoming Exalted with the Argent Crusade.

    Annhylde's Ring which drops from Ingvar the Plunderer in Heroic Utgarde Keep.

    Band of Guile which drops in the chest that appears after defeating Mal'ganis in Heroic Culling of Stratholme.

    Back to top

    Trinkets

  • Je'Tze's Bell which is a random world drop, and can be bought off the Auction House.

    Darkmoon Card: Illusion which is made from the Darkmoon Prisms Deck which can be bought off the Auction House.

  • The Egg of Mortal Essence which can be bought for 40 Emblems of Heroism.

    Forge Ember which drops off of Sjonnir The Ironshaper in Heroic Halls of Stone.

    Back to top

    Weapon

  • War Mace of Unrequited Love which drops off of Keristraza in Heroic Nexus.

    Titansteel Guardian which is made by Blacksmiths.

    Gavel of the Brewing Storm which is a reward from becoming Revered with the Wyrmrest Accord.

    Jeweled Coronation Sword which drops from King Ymiron in Utgarde Pinnacle.

    Back to top

    Shield

  • Protective Barricade of the Light which costs 35 Emblems of Heroism.

    Tor's Crest which drops from King Ymiron in Utgarde Pinnacle.

    Facade Shield of Glyphs which drops from Krik'thir the Gatewatcher in Heroic Azjol-Nerub.

    Tharon'ja's Aegis which drops from The Prophet Tharon'ja in Drak'Tharon Keep.

    Back to top

    Libram

  • Libram of Renewal which costs 15 Emblems of Heroism.

    Venture Co. Libram of Mostly Holy Deeds from Dailys in Grizzly Hills.

    Unfortunatly all of the other Librams either require PvPing or Raiding to obtain.

    Back to top


    Gems

    For all yellow slots, and all other in which the set bonus is not worth getting put Brilliant Autumn's Glow, this is because Intellect is the best stat for us as explained above.

    If you have a red slot with a good set bonus, then put a Runed Scarlet Ruby in there.

    Again, if you have a blue slot with a set bonus worth getting, or you need it to make your Meta Gem work, then put a Dazzling Forest Emerald in, as this is just about the best you can do with that slot.

    If you need a Meta Gem then I would recommend that you go for Insightful Earthsiege Diamond, I am not sure of the maths, but some guys over at Elitist Jerks calculate that it is the best for us. A slightly cheaper alternative, and not that much worse is Ember Skyflare Diamond.

    Back to top


    Enchants

    These are in order; the best one if at the top, and the 'worst' at the bottom. I would advise enchanting all of your gear with at least the 'worst' enchant you can get, this works in two ways:

    Makes it seem as though you put some effort into your gear.
    Improves your performance (every little helps Eye )

    Generally the best enchant will cost the most, it's a case of you get what you pay for, however it is worth it.

    The enchants that are from Enchanters can either be obtained by buying a scroll off the Auction House, or by getting the materials to an enchanter and having them enchant it directly. Generally it is cheaper if you get the materials to the enchanter because people pay a premium for the ease of buying a scroll. If this is not the case then I will mention where to get it from.

    Of course if you are an enchanter/leatherworker/inscriber then you should be using your proffessions special armor modifiers: Enchant Ring - Greater Spellpower, Fur Lining - Spell Power or Master's Inscription of the Storm.

    Head

    Arcanum of Burning Mysteries from Revered with the Kirin Tor.
    Arcanum of Blissful Mending from Revered with Wyrmrest Accord.
    Arcanum of Dominance which costs 40 Stone Keeper's Shards from Wintergrasp.

    Shoulder

    Greater Inscription of the Storm from Exalted with the Sons of Hodir.
    Lesser Inscription of the Storm from Honored with the Sons of Hodir.
    Inscription of Dominance which costs 30 Stone Keeper's Shards from Wintergrasp.

    Chest

    Powerful Stats
    Super Stats
    Exceptional Mana

    Cloak

    Greater Speed
    Speed

    Bracers

    Superior Spellpower
    Exceptional Intellect
    Greater Spellpower

    (although Exceptional Intellect and Greater Spellpower pretty much equivilent).

    Gloves

    Exceptional Spellpower
    Greater Blasting
    Major Spellpower

    Legs

    Sapphire Spellthread
    Azure Spellthread (it is only above the ones below because it it's materials are slightly more easy to come by these days)
    Runic Spellthread/Golden Spellthread

    Feet

    Greater Vitality
    Icewalker (for the Critical Strike Rating)

    Weapon

    Mighty Spellpower
    Exceptional Spellpower

    Shield

    Greater Intellect

    (I'm afraid there aren't any real alternatives to this)

    Back to top


    Tips

    • Start healing the easier heroics/normals first to get the hang of it (and more gear) before moving on to the harder ones.

    • Make friends with good tanks, they are like diamonds; rare and worth keeping track of!

    • If you are going to be raid healing download an addon such as Healbot or Grid (healbot is easier to set up and use intially but Grid has more functionality), these will make healing a lot easier. If you do not then use F1, F2, F3 etc. to target your party members and either click heals or keybind them, this will make your healing much faster and better.

    • Download Pally Power, it will make your life a lot easier when buffing (it means you can rebuff a whole class with just one click in a little window).

    • Do the daily heroics when you can, it is not only easier to find members, but you will gain more Emblems of Heroism.

    • Think up some healing priorities on group members, i.e. tank is first priority, then you, then the dps (usually in order of DPS or Crowd Control abilities). If one of the dps dies it may not wipe you, however if the tank dies you almost certainly will!

    • Use the Beacon of Light on the tank when there is damage flying around, hitting you or the dps. If there is a dps or offtank that is taking 'Cleave'-esque damage then put it on them so you do not have to worry about keeping them up.

    • Have fun!

    Back to top

    And that concludes my guide, good luck!

  • Tannyr's Guide to the "96969" Paladin Tanking Rotation


    Purpose


    The purpose of this guide is to introduce, explain and illustrate what is often referred to as the "96969" Paladin tanking rotation. A practical method for using the rotation is provided as well as techniques for handling interruptions and using additional abilities with the rotation.

    Background

    A Paladin tank generates extra threat, damage or mitigation only when using class abilities. Therefore idle time between ability uses should be avoided. The 96969 rotation effectively uses five key Paladin threat and mitigation abilities as often as possible with no idle time. Most raiding Paladin tanks use the rotation and it should be mastered by aspiring Paladins who intend to tank.

    This guide was created during patch 3.0.9

    Table of Contents:

    1. It's All About the Cooldowns
    2. Rotation Abilities
    3. Requirements
    4. The Rotation
    5. Implementation
    6. Weaving in Other Abilities
    7. The Future of Exorcism?

    It's All About the Cooldowns

    When most spells or abilities are used, they trigger the "Global Cooldown" (GCD), a 1.5 second period during which no other spells or abilities can be used.
    During the GCD all of the action buttons get dimmer and then brighten in a spiral fashion. When a button is fully bright, it can be used.
    Many abilities (including all of the ones we'll discuss here) also have their own Cooldown which is a period during which you cannot use that particular ability again. The spiral-brightening of the button associated with the ability will occur more slowly, taking the entire cooldown time to become bright again.

                         The action associated with this button is a little over 25% through its cooldown

    Below is a graphical depiction of the cooldown concept for "Ability 1" in a format that will be used shortly to show the entire rotation. All of the abilities in the rotation are instant-cast, so no cast-time is shown.
                      
    • The bar represents Ability 1 being used with time flowing from left to right.
    • The red denotes the Global Cooldown during which no abilities can be used.
    • The yellow denotes the remainder of Ability 1's cooldown. Ability 1 cannot be used again until the end of the yellow bar.
    • However, the Paladin can use another ability as soon as the red GCD allows.

    Here is how we would show two different abilities executed one after the other using this graphical notation:

                      
    • Ability 2 is used as soon as the GCD from Ability 1 allows.

    And for the last graphical example, here is the previous 1-2 sequence followed by using Ability 1 again.
                      
    • Ability 1 cannot be used for the second time until its yellow cooldown is completed.
    • Since abilities cannot overlap their own yellow cooldowns, each distinct ability will be shown on its own horizontal line like Ability 1 in this example.

    Paladins have an arsenal of abilities that (with a little talent and glyph help) can be used in an endless rotation that uses an ability every time the GCD allows.
    This rotation is called the 96969 rotation. The 9 and 6 refer to the cooldown-times of the spells.
    The abilities can be tightly packed in rotation because (among other happy mathematical coincidences) 9-seconds and 6-seconds are even multiples of the 1.5 second GCD.
    The rotation effectively applies the component abilities as often as possible for maximum utility and effect.

    • Each of the 6-second cooldown abilities is used every 6 seconds.
    • Each of the 9-second cooldown abilities is used every 9 seconds.
    [Back to top]

    Rotation Abilities


    Two 6-second cooldown abilities are used in the rotation:

                 
    Shield of Righteousness   Available to Paladins at level 75. High damage (scales with block value), high threat and low mana.
    Hammer of the Righteous   51-point Protection talent. Hits target plus up to two nearby enemies. Damage scales with weapon DPS.
    Three 9-second cooldown abilities are used in the rotation:

                 
    Consecration   High mana cost. Generates aggro over time for all enemies near the Paladin.
    Holy Shield   Increases block chance and damages attackers when block occurs. With Blessing of Sanctuary, can help regenerate the Paladin's mana.
    Judgement   Triggers an effect based on the Paladin's active Seal plus invokes another effect based on the specific Judgement used. There are three distinct Judgements, the first two are the most commonly used:
       Judgement of Wisdom
       Judgement of Light
       Judgement of Justice
    Actually, none of these "9-second" cooldown abilities has a cooldown of exactly 9 seconds.

    Consecration and Holy Shield both have 8-second cooldowns. But this is not a problem since the Paladin can still use these abilities every nine seconds and that is the key.

    However, the Judgement abilities all have 10 second cooldowns. This would leave the Paladin standing idle for one second every nine seconds which would greatly diminish the effectiveness of the rotation. Fortunately, we can (and must) spend one point for Improved Judgements (Rank 1) (a 2nd-tier Retribution talent) to reduce the cooldown by one second. Spending the second point in Improved Judgements (Rank 2) is considered wasting a talent point since you will not be able to use Judgement more often than every 9 seconds in the rotation.

    [Back to top]



    Requirements





    The Rotation


    How do these abilities fit together in a perfect rotation?

    Like this...

                      
    • One-letter reference codes (A-E) are used to refer to each ability inside the GCD section of the ability usage. Please don't confuse A-E with the keys bound to these abilities. A-E is simply for reference within the chart.
    • The complete 12-part rotation block is A-B-C-D-E-B-A-D-C-B-E-D.
    • The three 9-second abilities can actually appear in any order in the rotation and the 6-second abilities can switch places. It doesn't matter to the rotation integrity, as long as the cooldown sequence is 9-6-9-6-9.
    • The rightmost edges of the cooldowns stair-step perfectly so the 12-part block can be repeated.

    [Back to top]

    Implementation

    It is risky to try to give advice to a knowledgeable audience so instead I will describe my method of implementing the rotation. You may adopt or adapt as you see fit.


    Challenges

    The 12-part sequence is not easily memorized or recalled during battle.
    Stuns, knockbacks, silences or lag can disrupt the cycle and cause confusion.



    My Setup

    During battle, my right hand is on my mouse for moving and targeting. My left hand is on the keyboard in "home row" position (like a touch-typist).

    Spells and abilities used during battle are all mapped to keys associated with the left hand.

    I created an over-sized (150% size) hotbar for the five abilities in the rotation.

    • The 9-second abilities are on the left
    • The 6-second abilities are on the right
    • A blank button is in between

                      

    I mapped these buttons to left-hand keys (S C D R and F) and displayed the bound keys on the buttons as shown above.

    Since I am glancing at it constantly, I put the bar below my avatar's feet, about 1/4 to 1/3 up from the bottom of the screen. This is well inside the periphery where most buttonbars are usually kept.

    I use OmniCC, a fantastic Cooldown Counter addon by Tuller that puts cooldown timers directly on buttons.
    I also use RedRange by Iriel, which turns buttons red when your target is out of range. You will know instantly if your target drifts out of range, especially for the 6-second abilities which only work in melee range:

                      
        Off topic: RedRange is also great for knowing how close you must creep to pull with Avenger's Shield.

    My Method

    Here's what happens on a pull:

    As the target approaches I use a 9-second ability, usually Consecration ("C") to start building aggro over time. For a boss or otherwise hard-hitting mob, I might instead use Holy Shield ("S") for mitigation up front.

    Then as soon as I can (when the GCD allows which is 1.5 seconds later), I use a 6-second ability following this simple logic:


    The simple key to making the rotation managable is to realize that "left" and "right" abilities are used alternately.

    Knowing that I just used an ability on the "right" side (Hammer of the Righteous), I glance to the "left" side and pick an available ability.
    OmniCC makes this a lot easier since any button with a cooldown number on it is not available.
    Assuming a Consecration (left) followed by a Shield of Righteousness (right), my hotbar looks like this and I am ready for an ability on the left:

                      

    I have a choice of either Holy Shield ("S") or Judgement ("D"). I choose quickly, the decision can only take 1.5 seconds.

    I choose Holy Shield ("S), and now I see this, looking to the right side for my next ability:

                      

    Obviously I can only choose Hammer of the Righteous ("F"). From here the choices are automatic, only one ability per side is ready when needed. I just keep alternating sides and the rotation falls into place!

    Note that the key-letters are hard to read in these screenshots, but by the time the GCD is completed, the buttons corresponding to available abilities are completely bright and easy to read as they are in the first sample action bar above.

    Here is a graphical depiction of the left-right alternating sequence:

                      
    This is the sequence followed, but you don't need to memorize this. The logic shown above unfolds automatically when using the left-right system.


    Quiz - Try it yourself!

    You have just cast Judgement, a left-side (9-second ability). On which side is your next ability? Glance below to determine which key to press.

                      
    With practice, a glance can tell you your next two keystrokes. Highlight here: (Next is R. After that would be S.)

    Practice #1: Set up your action bar, map your keys and find the target dummies in a major city. Practice until the rotation seems natural and you are alternating sides easily without delay.


    Interruptions

    If I am silenced, stunned, thrown, slowed, CCd, victimized by lag or otherwise incapacitated or interrupted for several seconds, I don't panic or get confused. As soon as I regain control, I simply choose an available ability on the right side, then one GCD later choose one on the left side. I'm back into a rotation in no time. It might not be the exact sequence I had before the interruption, but that does not matter. By alternating sides I am into an efficient rotation.

    I don't think there are any boss fights where the rotation is used uninterrupted from beginning to end. Some attack or scripted event will disrupt the cycle and you will invariably need to recover. I believe the left-right system is a very effective method for establishing or re-establishing a 96969 Paladin rotation.

    Also, in the next section we'll discuss using non-rotational abilities and the same "recovery" skill will be used to do this, so we should be very comfortable with it.

    Practice #2: While executing the rotation on a target dummy, interrupt yourself (I suggest eyes away from screen) for 2 or 3 seconds, then recover. Practice until you can smoothly get back into a rotation. Recommendation: Let your first ability after being interrupted be a 6-second ("right") ability.


    [Back to top]


    Weaving in Other Abilities

    Paladins have other useful abilities besides the five in the 96969 rotation. I will show how I weave these into the rotation. Here are the most common abilities I use shown in increasing order of their cooldowns, so that those at the top of the list can be woven in more frequently:

                 
    Hammer of Wrath   Efficient finisher and can be thrown at fleeing enemies. Should definitely be used when enemy health falls below 20%. The button will light up for you.
    Exorcism   Big damage to Undead and Demon enemies and should be used often against them. Blizzard has announced upcoming changes to have this spell affect all enemy types.
    Hammer of Justice   Stun and spell interrupt. Cooldown can be reduced with Improved Hammer of Justice (3 Ranks, 10 second cooldown reduction per Rank.
    Divine Plea   Restores mana over time during battle. Essential for long fights, use early and often!
    Avenging Wrath   Damage (hence aggro) boost when every bit helps. Use on bosses and long skirmishes.
    Weaving these into your tanking arsenal is extremely important. These abilities are just too powerful (even if situational) to ignore.


    If you want to know the practical method for weaving abilities and skip the GCD explanations, go to the summary at My Weaving Setup.

    If you want to know the How and Why, continue.


    When I first sketched out the rotation cycle (repeated below), I thought everything packed together so perfectly that introducing any new ability would wreck the cycle.

                      
         Where could you possibly cram anything else? and is anyone still reading this?



    But the key to understanding weaving's simplicity is to realize that we are attempting to stack red GCDs as closely together as possible, not necessarily yellow ability cooldowns. The yellow ability cooldowns simply constrain how closely we can pack the GCDs on the same line.


    Our focus is really on the red GCDs as shown below. We just want them to be back-to-back-to-back so that we are using Paladin abilities as often as possible.

                      



    When we weave in an ability that is not normally part of the rotation, we can simply insert its GCD into the chart.
    The GCD chart below represents weaving Hammer of Justice into the rotation.
                      



    Below, the yellow ability cooldowns are added to the diagram. Inserting the new ability simply postpones every rotation ability for one GCD (red arrows).
                      
         Gaps are OK as long as red GCDs are packed.
         Notice: Weaved ability results in five GCDs worth of delays (five red arrows each 1 GCD induration).


    First Unmodified Rule for Weaving: After a non-rotational ability is used, simply pick up where you left off, using the rotation ability that was ready when you used the non-rotation ability as illustrated above. (This will certainly work but we can make improvements.)


    First Refinement to Weaving

    In practice, the 6-second abilities Shield of Righteousness and Hammer of the Righteous are so efficient compared to the 9-second abilities that we don't want to postpone them by even one GCD.

    If you look carefully at the previous diagram, you will notice that there are actually two abilities that can be cast after Hammer of Justice's red GCD ("F"). Consecration ("A") which is the one shown as being cast next and Hammer of the Righteous ("D") which is postponed in the diagram.


    In this example, after casting Hammer of Justice, let us have the Paladin use the 6-second ability Hammer of the Righteous. So we use Hammer of the Righteous right away and postpone Consecration by another cooldown and see what that does to our chart. I shaded the exchanged GCDs purple for clarity when compared to the previous diagram:

                      
         Can you spot the problem? It will get fixed soon (several GCDs are stacked/simultaneous)
         Notice: One GCD delay is shifted from 6-second ability to 9-second ability (purple shift D to A).

    Now after the cast of the Consecration (purple "A") there are again two abilities available: Holy Shield ("C") which is the one shown as being cast next and Shield of Righteousness ("B"). Though there are possibly rare exceptions, the Paladin will usually prefer the 6-second ability to a 9-second ability.

    So lets exchange these two abilities (exchanged GCDs are purple again):

                      
         Almost there
         Notice: Another GCD was shifted from a 6-second ability to a 9-second ability (B to C). The strong 6-second abilities ("B" and "D") are now packed with no gaps.

    Now after casting Holy Shield (purple "C") we have a little GCD collision between Hammer of the Righteous and Judgement. Both are available but we can only cast one. Again the Paladin will typically choose the 6-second ability, so we'll push back Judgement (purple below). I'll also add another dimmed Shield of Righteousness to line "B" to show that no GCDs are missed:
                      
          Order is restored!
          Notice: The 6-second abilities should not affected or postponed due to weaving since all of the inserted GCDs (red arrows) have been shifted to the relatively weaker 9-second abilities ("A", "C" and "E").

    First Modified Rule for Weaving: Treat the weaved ability as a 9-second ("left") ability and return immediately afterwards to a 6-second ("right") ability. Continue rotation from there. This uses the 6-second abilities as often as possible.

    Note that upon returning to the "left" side (9-second cooldown side), the Paladin actually has two abilities to choose from as shown by the circles below:

                      

    This is very similar to starting out the rotation where we have more than one ability on a side to choose from. Our choice determines the ensuing rotation order. Being able to change the order of the 9-second abilities is a side-effect of weaving since the yellow cooldowns for the 9-second ability that got "skipped" plus the next natural 9-second ability are both completed by the time we get back to the left side.



    Second Refinement to Weaving

    Lets extend the GCD-shifting idea by making a switch to the previous diagram. Lets switch A and C:

                      

    Finally lets switch A and E:
                      

    We have effectively placed all of the GCD delays into the original ability that was due when we wove the non-rotation ability. ("A" was originally due when we wove in "F").
    Due to the meager damage and aggro caused by the Judgement abilities and the 20-second duration of their effect, Judgement can be skipped for an entire 9-second cycle after weaving in a non-rotation ability. This keeps its special effect up for your party but allows you to use the two stronger 9-second abilities as often as possible.


    Second Modified Rule for Weaving: Weave a non-rotation ability by using it in place of Judgement. Then do not use Judgement again until it is the only ability off cooldown on the left side. This will skip Judgement for a 9-second cycle, keep its effect up throughout (it lasts 20 seconds) and use all of the stronger abilities as often as possible.



    My Weaving Setup

    Here is a slightly expanded view of my action bars:

                      

    The abilities I weave most often into the rotation are right beneath by my left-side abilities as a visual cue to use them in place of left-side abilities.


    Summary:

    • Non-rotational abilities should be used when you are due to use a 9-second "left" ability.
    • Return immediately to the "right" side since these abilities are stronger than the "left" side abilities.
    • You will have two "left" abilities to choose from. Put off using Judgement until it is the only "left" ability off cooldown since it is the weakest ability in the rotation.
    • Apply this same method of rotation recovery when you are interrupted from the rotation.

    Practice #3: At a training dummy, practice weaving Divine Plea, Hammer of Justice and Avenging Wrath into the rotation in place of a 9-second ability (note that Exorcism and Hammer of Wrath cannot be used on training dummies since they are not undead/demons and their health does not fall below 20%). Recover the rotation by starting with a 6-second ability and do not use Judgement until you must. This is actually easier than Practice #2.


    Practice #4: (optional) At a training dummy try to weave the abilities in place of Judgement and then do not use Judgement again until you must. This is an optional technical refinement due to Judgement's relative weakness. Mastering Practice #3 is certainly satisfactory for practically all tanking encounters.

    [Back to top]


    The Future of Exorcism?

    Blizzard has announced changes to the Exorcism ability for PTR 3.1 .

    Blizzard Staff wrote:
    Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets.

    We must wait and see what they do to the damage, mana cost and cooldown, but if the numbers don't change too much, this will be a powerful spell to add to the rotation. Its cooldown of 15 seconds, however, is not rotation-friendly.

    A possible solution is to alternate this strong ability with the relatively weaker Judgement. This would use Exorcism and Judgement every 18 seconds and still use every GCD:

     
     Affected GCDs are shown in blue.

    Here is the conceptual sequence logic for this modified rotation:

                      



    The 96969 Paladin Tanking Rotation is an efficient way for a Paladin to maximize threat and damage mitigation by stacking key abilities as often as possible.
    The left-right system of categorizing and visualizing the 9- and 6-second cooldown abilities used in the rotation is an effective and intuitive way to establish the rotation, recover from interruptions and weave in non-rotation abilities.

    - Tannyr