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  1. #1
    Heroes WoW Member Mephy's Avatar
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    Paladin Guide: Things to know and how to play

    Paladin Guide


    This is gonna be a small guide of how to use a paladin, divided into General things to know, Tank, DPS and Healing spec.
    General things to know:

    Buffs:



    Blessing of Might:
    This buff increases the attack power if the buffed character. This is recommended to be used on melee dps, such as Death Knight, Warrior, Rogue, Paladin, Druid and Shaman. Hunters also gain a nice increase in their damage from this buff.
    SPECIAL FEATURE: Blessing of Might has for some reason, the power to increase the healing made by healers, due to certain classes has talents that improve their spell power based on their attack power, which in the end, will increase the healing done. One of the talents that does this, is shaman’s “Mental Quickness”.


    Blessing of Kings:
    This buff increases all of your stats by 10%. It’s useful for any class and spec that you may play, but you should know that this buff doesn’t stack with Voter Buff (Increases all stats by 15%). Therefore you have to be aware that some people do not wish to get kings, because they got the Voter Buff.
    SPECIAL FEATURE: You can get Drums of The Forgotten Kings, which buffs everyone around you with Blessings of Kings, which is why I recommend you get that item instead of buffing your raid members with this. In that way, you can give more buffs.


    Blessing of Wisdom:
    This buff increases the character’s mana regeneration by 10%, but since healers and casters never run out of mana due to low mana costs on spells, it is recommended that you do not priorities this buff. In a case of which you as a paladin DPS or Tank run out of mana, I would rather recommend that you use Divine Plea, which will cut your healings by 50% but you’ll gain a lot of mana.


    Blessing of Sanctuary:
    This buff increases your strength and stamina by 10%, while also reducing damage taken by 3%. Always give this buff to the tank, as it is important that the tank has a lot of Health Points. This buff is also really great for those who use strength to increase their damage, such as Death Knight, Warriors and Paladins.
    This also regenerates 2% of your mana if your dodge, block or parry an attack, but it’s not really something you should priorities from this buff.


    Aura:
    It is always recommended that if you have more than 1 paladin in your group that they sort out their auras, so you can have multiple auras active at the same time.


    Protection Aura:
    This is really not an aura you should be using, as everyone is already armor capped from the beginning, which means that the 10% increase in your armor this buff gives you, is rather useless.


    Retribution Aura:
    This aura will damage any target that attacks you or your party members. This is really great to have active as both tank and dps, since it will increase the damage done on the targets.


    Consecration Aura:

    This will reduce the channeling time lost, if a party member is hit while casting a spell. It is not of big concerns to have this aura active, as it is usually the tank that takes all the hits. But in certain cases it can be rather nice to have, if you’re a spell caster or a healer in a place where you take damage constantly, which happens in many raids like Trial of The Crusader and Ragefire Chasm.





    Frost Resistance Aura:
    In the Frozen Halls transmog dungeons there is a lot of Frost damage happening, so in those dungeons, I would recommend you use Frost Resistance Aura. These will increase you and your party members’ resistance, which means you’ll take less damage from frost spells.




    Fire Resistance Aura:
    If you’re doing Ragefire Chasm, you will quickly find out you’re in a big place of fire and lava, where all the damage taken is mainly fire damage, which means in this case, you should use Fire Resistance Aura. These will increase you and your party members’ resistance, which means you’ll take less damage from fire spells.


    Shadow Resistance Aura:
    Are you doing Sunwell Plateau, there is a boss known as Muru or Entropius, where it would be recommended that you use Shadow Resistance Aura, since you take a lot of Shadow damage from this fight. These will increase you and your party members’ resistance, which means you’ll take less damage from shadow spells.

    But overall, look at what kind of fight you’re in and change your resistance aura to whatever fits. Sometimes you might end up in fights, where you have no aura that can increase the resistance of the damage, such as Nature damaging fights.

    Other stuff:



    Hand of Freedom:
    This spell will remove/make one immune to movement impairing effects, meaning stuns and spells that can freeze a target. It can be a real lifesaver, if a healer is stunned and you’re able to use this spell on him, so that he can continue healing and avoid the raid members from being killed.



    Hand of Sacrifice:
    Sometimes you can get into fights, where important raid members are about to take too much damage, which can cause you to wipe. Using this spell will transfer up to 40% of the damage taken to you. Use only this in emergencies, as it may kill you, if your targeted raid member takes more damage than the both of you can handle. Can be really useful in Ragefire Cham, Karazhan and Ulduar.


    Hand of protection:
    If one of your raid members in serious trouble, taking a lot of damage, you can use your Hand of Protection to make them immune to all physical damage for 12 seconds, but it will also cause them not to be able to make any physical damage themselves. It can be a real lifesaver!



    Judgement of Light:
    Paladins are a unique class, which holds many spells of which can regenerate health while you do physical damage.
    Judgement of Light has the ability to restore 2% you and your raid members’ maximum HP, when hitting the target with physical damage. Combining that with the massive amount of haste we can obtain, this can really save a lot of work from the healers.
    To use Judgement of Light, you need to have an active Seal buff on you.


    DPS/Tank: If you’re DPS, I would recommend it to be Seal of Corruption or Seal of Vengeance. These 2 seals are the same but with different name depending on if you’re Horde or Alliance. This Seal will help you do a lot of damage if you’re a DPS.

    Healer: If you’re a healer, I would recommend that you use Seal of Light, as this will increase your healings done.

    NOTE: Always have Judgement of Light active on the target.



    Cleanse / Dispel:
    Paladins are able to dispel a lot of debuffs which party and raid members can get during a fight. The ability “Cleanse” can remove these and paladins are often required to use this, like on Prince Malchezaar in Karazhan. I recommend that you use Heal Bot, which is an addon mainly healers use, to make it easier to dispel during combat.


    Repentance:

    This ability allows you to stun your target for 1min. Unfortunately it breaks if the target takes any damage. But it is great to use in when you’re in situations where you have to pull 2 targets, but fighting them both can be rather hard, which is why this can stun one of them, while you take down the other. It has a cooldown of 1min, so once the target able to move again, you can actually just stun it for another minute. This can also come in handy in PvP, but note that many PvP players have different ways to break stuns like this.

    Tank - Things to know:

    A paladins number 1 buff/spell to use, to be able to tank is Righteous Fury. This will increase your threat generated from your holy damage by 80%. Having this active will guarantee that you’ll always keep aggro.

    Paladin tanks are using shields and a 1handed weapon or a 2handed weapon if you got Titans Grip.

    Rotation:


    When you are about to enter a fight to taunt a target or a group, you can either choose to use Hand of Reckoning(30 yard range) or Judgement of Light(40 yard range). Both of these spells has a long range, which can help you to avoid pulling too much, instead of having to walk all the way up to the target, to be able to pull. You can also use Avenger’s Shield, which will hit up to 3 targets from a range of 30 yards.

    Once you’ve engaged into the fight, you should use Consecration, which will cause Holy Damage to any target that stands within it. This is great to keep aggro on larger packs of trash but also to make some kind of barrier in front of the healers and ranged dps, if more trash should start running towards them, since you’ll get aggro, when they are hit by your Consecration ability.

    Now that the fight is going on you just try keeping aggro by using Divine Storm, Crusader Strike, Shield of Righteousness and your taunt abilities plus Avenger’s Shield. If you’re using a 1handed weapon along with your shield, you can also use Hammer of Righteous to keep aggro.

    If you should lose a lot of aggro to a certain person all the time due to him doing a lot of damage or taunting, you can use Righteous Defense, to get aggro of all the targets that is targeting him.

    Buffs:



    Blessing of Sanctuary:
    As stated under General Things to know, you should use Blessing of Sanctuary as a tank, since it will increase your stamina and also reduce the damage taken by 3%.


    Divine Plea:

    Having Divine Plea active all the time is important. Activate it once you enter combat and due to your “Guarded By The Light” talent, it will refresh as long as you’re hit by an enemy. Divine Plea will reduce your damage taken by 3%, when you use the glyph “Glyph of Divine Plea” which I’ll talk further about under Glyph section for tanking.
    As you progress in the PvE content, you’ll also gain a Set Bonus from your tanking set, that will increase your Dodge by 12% as long as Divine Plea is active.


    Holy Shield:
    You should also try to keep up Holy Shield, as this will increase your Block by 30% for 10 seconds. This has a 8 second cooldown, so you should be able to keep this spell active all the time, which is recommended.


    Sacred Shield:
    You should also keep Sacred Shield active on yourself all the time, as this will absorb some of the damage you take, as long as it is active.


    Divine Protection:
    If you get into a hard fight, where you’re taking too much damage, you should use Divine Protection, as this will reduce the damage you take by 50% for 12 seconds.

    Other things that you should know:


    When you’re in Sunwell Pleatau and Ragefire Chasm as a paladin, you’ll meet bosses like Baleroc (RFC) and Brutallus (SWP) which during the fight will give you an a stack of a certain debuff. To make sure you survive these battles, you can use your Divine Shield to remove these. But as long as Divine Shield is active, you cannot keep aggro. To solve this issue, use this macro:

    /cast Divine Shield
    /cancelaura Divine Shield

    That way, you can instantly put on and remove the Divine Shield, allowing you to reset your stacks. NOTE: Make sure you click your macro twice in a row, to remove Divine Shield.
    Glyphs:

    Glyph of Divine Plea:
    As long as you have Divine Plea active on you, you will get 3% reduced damage taken due to this glyph. Reducing the damage you take is one of the most important things for a tank.

    Glyph of Judgement:
    This will increase the damage done by your Judgement spells, by 10%. Since there is not so many glyphs that are useful for Paladin tank, adding this will just help you to do a bit more damage and since you can use this to engage combat/pull trash, it is a great idea to earn some more threat, by increasing the damage done by this holy spell.

    Glyph of Divine Storm:
    This will increase the healings you get from Divine Storm by 15%, which is rather nice, so you can do some more selfhealing while in combat.

    Glyph of Lay of Hands:
    This is a minor glyphs, and you sometimes may face fights, where the healers cannot heal you and your health is going low. Lay of Hands will heal you to a 100% and using this glyph, will cause it’s cooldown to be reduced by 5min, which makes it available much sooner if it should be needed.

    DPS - Things to know:


    Paladins use 2handed weapons to make the greatest damage, and if you get Titans Grip, you’ll be able to do a huge amount of damage, compared to only using 1x 2handed weapon.

    As a paladin DPS, you should never use Righteous Fury, as it will make you get aggro from the tank. Righteous Fury has no extra feature, which will increase your DPS, so you should NEVER use this ability as a DPS, unless told otherwise.

    Remember that paladins are not great at attacking larger amounts of trash; therefore you should not pick this class if you wish to do a lot of damage on large amount of trash.

    Rotation:


    When you engage fight as a paladin dps, you should start by using Divine Storm, followed up by Judgement of Light, Consecration, Crusader Strike and Exocism. Just keep using these to have a high dps, which draws its power from your strength (giving you more attack power) and haste. Once you’re target is reaching below 20% HP, you can use Hammer of Wrath, which causes great damage to it.

    If you’re fighting Undead/Demon creatures, you can also use Holy Wrath to cause a lot of AoE damage all of those Undead/Demon creatures around you.

    Buffs:



    Blessing of Might:
    As stated in the "General Things to know" section, Blessing of Might and Blessing of Sanctuary both have a great use for melee dps. In a case where you'll have to choose between either of those, I would recommend that you use Blessing of Might, as it increase your attack power by more than what your strength does (This may variate depending on your tier and if you got Tier items or Donation Item).


    Avenging Wrath:
    Avenging Wrath is an amazing spell / buff paladins can use on themselves every 3min. It will increase your damage by 20% for 20 seconds. I recommend that you use this combined with when shamans use Bloodlust/Heroism and if you get Hysteria from a Death Knight. This can make the paladin do an insane amount of damage, not matter if it’s AoE or single target.


    Divine Plea:
    Should you come in a situation of which you have no mana, I would suggest that you use Divine Plea. This will regenerate 25% of your mana over time, but also causing this buff to refresh every time you take a hit due to your “Guarded by The Light” talent, which will keep it active pretty much all fight long.


    Retribution Aura:
    Furthermore, you should as a DPS paladin use Retribution Aura, since this will increase you and your raid members’ DPS.

    Glyphs:


    Glyph of Judgement:
    This will increase the damage done by your Judgement spells, by 10%. Since there is not so many glyphs that are useful for Paladin tank, adding this will just help you to do a bit more damage and since you can use this to engage combat/pull trash, it is a great idea to earn some more threat, by increasing the damage done by this holy spell.

    Glyph of Exorcism:
    This will increase the damage done by your Exorcism by 20%. This spell can do a rather high damage to a target, so by increasing it to do even more, will just help you to improve your dps.

    Glyph of Lay of Hands:

    This is a minor glyphs, and you sometimes may face fights, where the healers cannot heal you or maybe the tank. Lay of Hands will heal you or your target by 100% of your HP and using this glyph, will cause it’s cooldown to be reduced by 5min, which makes it available much sooner if it should be needed.

    Healer - Things to know:

    Paladin healer is one of the greatest and yet most misunderstood specs of this server. This is mainly due to Judgement of Light, which can end up doing like 70% of a paladin’s total healings during a fight.

    I suggest that you use a staff as healer and then once you’re able to, you get Titans Grip, so that you can equip a staff along with a 1handed or offhanded weapon that will increase your spell power, intelligent and spirit.

    It is recommended that you use Heal Bot addon, as this can make healing a lot easier and it can also help you track certain debuffs like one that is used in Ragefire Chasm and Trial of The Crusader, which will require you to heal the target as much as possible, until the debuff is gone.

    Rotation:

    You should mainly just use your Holy Light ability to heal people. Along with one of the glyphs I’ll suggest, this can go from a single target healing spell, to actually do some multiple target healing.

    A thing you should ALWAYS keep active on another member of your raid group, preferably the tank, is Beacon of Light. This will transfer any healing you do to another target, to this target as well. Kinda like this:



    • Target 1: You heal him with 700k Holy Light.
    • Target 2: He has Beacon of Light active on him, this will result in him getting 700k healings as well.


    Once your group engage combat with a target, you should use your Judgement of Light ability on the target, as this will make your raid members heal themselves with 2% of each of their physical hit. To activate your Judgement of Light, you need to have an Seal buff on your, which I would recommend that you use “Seal of Light” as this will increase your healing.
    Judgement of Light is maybe one of your greatest spells to become a top healer, so you should make sure that if there are other paladins in your group, that they do not use Judgement of Light. They can alternatively use “Judgement of Wisdom” or “Judgement of Justice”. So make sure you always keep Judgement of Light active on the target that you’re fighting, as this will help heal your raid group so much!

    In times of trouble, you can also use your Lay of Hands ability to heal a target by an equal 100% of the paladin’s HP. But I would rather suggest that you do not use this so often and try focus on keeping yourself out of trouble, by improving your skills as a healer.

    Buffs:



    Blessing of Might:
    As stated under the "General Things to Know" section, I would recommend that you use Blessing of Might as a healer, if you get into a situation where you'll have to pick between which buff you should apply to yourself, to obtain the best improvement. This is due to that it will increase your healings done, which is mainly what healing is about.


    Avenging Wrath:
    As a paladin, you’re actually able to increase the healing you’re doing with Avenging Wrath. This will increase your healing done by 20% for 20 seconds. This is great to use, if your get into troubles and you have to heal more than you’re able to with your standard healings.


    Divine Illumination:
    Along with Avenging Wrath, you can also increase your healings done with Divine Illumination. This will stay active 15 seconds and it will increase your healings done by 35% due to a Set Bonus you’ll get once you progress in the PvE content. So like Avenging Wrath you can use it to increase your normal healings during fights, if you get into trouble. These 2 buffs stacks, so using them together can cause you to do much higher healings for a short period of time.


    Concentration Aura:
    Furthermore, you should use Concentration Aura when you’re a paladin healer. This will cause you to lose 50% less channeling time, when you’re hit while casting a spell, which happens rather often. Sometimes you might be required to use Resistance auras instead, which I’ve explained in the “General Things to Know” section.


    Divine Plea:
    DO NOT USE THIS SPELL IF YOU'RE HEALER!
    I’ve previously suggested that you use Divine Plea for both tanking and DPS. But you should NEVER use it for healing, as you never run out and mana and this buff will also make your Holy Light, Flash of Light and Holy Shock spells to be reduced by 50% as long as it is active, which is never great, since Holy Light is one of your main healing spells.

    Glyphs:

    Glyph of Seal of Light:
    This will increase your healings by 5% as long as this is active. With my previous recommendations, this would be a great glyph to have.

    Glyph of Beacon of Light:
    This will increase the duration of your “Beacon of Light” spell by 30 seconds, which can be rather nice, so you won’t have to always check up on if it’s active, giving you more time to focus on healing.

    Glyph of Holy Light:

    This glyph will grant 10% of the amount you heal with Holy Light to up to 5 friendly targets with 8 yards of the original target that you healed with Holy Light, making your Holy Light into a multiple targeted healing spell.

    Glyph of Lay of Hands:

    Even tho I recommend that you do not use Lay of Hands, you can get into situations where it is needed. Therefore I would also recommend that you get this Minor Glyph, which will reduce the cooldown on your Lay of Hands spell by 5min, making the cooldown go from 16min to 11min.
    Last edited by beastyone09; 01-16-2018 at 02:25 PM.

  2. #2
    Good and well-written guide. Moved it to the proper section though.

  3. #3
    Paladin dps:
    1. If you want do damage you need a lot of haste;
    2. On trash use Seal of Command + Divine Storm;

    Paladin Heal:

    1. Glyph of Lay of Hands - pretty much useless, better use Glyph of Seal of Light - its give more bonus for healing

  4. #4
    Heroes WoW Member Mephy's Avatar
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    Quote Originally Posted by barondart View Post
    Paladin dps:
    1. If you want do damage you need a lot of haste;
    2. On trash use Seal of Command + Divine Storm;

    Paladin Heal:

    1. Glyph of Lay of Hands - pretty much useless, better use Glyph of Seal of Light - its give more bonus for healing
    Glyph of Lay of Hands is a minor glyph and Glyph of Seal of Light is a major Glyph, so it doesn't matter, but I did also suggest Seal of Light that in the thread.

    Regarding Seal of Command, I'm not sure if it is scripted to do the proper damage, looking at the description of the spell. But if it was scaled properly, it would be a better option, that is true, but at the moment, Seal of Corruption / Vengeance will make you do more damage, even tho it's single target and not AoE like Seal of Command.
    Last edited by beastyone09; 01-16-2018 at 04:39 AM.

  5. #5
    Quote Originally Posted by beastyone09 View Post
    Glyph of Lay of Hands is a minor glyph, so it's just whatever.
    Regarding Seal of Command, I'm not sure if it is scripted to do the proper damage.
    1. I think its do good dmg: Seal of Command + Divine Storm + Concentration;
    2. Dat glyph is major

  6. #6
    Heroes WoW Member Mephy's Avatar
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    Quote Originally Posted by barondart View Post
    1. I think its do good dmg: Seal of Command + Divine Storm + Concentration;
    2. Dat glyph is major
    This will show the result of my paladin (T21 paladin DPS) in Naxxramas pulling almost 2 equally packs for AoE damage testing:

    As you can see, Seal of Command makes a significantly less damage than Seal of Corruption. Note that I on the Seal of Command attempt had 2 more targets, which should only cause it to have more targets and making more AoE damage. So from this, I can conclude that Seal of Command isn't better than Seal of Corruption on the Unlimited lvl 255 server at this moment. Had this been retail / blizz like, then I would recommend Seal of Command, but it is not scaled properly on this server to be able to do more damage than Seal of Corruption / Vengeance.

    The following picture will show that the Glyph of Lay of Hands is a minor glyph, picture is taken from my own paladin, Teddy and his Glyph Setup.

    Last edited by beastyone09; 01-16-2018 at 05:23 AM.

  7. #7
    Heroes WoW Member Froggyy's Avatar
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    Quote Originally Posted by barondart View Post
    1. I think its do good dmg: Seal of Command + Divine Storm + Concentration;
    2. Dat glyph is major
    Man what you say.....only God know....and God halp you. Glyph is minor glyph. Dat you can google too.
    I know its not do good dmg: Seal of Command + Divine Storm + Consecration. Your seal doesnt affect damage from Consecration or Divine Storm.

  8. #8
    This is great for a beginner like me thank you so much for your guide!

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