Holy Paladin Best In Slot Tbc?
Alternative Pre-Raid Best in Slot Gear for Holy Paladin – While the list above contains the absolute best gear setup, it can be extremely difficult, expensive, or generally unrealistic to obtain it in a timely manner. Below, we have listed solid alternatives that you can aim to obtain.
Slot | Item | Source |
---|---|---|
Helm |
Gladiator’s Ornamented Headcover Hallowed Crown Moonglade Cowl |
PvP Vendor Harbinger Skyriss — Arcatraz Warp Splinter — Botanica |
Neck |
Necklace of Eternal Hope Sethekk Oracle’s Focus Natasha’s Guardian Cord |
Justice Vendor (25 Badge of Justice ) Brother Against Brother — Auchindoun The Hound-Master — Blades Edge Mountains |
Shoulders |
Gladiator’s Ornamented Spaulders Justice Bearer’s Pauldrons Mantle of the Sea Wolf |
PvP Vendor Omor the Unscarred — Heroic Ramparts Tavarok — Heroic Mana Tombs |
Back |
Lifegiving Cloak Light-Touched Stole of Altruism Avian Cloak of Feathers |
World Drop Exarch Maladaar — Heroic Auchenai Crypts Talon King Ikiss — Heroic Sethekk Halls |
Chest |
Gladiator’s Ornamented Chestguard Hallowed Garments Raiments of Nature’s Breath |
PvP Vendor Murmur — Shadow Labyrinth Vazruden the Herald — Heroic Ramparts |
Wrists |
Windhawk Bracers Virtue Bearer’s Vambraces Primal Surge Bracers |
Leatherworking Broggok — Heroic The Blood Furnace Aeonus — The Black Morass |
Hands |
Gladiator’s Ornamented Gloves Fathomheart Gauntlets Life Bearer’s Gauntlets |
PvP Vendor Warlord Kalithresh — Steamvault Vazruden the Herald — Heroic Ramparts |
Waist |
Windhawk Belt Stillwater Girdle Cord of Sanctification |
Leatherworking Nexus-Prince Shaffar — Heroic Mana Tombs Epoch Hunter — Heroic Old Hillsbrad Foothills |
Legs |
Pontifex Kilt Consortium Plated Legguards Kamaei’s Cerulean Skirt |
Warlord Kalithresh — Heroic Steamvault Undercutting the Competition — Mana Tombs World Drop |
Feet |
Wavefury Boots Jeweled Boots of Sanctification Slippers of Serenity |
Rokmar the Crackler — Heroic Slave Pens Warbringer O’mrogg — Shattered Halls Exarch Maladaar — Auchenai Crypts |
Rings |
Celestial Jewel Ring Gift of the Talonpriests Band of the Crystalline Void |
Hitting the Motherlode — Netherstorm Terokk — Terokkar Forest Yor — Heroic Mana Tombs |
Trinkets |
Lower City Prayerbook Bangle of Endless Blessings Figurine – Talasite Owl |
Lower City — Revered Warp Splinter — The Botanica Jewelcrafting |
Weapons |
The Ancient Scepter of Sue-Min Gladiator’s Salvation Gavel of Pure Light |
World Drop PvP Vendor The Sha’tar — Exalted |
Off-Hands |
Crystal Pulse Shield Windcaller’s Orb Lamp of Peaceful Repose |
World Drop Cenarion Expedition — Exalted Dalliah the Doomsayer — Arcatraz |
If you have further questions about gemming and enchanting these items, our Holy Paladin Enchants and Gems page below provides more information.
25 May 2021: Guide added.
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Contents
Is Holy Paladin good in TBC?
Holy Paladin PvE Viability in TBC Classic – Paladins are capable of filling all three roles in TBC and are competitive at each. All of the specializations will allow you to fill a specific niche because of the plentiful buffs that no other class can offer.
Holy Paladins are the strongest single-target healer in the game and are essential to any raid’s success, as they are primarily tank healers. Holy Paladins’ biggest strength, other than their single-target healing, is their Mana efficiency. Their heals are so powerful that it is quite common to downrank your spells as a Holy Paladin, in order to continuously output healing.
They also have a wide array of cooldowns that can come in handy if things do not go according to plan or that can be used pre-emptively to make a difficult part of an encounter considerably easier. If you would like to see where Holy Paladins fall in the overall rankings among healer specs for both PvE and PvP in TBC Classic, we have created pages dedicated to explaining what classes and specializations are the best of the best through multiple factors.
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Which paladin spec is best TBC?
Spec Choice – Every Paladin spec is useful in its own way and fills a role that is important to a group, but Retribution will be the best by far for solo leveling, while also allowing you to off-heal when needed. If you are going to be leveling with other people, Holy can be a good choice.
Holy Paladins offer some of the strongest single-target healing in the game, regardless of the level, and can spend talent points to make their already extremely powerful blessing spells even stronger. Protection is another option if you are looking to play a tank role. Protection can be played both solo or in a group and is by far the most durable of any Paladin spec.
The ability to pull multiple monsters at once and kill them without much risk of dying is enticing, but the kill speed still ends up being slower than what you would be able to do as Retribution. Prot shines in group content similar to Holy, but allows you to play solo if you decide.4.
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What rank of holy light should I use TBC?
Holy Paladin PvE Spell Priority –
Flash of Light is the spell you will cast the most. Paladin rarely has to stop casting when using efficient ranks of spells and most of your casts should be either Rank 6 or Rank 7, depending on what your gear allows and the damage output occurring. Due to a lack of an AoE or multi-target healing spell, Flash of Light is very useful for spot-healing, thanks to its quick cast. Holy Light is your largest, most powerful heal, but it can drain your Mana quickly. Casting Holy Light will grant you the Light’s Grace buff, which makes the cast considerably faster. It is best to use a lower rank of Holy Light to maintain this buff and Rank 5 is typically your best option to keep the Light’s Grace buff up; in a situation where you are casting Holy Light, it is typically a high damage period, so you will either be casting the max rank of this spell to heal that damage or Rank 5 to keep the buff up. Holy Shock is a very expensive instant cast heal that should only be used in emergencies where you believe your target will die if they are not immediately healed or during movement where you are not able to stop and cast either Holy Light or Flash of Light.
1.2.
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How much crit should a holy paladin have TBC?
Spell Crit: Approximately 22 spell critical strike rating is required to gain 1% spell critical strike.
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Can Paladins be Uncrushable in TBC?
The Light and How to Swing It: How to tank as a Paladin | September 4, 2007 11:00 PM Before the Burning Crusade, Paladin tanks didn’t really exist. Players certainly could spec into Protection (and some did, I’m sure), but the player base as a whole wasn’t ready to even accept the possibility that a Paladin could or should tank. The gear didn’t really exist for it, the Protection tree was weak, and most seemed willing to accept their role as heal / buff bots in raids.Protection was even more laughable than Retribution is today, if you can believe it.
You think finding a group as a Retribution Paladin these days is tough? I can’t think of a single group I ran in before BC that had a Paladin tank, and I ran a lot of groups.However, that all changed with the introduction of the Burning Crusade, and the redone talent trees. With the new gear and talents introduced in Burning Crusade, not only could Paladins tank – they were good at it.
Really good. In some situations, even better than Warriors.But this isn’t about comparing the tanking classes – this is about how one goes about tanking with a Paladin.First off, there are some strengths and weaknesses to consider: paladins are very good at tanking multiple or fast hitting mobs at one time, and since they generate threat through holy damage they have an edge over other tanks against mobs with a high AC.
- However, they have lower base health than warriors or druids, they require mana in order to use their threat generating abilities (which is in limited supply, unlike rage, which is virtually unlimited), and they have to work a bit harder to become uncrushable (more on that later).
- Luckily, paladins get a skill called Spiritual Attunement, which gives them mana back when they are healed, and does help keep them from running out of mana during long battles.
Unfortunately, overcoming some of the other weaknesses isn’t quite as easy.
Becoming Uncrushable Compensating for Lower Health Generating Threat
By default, every attack made by a boss mob has a 15% chance of being a crushing blow. Crushing blows do 150% more damage, and can’t be mitigated by defense. The only way to remove the possibility of receiving a crushing blow is to push it off the attack table – and the only way to do that is to have a combined miss / dodge / parry / block chance of 102.4%.This seems crazy, but it is possible.
Warriors do have an easier time of it, because their Shield Block skill raises block chance by 75%. The Paladin equivalent, Holy Shield, only boosts block chance by 30%. As such, many Paladins must stack more Block Rating than Warriors. Although it is possible to gain more Parry and Dodge, items with Block are far easier to obtain.If you’re looking to become Uncrushable, you need to have a combined Avoidance (Miss/Dodge/Parry/Block) of 72.4%.
This means getting at least 490 Defense (Defense increases your chance to be missed, dodge, parry or block by,04% per 1 point), and a combined dodge/parry/block rate of 50% or so. Once you’ve done that, Holy Shield will provide the last 30% block needed, and the chance of you received a crushing blow becomes slim indeed.There are a couple of ways to do this – namely, raise your health with enchants, gems, and leg armor.
- In addition, the talent Ardent Defender will reduce incoming damage by 30% when your health falls below 35%.
- This effectively gives you around 30% more health.
- It has been rumored that Paladins will see a way to increase their health soon, but until that time try to make up for it as best you can.Ah, finally, the real meat and potatoes of Paladin tanking.
Although paladins generate threat through holy damage, it is far more important to focus on becoming uncrushable first, so don’t stock up on +damage gear. The best thing to do is to get a decent weapon (I recommend the, as it has good stamina, spelldamage and is relatively easy to get) and enchant it with +40 spelldamage.
Some of the gear you’ll pick up when gearing up is bound to have some +damage on it as well as tanking stats, and that’s fine.Always have Righteous Fury up when you’re tanking! Properly talented, you’ll take 6% less damage, your holy damage will generate 90% more threat, and more threat is always a good thing.
Many of the skills paladins use to tank are reactive – meaning you generate threat when you get hit. Here’s what I suggest you do when tanking:
Use Retribution Aura – this causes holy damage when you get hit. No brainer. Use Seal of Righteousness, and Judge it when you can. Again, no brainer – this causes holy damage every time you hit something. Pull with Avenger’s Shield when you can. This causes holy damage to 3 targets, and is ranged. Consecrate when appropriate. If you’ve got a lot of CC around, you may not want to use this, but it is great when tanking multiple mobs. Use Blessing of Sanctuary on yourself. This causes holy damage when you block attacks. You should be blocking a lot, so this is a great way to constantly generate threat. Use Holy Shield whenever you can. Aside from increasing your chance to block by 30%, any blocks made while Holy Shield is up do damage and generates even more threat. Take the Improved Holy Shield talent to make this even more effective.
That’s pretty much it – focus on becoming Uncrushable, get a bit of spelldamage and increase your health as much as possible. More importantly, don’t let anyone tell you that paladins can’t tank, because we certainly can! It just requires the right type of gear.
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What is the best Paladin specialization?
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.
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, Keep 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,
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. 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,
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
Näytä koko vastaus
Is holy or disc better in TBC?
Holy Vs Disc With 9.2 coming up I’m curious how the options are looking. I have a resto shaman and have played resto druid before off and on but i have never delved into the world of priests. I am looking to make one (the mogs are enough to keep me interested lol).
- Even though I’ve never played a priest, the idea of disc has always sounded appealing.
- I do hear it gets boring, though, which surprises me.
- If you were going to roll a priest in anticipation of 9.2 which would you be more inclined to choose? The play would be largely PvE, I may occassionally do PvP but it isnt my main focus.
So, anything related to mythic +, raiding, etc is what I’m looking into. Interested to hear your opinions, thanks! I just started playing Holy and it’s incredible. They are HPS machines!!! I have been healing M+ with ease.3 Likes Hard to say until the patch rolls out and they stop messing with tuning.
If it’s like 9.1, I would have recommended Disc. for PvP and Holy for PvE. But that doesn’t mean either spec. isn’t viable in the other mode of play. Holy does quite well in PvP. Disc. in PvE, well, I’d say go for it if you really like the spec., do Mythic raids, or roll with organized groups in M+ where not a lot of damage is taken/no missed interrupts/high dps.
If you like a reactive healer with stronger triage single target healing and just a more mana efficient, pure healing spec., then Holy is the way to go. If you like a proactive healer doing damage to simultaneously blanket heal your allies for more modest amounts after putting Atonement on them, Disc.
- Is the way to go. Disc.
- Tends to do more damage than Holy as damage is required for Atonement healing.
- However, this spec.
- Is more punishing if you fall behind by failing to anticipate incoming damage. Disc.
- Also kind of requires a larger group to best leverage Atonement healing (more people to heal).
- Outside of Salvation, Holy core throughput abilities don’t scale as much as Disc.
with group size.2 Likes Wroughtge: Holy core throughput abilities don’t scale as much as Disc. with group size. There is a reason holy shines over disc in heroic 30 mans my friend, because disc doesnt scale beyond 20 and holy does. So im not sure i agree with you on that.
Hymn and salv work well in 30 man setting where disc can suffer, which is why disc is more a mythic spec then heroic normal spec 1 Like Holy is easier to play correctly (IMO), and is getting enormous buffs for next patch. Outside of Salvationand yes Hymn too. Point I was making that outside of those abilities, the majority of your healing will be the same for a 5 target group or a 20 target group.
Whereas Disc. reaches it’s limit upon Atonements expiring before any healing can be done and continues to scale up to 20. I rarely join anything larger than 18 people and see them far less often than smaller group sizes. It generally gets laggy and turns into a cluster when it gets too large.
- Holy scales better with larger group sizes past 18-20.
- Wroughtge: the majority of your healing will be the same for a 5 target group or a 20 target group That’s just false considering Holy’s mastery.
- Indeed, the buffs are part of the reason I’m more inclined to try Holy.
- It looks like it’ll be really good coming up with 9.2.
Why are people quoting out of context and/or ignoring it? Mathematically, how does the throughput of a fixed percentage HOT from a Heal on a single target in a 5 man group change in a 20 man group? How does Echo of Light affect any other core ability in different group sizes OUTSIDE of Hymn and Salvation? Wroughtge: How does Echo of Light affect any other core ability in different group sizes OUTSIDE of Hymn and Salvation? It can be ticking on more than 5 players at a time.
So. What’s the difference in the total Echo of Light between 6 successive casts of the same spell (Heal, Flash Heal, Renew, Prayer of Healing, Prayer of Mending, IDC what you pick) onto one target and a single spell cast successively on 6 different targets? What about 10 of those spells on one target or 1 single spell on 10 different people? Not sure what you are looking fro there but ive been drinking.
But i will try. If you cast like 2-3 flash, you have echo of light there, plus then a circle of healing, so suddenly you have 7-8 echos going, into a prayer of healing in 9.2. Echo of light can be your top heal as a rule and with divine hymn leaving echo on all 30 people it adds up to a lot So.
Don’t you guys know Echoes of Light work like Devouring Plagues in that any remaining damage, or in this case healing, over time will be added to a refreshed damage/healing over time effect? I personally love discipline and think it’s the most engaging spec in the game. It’s also the most rewarding spec to play well imo.
I have over 200 keys time over 15 and haven’t got bored yet. Groups are very different and having cooldowns like power infusion, mass dispel, divine star, and barrier is so nice Aedriel: I do hear it gets boring, though, which surprises me. It gets boring raiding for sure as disc–especially if you play with the same group all the time.
You learn the boss fight and pattern, then rinse and repeat–and that gets dull. Because disc has mana issues you have to sit on your hands at times or you go oom, too, so people say disc can get very dull because of that. Basically, raiding, you end up pushing your buttons for certain things, and then you sit on your hands, then go again, or just smite between the dances.
Basically, you learn when to counter what, and then do it and then do your thing and then sit on your hands. Mind you, in my case, I have pugged a lot and when pugging found you can experiment a lot more vs with a guild that locks you into doing exactly this and exactly that.
- Versus holy though, it is a lot more limited.
- With holy you have a lot more room to do things this or that way, but you often will not pump the damage you can as disc.
- So there is a trade off.
- Oh, another thing when comparing disc to holy is that holy is the most resilient of all healers.
- That is, they die the least of all healers.
Disc is actually the opposite–in that they die the most of all healers. As for the whys and wherefores, I am not completely sure, but think it is for a few reasons–like mobility and having a different spell set (holy has potent spells for saving anyone including yourself), but wont get into that unless you want my detailed thoughts on that.
In the end, all healers can be dull though–once you learn the fight pattern. With disc, it just happens sooner. I will say this though, if you pug it is a lot less boring. Each group does things differently, so that can add an element of challenge. As for M+? I find disc to be super fun in M+ and the most fun of all healers there.
And again, if you pug M+ it can be incredibly fun because you never know how things are going to go, and you get this added element of challenge because you have to adapt to the different groups. While some find this a problem, you sound like you are like me and like that.
- That said, unfortunately, disc does not pump the damage of the meta healers, h pala and r shammy.
- And there is something of a stigma when it comes to inviting priests.
- Hence, if you pug, while it can be more fun than meta, you tend to get less and less fast invites the higher the key.
- Also, I think holy is terrible in M+.
It was fun in BFA when you could pump healing with Prayer of Healing and dps a lot between casts while Echo of Light was ticking. Now you are simply a spot healer with Flash Concentration–which I personally can’t stomach because of how dull it gets. Honestly if we had a better way to apply atonement (cough) PLEA (cough) it wouldnt feel so awkward in raids.
- I’ve always looked at holy as the big cd burst healing that compares to shaman and druids.
- Disc has always felt like the sustain healing class.
- Just applying atonement and passively healing as the fight goes on.
- I like that, but not everyone does.
- It really depends on your healing style! I prefer Holy because it is more reactive, whereas Disc is primarily prevention.
You have to really pay attention to the fight and there is a higher risk of wiping if you miss a big hit of damage. On 9.2 that will mostly depend on how the new patch mechanics will balance the classes:
Tier sets Double legendary
Havent checked holy on PTR but it looks a bit like the tier set and talent changes may shift the class to a different legendary (for raids). On the current tier, for raids holy is probably the weaker output healer (resto druid and mistweaver does better) – but still a good healer.
- Disc looks great for raids on 9.2 (both tier sets and legendary interactions are good).
- The new upgrades point to more frequent ramps or even more unpredictable cooldown management.
- Which fixes a big issue on the current tier: low healing outside of ramps, and boring gameplay.
- New disc tier also does a decent buff on damage (for m+).
Holy is the way to go man, I couldn’t play anything else. I’m at 238 ilvl right now and am getting to the point where I feel like a god 1 Like The thing about disc is the damage. Also the damage prevention and reduction. Also, the absorb factor. The four of them make them meta in raids.
Näytä koko vastaus
Who should I put beacon of light on?
The Light and How to Swing It: Beacon of Light best practices Every Sunday, of invites you to discuss the finer side of the paladin class: the holy specialization. This week, we discuss the proper usage of Beacon of Light. What would we do without ? I was raiding with my guild recently, and we were preparing to knock out,
- It’s become a fairly routine fight for us, but one of our regular healers was out for the night.
- We typically use three healers on any encounters that involve a lot of incoming damage, because I prefer to take things safe and slow.
- When left with the decision of skipping the hard mode or simply using two healers, we decided that we’d let carry us through and go for it.
With only my trusted restoration shaman by my side on the healing front, I knew I was going to have to use every trick in my spellbook to keep everyone alive. I remembered an old trick that I used when my guild was that helped me handle the raid damage.
- When Marrowgar was getting ready to start, I swapped Beacon of Light onto myself and went into tunnel vision mode.
- I would relate this to any priest who has ever used – you get to forget about yourself and just focus on everyone else.
- As long as I kept casting, the Beacon heals were guaranteed to keep me alive through Bone Storm and,
Without Beacon of Light, I am certain that I wouldn’t have been able to keep up with the pressure. Beacon uptime The best way to use Beacon of Light is to always use Beacon of Light. Try to keep it up as often as possible. The mana cost of Beacon is not so high that it’s untenable to keep it up at all times, and if you’re using, it’s even easier to do.
Make sure Beacon is active while you’re killing trash, active on every boss encounter, and I even keep it active during raid downtime. Managing buffs is part of playing a holy paladin, and so learning to juggle them becomes a top priority. I suggest getting to monitor your Beacon duration and even keeping track of your Beacon uptime via a log parser like,
Beacon has a relatively low mana cost when amortized over its duration, and even in a worst-cast scenario, it can never hurt to have it up. The best-case scenario is that you do double the healing and save everyone’s life. You can recoup the cost of casting Beacon if it saves you, which means that you’re really always saving mana.
- While it may seem like you don’t always need Beacon, it’s better to be safe than sorry.
- Good habits come through practice.
- Beacon targets If you’re supposed to be keeping Beacon of Light up, the next question becomes who to use it on.
- The easy answer is that you usually want to drop this on the tank.
- In a raid environment, there are usually two tanks, and so you can coordinate with the other healers as to which tank should receive Beacon.
In a smaller dungeon or heroic environment, where you only have one tank, they’re the obvious choice. You want to put it on the player who will be at less than full life the most often, as that’s the best way to ensure the Beacon heals are actually productive.
- Also, since Beacon heals can be transferred at a distance of 60 yards, you’ll want to put Beacon onto any tank that will be running around a lot.
- A great example is the tank facing of the Blood Prince Council.
- However, just because tanks are the de facto first targets for Beacon, there are several other use cases that make sense in certain situations.
This is particularly true for 5-mans, where you’re often the only healer available. In situations where your life is at risk, it can actually be smarter to use Beacon of Light on yourself, like I did on Marrowgar. If the healer dies, the tank will die, and the group will die shortly after.
While and can help us mitigate some of the incoming damage, sometimes it’s simply easier to Beacon ourselves and keep healing everyone else. The tank will be able to survive the incoming damage without Beacon, since other healers are obviously capable of healing these encounters. A few good bosses that I like to Beacon myself on are in Trial of the Champion and Marrowgar in Icecrown Citadel.
Swapping beacon around While it may seem like a good idea to swap your Beacon around to handle spells like or, it’s usually not in your best interest to. It costs a ton of mana to be recasting Beacon before the duration expires, and it costs you when,
You’re better off using that time to cast a heal on them, since they’ll be needing it soon. Debuffs like this don’t have long durations either, so it’s not like you’d be getting the full benefit of Beacon of Light anyway. Save Beacon for targets that will need it for more than a few seconds, and just heal those people who will be taking damage.
A great example would be targets afflicted by Mark of the Fallen Champion on, They’ll be taking damage for a long time, so putting Beacon on them makes sense. Conclusion Beacon, ultimately, is a proactive spell. If you want to use it properly, you need to know who you’re casting it on and when to move it around.
- It’s not something that you want to be focusing on in the moment, and you should plan its usage.
- However, if you do use your Beacon properly and you keep it up on the right targets, Beacon will be your greatest asset.
- It’s what sets holy paladins apart from every other healer, and it gives our class more flavor than any of our other abilities.
and combined with, it makes holy paladins even more powerful than ever. While Beacon is seeing a retooling in Cataclysm, I am hoping that it continues to be our signature move. is dedicated to helping holy paladins become the powerful healers that we’re destined to be. If you’re new to the paladin’s healing ways, you can learn the ropes with, We also have information on, and, Tanking is a job, DPS is a craft – but healing is truly an art. : The Light and How to Swing It: Beacon of Light best practices
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What seal does holy paladin use?
Holy Paladin Healer Melee Mechanics The other powerful tool that Holy Paladin has in WotLK to manage their mana is Seal of Wisdom. With a standard 1.8 speed weapon (most raid healing weapons in WotLK), you have a 45% chance to proc Seal of Wisdom every melee, as well as on any Judgement casts.
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How much haste do you want as holy paladin?
Stack Haste past 30% for Holy Paladin? Been sitting here for hours trying to find someone who is more intelligent than I am that has answered this question. Doing stat weights on a healer is weird and some of them are showing that you shouldn’t even go above 27% haste which jsut seems strange to me. So the question is, should I go over 30% haste when DR begins to happen or should I just stack as much as I can even through the DR? Currently sitting at 977 haste rating which is 29.61%. Considering the number of instant vs. cast abilities I was under the impression paladins favored crit Haste reduces GCD, CD of HS, and CD of CS giving even more HS. Our main healing comes from HS, Beacon, LoD in a raiding scenario. I guess I should have clarified that this was for raiding. I believe in PVP, Crit is the top stat but haven’t researched that at all.1 Like I believe DR kicks in at 25% so going to far past that severely reduces the affects of haste.1 Like Dr starts at 30% but it’s not enough to make you stop stacking haste until 40% basically want int > haste > vers=crit > mastery for m+ and I think mastery is slightly ahead for raiding than vers crit 1 Like Right okay, that makes sense. I had thought crit was last in raiding but there is some discussion about vers vs mastery. Mastery can get worse with a lot of range and vers provides a good flat amount of DR to help with unavoidable damage. I guess more crit provides more infusion of light procs but I almost never use infusion of light. I think the argument for crit is that it’s the only way to boost healing outside of vers and mastery, i.e. doubling the healing of your spell. The reason Crit is less valuable for Holy Paladins in particular is that they have an unusually large amount of ways to get static +Crit (Holy Shock’s +30% Crit, AW’s +30% Crit, Focused Light’s +~7% Crit, Pointed Courage’s +5% Crit) such that gear-based Crit is more marginal compared to other classes. Keep stacking that haste past 30%. The synergy between haste, holy shock, spenders, awakening, and mad paragon lego is insane and will most likely eventually get nerfed due to high wings uptime. : Stack Haste past 30% for Holy Paladin?
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Can Paladins main tank in TBC?
Introduction – Paladins are capable of filling all three roles in TBC and are competitive at each, Tank, and, Each specialization will allow you to fill a specific niche because of the plentiful buffs that no other class can offer. Protection Paladins are considerably stronger in TBC than their Classic WoW version because of added talents, class abilities like Consecration becoming baseline for all Paladin specs and the addition of a taunt.
Prot Paladins are rarely seen as the ‘main tank’, but are more than capable of tanking raid bosses. The greatest strength of Protection Paladin is their ability to generate and maintain threat on multiple targets, buff the raid and apply debuffs to the mobs. If you would like to see where Protection Warrior tanks fall in the overall rankings among tank specs for PvE in TBC Classic, we have created a page dedicated to explaining what classes and specializations are the best of the best through multiple factors.
However, ultimately, you should not let this list dissuade you from playing what you enjoy.2.
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Do Paladins need spell hit TBC?
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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Can Paladins dual wield TBC?
As Paladins cannot dual-wield in Burning Crusade Classic WoW, you will equip a Shield in your Off-hand if you have a 1H weapon in your Main Hand.
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Is Holy paladin easy?
Is holy pal easy to learn coming off dps? Been melee then ranged dps for a while and finding lack of motivation to play muchseeing I havent healed in a while and havent mained a pally maybe ever just more an alt and seeing a need for healers in game lately.
- Would it be easy to pick up and learn to a point of quick growth? Super easy class IMHO.
- AND you get to dps while healing!! 1 Like It does look to be pretty well set.
- Is it also a safe M+ choice? I know pally is great ST healinghas the aoe healing improoved or bout the same as its been? Zerako: I know pally is great ST healing We are actually no longer single target healers.
In fact our single target healing has been nerfed pretty hard. In raid situations we spec for Glimmer and raid heal while dpsing to generate Holy Power. In Dungeons many Paladins also use Glimmer and others use BoV which is pretty much AOE. Both Flash of Light and Holy Light are almost never used anymore after the Infusion nerf.
I’d say Paladins are great spot healers but we neither excel at single target or AOE. Oh dang been a while indeed since I touched it No its not, holy paladin if you arent used to melee dps is easily the hardest healer to learn because you have to not only worry about everyone elses health, you now also have to worry about melee mechanics which in shadowlands there is alot of.3 Likes Playing a holy paladin in dungeon pugs is horrible and make you wanna quit the game.
You better find some friends or a good guild. If you can get decent teammates its not bad at all.2 Likes : Is holy pal easy to learn coming off dps?
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Is Holy paladin good for leveling?
The Light and How to Swing It: Leveling your holy paladin in Cataclysm Every week, WoW Insider brings you for, and paladins. Every Sunday, invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to with any questions you want answered, like why paladins are so awesome.
- Of the three roles in WoW, healers are the odd man out.
- While mages might call it damage and a warrior might call it threat, the fact is that DPSers and tanks both excel at hurting their opponents.
- One of my guildmates often refers to tanking as “just DPSing from the front.” Healers, on the other hand, have nearly no offensive capabilities.
The developers were nice enough to give every healer a cheap spell or two to spam to make us feel like we’re contributing, but our DPS is abysmal. Healers, more than any other role, are pointless without a group to support. Throughout the years, we’ve heard the legends of – the holy paladin build that doled out merciful healing and wrathful judgement in equal doses.
While offensive builds for the holy tree have always been around, they’ve never been truly viable in any serious situation. I love the thought of some hunter right off his high horse, but the numbers just don’t add up. Holy paladin resources I like to use to manage my holy paladin buffs, along with a few that make my life easier.
Holy paladins use the new holy power system to build up holy power points and then release them via or Light of Dawn. We’re a caster class, but we still wear plate armor, so we are fairly resilient to incoming damage and can usually survive more punishment than the other healers.
Wait until level 30 If you want to level a holy paladin, you’re going to have to kill all of your mobs the slow way. While every paladin is, once you’re able to choose your talent trees, you can choose to focus on the holy tree., the tree’s signature spell, actually does reasonable damage, but not nearly as much as the other two trees are capable of.
Retribution and protection paladins gain access to valuable DPS spells and talents early on, while holy paladins are left in the dust. Since you won’t be able to pick up until level 31, you won’t even be able to use as your primary damage-dealer until then.
- There’s really no advantage to leveling as a holy paladin until level 30.
- You’ll be attacking mobs with your weapon since you don’t have a valid nuke spell to cast, and you can easily heal your group through any dungeon while using a retribution or protection spec anyway.
- Denounce and dual talent specializations Once your paladin is level 30, the,
You gain access to Denounce, which lets you chain-cast Exorcism all day long. More importantly, you can unlock your, allowing you to switch between two different specs at any time. I suggest using a protection or retribution build for handling your normal questing and grinding, and then setting your secondary spec to a,
- Using the random Dngeon Finder, you can quickly and easily find groups for dungeons near your level.
- The Dungeon Finder is a great way to level up, as you can complete lucrative dungeon quests and obtain awesome gear from the bosses.
- Holy paladins are plenty potent enough to heal any of the leveling dungeons, and you can practice your healing skills in a relatively safe environment before taking your game to the big leagues.
If you pick up Denounce, you can also contribute a bit of DPS when everyone is at full health. Managing a low-level healer The most important aspect of low-level healing is to manage your casting time wisely. As you’re leveling up, you’re still missing many of the cooldowns and advanced spells of a fully developed paladin.
- You’ll be spending most of your time using our cheap heals, like,, and,
- These three spells can handle nearly any situation you’ll run into.
- Is best reserved for emergency situations, and even won’t see much use outside of boss fights when you receive it at level 62.
- Holy paladins have always had simple healing spells augmented by a robust toolbox of secondary spells, but dungeons are typically so basic that our utility abilities aren’t necessary.
Holy paladins leveling through the Dungeon Finder should also be cautious of their mana pool, as many tanks won’t always stop to let you drink, and you never know when your group might accidentally pull an extra group. We can use our and combo to regenerate mana during encounters, and can easily be mixed with a drink of water to fill your mana bar between pulls.
Your mana pool should be fine if you stick to the basic heals, saving Flash of Light and Divine Light for emergency situations. Your final goal will be to manage your buffs to ensure you’re operating at peak efficiency. You need to keep Seal of Insight active at all times, as Judging to restore mana is important.
When you use Judgement, you’ll get a haste buff from, so make sure you’re judging at least every minute, if not more often. becomes a valuable addition once you pick it up, as it makes handling AOE damage much simpler. You’ll want to keep Beacon of Light active on someone at all times.
- The addons I mentioned earlier can make all of these tasks trivial.
- Choosing holy paladin gear One of the worst parts of leveling a holy paladin is the severe lack of plate gear with intellect on it.
- Once you pick up, you’ll want to be wearing all plate armor if you possibly can.
- Intellect is our primary stat, and every piece of gear we wear should have intellect on it somewhere.
Since holy paladins aren’t considered to be offensive casters, our gear will never have hit rating on it. Spirit, haste, and critical strike rating are the only secondary stats you’ll find on our gear, and they’re all similarly balanced. I find that crit and spirit are actually incredibly potent for the low-level healer, while haste tends to not make a very big difference.
- Either way, as long as you’re wearing plate armor with intellect on it, you’re good to go.
- The other negative aspect to holy paladin leveling gear is that we can’t use staves or daggers, which make up the vast majority of caster weapons we’ll see while leveling.
- I recommend snagging a from the heirloom vendor if you have a high-level character already, as it resolves the weapon issue completely.
Note that the holy paladin heirloom gear will look like mail armor at lower levels but will convert to plate armor once you learn the ability to wear plate armor. helps holy paladins become the powerful healers we’re destined to be. Find out just how masterful can be, gear up with the, and learn how to, : The Light and How to Swing It: Leveling your holy paladin in Cataclysm
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What are holy Paladins good at?
Holy Paladin in Mythic+ – is one of the better healing specializations for Mythic+. It has excellent throughput for almost any healing situation in dungeons, many defensive tools, multiple cooldowns for emergencies, and good damage for a healer. weaknesses in Mythic+ include low mobility, lack of a standard interrupt, and limited options for crowd control.
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Is holy or disc better in TBC?
Holy Vs Disc With 9.2 coming up I’m curious how the options are looking. I have a resto shaman and have played resto druid before off and on but i have never delved into the world of priests. I am looking to make one (the mogs are enough to keep me interested lol).
- Even though I’ve never played a priest, the idea of disc has always sounded appealing.
- I do hear it gets boring, though, which surprises me.
- If you were going to roll a priest in anticipation of 9.2 which would you be more inclined to choose? The play would be largely PvE, I may occassionally do PvP but it isnt my main focus.
So, anything related to mythic +, raiding, etc is what I’m looking into. Interested to hear your opinions, thanks! I just started playing Holy and it’s incredible. They are HPS machines!!! I have been healing M+ with ease.3 Likes Hard to say until the patch rolls out and they stop messing with tuning.
If it’s like 9.1, I would have recommended Disc. for PvP and Holy for PvE. But that doesn’t mean either spec. isn’t viable in the other mode of play. Holy does quite well in PvP. Disc. in PvE, well, I’d say go for it if you really like the spec., do Mythic raids, or roll with organized groups in M+ where not a lot of damage is taken/no missed interrupts/high dps.
If you like a reactive healer with stronger triage single target healing and just a more mana efficient, pure healing spec., then Holy is the way to go. If you like a proactive healer doing damage to simultaneously blanket heal your allies for more modest amounts after putting Atonement on them, Disc.
- Is the way to go. Disc.
- Tends to do more damage than Holy as damage is required for Atonement healing.
- However, this spec.
- Is more punishing if you fall behind by failing to anticipate incoming damage. Disc.
- Also kind of requires a larger group to best leverage Atonement healing (more people to heal).
- Outside of Salvation, Holy core throughput abilities don’t scale as much as Disc.
with group size.2 Likes Wroughtge: Holy core throughput abilities don’t scale as much as Disc. with group size. There is a reason holy shines over disc in heroic 30 mans my friend, because disc doesnt scale beyond 20 and holy does. So im not sure i agree with you on that.
- Hymn and salv work well in 30 man setting where disc can suffer, which is why disc is more a mythic spec then heroic normal spec 1 Like Holy is easier to play correctly (IMO), and is getting enormous buffs for next patch.
- Outside of Salvationand yes Hymn too.
- Point I was making that outside of those abilities, the majority of your healing will be the same for a 5 target group or a 20 target group.
Whereas Disc. reaches it’s limit upon Atonements expiring before any healing can be done and continues to scale up to 20. I rarely join anything larger than 18 people and see them far less often than smaller group sizes. It generally gets laggy and turns into a cluster when it gets too large.
- Holy scales better with larger group sizes past 18-20.
- Wroughtge: the majority of your healing will be the same for a 5 target group or a 20 target group That’s just false considering Holy’s mastery.
- Indeed, the buffs are part of the reason I’m more inclined to try Holy.
- It looks like it’ll be really good coming up with 9.2.
Why are people quoting out of context and/or ignoring it? Mathematically, how does the throughput of a fixed percentage HOT from a Heal on a single target in a 5 man group change in a 20 man group? How does Echo of Light affect any other core ability in different group sizes OUTSIDE of Hymn and Salvation? Wroughtge: How does Echo of Light affect any other core ability in different group sizes OUTSIDE of Hymn and Salvation? It can be ticking on more than 5 players at a time.
So. What’s the difference in the total Echo of Light between 6 successive casts of the same spell (Heal, Flash Heal, Renew, Prayer of Healing, Prayer of Mending, IDC what you pick) onto one target and a single spell cast successively on 6 different targets? What about 10 of those spells on one target or 1 single spell on 10 different people? Not sure what you are looking fro there but ive been drinking.
But i will try. If you cast like 2-3 flash, you have echo of light there, plus then a circle of healing, so suddenly you have 7-8 echos going, into a prayer of healing in 9.2. Echo of light can be your top heal as a rule and with divine hymn leaving echo on all 30 people it adds up to a lot So.
Don’t you guys know Echoes of Light work like Devouring Plagues in that any remaining damage, or in this case healing, over time will be added to a refreshed damage/healing over time effect? I personally love discipline and think it’s the most engaging spec in the game. It’s also the most rewarding spec to play well imo.
I have over 200 keys time over 15 and haven’t got bored yet. Groups are very different and having cooldowns like power infusion, mass dispel, divine star, and barrier is so nice Aedriel: I do hear it gets boring, though, which surprises me. It gets boring raiding for sure as disc–especially if you play with the same group all the time.
- You learn the boss fight and pattern, then rinse and repeat–and that gets dull.
- Because disc has mana issues you have to sit on your hands at times or you go oom, too, so people say disc can get very dull because of that.
- Basically, raiding, you end up pushing your buttons for certain things, and then you sit on your hands, then go again, or just smite between the dances.
Basically, you learn when to counter what, and then do it and then do your thing and then sit on your hands. Mind you, in my case, I have pugged a lot and when pugging found you can experiment a lot more vs with a guild that locks you into doing exactly this and exactly that.
Versus holy though, it is a lot more limited. With holy you have a lot more room to do things this or that way, but you often will not pump the damage you can as disc. So there is a trade off. Oh, another thing when comparing disc to holy is that holy is the most resilient of all healers. That is, they die the least of all healers.
Disc is actually the opposite–in that they die the most of all healers. As for the whys and wherefores, I am not completely sure, but think it is for a few reasons–like mobility and having a different spell set (holy has potent spells for saving anyone including yourself), but wont get into that unless you want my detailed thoughts on that.
- In the end, all healers can be dull though–once you learn the fight pattern.
- With disc, it just happens sooner.
- I will say this though, if you pug it is a lot less boring.
- Each group does things differently, so that can add an element of challenge.
- As for M+? I find disc to be super fun in M+ and the most fun of all healers there.
And again, if you pug M+ it can be incredibly fun because you never know how things are going to go, and you get this added element of challenge because you have to adapt to the different groups. While some find this a problem, you sound like you are like me and like that.
- That said, unfortunately, disc does not pump the damage of the meta healers, h pala and r shammy.
- And there is something of a stigma when it comes to inviting priests.
- Hence, if you pug, while it can be more fun than meta, you tend to get less and less fast invites the higher the key.
- Also, I think holy is terrible in M+.
It was fun in BFA when you could pump healing with Prayer of Healing and dps a lot between casts while Echo of Light was ticking. Now you are simply a spot healer with Flash Concentration–which I personally can’t stomach because of how dull it gets. Honestly if we had a better way to apply atonement (cough) PLEA (cough) it wouldnt feel so awkward in raids.
I’ve always looked at holy as the big cd burst healing that compares to shaman and druids. Disc has always felt like the sustain healing class. just applying atonement and passively healing as the fight goes on. I like that, but not everyone does. It really depends on your healing style! I prefer Holy because it is more reactive, whereas Disc is primarily prevention.
You have to really pay attention to the fight and there is a higher risk of wiping if you miss a big hit of damage. On 9.2 that will mostly depend on how the new patch mechanics will balance the classes:
Tier sets Double legendary
Havent checked holy on PTR but it looks a bit like the tier set and talent changes may shift the class to a different legendary (for raids). On the current tier, for raids holy is probably the weaker output healer (resto druid and mistweaver does better) – but still a good healer.
Disc looks great for raids on 9.2 (both tier sets and legendary interactions are good). The new upgrades point to more frequent ramps or even more unpredictable cooldown management. Which fixes a big issue on the current tier: low healing outside of ramps, and boring gameplay. New disc tier also does a decent buff on damage (for m+).
Holy is the way to go man, I couldn’t play anything else. I’m at 238 ilvl right now and am getting to the point where I feel like a god 1 Like The thing about disc is the damage. Also the damage prevention and reduction. Also, the absorb factor. The four of them make them meta in raids.
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Are Paladins good tanks in TBC?
TBC Protection Paladin Tank Guide – Best Races, Professions, Builds – Burning Crusade Classic 2.5.1 Welcome to Wowhead’s Paladin Tank TBC Class Guide, updated for of Burning Crusade Classic! This guide will help you to improve as a Tank Paladin in all aspects of the game, improving your knowledge to face the hardest Dungeons and Raids from The Burning Crusade Classic.Throughout this guide, we will cover many different aspects to increase your Paladin expertise, including concepts like Paladin talents and talents builds, Paladin BiS gear choices, Paladin stat priorities, Paladin consumables, Paladin gems, Paladin enchants, among many other aspects of your class and specialization.
Make sure to navigate to other pages of the guide to find more in-depth information, as each works as a knowledge hub for their subject. Our Paladin guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.
If you are interested in more in-depth Paladin guides for Phase 4, make sure to browse the Navigation Bar below, and our list of Guide Navigation just beneath the Table of Contents, OverviewLeveling (1-70)Starter GuideTalents & BuildsBiS GearRotation & AbilitiesStatsGems & EnchantsBuffs & ConsumablesAddonsMacrosPre-Patch BuildsPvPAbout the Author Hello! Some of you might know me, but for those that don’t I am Walther, moderator on the Light Club Paladin Discord.
- I started playing WoW back in 05, and i’ve played Protection Paladin since WoD.
- My biggest interest with the class is its versatility and flexibility in how you can express your character.
- We have an incredibly varied talent tree as Protection and the class & role really encourages contemplating gear swaps to maximize your efforts.
I am currently raiding in Firemaw EU, come visit us at the Light Club Discord or my youtube channel, If you wish to learn more about this class, including the PvE viability of other specializations, basic classic mechanics, strengths, weaknesses, tier sets, and class trainer locations, please read our Paladin Class Overview linked below:Paladin Class Overview Paladins receive a HUGE amount of changes and new additions to their talents and abilities in TBC allowing them to be extremely powerful and viable tanks in dungeons and raids.
Righteous Defense —A taunt for Paladins! Can be cast on either allies or enemies, with a 40-yard range, making it a very powerful taunt. Spiritual Attunement —A powerful passive mana regeneration ability! The more damage you take, the more healing you take, which means you will regenerate more mana. This ability shows its true potential in raids and heroic dungeons, allowing Paladin tanks to maintain their rotations near-indefinitely! Avenger’s Shield —A ranged ability that can hit up to three targets at once! Excellent for pulling mobs and bosses. Avenging Wrath —An extremely powerful temporary buff that greatly boosts your threat generation, making it excellent for building threat leads at the start of encounters. Seal of Corruption / Seal of Vengeance —Seals that apply a stacking debuff which deal Damage over Time (DoT) as well as amplify the damage of Judgement, Although these seals are a bit RNG-dependent for maximizing threat, these seals have massive threat potential in various situations if used correctly. Seal of Blood / Seal of the Martyr —These seals deal a portion of your physical damage as holy damage. These seals are not necessarily powerful for Protection Paladins due to being more reliant on spellpower than physical damage for threat generation. Crusader Aura —Provides additional mobility when riding mounts! Excellent for PvP or for flying around Outland!
Talents
Combat Expertise and Sacred Duty — Protection Paladins receive a significant boost to their stamina through these two new talents. Combined, these two talents increase a Paladin’s stamina by 16.6%, adding a large amount of additional survivability that more than makes up for nerf to world buffs and consumables. Improved Holy Shield — This talent increases the number of charges of Holy Shield from 4 to 8 every 10 seconds. At 102.4% avoidance/block with Holy Shield up, this basically means that Protection Paladins are guaranteed to be uncrushable for up to 8 hits every 10 seconds, which is double that of warriors, who can only maintain uncrushability 2 times every 5 seconds with improved Shield Block, Although this doesn’t come into play that much in Pre Patch, this will become one of the defining traits of Protection Paladins in TBC raid content. Ardent Defender — This talent provides passive damage reduction at low HP. This talent can be useful for surviving many situations in which healers may be struggling to keep you up, however, it comes with some caveats. The damage reduction from Ardent Defender ONLY applies if the tank is below 35% HP, so if the tank is at 36% HP and gets hit with an extremely hard hitting attack that kills them, that damage won’t be mitigated by Ardent Defender, essentially leapfrogging the trigger.
Changes to existing abilities & talents Abilities
All but a few of the Paladin’s abilities have gained major increases to their spellpower scalings, meaning that spellpower will have a much larger effect on increasing the damage and threat output of your abilities. Seal of Righteousness can no longer trigger weapon procs, making double procs from autoattacks + SoR a thing of the past.
Talents
Improved Righteous Fury : This new talents beefs up Righteous Fury with the addition of an passive that provides up to 6% damage reduction, similar to the 10% damage reduction provided by the Warrior’s Defensive Stance, Redoubt : Redoubt has been significantly overhauled in terms of how it is able to proc. Redoubt no longer procs exlusively from crits, as it now is able to proc anytime the tank takes damage. In the long-term, for every 10 hits you take, it is expected that you will have 5 stacks of Redoubt which increases the likelihood of blocks. For tanking large packs of mobs, this ability provides a large amount of damage mitigation from block value. This talent should NOT be relied upon as a consistent source of block for the purpose of maintaining uncrushability against raid bosses. Reckoning : Reckoning has been significantly overhauled, becoming a much more powerful talent for threat generation. This talent is great to have for maximizing threat generation. Improved Seal of the Crusader has been reworked such that the Judgement debuff now increases the critical hit chance against debuffed enemies by 3%, making it a powerful raid debuff for damage dealers. One-Handed Weapon Specialization —This talent now increases damage dealt from all damage types, including Holy damage, making this a great talent to have for increasing threat generation.
Paladin tanks are a must-have for raid comps due to them being excellent raid tanks as well as providing a large degree of utility to the raid. What Paladin tanks bring to the table for raids are Judgement debuffs, Blessing buffs, and excellent single-target and AoE tanking capabilities.
- Paladin tanks are the kings of AoE tanking, being able to hold aggro against hordes of enemies, allowing the raid to whittle them down with AoE attacks quickly.
- Raid comps should typically have only one Paladin tank, however, having additional Paladin tanks in the raid means having more Blessings, greater degree of control in AoE tanking situation in situations.
We have a short and offensive cooldown in Avenging Wrath which makes us unrivaled on threat in the first minute of any encounter and since almost everything we do is on the spell hit table, we are able to reach levels of on pull reliability that other tanks do not see until much later in the game, with a properly geared protection paladin you will almost completely eliminate the danger of dodge, dodge parry sequences on pull.
We’re also the only tank with such a prevalence and emphasis on ranged abilities, Judgement, Exorcism are both instants and ranged meaning we will have already established threat prior to anyone else attacking the target. Best AoE Threat Generation Protection Paladins are the best tank for encounters that have numerous mobs due to the massive AoE threat generated by Consecration which is unrivaled by any other tanking class.
This enables AoE damage classes such as Warlocks and Mages to be extremely liberal in their use of AoE spells for quickly eliminating trash packs. Raid Utility – Blessings, Auras, Judgment Paladin tanks bring a wide degree of utility to the raid outside of just tanking through various buffs and debuffs that can greatly benefit the raid’s survivability and damage output.
- One of the largest drawbacks of Protection Paladins is that we suffer from relatively long cooldowns compared to other tanks, should our Judgement, Exorcism or Avenger’s Shield miss or not land on our target, we do not have very strong proactive means to catch back up on threat.
- Whenever we drop Consecration, we are largely stuck there for a period of 8-10 seconds, we really prefer our targets to be inside of Consecration for obvious reasons.
Ontop of our issues with repositioning Consecration, we do not have the ability to reposition or re-engage when we need it unlike other tanks, the lack of Charge, Intervene, Feral Charge will force you to play differently to other tanks. A lot of our threat and damage is reflective through effects like Holy Shield, meaning we will need to be actively hit in order to generate threat, so if you find yourself in a situation where you are not being attacked, you will see a drastic decrease in your potential threat generation.
This works two ways though, because of this we are also similarily stronger when hit by fast hitting monsters. Without sufficient mana regeneration from consumables or Spiritual Attunement, Paladin tanks will run of mana very quickly after casting a few rotations. This will happen most often when tanking normal dungeons in which incoming damage and heals are low enough to the point that Spiritual Attunement cannot come close to keeping up with the high mana cost of the Paladin tank’s abilities.
In heroic dungeons and raids, however, damage intake and heals are generally high enough to allow the Paladin tank to maintain their rotations near-indefinitely. Mana is our primary resource. While you can regen mana passively through spirit and consumables, in TBCC the best and most efficient way to stay healthy on mana is ironically, to take more damage and get it restored through Spiritual Attunement,
- Because it’s tied to damage intake we see similarity here to Warrior and Druids, in that we all need to be actively attacked in combat in order to unlock our full potential as tanks.
- Seals are temporary buffs that apply an additional effect to your autoattacks that may proc when they hit enemies.
- Additionally, when Judgement is cast while a Seal is active, the seal is consumed and damage is dealt or special debuff is applied against your target.
The four Seals listed below are some of the most popular seals to use as a Protection Paladin tank.
Seal of Righteousness -Applies additional Holy damage to each of your autoattacks. This is the most commonly used Seal for threat generation. Judgement of Righteousness deals a burst of Holy damage that be useful for generating additional threat. Seal of Wisdom -Gives autoattacks a chance to proc a mana restoring effect (fixed at 20 PPM regardless of weapon speed). Judgement of Wisdom applies a debuff on enemies that grants incoming attacks and spells a 50% chance of restoring mana. This Seal is primarily useful for restoring mana if mana starved, and Judgement debuff is very popular for mana users. Seal of the Crusader -The seal itself is pretty useless, however, the Judgement debuff Judgement of the Crusader is extremely useful for maximizing a Paladin tank’s threat generation. Ideally, a Retribution Paladin apply this Judgement on enemies since they’re typically into Improved Seal of the Crusader which increases the crit chance of your group by 3%. Seal of Vengeance / Seal of Corruption -These seals apply a debuff that can stack up 5 times which cause a Damage over Time (DoT) effect as well as amplify the damage of Judgement of Vengeance / Judgement of Corruption, These seals apply stacks at approximately 20 PPM. Although these seals do have extremely high threat generation potential, especially when maintained at max stacks with Seal of Righteousness, the threat potential of these seals are largely limited by the RNG-heavy nature of the keeping stacks up. This seal is primarily only recommended for long fights, not short fights, as it can take some time to build up stacks.
Blessings are buffs that can apply various effects to players of the same class. Some blessings benefits certain roles more than others.
Players may only have one Blessing on them per Paladin at any time. Regular blessings last for 10 minutes, while Greater Blessings last for 30 minutes.All Greater Blessings (except Wisdom) generate threat for each player buffed by the spellcast. This threat is also affected by Righteous Fury, This effectively makes a spam casting Greater Blessings a viable threat generation ability for certain situations in which there’s high class stacking.
The blessings listed below are among the most popular blessings to cast on you and your allies for various roles.
Greater Blessing of Kings -Increases all stats by 10%. Highly recommended to buff this on all tanks due to the increase in stamina this buff provides, which can improve survivability. Greater Blessing of Salvation -Reduces the threat generation if your allies, helping tanks to maintain aggro. This is primarily intended for DPS roles, although it can helpful for healers if they’re having to heal a lot which can generate a lot of threat, especially in Heroic dungeons. Greater Blessing of Wisdom -Provides passive mana regen. This is primarily cast on healers, although it can also be useful for Paladin tanks if they want to prioritize mana regen in order to reduce downtime between pulls. Greater Blessing of Might -Provides attack power bonus which greatly benefits physical DPS classes. This blessing is also the recommended blessing to use for Blessing Spam due to its high base threat as well as being relatively mana efficient to cast compared to other Greater Blessings. Greater Blessing of Sanctuary -Provides slight damage mitigation as well as dealing damage on blocks. This is primarily useful when AoE farming large packs of mobs in non-endgame dungeons or when dungeon boosting. Greater Blessing of Light -Amplifies the healing power of Flash of Light and Holy Light, Useful in situations where there are lots of Paladin healers as well as the raid is taking lots of damage and needs additional heals. Blessing of Protection -Extremely useful blessing to cast on your allies if they manage to take aggro from you on fights. While allies have this Blessing active, they are no longer targeted by enemies, which can buy the Paladin tank times to regain aggro on them through taunting them or generating more threat.
Auras are passive buffs that only affect the Paladin tank and their group. Players may only have one Aura on them per Paladin at any one time.Alliance Human are the recommended race for Alliance Protection Paladin tanks due to the +5 Expertise provided by Mace Specialization and Sword Specialization causing a slight decrease to the chance of your attacks being dodged and parried.
This not only increases threat generation, but also slightly reduces enemy parry haste. Horde Blood Elf are the only races available for Horde Protection Paladin tanks. Human The main thing Humans have going for them is Mace Specialization and Sword Specialization which reduce the chance of your attacks being dodged or parried by enemies.
Perception can also be useful for spotting stealthed enemies, especially in The Shattered Halls, Dwarf
Find Treasure : Allows the dwarf to sense nearby treasure, making it appear on the minimap. Frost Resistance : Increases Frost Resistance by 10. Gun Specialization : Your chance to critically hit with Guns is increased by 1%. Stoneform : While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 10%. Lasts 8 sec.
Stoneform can serve as an additional emergency cooldown ability in situations where a Paladin tank may need some additional damage mitigation from the armor bonus, also useful for cleansing powerful bleed effects like Moroes ‘s Garrote and Nalorakk ‘s Lacerate.
Arcane Affinity : Enchanting skill increased by 10. Magic Resistance : All resistances increased by 5. Mana Tap : Reduces target’s mana by 50 and charges you with Arcane energy for 10 min. This effect stacks up to 3 times. Arcane Torrent : Silence all enemies within 8 yards for 2 sec. In addition, you gain 10 Mana for each Mana Tap charge currently affecting you. Paladin, Hunter, Priest, Mage, Warlock Arcane Torrent : Silence all enemies within 8 yards for 2 sec. In addition, you gain 10 Energy for each Mana Tap charge currently affecting you. Rogue
Mana Tap can be used as a very convenient pulling tool on mana users, Arcane Torrent can be useful in dungeons when needing to silence enemy spellcaster mobs while rounding them up. The holy tree is not very interesting outside of these two talents.
Improved Seal of Righteousness Improved Lay on Hands
The meat and bones of what makes Protection Paladin tanks powerful are in the Protection tree. The primary talents worth getting in the majority of Paladin tank builds are the following:The Retribution tree offers several talents that can improve a Paladin tank’s threat generation, survivability.
And utility. Some Paladin tank builds may spec deep into the Retribution tree for maximum threat generation, however, this comes at the expense of several talents in the Protection Tree that offer additional survivability.The spec shown below will get the job done for the majority of dungeon and raid tanking scenarios.
Some additional notes about the build:
Anticipation is useful when starting out in order to reach the Defense Cap of 490, however, with gear from future phases providing more Defense, this talent becomes slightly redundant, and points can be reallocated towards other talents that can further enhance survivability, utility, or threat generation.
The age old question asked repeatedly for the past 15 years – Aldors or Scryers? The Aldor Reputation GuideThe Scryers Reputation GuideFor Protection Paladins, the stat differences between the blue shoulder enchants for each faction are pretty marginal, with Scryers barely winning out on total avoidance.
The main differences between the factions come in the early game with regards to quest rewards and rep vendor items that can help you gear up much faster for tanking heroic dungeons and Phase 1 raids. In terms of rep gain, The Scryers tend to be easier faction to gain reputation with, so in that respect, Scryers are the superior option for those who want to get their shoulder enchants as fast as possible.
It is up to you to decide which of these factions will satisfy either your short-term or long-term itemization goals. The table below lists some of items, quest rewards, and enchants exclusively available to each faction.Below is an outline of the pros and cons of each mitigation shoulder enchant from Aldor & Scryers.Listed below are the three professions that provided the most utility and benefit for Protection Paladin tanks.
- Note that players may only have TWO professions at any given time, so it is up to the player to choose their professions.
- In general, the preferred professions for Paladin tanks are Engineering and Enchanting.Engineering provides a large amount of utility for Protection Paladin Tanks through the items exclusively available to engineers such as trinkets, goggles, and consumables.
Engineer-Only Gear: Engineering Consumables
Super Sapper Charge & Goblin Sapper Charge – Primarily useful for getting a large burst of threat when running into a large pack of mobs, allowing your caster DPS to instantly begin casting AoE abilities. Gnomish Flame Turret – Constant AoE threat generator, it’s best utilized on stacked groups of enemies. Mana Potion Injector – A fully charged Injector carried carries the equivalent of 20 Super Mana Potion, This effectively reduces taken by 20 Super Mana Potion from 4 stacks to a single stack, which can provide an excellent amount of utility when it comes to making room for other consumables and gear in the tank’s inventory. Tanks are notorious for carrying lots of items (Resistance sets, mitigation sets, threat sets, off-spec sets), so the space savings provided by this item can be especially useful.
The primary benefit of going Enchanting as a Paladin tank is having the ability to enchant rings with Enchant Ring – Spellpower or Enchant Ring – Stats, Enchant Ring – Spellpower is the preferrable ring enchant for Paladin tanks, as with both rings enchanted, this provides +24 Spellpower.
Paladin Tanks will be in high demand in dungeons, so it is possible to leverage having the right to keep and disenchant leftover loot, providing an additional source of income.Jewelcrafters gain access to a variety of trinkets and powerful gems that can give them an edge on threat generation and survivability.
Burning Crusade Classic Professions Overview : TBC Protection Paladin Tank Guide – Best Races, Professions, Builds – Burning Crusade Classic 2.5.1
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Are Holy Paladins good?
Holy Paladin in Dragonflight – Even with the introduction of a new talent system, Holy Paladin remains a top healer choice for any form of content. Holy Paladin will continue to bring extremely high damage, unique utility, an immunity, and very strong single-target healing. Divine Toll, a popular covenant choice throughout Shadowlands returns in the form of a new talent. Holy Shock has received many talents to increase its power and have the ability feel as strong as ever. Regardless of whether you prefer Mythic+, Arena, or even raiding, Holy Paladin will be one of the strongest healers. There are three main forms of end-game content.
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Is ret paladin good in TBC PVE?
TBC Retribution Paladin DPS Guide – Best Races, Professions, Builds – Burning Crusade Classic 2.5.1 Welcome to Wowhead’s Retribution Paladin DPS TBC Class Guide, updated for of Burning Crusade Classic! This guide will help you to improve as a DPS Retribution Paladin in all aspects of the game, improving your knowledge to face the hardest Dungeons and Raids from The Burning Crusade Classic.Throughout this guide, we will cover many different aspects to increase your Retribution Paladin expertise, including concepts like Retribution Paladin talents and talents builds, Retribution Paladin BiS gear choices, Retribution Paladin stat priorities, Retribution Paladin consumables, Retribution Paladin gems, Retribution Paladin enchants, among many other aspects of your class and specialization.
- Make sure to navigate to other pages of the guide to find more in-depth information, as each works as a knowledge hub for their subject.
- Our Retribution Paladin guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.
If you are interested in more in-depth Retribution Paladin guides for Phase 4, make sure to browse the Navigation Bar below, and our list of Guide Navigation just beneath the Table of Contents, OverviewLeveling (1-70)Starter GuideTalents & BuildsBiS GearRotation & AbilitiesStatsGems & EnchantsBuffs & ConsumablesAddonsMacrosPre-Patch BuildsPvPAbout the Author Hello! I am Terryn, I am a long time wow veteran, starting in 2004, and currently am the GM and offtank of on Mankrik Horde.
Single target blessings are now 10-minute duration up from 5. Greater Blessings are now 30-minute duration, up from 15. Vengeance has a longer duration, now lasting 30 seconds and has a 3 stack ramp up. Consecration ‘s spell power scaling has been improved drastically.
Overall, these changes are all quality of life changes that don’t have much actual impact on an individual fight. New abilities & talents
Seal of Blood / Seal of the Martyr : Deals holy damage on every melee swing based on your weapon damage, and damages you for 10% of the total damage dealt. The seal damage can be dodged, parried, blocked, and can miss based on physical roll. Its judgement deals holy damage equal to a portion of your weapon damage and dealing 33% of it to yourself. Currently, Seal of Blood does not have the delay that other seals have when dissipating, which means seal twisting FROM this seal is not possible Seal of Blood is available to alliance paladins as Seal of the Martyr Crusader Strike : Deals damage equal to a percentage of your weapon damage as physical damage. Refreshes all judgements on the target, including those from other paladins. Sanctified Seals prevents your seals from being dispelled in pvp as well as provides a small damage boost. Improved Seal of the Crusader : Provides a 3% crit buff to anyone attacking this target, providing an effective 3% crit buff to your entire raid. This is the main reason for bringing a retribution paladin. Improved Sanctity Aura : Provides a 2% damage boost to all your party members. This is just a small boost to provide to your immediate party members. Spiritual Attunement : gives you mana back when healed. Does not count overhealing, but its a way to recharge your mana and and makes you exceptionally strong on fights that you’re taking consistent aoe damage. Avenging Wrath : Gives us a damage cooldown. This % damage increase typically applies to everything, from your ability damage, to weapon damage procs, to even engineering bombs!
Overall these changes are massive. In terms of bringing Retribution up from being a meme spec in Classic to being actually competitive in TBC. JOTC is a massive boost to the utility of the paladin. The number one reason to bring a paladin is for Improved Seal of the Crusader, providing that strong 3% crit buff to the entire raid. This is a massive boost, making a retribution paladin an almost mandatory slot in the 25-man raids, along with being a very strong single target damage dealer. In 10 man, the ret paladin will fill a roll similar to warriors, in an off-tank role. The main handicaps a ret will face is they really need to be in the melee group to be effective. Windfury Totem is almost mandatory, scaling more so with a ret paladin than most due to seal twisting amongst other things. Due to the scarcity of these buffs in 10 mans, a ret paladin may find some issues in these groups. You can rest assured though that a ret slot is 100% secure in most 25-man raids. The ret paladin’s damage output is actually quite high, higher than some melee. This is a 3% crit bonus to anyone attacking the target effected by your Improved Seal of the Crusader, This is a 3% raid crit buff, so its rare to not have one ret paladin for this. In the 25 man raid scene, its typically the desire to have 3 paladin buffs available, and a Retribution Paladin is an excellent option for one of these slots. Seal Twisting Difficulty. Currently, Retribution Paladin has one of the more tedious rotations in seal twisting. Seal twisting is when you swap from one seal to another right before an auto attack. There is a delay on some seals that causes two to be active during the instant of an auto attack, which causes both seal procs to happen. Before, we were about to do this with every seal which enabled a 1/1 twisting rotation, weaving an ability between each twist which made things fairly strait forward. Now its been noted that Seal of Blood does NOT have this delay before dissipating, which means twisting can ONLY happen from Seal of Command -> Seal of Blood, This will feel, for lack of a better word, very “clunky” and will require a lot of attention as to when and where you are in the rotation. Unfortunately you’re a melee slot which means you’re going to get abused by boss mechanics through all of Tier 4 and Tier 5. From Cave ins, cleaves, whirlwinds, chasing a bird around a platform, and just being literally unable to hit a boss during periods of time. There is typically only one slot allocated for a retribution paladin. Their primary benefit is the 3% crit. If you have one, having another is just redundant, and it’s better to have another pure dps like a warlock or hunter. Your mana bar is your battery to use your Crusader Strike, twist, cast judgements, etc. You can maintain it through blessing of wisdom, judgement of wisdom, dark runes, and mana potions. AllianceHumans are the best for your personal dps, providing an extra 5 expertise (1.25% dodge avoidance). This is a stat you cannot cap on until Sunwell Plateau so its very important to take advantage of this. Draenaie are an option as they provide a 1% melee hit aura for their party members, but they definitely will have lower personal dps.HordeBlood Elves are the only race that can be Retribution Paladins, and are therefore your only option. Human 5 expertise while using a sword and mace is a 1.25% damage increase up until sunwell plateau when you can cap your expertise through gear. The reputation gain will also be very nice for early TBC when you’re trying to cap your reputations for key pieces of gear. Dwarf
Find Treasure : Allows the dwarf to sense nearby treasure, making it appear on the minimap. Frost Resistance : Increases Frost Resistance by 10. Gun Specialization : Your chance to critically hit with Guns is increased by 1%. Stoneform : While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 10%. Lasts 8 sec.
Dwarves are overall the worst of the 3 races for paladins, they do not gain any major boosts to damage through their racials, and if anything you will lose damage when you remove a dot that could damage you and provide you mana later. Draenei The main bonus of Draenei is the 1% hit aura for your party. They don’t exactly gain any other effects. Blood Elf
Arcane Affinity : Enchanting skill increased by 10. Magic Resistance : All resistances increased by 5. Mana Tap : Reduces target’s mana by 50 and charges you with Arcane energy for 10 min. This effect stacks up to 3 times. Arcane Torrent : Silence all enemies within 8 yards for 2 sec. In addition, you gain 10 Mana for each Mana Tap charge currently affecting you. Paladin, Hunter, Priest, Mage, Warlock Arcane Torrent : Silence all enemies within 8 yards for 2 sec. In addition, you gain 10 Energy for each Mana Tap charge currently affecting you. Rogue
Blood Elves are the only option for Paladins on Horde. They have a mana tap that on some encounters lets you get a quick 450 mana when used appropriately, and also provides an aoe. The silence can be incredibly powerful in PVP and in PVE Dungeons. The main / only talent you really worry about is Divine Strength, which gets you 10% more strength.
Any other talents are not taken because they detract from you getting other talents in the tree.There are two incredibly strong talents that you worry about, and one that is just handy. Precision provides 3% hit, dropping your hit requires from 9 to 6%. Blessing of Kings is a very important buff for ret paladins to grab, mostly because it’s important to have it available.
A handy buff is Guardian’s Favor, which decreases the cooldown of Blessing of Protection to 3 minutes and Blessing of Freedom to 21 seconds. This is handy in some PVE encounters (especially for saving braindead warlocks) and absolutely vital for PVP.
This is where the meat and potatoes of the Retribution Class. This is where all of your damage talents will reside, and you will be looking at many talents in this tree. This build is your general go to spec. Typically your holy paladin will pick up Improved Blessing of Might which lets you get 3/3 Crusade and 2/3 Pursuit of Justice,
This is your best spec when you’re running the trinity of 1 holy 1 prot 1 ret paladin, as this will allow your raid to have almost all buffs covered in some improved way. There is some situations where only running 2/3 Crusade for full 3/3 Pursuit of Justice but those situations are few and far between.
- You are otherwise grabbing all of the damage abilities from the Ret tree minus Improved Blessing of Might since you just don’t have the talent space for this.
- Blacksmithing, specifically swordsmith, is the #1 profession for paladins.
- You will want this for Lionheart Champion and later Lionheart Executioner, which will last you into Tier 6.
The skill is used almost completely for the weapon, so in Tier 6 (after you replace it) it’s possible to actually replace this at that point. There are a few items that are craftable in T6 and SWP so you may still want to keep this. This is typically your best 2ndary choice for raiding.
Super Sapper Charge, Goggles (in phase 2) and other engineering items are small boosts that you can use. This profession is useable through the entirety of TBC so it’s a hot commodity to have. Super Sapper Charge self damage can even be used as a way to get some mana back. Jewelcrafting has a few decent BOP crafted items in T6 and SWP, but before that, its primary use is gold making.
Leatherworking USED to be used for drums. You should have this as an option in case your melee group doesn’t have a drummer for the group. Outside of drums, theres some pre-bis gear from leatherworking, and various BOP crafted items through T5, T6, and SWP.
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