Trekloss' Paladin Guide

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Paladin Guide

Introduction

The Paladin is an alliance only class. As a human or dwarf, you have the option to be a paladin. At first, the paladin can seem as a warrior, but with healing. That's pretty far from the truth, as the warrior is a tank and pretty good dmg dealer in solo if specced right, while the paladin is far more a hybrid.

That means that the paladin isn't best at anything. But it's at least second best at taking a lot of dmg (can use plate and shield).

As a paladin and hybrid, you cant fight, and you kill slowly, but you can make yourself invulnerable, stun, heal yourself and others, prevent enemies from fleeing, making them replenish your hp and mana (Shocked) and a lot more.

So, when soloing, you will be almost invulnerable Laughing out loud
That sounds tempting and overpowered, but considering the perhaps lowest dps in the game, it sure evens out (paladins get low xp-rates as they kill slowly)

How to Play

When soloing, use a 2h weapon with nice dmg output and heal yourself when necessary. Try to choose the right seals, judgements and buffs (did i mention that the paladins have most buffs in the game?)

And when talking about buffs, everybody wants them. When soloing, use Blessing of Might or Blessing of Kings (if protection specced). These will
help on your dmg output. Casters will always want Blessing of salvation or Wisdom (More mana or less aggro) I always give the priest Salvation, as a healer wipe means a party wipe Eye
Rouges should have Blessing of Might and the tank should have Blessing of Kings or Blessing of Might (Pref. BoK)

Paladins also have some interesting auras. Use the armor one, if there is many palas, try to use the concentration aura as well.

As for seals and judgements, in instances the judgement of justice (no fleeing) is a must. You can have it on many mobs at a time, and it usually lasts the whole fight, meaning no fleeing and adds at all! Laughing out loud
In solo, use what judgements you deem worthy Eye All depending on the situation. I usually use anti-flee. If you are fighting non-fleeing enemies, i use the judgement of the crusader to increase my SoC dmg.

I usually use the Seal of Command, at about 15% of your hits, you almost get double dmg Laughing out loud To get it, you need the retribution talent tree, which you should have some points in anyway until higher lvls. If you get low on mana, use seal of wisdom, which gives you a fast mana regen rate when in combat. The Seal of the Crusader (Inc. attack speed) is only good when fighting casters, mostly in PvP. The Seal of Rightousness gives some extra holy dmg, but i never use it. It CAN be good for offtanking though, as you get more aggro combined with righteous fury. This was the most important seals, at least i think so.

Talents

As all classes, paladins have talents Sticking out tongue
The paladin talents is divided in the Holy, Protection and Retribution talent tree. The holy tree is mostly used by high lvl players, as you`ll want to max dmg with the retribution tree when lvling. The holy tree gives extra
int and str (who i reccomend anyway), better healing, less mana output and our only ranged attack Laughing out loud The negative is that you lose the dmg output or extra defense from the other trees.

The Protection tree makes the paladin a better tank, giving better shield skills, better aggro gaining and such. I build this tree up to Blessing of Kings, who is arguably the most useful buff we have. (Deps. on where we use it: Healers and casters shouldnt have it on, as mana and reduced aggro is more important.) When getting the BoK, you can improve shield skills (only if you want to offtank alot) or get 10% more amour, who applies when you use 2h too Laughing out loud

The Retribution tree is bent on maxing your danmage output. You get the Seal of Command, who ROCKS when soloing Laughing out loud You also get 5% more crits in melee, 6% more 2h dmg, 8% faster running and riding, better BoM, Repentence (stunning for 8sec) and such. This is the tree i reccomend if you want to solo and lvl fast. Respec later if you want to.

I dont like maxing the trees, as i like a decent mix. BoK is good everywhere, so is extra armour. The SoC is a must for soloers, and so is the danmage. The int and str increse is sure nice from the holy tree Laughing out loud
When lvl 60, think about respeccing to a pure holy pala or something, depending on ypur playstyle. (Holy is probhably what you are needed for by your guild, and OFC Blessing of Kings Laughing out loud )

PvP

In PvP, i think that Paladins is underestimated.
As a paladin, you wont nuke em dead in 2 seconds, but you wont be nuked dead in 2 seconds by others either Laughing out loud What you have to be careful of is hunters that use concussive shot and mages that freeze and chill you. This is dangerous, as you cant shoot! Always use a 2h weapon in PvP, and with the shields and heals, i think paladins are one of the classes that lasts longest in PvP. As a paladin, i have managed to kill 3 equal lvled players ALONE in PvP by killing one, stunning, healing, shield, heal, kill, and so on. Try, you`ll at least not waste too much time dying Laughing out loud

In Instances:

In instances, paladins should not be tanks (You don't keep aggro well)
And not heal until high lvls, as a paladin who wants to lvl wont have holy talents (at least not very many). In addition, a normal paladin below lvl 60 usually wont have all too high int. meaning low mana.

What IS good about the paladin in instances is the very diverse and powerful buffs and auras, and the fact that you are a hybrid, as mentioned earlier. If the tank loses aggro of a mob or a patrol comes from behind: no problem! The casters are safe, as a plate wearing part-time tank can hold em off until the warrior gets em! And if the healer doesn't have more mana? No problem! The paladin can heal long enough for the healer to get some more mana (hopefully) And if your healing aggros the mobs?
Invulnerable bubble Laughing out loud Blessing of Salvation Laughing out loud Plate armour Laughing out loud There are many good ways to solve it Eye

With this, paladins are very useful, even if they aren't dmg dealers, super tanks or superhealers. As long as you dont think you are any of them, you`ll be fine. When not needed, just slam your 2h weapon in the side of some mob until the healer or tank cant manage their role. That is the time when people finds that paladins aren't so useless as they thought just because they are hybrids Eye (And when you resurrect them afterwards Sticking out tongue )

Written By Trekloss.


Pammijo's picture
Member

Dungeon Set 1

Is there a guide for picking up this Dungeon Set?

I have to disagree on one

I have to disagree on one area, the fact that paladins dont keep agro. That is so wrong.

If you are using righteous fury, and aoeing with conc, the only thing that can drag agro off me is a well equiped firemage. Even that is hard for them, if something startss to move away, judge it with seal of righteousness, dont forget righteous defense, incase you do lose a few mobs to a high dpser, paladin tanks keep agro by your holy damage (yellow numbers) not white damage.

Jame's picture
Administrator

This guide was written pre

This guide was written pre burning crusade, and at the time it was entirely true, paladins sucked at holding aggro.

Now they are actually much better than warriors at holding aggro on multiple targets, and are quite close on single targets.

I can disagree your disagree

Some ppl have come to hate me in the other guides but I can say this, I have tanked as a prot warr next to a prot pally. I always kept aggro off of him. I didnt do it intentionally but I was just spec'd that way. True that pallies can increase their threat but warrs can, too. And, warrs have several abilities that can rip aggro off of anyone for a short time.

u might want to remember

u might want to remember that this guide was written Pre-BC, BC had alot of changes to Paladin's.
I think the giveaway is the fact, the guide opens with, Only ALLIANCE can be Paladin's

Member

Since TBC

Since this is an old guide, there isn't much information on Paladins as Bloodefls.

Ever since I started playing WoW, I have played as a paladin and have tried out a bunch of different things with them. The biggest thing now is the talent trees that offer you a wide selection of what you can do now. Currently, I have 3, 70 paladins. 2 Bloodelfs and 1 human. All have cleared Kara, and the Human Paladin has cleared Black Temple. My Human paladin is a Retribution/Holy spec for DPS and Healing. Capable for both, but more effective as a dps. My Male Bloodelf is Protection Spec'd and my Female Bloodelf is Holy/Protection with the majority into Holy. Having played all the specs for this class, I would have to admit that Paladins have the best advantage over most when it comes to their wide ability to go into groups and help out a ton. At 70, when questing for my Netherdrakes and needing to keep up with the NPC's, my Crusader Aura has helped out a lot, more-so than a Riding Crop or whip. Overall, I have to say, I love playing as the Plate Wearing Priest more than anything =) I can take the blows and stun as opposed to being raped of my health in a few hits.

Member

This is a bit out-of-date

Much of this has changed with 2.0. Granted I haven't reached level 60 with my pally, but once I got Verigan's Fist (2h mace) I found I can equal other classes in dps and rarely have any downtime to eat or drink. It was close even before I got the mace and after level 20 I was able to kill mobs almost as quick as my hunter of the same level. I recommend using SotC for nearly all mobs, even with a fast weapon it's good but with a slow one like the Fist, it dramatically raises your dps.

For levelling or grinding, try to find undead mobs, the only mob we pallies can readily pull. Hit them with exorcism and knock them dead in a couple of hits, move on and level quickly. I like to use BoW(isdom) to keep my mana pool full unless I'm fighting elites who are yellow in level to me, so I don't have to wait between battles.

In some cases when soloing, you'll want tot use Seal of Justice, it seems to keep the mob stunned a lot and it's essential to prevent runners from getting adds in an instance (once you judge it). I went with Retribution but I don't like Seal of Command, it doesn't give a steady rate of dps like Seal of Righteousness does, so I use SotC, judge it, then cast SoR for good dps. Usually not as good as SotC alone, then when the mob is nearly dead, judge SoR or cast it and then judge it for a quick kill. SoC does even more damage but again, I've found I kill faster without it and will respec away from it at some point.

You really can play a key role as a pally, with Righteous Defense and Righteous Fury you can pull aggro off a team-mate, bubble them if you have to and heal them up, and the mobs will turn on you. Since you wear at least mail armor, you can take a lot more hits than your brethren in cloth or leather. And if you need to, you can rez those who've fallen.

Hope this helps and this is a handy guide, just not current based on my experience.

JordanMiller's picture
Member

Hammer of Justice

I don't know if you know this or not, but we don't really have to use the Seal of Justice that does the anti-fleeing. We have a skill called Hammer of Justice, which will throw a Hammer at anyone below 20% health and will hit at about 400 damage [on my 47 retadin].