Prot Paladin Best In Slot?

Prot Paladin Best In Slot
Mythic+ Best in Slot Gear for Protection Paladin

Slot Item Source
Shoulders Pauldrons of the All-Father Halls of Valor
Cloak Fireproof Drape Ruby Life Pools
Chest Cuirass of Irreparable Madness The Azure Vault
Wrist Goldsteel Bindings Shadowmoon Burial Grounds

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Who is the best protection Paladin?

Choosing the right Covenant – Before going more in depth about Covenants it is important to understand that any of the 4 Covenants can be played as a Protection Paladin. There will definitely be better and worse options but the choice will not be hindering your daily activities.

  1. Kyrian — Strong in AoE scenarios, Good generic pick
  2. Venthyr — Strong single-target DPS, group healing, and the ability to teleport!
  3. Night Fae — Utility for group members and, when planned well, high group DPS.
  4. Necrolord — Off-healing potential and single-target DPS.

Since Patch 9.1.5 brought the ability to swap Covenants freely (after reaching Renown 80 on one of them), you will typically be interested in switching between, at the very least, Kyrian for Mythic+ and Venthyr for Raiding.5.1.
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Are prot Paladins good in Shadowlands?

Prot. Paladin scales very well with stats because they are very impactful and it’s very difficult to hit diminishing returns on three secondary stats. This makes gearing very flexible overall such that more gear options exist, and any piece has at least one good secondary stat on it.
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How much haste should a prot Paladin have?

1. Haste- 25% is the sweet spot for a baseline haste.
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Is prot Paladin good for leveling?

Protection Paladin is exceptionally good for leveling. As mentioned, you can do large pulls, solo most of the harder quests, and just be very efficient at killing creatures and doing quests. You can also have very quick queues for dungeons to complete dungeon quests or to change things up and do something different.
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Who is the most op Paladins character?

Tier 1. Androxus : Androxus tops the Paladins tier list most of the time due to his ability to be an excellent flank. He has fantastic mobility and great damage output.
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Is prot Paladin squishy?

Is Prot. Pally squishy? No. In terms of raw damage taken, Protection Paladin does better than other tanks when put in similar situations.
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What is the best prot Paladin legendary?

Best Protection Paladin Legendaries for M+ The best legendary for Mythic+ is the Kyrian Legendary, Divine Resonance. It’s a really good all-purpose legendary that adds damage, defense, and utility. It can be used to get extra Holy Power for self-healing, to solo interrupt a mob, and for some extra damage.
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Does prot Paladin need spell hit?

Secondary Stats for Protection Paladin Tank in Burning Crusade. The Spell Hit cap is 16%. However, you will always have 1% chance to miss your spells as such the Spell Hit cap unbuffed is 202 SpHit Rating. Spell Hit is a key factor in what makes Protection Paladins reliable tanks.
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What should my highest Stat be as a Paladin?

Paladin’s Ability Scores – To start off character creation for a powerful paladin, let’s set the record straight on a paladin’s ideal ability scores-certain stats may have an effect on what race and feats are chosen further down the road. First, the paladin’s absolute highest stat is going to be either strength or dexterity, with no exceptions; paladins are a martial-based class first and foremost.

  1. The only question is which stat players want to rely on for their combat skills: players interested in finesse weapons should pick dexterity, while any others should select strength.
  2. Whichever stat becomes the primary should start around a 16+, and rise to 20 as soon as possible; then, whichever stat isn’t being used can be dumped.

While a dexterity build is totally doable, there’s really no advantages over the classic (and much easier to manage) strength build, so the recommended choice here-especially for newer players -is strength. The second-most important stat is going to be Charisma, as both a useful stat for skill checks and the paladin’s spellcasting ability.

Another fun thing about paladins is that they’re the only primarily martial class that prizes charisma nearly as much as brute strength, which makes for some unique character roleplaying, While players can aim to have their starting charisma score a little lower than the 16+ of strength, this would be another stat to continue working towards a 20 over the course of the campaign.

Third-most important and the final stat that absolutely cannot be neglected in a strong build is constitution. Because it determines hit points and a character’s hardiness, it’ll never be a dump stat for any class-and paladins, as both melee combatants who need lots of hit points and spellcasters who may make frequent concentration checks, this will undoubtedly be a stat that the paladin will rely on all the time. Prot Paladin Best In Slot The bottom two stats are intelligence and whichever stat isn’t the baseline for combat (which, in this case, is dexterity). With the opposite build of a dexterity-based combatant, strength would be in this position and could easily become the dump stat sitting around a score of 8; with dexterity, however, it’s still more important to have more dexterity than intelligence.
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What stat is most important for Paladin?

Constitution and Strength are pretty important for a Paladin since they are typically frontline melee fighters. Dexterity can be good if you want to make a ranged combatant Paladin, but most spells for Paladins focus on melee combat.
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Is it better to level Prot or Ret TBC?

Ret early on but Prot can become faster at higher levels since you can pull more while questing and live. Level as ret since you will get to 70 faster, then respec and roll through those dungeons as prot.
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Is it faster to level as Prot or Ret TBC?

Paladin Leveling as Prot So a few questions here pertaining to prot leveling. I’ve done some research already on this but am wondering about community opinions. I’m going to reach 60 soonish and want to spec into prot eventually. The thing is I still want to do some solo questing in addition to tanking a dungeon every so often (I’m assuming this is not possible as Ret) so

  • How much faster is Ret compared to Prot really? As Ret I can only really fight one or maybe two mobs at a time as prot I’m assuming 4-5 is doable is the kill time just that much slower as prot that ret is still faster?? (My assumption is spell power helps a lot in TBC for this)
  • For prot what kind of gear am I looking for pre-60? Should I be focusing on getting defense stats? int? stam?

Or should I just stay as Ret for now? Ret is probably up to 30% faster but thats if youre just trucking down one mob at a time. Prot and holy handle multiple mobs better, imo. You can quest level as any spec with Pally – its not going to be fast but little down time.1 Like depends, prot is a serious drinker, sure you can pull mutliple mobs but to be efficient and kill them fast, you will have downtime drinking but its dolable I mean even as ret I’m having to stop and drink about every 4-5 mobs anyway.

  1. Don’t get Avenger’s shield, it cost too much mana for the meager damage it does.
  2. Spam Consecrate rank 1, it does about 40% of rank 5 damage at less than 25% of the mana cost.
  3. Get Spiritual focus talent and switch to concentration aura temporarily when you need to throw a heal to yourself.
  4. Seal of wisdom, Holy shield on CD, Blessing of sanctuary, Retribution aura
  5. Judge Crusader and hit with Seal of Righteousness for enemies that need to die fast.
  6. Get Spell damage plate gear and spell damage off pieces. Just stack that spell damage.

4 Likes Phildozer: How much faster is Ret compared to Prot really? As Ret I can only really fight one or maybe two mobs at a time as prot I’m assuming 4-5 is doable is the kill time just that much slower as prot that ret is still faster?? (My assumption is spell power helps a lot in TBC for this) Ret is a lot faster than Prot for killing mobs one at a time.

  1. Prot will be faster for aoe’ing down packs of mobs.
  2. The thing is there aren’t that many areas where aoe farming is good.
  3. The mobs need to be closely grouped, be all melee, and not have annoying abilities like stuns or silences.
  4. There are a few spots (like in WPL) but not many so a lot of people just grind those spots over and over instead of questing which seems kinda boring to me.

Phildozer: For prot what kind of gear am I looking for pre-60? Should I be focusing on getting defense stats? int? stam? Pre-60 it’s primarily stam and defense for suvivability. Int and spell power for threat/damage. How you balance the two is up to you, but I found I needed more survivability than anything.

Phildozer: Or should I just stay as Ret for now? Up to you. I personally leveled my paladin as prot and had no regrets. I will do so in outlands as well when I get to it. It’s great in dungeons, you get groups quickly, and questing is doable even if it’s a bit slower.1 Like Ret is faster at killing mobs one at a time and considerably faster at questing and getting to resource nodes (mining, etc).

Prot, however, is considerably more useful in dungeons, so you’ll rep up a lot faster as prot while also leveling at the same time. Dual spec would be great, but since we don’t have that, I’d say at 60 you’ll get things done faster as prot, both dungeon leveling and rep grinding.

  1. Malberode: prot is a serious drinker I concur, they need sponsors as much as we do.
  2. Signed/ A Boomkin 1 Like Who’s harder to level, Prot or Holy? Mispeled: Spam Consecrate rank 1, it does about 40% of rank 5 damage at less than 25% of the mana cost.
  3. What? I don’t understand this.
  4. Consecration itself is more Damage per mana as you rank up, with rank 1 being the worst.

I don’t have Rank 5 yet on my Paladin (2 bars from 60), but Rank 1 is around 0.93 DPM and Rank 4 is around 1.03 DPM. (Note: This is as Ret with 15% Physical/Holy up, but no spell power atm) Even if you take base mana costs, with 0 SP into the calculations, Rank 1 is 0.53 DPM and Rank 4 is ~0.72 DPM.1 Like Ret is a serious drinker lol, Paladins have a drinking problem 1 Like

  • Because of spell damage coefficients. Rank 1: 50% of spell damage Rank 2: 64% Rank 3: 79% Rank 4: 93%
  • Rank 5 and 6: 100%
  • It’s not as important below level 60, but once you start getting spell damage gear, were talking about numbers like 120 mana for 64 + 50% of spell damage versus
  • 505 mana for 384 + 100% of spell damage

Say you have 300 spell damage. You would get 214 damage from rank 1 at 120 mana so 1.8 damage per mana spent versus

  1. 684 damage for 505 mana so 1.35 damage per mana spent
  2. This is why prot paladins at level 70 keybind rank 1, 5 and 6 of consecrate.

4 Likes I’m leveling as Prot. It isn’t worth killing mobs unless you can grab a few at a time. If you’re going to pull 1:1 ret is for sure faster. BUT – the main benefit for me is I can tank or heal a dungeon with no effort. Lots of stam and spellpower is all I need.

  • It’s been really smooth.
  • As far as using the downranked consecrate that someone asked about – you can afford to down rank as I’m sitting at 500 SP in my quest gear and greens and my R1 ticks for about 60 a tick vs 93 for max rank and the mana is so much more efficient.
  • I do drink a lot.
  • But when I pull say 11 vultures at once, it takes me as long to kill them as it does 3 on a ret pally.

I drink after it, but I also drink after as a ret. So it’s basically the same. Just a different flavor. I find myself more survivable as prot in WPVP and I can win fairly easily against warriors/rogues/ferals/hunters. Locks and Mages can nuke me. Shaman it’s a bit rough, but you can at least get away, make them bored, or make ganking you not worth the time.2 Likes Damn, thank you for breaking this down.

This was great. I tried killing a few things as prot Didn’t like it. Ret is simply more fun.1 Like As Prot you can AOE level 60-70 and it can be decently fast but you’re going to miss out on Rep, so at some point you’re going to have to spend some time questing if you want the Rep sooner, some quests are not friendly to AOEing but finding someone to group with should be very easy right now.

That’s something I wonder about. As ret you kill mobs one by one but as prot you can pull 5+ so what’s the comparison between how long it takes prot to kill those 5 mobs vs how long it will take ret? I imagine it’s quicker for prot : Paladin Leveling as Prot
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Is Moji from Paladins a girl?

Summary – Moji is a flank champion capable of high burst damage, Her secondary attack creates a spray which deals rapid, but very low damage and applies magic marks. These marks are detonated by her primary’s projectile, increasing its damage up to 1000 depending on the amount of marks.

  1. She has a magic barrier that renders her completely immune to damage, but unable to attack.
  2. If she is hit while under the effects of a barrier, it immediately applies the maximum amount of marks to the enemy.
  3. Her movement skill, Scamper is helpful to quickly reach nearby targets, or escape from an unfavorable situation.

Her ultimate, Bon Appetit, transforms enemies into helpless treats, which are executed if Moji makes contact with them, but immune to everything else.
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What gender is Moji?

Moji – Girl’s name meaning, origin, and popularity | BabyCenter.
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Who is the strongest character in Paladins lore?

Definitely Yagorath, she destroyed the moon, killed Karne and Valera (who have been stated as being the two most powerful people in the Realm), and also either killed everyone else, or scared them away, which includes characters like Jenos and Io. Everyone else doesn’t really have any feats, so Io would likely be the second most powerful, as she’s the one that held Yagorath sealed away for actual centuries, all while being broken; Io’s likely extremely powerful, and may be stronger than Yagorath if she wasn’t broken.

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The third most powerful at the moment would probably be Jenos or Seris; Jenos has the feat of sending a bunch of House Aico soldiers flying with a wave of his hand, but then there’s also the fact he apparently wasn’t powerful enough to defeat Corvus at Bazaar, even with the help of Furia and Imani, so his actual strength is questionable.

Jenos may call himself a god, but that term is nothing more than a title nowadays. Seris meanwhile has the feat of destroying the entirety of the town of Seris, but it’s questionable if she could do that again or consistently. Though considering Jenos had trouble with Corvus, it’s possible Imani’s more powerful than him, seeing as she’s been described as the most powerful mortal in the Realm.

  1. Furia’s strength is a bit unclear.
  2. In a single shot, she defeated what seems to be the same Abyssal Lord that destroyed Seris, but that doesn’t exactly mean much due to the Abyssal Lord having no durability feats whatsoever.
  3. A lot of people say Raum and Moji are extremely powerful, and while they might be powerful, neither of them have any feats to back up those claims.

Raum hasn’t done anything that impressive and got defeated by a guy with a fancy sword. Moji’s only claim of power comes from a joke line, and there’s no reason she wouldn’t use that power to end the war destroying her home if she did, so I doubt the validity of Moji’s claims.
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What is the best type of paladin?

Paladin Oath Archetypes – To become paladin, that character must swear an oath, and this oath becomes the basis for all the paladin’s specialized abilities-in other words, their subclass. The available paladin subclasses are currently the oath of devotion, the oath of the ancients, the oath of vengeance, the oath of the crown, the oath of conquest, the oath of redemption, and finally, the oathbreaker.

Out of the available archetypes, paladins who take oaths of vengeance or of the ancients are the best of the best. Vengeance paladins are perfect as strikers in the party; they shouldn’t be relied on to hold off a horde, but by targeting a single enemy they’ll shine. Vengeance paladins strike fast, hard, and deal high levels of damage to whichever enemy they’re pitted against, and few others can match their skill at doing this.

With some awesome utility spells that other subclasses won’t get (including misty step, hunter’s mark, and haste ) and a Vow of Enmity ability that allows the paladin to shred through just about any defense, the oath of vengeance is always a strong choice-and nothing about this oath suggests that the paladin’s alignment needs to be “lawful” anything.

  • Oath of the ancient paladins, meanwhile, are absolute juggernauts in a fight.
  • They’re especially skilled at fighting mages, outsiders, and basically anything with magical abilities-which often comes in handy during the hardest fights, as most players know.
  • These paladins also get some cool spells, but their big draw is the fact that they’ll eventually become resistant to all spell damage and will be able to choose once per day to just.not fall unconscious.

That’s huge for any character, making an oath of the ancient paladin an indomitable force on the battlefield. Still, if neither of those subclasses appeals to some players then it shouldn’t be a problem-all of these subclasses are pretty great save for two. Prot Paladin Best In Slot
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Which paladin spec is best?

Shadowlands Paladin Leveling Guide & Best Leveling Spec 1-60 Welcome to Wowhead’s WoW Shadowlands Paladin leveling guide! This WoW Paladin leveling guide is dedicated to teaching beginners how to operate the Paladin, masters of the holy light. We will cover the best Paladin talent builds, ability usage, basic concepts, and gear tips to ensure you reach level 60 quickly.Leveling has received many changes in Shadowlands, and we have prepared a series of comprehensive guides.

Whether you need the basics like experience and mounts, or advanced topics like speed leveling and addons, our detailed leveling guides have you covered! You can check them out in the links below:Shadowlands Leveling FAQShadowlands Leveling Changes & Level SquishChromie Time – How Shadowlands Leveling Works and Zone Expansion Level RangesOur class guides are always updated with the latest information based on theorycraft and in-game experience; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page to see the latest updates.

If Paladin isn’t right for you, use our Guide Navigation menu to the right side of the page to find more class leveling guides for Shadowlands.The Shadowlands Covenant system is not being released in pre-patch, so will not be covered here. Players will not have the opportunity to choose a Covenant until their first character reaches level 60 in Shadowlands.

There is a new tab on your spellbook between General and your talent specialization, simply titled “Paladin”. These are abilities that are now shared by all Paladins, regardless of what specialization they are in.New Paladins will not begin in a default spec (Retribution). Until they are allowed to choose a spec at level 10, their abilities are drawn from the general Paladin abilities available to all specializations.Experienced Paladins will notice some talents have been reworked or rearranged, and may require re-acquiring some talents.Holy Power has returned as a secondary resource for Holy Paladins!

For a total beginner to the class, although each specialization has strengths and weaknesses, we recommend Protection as the best Paladin leveling spec. Although Protection is a Paladin tanking spec, it is still able to deal heavy amounts of damage with abilities like Avenger’s Shield and Judgment, and has the survivability to withstand punishment from multiple mobs at once.

Because Protection is a tank specialization, it also means you can use it to quickly get into dungeons! If you’re intimidated at the prospect of playing a tank, maybe Retribution is a better specialization for you. Retribution is a Paladin’s DPS specialization, which allows you to smite enemies with the power of the Light with powerful abilities such as Blade of Justice and Templar’s Verdict,

Retribution does more damage in general than Protection, but in exchange, have less survivability. The final specialization that Paladins have, Holy, is not recommended for leveling. Although Holy Paladins can deal decent damage with Crusader Strike and Holy Shock, Holy will not be able to do more damage or survive as many mobs as either Protection or Retribution.

  • However, due to dungeon leveling being a popular option, Holy Paladins are able to benefit from that by using their quick healing queues to chain dungeons over and over.
  • Before level 10 you are just a Paladin with a smattering of Paladin abilities.
  • When you reach level 10 you get to pick a specialization, Holy, Protection or Retribution.

Although all three Paladin specializations can be leveled with, we do not recommend going Holy unless you want to level only through healing dungeons.At level 10 you will select a specialization. You can swap between specializations by opening up the Specialization & Talents tab (or pressing N to open it quickly), choosing the specialization you like, and clicking the Activate button.

Holy : Use Crusader Strike and Judgment as you main damage abilities, with Holy Shock being able to be used to either damage or heal. Flash of Light is your main healing spell. At higher levels you will learn more healing spells, like Light of the Martyr to instantly heal someone in exchange for your own health, Light of Dawn to heal many allies at once, and Beacon of Light to have all your heals copied onto a selected target. Protection : Use Crusader Strike and Judgment to deal damage, with Avenger’s Shield serving to attack multiple targets. At higher levels you will learn many spells to damage multiple enemies at once, like Hammer of the Righteous, which deals damage to multiple targets if standing in your Consecration, as well as defensive tank abilities like Ardent Defender, which can save you from dying! Retribution : Use Crusader Strike and Judgment to deal damage and generate Holy Power, and use it on abilities such as Templar’s Verdict or Divine Storm, At higher levels, you will learn powerful abilities like Blade of Justice to generate more Holy Power and Wake of Ashes, a powerful ability that deals heavy AOE damage and stuns Undead and Demon targets.

Choosing your race can be an arduous task, as it defines our character’s appearance and is an expensive trait to change. Unlike in the past, Racial Traits don’t give players many throughput benefits, most race perks are limited to utility or profession bonuses.Paladins can choose many races to be, separated in Default Races and Allied Races:

Default Races are races that are immediately available to be played when you start your WoW account. Allied Races are races that are locked behind certain requirements that need to be met before you can create characters belonging to that race.

Each race has different racial abilities and spells, but no races offer an immediate advantage when compared to others, so you can create your Paladin to be whatever race suits your aesthetic best! Paladins can choose from the following races (click on the race names to learn more about them!): Alliance

Default Races: Human Dwarf Draenei

Allied Races:

Lightforged Draenei Dark Iron Dwarf

Horde

Default Races: Blood Elf Tauren

Allied Races:In this section of the guide, we recommend talent selections for leveling in Shadowlands as a Paladin. Please keep in mind that the selections we list below are merely suggestions, and if you want, you can select different talents that can better suit your gameplay style.The talent selection below focuses on a Holy Paladin’s healing ability in dungeons, while being able to deal some damage in the process.

Level 15 Talents: Crusader’s Might is a strong talent that grants you more Holy Shock s to heal or damage with whenever you decide to damage targets. Very simple and a must pick. Bestow Faith is not a bad talent, but it has strictly defensive usage and considering it only heals after a few seconds, you might accidentally heal the target during the duration and simply waste the ability use. Light’s Hammer is not a bad talent pick, granting you some AOE damage and healing for a few seconds.

Level 25 Talents:

Holy Prism is a strong talent that both heals allies and damages enemies no matter who you target with it, and definitely a good addition to your kit! Saved by the Light has limited usefulness, as you will never see any benefits from this talent if your Beacon of Light target never drops below 30% health, and even then, it is a weak absorption shield at best. Judgment of Light is by far the weakest talent of this tier – The healing it does is very weak, and the more melee you have with you, the quicker the healing from this talent is depleted. Avoid at all costs.

Level 30 Talents:

Fist of Justice is a very strong talent option that will significantly decrease the cooldown on Hammer of Justice, as Judgment is used very often in your rotation. Repentance is not a bad option, but any damage will break the CC from Repentance. Blinding Light is also not a terrible option, but suffers from the same limitations as Repentance, as any non-Holy damage will break the CCs.

Level 35 Talents:

Cavalier is a simple and effective talent that grants you a second charge of Divine Steed, and very effective for movement while leveling. Unbreakable Spirit is not a great talent for leveling, as if you do not use Ardent Defender or Lay on Hands often, this will be a waste of a talent slot. Rule of Law is a pretty weak talent option, as the range is only really useful for Light of Dawn healing. Almost none of your heals have that short of a range, and you will usually be pretty close to your main healing target (the tank) anyway, so the Mastery range increase is also pretty moot.

Level 40 Talents:

Seraphim is a strong cooldown that will increase the effectiveness of your heals and damage, and not that bad to use, as you have very limited Holy Power usage as a Holy Paladin. Holy Avenger can also be a good choice for dungeons as a Holy Paladin, as this will allow to more efficiently heal your entire group at once with Light of Dawn, Divine Purpose is pretty weak for Holy Paladins, as you will usually not be using Holy Power abilities enough to gain the bonus granted with this ability.

Level 45 Talents:

Sanctified Wrath is an incredibly strong talent option that grants you increased duration on Avenging Wrath and reduced cooldown on Holy Shock while under Avenging Wrath. Avenging Crusader seems like an interesting damage cooldown on paper for Holy Paladins, but as you lose the increased damage and healing from Holy Shock, the extra heals from your damaging abilities will not add much more to your healing than Avenging Wrath. Abyssal Punishment is a weak talent that requires you to use your Holy Power abilities to gain any benefit from. You will likely not use Word of Glory or Light of Dawn often enough to gain the free Avenging Wrath from this talent at a reasonable rate.

Level 50 Talents:

Glimmer of Light is an incredibly strong talent that multiplies your Holy Shock damage and healing, and lasts for long enough for you to be able to easily keep it up on multiple targets. A must pick! Beacon of Faith is not that interesting of an effect, as you should not have two targets taking so much damage to the point where two beacons are needed at them. Beacon of Virtue would be an interesting talent if Glimmer of Light didn’t exist – It won’t heal as many people often enough for it to be worth taking over Glimmer.

The talent selection below focuses on increasing a Protection Paladin’s damage while leveling solo.

Level 15 Talents: Blessed Hammer is the strongest talent in this tier, as it not only is a permanent AOE damage in exchange for Hammer of the Righteous, it decreases damage dealt to you. Holy Shield is not a bad talent choice if you plan on doing dungeons, but does not do as much damage as Blessed Hammer for solo leveling. Redoubt is a passive stat increase, and not a particularly strong one.

Level 25 Talents:

First Avenger is a really strong talent option that not only grants extra damage in AOE for your Avenger’s Shield, but you also gain an absorption shield every time you use it. Crusader’s Judgment is an interesting single-target option that grants you extra Judgment damage in the long run, but doesn’t grant as much of a defensive benefit as First Avenger. Moment of Glory is not that much of a good option as the cooldown is very long for a marginal benefit at best.

Level 30 Talents:

Fist of Justice is a very strong talent option that will significantly decrease the cooldown on Hammer of Justice, as Judgment is used very often in your rotation. Repentance is not a bad option, but any damage will break the CC from Repentance. Blinding Light is also not a terrible option, but suffers from the same limitations as Repentance, as any non-Holy damage will break the CCs.

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Level 35 Talents:

Cavalier is a simple and effective talent that grants you a second charge of Divine Steed, and very effective for movement while leveling. Unbreakable Spirit is not a great talent for leveling, as if you do not use Ardent Defender or Lay on Hands often, this will be a waste of a talent slot. Blessing of Spellwarding is a pretty weak talent option, as spell immunity likely won’t be much help during leveling – Protection Paladins already have many ways to stop spellcasting from happening, to the point where Spellwarding would never be used.

Level 40 Talents: Level 45 Talents:

Consecrated Ground is a great talent option that increases the size and grants more versatility to your Consecration with the built-in speed decrease. Hand of the Protector is not a bad defensive talent option, but with how easy it is to get enough Holy Power to use, you will likely not need the extra healing that often. Judgment of Light is a very weak talent option that grants you negligible healing in the long run.

Level 50 Talents: The talent selection below focuses on granting a Retribution Paladin the most effectiveness possible while leveling, and may not be the best selection for dungeons.

Level 15 Talents: Zeal is a very strong talent that provides you with extra damage by simply using Judgment, which will be used on cooldown regardless of this talent. Righteous Verdict can be a bit hard to benefit from, as mobs will likely die too fast for you to be able to benefit from the damage increase on Templar’s Verdict, Execution Sentence is a weak talent during leveling, as again, mobs are likely to die too fast and even before Execution Sentence lands.

Level 25 Talents: Level 30 Talents:

Fist of Justice is a very strong talent option that will significantly decrease the cooldown on Hammer of Justice, as Judgment is used very often in your rotation. Repentance is not a bad option, but any damage will break the CC from Repentance. Blinding Light is also not a terrible option, but suffers from the same limitations as Repentance, as any non-Holy damage will break the CCs.

Level 35 Talents:

Cavalier is a simple and effective talent that grants you a second charge of Divine Steed, and very effective for movement while leveling. Unbreakable Spirit is not a great talent for leveling, as if you do not use Shield of Vengeance or Lay on Hands often, this will be a waste of a talent slot. Eye for an Eye is a pretty weak talent option, as you won’t get much damage reduction and also reflect little damage to enemies while it is active.

Level 40 Talents:

Divine Purpose is a strong talent option that significantly increases the power of your Holy Power offensive abilities like Templar’s Verdict and Divine Storm, Holy Avenger is not that interesting of a talent choice for Retribution Paladins, as this talent makes it easy for you to overcap on Holy Power and miss potential extra Templar’s Verdict and Divine Storm, Seraphim is a pretty bad talent for Retribution Paladins, simply because of the Holy Power requirement to use – You are missing a potential burst for a marginal increase at best.

Level 45 Talents:

Healing Hands is a very strong talent option that increases the effectiveness of Word of Glory and reduces the cooldown on Lay on Hands based on missing health when either abilities are used. As those abilities are only to be used in emergency situations, this talent sinergizes well with their utility. Selfless Healer is also a good talent that benefits you in emergency situations, but loses effectiveness if you aren’t using Flash of Light often, and in emergency situations you will likely be using Word of Glory or Lay on Hands instead. Justicar’s Vengeance is a weak talent because of its Holy Power cost and low base damage, unless you’re using it against a stun target. However, if you stun a target, you are better casting a couple Flash of Light and healing for more instead of losing all your Holy Power for a measle self-heal.

Level 50 Talents:

Final Reckoning is an incredibly strong cooldown that not only deals heavy damage and increase the power of your Holy Power abilities, it even grants you a weaker version of it while not used. Definitely a must-pick for leveling! Sanctified Wrath is not a bad talent to take, but not as strong as Final Reckoning, as you must have Avenging Wrath active to receive any benefits from it. Crusade is an iffy talent to take at best, as you need to build up stacks for the talent to be stronger than it’s counterpart Avenging Wrath, If you don’t plan your Holy Power usage before using Crusade, you will likely not have a strong Crusade buff for long.

All three Paladin specializations have really different playstyles due to the nature of serving different roles. In this section of the guide, we go over basic rotations for all three Paladin specializations.Optimal Holy Paladin Ability Use While LevelingAs we do not recommend using a Holy Paladin to level in Shadowlands unless you’re doing dungeon queues, we will only approach Holy Paladins in a dungeon setting.

Dungeons: Make sure to keep a healing target with Beacon of Light at all times, if not required for a specific situation putting it on the tank should work at all times. Flash of Light and Holy Shock are your main healing abilities and should be used to keep everyone alive, with Light of Dawn being helpful as a Holy Power spender and a way to heal multiple targets.

You can help DPS with the offensive portion of Holy Shock, Crusader Strike and Judgment, but you are not required to DPS as a healer – Do it while there’s no heavy damage going on, but quickly switch back to healing if your party’s health starts going down.

  • Optimal Protection Ability Use While Leveling You will want to use Judgment or Avenger’s Shield to pull mobs close to you, and continue using these spells to damage them in conjunction with Crusader Strike and Hammer of the Righteous,
  • Eep Consecration down and stay on the area at all times to access the AOE aspects of Hammer of the Righteous as well as receive benefits from your Mastery.

Elite Mobs: For elite mobs, keeping Consecration is even more important, namely for the defensive benefit. As a Protection Paladin you have multiple ways of lowering damage done to yourself – You can use your Holy Power defensively with Shield of the Righteous to reduce damage taken or Word of Glory to heal yourself, and use offensive cooldowns like Avenging Wrath to deal more damage.

  • If things get badly, you have big cooldowns you can use to turn the tide, like Divine Shield, Lay on Hands and even Guardian of Ancient Kings and Ardent Defender,
  • Lots of small mobs: Luckily, a significant portion of a Protection Paladin’s damage is AOE, so your rotation won’t change much in this aspect.

Just make sure to keep Consecration at all times so your AOE damage continues with Hammer of the Righteous ! Protection Paladins are best equipped to deal with multiple mobs at the same time, so you might want to level by doing big pulls often. Dungeons: In dungeons, your main function is to keep mobs from hitting your other party members, so do your best to prevent that from happening! Make sure you always have threat on mobs and use Hand of Reckoning to attract mobs do you.

If you cannot control certain mobs very quickly, Hammer of Justice will buy you a few seconds with its long stun. Also be mindful of your healer’s mana – You, as the tank, will dictate the pacing of the run, so make sure you healer isn’t struggling too much to keep you and everyone else alive! Optimal Retribution Paladin Ability Use While Leveling You will want to start fights by generating Holy Power with your weaker abilities like Crusader Strike, Judgment and Blade of Justice, and when you have enough Holy Power, use it on Templar’s Verdict to burst a mob down.

Elite Mobs: For elite mobs, your rotation will continue as usual, although depending on the situation you might want to forego Templar’s Verdict by using your Holy Power on Word of Glory to heal yourself up. Make sure to use Avenging Wrath, and if necessary, you have big cooldowns you can use to turn the tide, like Divine Shield, Lay on Hands or even Shield of Vengeance,

  1. Lots of small mobs: Not much will change with your rotation, except you will spend your Holy Power on Divine Storm instead of Templar’s Verdict.
  2. At higher levels, Wake of Ashes is a very strong Holy Power generator that deals damage to all mobs in front of you, so this can be used to dish out some extra damage.

Dungeons: Make sure to help your team by stunning as many mobs as you can with Hammer of Justice and interrupting spellcasts with Rebuke, You might need to help offheal sometimes, but this shouldn’t be too much of an issue. Currently, speed leveling through dungeon boosting is working on the Shadowlands pre-patch PTR.

Dungeon boosting is having a max-level character pulling a low-level character through dungeons. This allows people to level a character from 10-50 in about 3 hours. This may be nerfed prior to release, so do not count on this technique being available unless it is still in place when the pre-patch goes live.

In case this isn’t available, or you don’t have a max level character to do this for you, here are some general tips about dungeon leveling for Paladins.

Protection or Holy are the specs to go with for dungeon leveling. Dungeon queues are perpetually short of tanks and healers, so you’ll find yourself getting a group nearly instantly, instead of having to wait 15 minutes (or longer) for a group as a DPS class. As a tank in a dungeon, your main job is to ensure mobs are hitting you and not your group, and because of this, you likely dictate the pace of the dungeon. Make sure you don’t pull too much to not strain yourself and watch your healer’s mana to ensure they don’t strain themselves!If you instead decide to heal a dungeon, your main job is to keep your group healthy. DPSing as a Healing Paladin is nice but you are not expected to do it, DPS while your entire group is safe and not taking heavy amounts of damage, but quickly heal them back up if the need arises.Retribution Paladins an also be useful in a dungeon leveling setting, just be mindful that you will not be able to get into dungeons super fast due to being a DPS specialization. You will want to quest while waiting for dungeon queues to maximize your leveling time.

Heirloom gear is a special gear category that scales with your current level, can be created on the fly with the Heirloom menu, and offers set bonuses when multiple heirloom pieces are worn. The heirloom set bonuses are listed below:

2 Pieces: Rested experience consumed is reduced by 30%.3 Pieces : Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.5 Pieces : Gaining a level triggers Burst of Knowledge, dealing 6546 Holy damage to nearby enemies and granting you 40% $pri for 2 min. Defeating enemies extends this effect, up to an additional 2 min.6 Pieces : Rested experience consumed is reduced by 30%.

As of Shadowlands, Heirlooms no longer grant increased experience gains when worn, and the only benefit from wearing them now comes from the fact that they scale with you and the set bonuses, so they are no longer considered that strong or necessary to wear.For more information on the state of heirlooms in Shadowlands, check our heirloom changes guide.Heirloom Changes in ShadowlandsHere is a list of recommended heirlooms for Paladin players to level with: Although Heirlooms themselves are not as valuable as they once were, the Heirloom mount, Chauffeured Chopper, is still very valuable, as it is the only mount you can use until you can actually learn to mount at level 10.

You can obtain this mount by completing the achievement Heirloom Hoarder, Relics of the past are a new profession reagent added in Shadowlands. When crafting profession items and adding them to the craft, these items will have their item level and required level changed. All crafting professions can craft Relics of the Past, and these are the Relics of the Past that can be crafted:These are not very useful for leveling, as you should be outleveling items fairly quickly through your leveling experience in Shadowlands, but it can be a fun experience to level using items from the past.Stat Weights are usually not that important while leveling, as considering the nature of quest rewards, you will almost never be able to gather enough for a specific stat or keep a piece of gear for long enough for looking for stats to a worthy endeavor.In the case of leveling, a piece with higher item level than the one you have equipped will almost always be better, as pieces with higher item levels will always have more Strength/Intellect and Stamina.

Although there are many professions to choose from, some can give a Paladin a bit of an edge. A good profession combo as a Paladin is Mining and Blacksmithing – Mining allows you to collect ore from several mineral veins available through the world and transform them into bars, and Blacksmithing transforms those bars into equippable pieces of Plate gear.

Blacksmithing is especially important for Paladins at maximum level, as you are able to craft the base pieces used for Level 60 Legendary Armor with the profession. Another interesting profession set for Paladins is Herbalism and Alchemy, where you use the herbs collected from Herbalism and convert them into potions with Alchemy.

Potions are a good commodity to have around that can save you from tricky situations, so this is not a bad profession combo for anyone! If you’re looking just to make money, you can pair Mining with one of the other gathering professions, Herbalism or Skinning,

Levels 1-10: Your race’s Starting Area or Exile’s Reach Levels 10-50: Battle for Azeroth zones or other expansion zones via Chromie Time Levels 50-60: Shadowlands Storyline or Threads of Fate

Brand new characters are required to do Exile’s Reach for levels 1-10 and Battle for Azeroth for levels 1-50.There is no innate advantage to level in whatever zones you’d like at levels 1 through 50, the only advantage being you will leave Exile’s Reach with a close to full set of Uncommon-quality armor. There are innate advantages to leveling in each expansion – Vanilla is more friendly for those who can’t fly, Wrath of the Lich King is very linear, Warlords of Draenor has a lot of treasures and bonus objectives, Legion has access to powerful Artifact weapons, etc.For levels 50-60, for your first time going through Shadowlands, you are forced to follow the order Bastion > Maldraxxus > Ardenweald > Revendreth, but for subsequent characters, you will be able to choose what zone order you want to go through.For more information about the Shadowlands leveling changes and level squish, check our guide:Shadowlands Leveling Changes & Level SquishThreads of Fate is a new system added in the Shadowlands expansion. The Threads of Fate system allows you to level alts through completion of World Quests, Bonus Objectives, exploring the Shadowlands zones in a non-linear way. This system grants you an early start on Covenant progress and early access to bonuses such as Shadowlands reputations. For more information on the Threads of Fate system, check our guide!Threads of Fate – Alt Leveling in Shadowlands via Adventure ModePaladins are a Plate based, melee class that uses Intellect or Strength depending on their specialization, that smites their enemies with the power of the Light. Paladins are masters of defense by being one of the classes with the most defensive abilities in the game.Paladins use two resources, Mana and Holy Power. Mana is a slowly regenerating resource that fuels a Holy Paladin’s heals and a Protection/Retribution Paladin’s utility abilities. Holy Power is a buildable resource used for a Paladin’s most devastating abilities or strongest heals. Mana is the universal resource for Paladins. All base Paladin spells and abilities use mana. Mana costs for Protection and Retribution are generally low and only really an issue when spamming healing spells. For Holy, different spells have different Mana costs, some are more efficient Mana -wise than others. Knowing when to use each spell is an essential part of being a healer. Holy Power is a secondary resource used by all Paladins. You can accumulate up to a maximum of 5 Holy Power. Holy Power is used for a plethora of powerful abilities and spells for Paladins, like Light of Dawn for Holy, Shield of the Righteous for Protection, Divine Storm and Templar’s Verdict for Retribution, or Word of Glory and Seraphim available for all specializations. On the default UI, Holy Power is displayed as a glyph below your mana bar. The glyph is divided into 5 parts, and each part shining bright with the Light is Holy Power available to use. Empty Holy Power bar, and 3 Holy Power available to use. The 2 empty spaces below the 3 light-up runes are 2 extra Holy Power runes. In Shadowlands, all Paladin specializations have access to Auras, passive effects that will benefit both the Paladin and the players surrounding him. You can change these Auras at anytime, but you can only keep one Aura active at a time. In addition to these auras, Holy Paladins are able to temporarily bolster the effects of these auras with the cooldown Aura Mastery,

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Crusader Aura : Increases mounted speed by 20% for all party and raid members with 40 yards. Devotion Aura : Party and raid members within 40 yards are bolstered by their devotion, reducing damage taken by 3%. Retribution Aura : When any party or raid member within 40 yards dies, you gain Avenging Wrath for 8 sec. Concentration Aura : Interrupt and Silence effects on party and raid members within 40 yards are 30% shorter.

Paladin utility comes in the form of various spells to help themselves or their partners as a whole. Blessing of Protection can be used to shield an ally from all physical harm, and Blessing of Freedom can free an ally from all movement impairing effects.

Besides those signature spells, all specializations have access to spells like Hammer of Justice to stun enemies, Lay on Hands to instantly heal an ally for the Paladin’s maximum health, and Redemption to resurrect an ally back from death. Holy Paladins also have Absolution to resurrect all dead allies, and Cleanse to remove all Poison, Disease and Magic effects from an ally.

Paladins are also uniquely equipped to deal with Undead mobs: All Paladins are able to track them on their minimap via Sense Undead and fear them (in addition to Demon and Aberration mobs) with Turn Evil, When you first start your Paladin you will only have one ability, Crusader Strike,

At level 2, you will learn Shield of the Righteous, an ability that uses Holy Power to slam a target with your shield.At level 3, you will learn Judgment, an ability that strikes a target with Holy damage.At level 4 you will learn your first heal, Flash of Light, a quick-casting healing spell.At level 5, you will learn Hammer of Justice, an ability that stuns a target for a few seconds. At level 6, you will learn Consecration, a spell that deals damage to all targets in its area.At level 7, you will learn Word of Glory, a spell that uses Holy Power to heal a target for heavy amounts.At level 8, you will learn the second rank of Judgment, which makes your Judgement deal 50% more damage.At level 9, you will learn Lay on Hands, a long cooldown spell that heals you or a target for 100% of your maximum health.

At level 10, you will have to choose a specialization. You can choose a specialization by pressing N, then selecting one specialization and click on Activate. You will then start learning spells that define the specialization you chose. If you created an Allied Race Paladin, i.e.

Divine Shield (level 10): Grants immunity to all damage and harmful effects for 8 sec. Cannot be used if you have Forbearance. Causes Forbearance for 30 sec. Redemption (level 13): Brings a dead ally back to life with 35% of maximum health and mana. Cannot be cast when in combat. Hand of Reckoning (level 14): Commands the attention of an enemy target, forcing them to attack you. Divine Steed (level 17): Leap atop your Charger for 3 sec, increasing movement speed by 100%. Usable while indoors or in combat. Crusader Aura (level 21, Aura): Increases mounted speed by 20% for all party and raid members with 40 yards. Blessing of Freedom (level 22): Blesses a party or raid member, granting immunity to movement impairing effects for 8 sec. Turn Evil (level 24): The power of the Light compels an Undead, Aberration, or Demon target to flee for up to 40 sec. Damage may break the effect. Only one target can be turned at a time. Devotion Aura (level 28, Aura): Party and raid members within 40 yards are bolstered by their devotion, reducing damage taken by 3%. Blessing of Protection (level 32): Blesses a party or raid member, granting immunity to Physical damage and harmful effects for 10 sec. Cannot be used on a target with Forbearance. Causes Forbearance for 30 sec. Blessing of Sacrifice (level 32): Blesses a party or raid member, reducing their damage taken by 30%, but you suffer 100% of damage prevented. Last 12 sec, or until transferred damage would cause you to fall below 20% health. Avenging Wrath (level 37): Call upon the Light to become an avatar of retribution, increasing your damage, healing, and critical strike chance by 20% for 20 sec. Your first Holy Shock, Templar’s Verdict or Divine Storm or Word of Glory will critically strike. Retribution Aura (level 38, Aura): When any party or raid member within 40 yards dies, you gain Avenging Wrath for 8 sec. Avenging Wrath (level 43, Rank 2): Cooldown reduced by 60 sec. Hammer of Wrath (level 46): Hurls a divine hammer that strikes an enemy for moderate Holy damage. Only usable on enemies that have less than 20% health. Generates 1 Holy Power. Blessing of Sacrifice (level 47, Rank 2): Reduces the damage you take from Blessing of Sacrifice by 25%. Divine Steed (level 49, Rank 2): Cooldown reduced by 15 sec. Concentration Aura (level 52, Aura): Interrupt and Silence effects on party and raid members within 40 yards are 30% shorter. Sense Undead (level 54): Shows the location of all nearby undead on the minimap until cancelled. Only one form of tracking can be active at a time. Retribution Aura (level 56, Rank 2): Duration increased by 4 sec. Hammer of Wrath (level 58, Rank 2): Hammer of Wrath may be used on any target during Avenging Wrath.

These abilities can only be used by Paladins in the Holy specialization:

Holy Shock (level 10): Triggers a burst of Light on the target, dealing moderate Holy damage to an enemy, or moderate healing to an ally. Generates 1 Holy Power. Mastery: Lightbringer (level 10, Mastery): Increases healing done by up to 12.00%, based on the proximity of your target. Holy Light (level 11): An efficient spell, healing a friendly target for moderate amounts. Cleanse (level 12): Cleanses a friendly target, removing all Poison, Disease, and Magic effects. Holy Shock (level 18, Rank 2): Holy Shock has an additional 30% chance to crit. Beacon of Light (level 19): Wrap a single ally in holy energy, causing your heals on other party or raid members to also heal that ally for 50% of the amount healed. Infusion of Light (level 23, Passive): Your critical Holy Shocks reduce the cost of your next Flash of Light by 30% or increase the healing of your next Holy Light by 30%. Divine Protection (level 26): Reduces all damage you take by 20% for 8 sec. Light of the Martyr (level 27): Sacrifice a portion of your own health to instantly heal an ally for (210% of Spell power). You take damage equal to 50% of the healing done. Does not cause your Beacon of Light to be healed. Cannot be cast on yourself. Greater Judgment (level 29, Rank 3): Judgment causes the target to take 30% increased damage from your next Crusader Strike or Holy Shock. Radiant Onslaught (level 33, Rank 3): Crusader Strike now has 2 charges. Light of Dawn (level 34): Unleashes a wave of holy energy, healing up to 5 injured allies within a 15 yd frontal cone for light amounts. Aura Mastery (level 39): Empowers your chosen aura for 8 sec. Tower of Radiance (level 44, Rank 2): Casting Flash of Light or Holy Light on your Beacon of Light grants 1 Holy Power. Absolution (level 47): Returns all dead party members to life with 35% of maximum health and mana. Cannot be cast when in combat. Avenging Wrath (level 48, Rank 3): Effects increased by 10%.

These abilities can only be used by Paladins in the Protection specialization:

Avenger’s Shield (level 10): Hurls your shield at an enemy target, dealing moderate Holy damage, interrupting and silencing the non-Player target for 3 sec and then jumping to 2 additional nearby enemies. Generates 1 Holy Power. Mastery: Divine Bulwark (level 10, Mastery): Increases your chance to block melee attacks by 8.0%. Also increases your attack power by 8.0%. Crusader Strike (level 11, Rank 2): Crusader Strike mana cost reduced by 80%. Cleanse Toxins (level 12): Cleanses a friendly target, removing all Poison and Disease effects. Hammer of the Righteous (level 14): Hammers the current target for light Physical damage. While you are standing in your Consecration, Hammer of the Righteous also causes a wave of light that hits all other targets within 8 yds for light Holy damage. Generates 1 Holy Power. Judgment (level 16, Rank 3): Judgment generates 1 Holy Power. Consecration (level 18, Rank 2): Damage taken is reduced by 5% while inside your Consecration. Mastery: Divine Bulwark (level 19, Rank 2): Reduces all damage taken while inside your Consecration, based on your Mastery. Consecration (level 23, Rank 3): Cooldown reduced by 50%. Rebuke (level 27): Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. Grand Crusader (level 27, Passive): When you avoid a melee attack or use Hammer of the Righteous, you have a 15% chance to reset the remaining cooldown on Avenger’s Shield. Greater Judgment (level 29, Rank 4): Judgment causes the target to take 25% increased damage from your next Holy Power ability. Hammer of the Righteous (level 33, Rank 2): Hammer of the Righteous now has 2 charges. Word of Glory (level 34, Rank 2): When you cast Word of Glory on yourself, it is increased by up to 300% based on your missing health. Guardian of Ancient Kings (level 39): Empowers you with the spirit of ancient kings, reducing all damage you take by 50% for 8 sec. Ardent Defender (level 42): Reduces all damage you take by 20% for 8 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead bring you to 20% of your maximum health. Avenger’s Shield (level 44, Rank 3): Avenger’s Shield interrupts and silences the main target for 3 sec if it is not a player. Riposte (level 47, Passive): You gain Parry equal to 100% of your Critical Strike from gear. Shining Light (level 48, Passive): Judgment reduces the cost of your next Word of Glory by 1.

These abilities can only be used by Paladins in the Retribution specialization:

Templar’s Verdict (level 10): Unleashes a powerful weapon strike that deals heavy Holy damage to an enemy target. Mastery: Hand of Light (level 10, Mastery): Increases Holy damage done by 13.0%. Crusader Strike (level 11, Rank 2): Crusader Strike has no mana cost. Cleanse Toxins (level 12): Cleanses a friendly target, removing all Poison and Disease effects. Judgment (level 16, Rank 3): Judgment generates 1 Holy Power. Hand of Hindrance (level 18): Burdens an enemy target with the weight of their misdeeds, reducing movement speed by 70% for 10 sec. Blade of Justice (level 19): Pierces an enemy with a blade of light, dealing moderate Physical damage. Generates 1 Holy Power. Divine Storm (level 23): Unleashes a whirl of divine energy, dealing moderate Holy damage to up to 5 nearby enemies. Art of War (level 24, Passive): Your auto attacks have a 8% chance to reset the cooldown of Blade of Justice. Shield of Vengeance (level 26): Creates a barrier of holy light that absorbs damage for 15 sec. When the shield expires, it bursts to inflict Holy damage equal to the total amount absorbed, divided among all nearby enemies. Rebuke (level 27): Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec. Greater Judgment (level 29, Rank 4): Judgment causes the target to take 25% increased damage from your next Holy Power ability. Radiant Onslaught (level 33, Rank 3): Crusader Strike now has 2 charges. Blade of Justice (level 34, Rank 2): Generates 1 additional Holy Power. Wake of Ashes (level 39): Lash out at your enemies, dealing heavy Radiant damage to all enemies within 12 yd in front of you and reducing their movement speed by 50% for 5 sec. Damage reduced on secondary targets. Demon and Undead enemies are also stunned for 5 sec. Generates 3 Holy Power. Art of War (level 48, Rank 2): Art of War has an additional 4% chance to trigger.

As you start getting closer to level 60, you may want to shift your focus from thinking about what is best for leveling your Paladin to best max level options as far as best covenant options, best stats to pursue on your gear, talents, and so on. For that, we’ve prepared many different guides to guide you in your max level Paladin journey! Retribution Paladin Shadowlands Guide Protection Paladin Shadowlands Guide Holy Paladin Shadowlands Guide : Shadowlands Paladin Leveling Guide & Best Leveling Spec 1-60
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What is the best prot paladin Legendary?

Best Protection Paladin Legendaries for M+ The best legendary for Mythic+ is the Kyrian Legendary, Divine Resonance. It’s a really good all-purpose legendary that adds damage, defense, and utility. It can be used to get extra Holy Power for self-healing, to solo interrupt a mob, and for some extra damage.
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