World of Warcraft 2008

World of Warcraft Daily Blog

World of Warcraft Paladin Hottest Tips – New Guide

Posted by worldofwarcraft2008 on January 19, 2008

Hello! My Paladin is up to level 46 now and I’ve got some thoughts.

In my opinion, Paladins are WoW’s jack of all trades. We tank and we heal. If a fight is going sour, we can stop our melee and shift into heal-mode, helping the group stay alive. Our buffs are amazing and incredibly helpful. A group can never, repeat, NEVER have too many Paladins. More Paladins in a group means more variety and more backup. The only downside is our lack of a ranged attack. Paladins are not good pullers, hence the “Paladin-pull” (pulling an enemy by having it aggro on you from nearly-max range). If it really bothers you, make friends with an engineer (or become one) and keep a steady supply of EZ Throw Dynamite on hand. You can also get the highest Holy Talent and get a ranged attack. Not my preference but you may wish to do so.

Seals and Judging

wow palading guide freeI can’t count the number of times I’ve grouped with Paladins who don’t judge. WHY NOT? The only excuse is that you’re the healer and need to conserve your mana for heals. Otherwise, judge like it’s your job!
Why? Because it is! Judge with Light if you want the tank to gain some life back. Judge with Wisdom if you think someone needs mana.
Judge with Justice to keep the enemy from fleeing if that’s a problem.
Judge with Righteousness if you want an extra hit of damage. Judge with Crusader if you’re going to use Holy damage. Use the appropriate judgment depending on the situation but for goodness sake JUDGE.

Tricks

In my opinion, Paladins have 3 unique tricks they can use to get out of trouble: Blessing of Protection (BoP), Divine Protection/Shield and Lay on Hands (loh). The first is only good against physical damage so use it appropriately. The second is good for all damage. The last is your lifeline. I use them in the order listed. When soloing, you should be able to tell whether you can win the fight or not. That is, know when to run and don’t be afraid to do so. These tricks (and maybe a potion) will keep you alive when others would die. If used correctly, you should not die very often at all.

In groups, I save them for bad times. If a caster is getting hit badly by a melee enemy, I try to put up the BoP on them and give the healer (or me) that extra time to save the caster. The Divine Protection/Shield is good if you don’t think you’re going to get that heal in time. Loh is your last ditch. Due to the cooldown on it, save it for when you need it. Also, be aware that BoP will often reset a melee enemy’s aggro or hate, shifting it around to someone new. Be prepared.

When you put up Divine Protection/Shield on yourself, use that time to either heal (if you think you will win the fight, either by spell or First Aid) or run. Those are your choices.

Higher levels of loh give you mana back. If you’re out of mana and running out of health, loh will give you some mana to work with if you use it. Very helpful if things aren’t going well.

Grouping Notes

Use your Blessings and Seals. I’ve grouped with Paladins who don’t do this. Why are they in the group if they’re not making full use of their abilities to the group’s benefit? Honestly, Bless, Seal, Judge, do your job as a Paladin and provide as much aid as you can.

Bless yourself first then everyone else. That way, when your Blessings starts flashing you know you need to re-bless the entire group.

Blessings: Get more than one or two and keep them up to date.
There’s nothing more frustrating than grouping with other Paladins and learning they don’t have any variety to offer. A rare occurrence but one easily avoided.

Seals: If there are other Paladins in the group, talk with each other and decide who is sealing with what. 2 or 3 different seals on a single enemy make a world of difference.

Auras: Same note as with Blessings. Get more than just Devotion and Retribution. If you’re not the highest Paladin in the group, your level of those auras may not be the highest. Variety!

Aggro/Hate: Paladins can tank very well. While it may be difficult to hold the enemy’s attention, especially against red-con enemies or higher, it can be done. Don’t forget you can use Seal of Fury to help you gain aggro/hate and Blessing of Salvation to help party members *not* gain aggro/hate. Varying combinations of those will serve you well.

Paladin as the Healer
I’m not a fan of being the healer in a group but I’ve done it successfully. Know your limits and watch your mana. Running out of mana is the worst thing that can happen. In my opinion, Paladins are excellent backup healers or great for groups that may not need much constant healing and attention.

Paladins vs. the Undead

Learn it, love it, live it if you can. Exorcism gives you a lot of extra damage, not to mention an instant ranged attack. (This is the only time some Paladins will have a ranged attack!) You can make them flee if you get too many (Turn Undead). You can sense them on your mini-map. Whenever I get to slaying undead scum, my heart goes warm, my Exorcisms start flying and I think that it doesn’t get much better than this. Because it doesn’t.

Enemies That Flee

Judge with Justice, stun or be prepared to give chase. In crowded areas where chasing is ill-advised, I highly recommend judging with Justice. Terribly effective.

Which Blessing should I use?

Use the one that works best for you. No easy answer here. If you run out of mana, use Wisdom. If you like damage, use Might. If you don’t like damage, use Salvation (if you have it). Experiment and see which you prefer. There is no “best” Blessing.

Which Aura should I use?

See the notes on Blessing choice. Seriously, experiment and see what works. Do you like the extra armor and absorption from Defiance or the extra damage from Retribution? Are you going up against a caster so that a resistance aura might help?

Which Seal should I use? What should I judge?

Unlike the previous two, this one has some guidelines. If you have Command, know that it is more effective with a slow 2h weapon than a faster 1h weapon. Why? It’s set to have a certain number of procs per minute so more hits do not equate to more procs. I don’t think (though I’m not positive here so maybe someone can confirm) Righteousness has this limitation. Hence, if correct, Righteousness would be better suited for 1h weapons.

That being said, experiment with your Seals while soloing. Figure out whether you like the stable added speed and damage of Crusader or the random bursts of extra damage from Command. Do you like the healing of Light or need the mana from Wisdom? Most Paladins stick with Crusader, me included, but the other choices are very viable and just as useful and strong. Figure out which one(s) you prefer.

Should I use a 1h weapon or 2h weapon?

2h weapons have a higher dps and kill faster than 1h weapons. With 1h weapons you get the added bonuses and armor of a shield, plus you can block. You also get extra hits such that if you judge with Light or Wisdom you get extra procs. Again, I hate to say it but there’s no good answer here, it comes down to preference. One suggestion has 1h weapon/shield more suited to grouping than 2h weapons but I personally have not followed this suggestion nor found it necessary. I find the extra damage and aggro (hate)-generation of a 2h weapon, if and when it connects, makes up for the speed of a 1h weapon. That’s my opinion and this is easily a topic on which other Paladins and tanks may disagree.

I’ve experimented with both in my leveling. I used a 1h sword/shield for a long time until I decided that 2h weapons suit me and my style much better. I found that I preferred the faster killing and higher damage. That’s me. You may prefer the bonuses, armor and extra judgment procs of a 1h weapon. Try both.

One thing to be aware of here is that misses on a 2h weapon will hurt A LOT more than with 1h weapons. I’ve had my 2h weapon miss 3 times in a row and been there ready to hit the table in frustration. With a 1h weapon, your swing speed is so much faster that a few misses don’t hurt nearly as much. Just another difference between the two.

Also, don’t forget the 20th season Paladin quest that ends with Verigan’s Fist, a *very nice* 2h mace. Use Verigan’s and love it.
Post-Verigan’s is a trying time as you search for something half-decent with which to replace your friend. There’s a quest in Stranglethorn Vale (second in a short line) that yields a 30 dps shovel as a reward, the Blue Crystal quest. You will need high level friends or a high level group to complete the quest but it’s worth it.
The shovel, while certainly not stylish, is an inexpensive option after Verigan’s.

Which Talent line should I invest in?

This choice depends *entirely* on play style. If you use a shield, go for the shield-oriented talents in the Protection line. Otherwise, look over the talents and see what catches your eye. I do recommend that you plan out your talents well in advance. This will help keep you from having to pay to reset them multiple times. This is also especially helpful if you decide to switch your talents and try other options later in the game.

I do want to comment on a few particular talents that I’ve used. Be aware that as a Retribution/Protection Paladin, I have no experience with the Holy line. Zip, zilch, nada. As such, I won’t comment on any of the talents there. Likewise, since I don’t have the shield talents and don’t use a shield, I won’t comment on those. Please do not take their exclusion to mean I dislike them or do not recommend them. I simply have no experience with them and no basis from which to provide an informed opinion.

Blessing of Sanctuary: The damage reduction is taken off the top.
That is, the game subtracts the amount before checking armor absorption and the like. Hence, it’s not entirely as effective as one might hope. Still, I definitely notice that I take less damage with this Blessing and use it as my main Blessing. If you think you might like it, give it a shot. It’s only an 11-point investment in the Protection line so it’s very accessible.

Seal of Command: This one is also accessible, being only an 11-point investment in the Retribution line. Especially worth experimenting with if you use a 2h weapon.

Vengeance: This one is just gravy. After I get a critical hit, my base weapon damage goes up 15% (at 5 points) for 8 seconds. I wouldn’t purposefully go down the Retribution line to get this talent but if you’re going for Blessing of Kings (BoK) and/or Consecration you might as well get this on the way.

Consecration: This talent is more fun than damaging. The damage isn’t very high but the mana cost is. I only use this in certain situations. If I’m in a group and want to have all the enemies in a pull attack me to start with, I’ll drop Consecration. Otherwise, it’s simply not worth it. The most damage I ever had it do was when a small group I was in got a really bad pull and 3 of us ended up fighting around 7-12 yellow enemies. I kept dropping Consecration, holding aggro (hate) and tanking, while the Priest kept me alive.
That was the only time Consecration did enough damage to be worth the high mana cost. (Plus I knew I wouldn’t be healing myself so my mana was only good for Seals and Judging otherwise.)

Armor Stats

One other division in Paladin styles lie in your first choice for armor stats. Some Paladins go strength-heavy while others try for stamina-heavy. Personal choice. Regardless, I recommend str/sta as your first consideration, with intellect following, then agility and lastly spirit. Know that 1 sta = 10 health; 7 str = 1 dps; and 1 int = 15 mana. There’s not much to say here other than try to keep your armor relatively up to date.

Weapon Stats

Same considerations apply EXCEPT the first thing you should look at is the dps of the weapon. If you’re using a 15 dps weapon with 7 sta and can choose to switch to a 16.5 dps with 4 int, do it. Damage is King.
Factor in the other bonuses (i.e. is 1.5 dps worth losing 70 life?) but remember that your damage is what keeps you going. Especially don’t forget to factor in the extra dps given by +str. A 15 dps weapon with 11 str will have better damage than a 16.5 dps weapon with no str.

KEEP YOUR WEAPON UP TO DATE ABOVE ALL. If you can reasonably upgrade your weapon, do it. Maybe not every level but certainly every few.
Every now and then I see a Paladin using a green (uncommon) weapon that is 4 or more levels below him/her and I think to myself: “Boy does that Paladin need to upgrade his/her weapon.”

Playing a Paladin from day one, I cannot imagine playing another class. Paladins are incredibly versatile and very strong in the right circumstances. I was serious before when I said that a group cannot have too many Paladins. The versatility, buffs and support a Paladin brings to the table are unparalleled. While we are not the “overpowered” class that some suppose us to be, we are certainly strong and very capable.

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Paladin Healing Gear - Progression Guide

Posted by worldofwarcraft2008 on January 18, 2008

This section is intended as a simple gear guide for level 68-70 holy paladins. This guide is intended to help you get gear needed to run heroic instances and then Karazhan.

paladin healing gear

While most holy paladins usually lust after the purple judgment set you will find that most of the purple judgment set drops in heroic instances. If you don’t have a decent healing bonus you wont be able to heal for the heroic instances where it drops. I started out going for plate only for my healing gear but I found myself waiting a long time for my items to drop and my healing bonus suffered because of it. While I don’t recommend becoming a full clothing you can use some cloth, leather and mail to hold you over until you finally get your plate item. That being said look over the items below and try not to shun the non-plate ones.
Weapons

The Essence Focuser
Binds when equipped
Main Hand Mace
35 - 113 Damage Speed 1.80
(41.4 damage per second)
Durability 90 / 90
Requires Level 70
Equip: Increases healing done by spells and effects by up to 227.
Equip: Restores 11 mana per 5 sec.
Item Level 115
Hammer of the Penitent
Binds when picked up
MaceMain Hand
Speed 1.8035 - 113 Damage
(41.4 damage per second)
+16 Intellect
+13 Spirit
Durability 90 / 90
Requires Level 70
Equip: Increases healing done by spells and effects by up to 227.
Equip: Restores 6 mana per 5 sec.
Gavel of Pure LightBinds when picked up
Unique
Main Hand Mace
32 - 125 Damage Speed 1.90
(41.5 damage per second)
+12 Stamina
+12 Intellect
Durability 105 / 105
Requires Level 70
Requires The Sha’tar - Exalted
Equip: Increases healing done by spells and effects by up to 299.
Equip: Restores 8 mana per 5 sec

Helm

X-52
Technician’s Helm
Binds when picked up
Head Plate
875 Armor
+16 Strength
+36 Stamina
+16 Intellect
Durability 80 / 80
Equip: Increases defense rating by +16 (6. 8)
Equip: Increases damage and healing done by magical spells and effects
by up to 36.
Equip: Restores 6 mana per 5 sec.
Item Level 106
Mask
of Penance
Binds when picked up
Head Plate
922 Armor
+27 Stamina
+30 Intellect
Durability 80 / 80
Requires Level 68
Equip: Increases healing done by spells and
effects by up to 66.
Equip: Restores 10 mana per 5 sec.
Item Level 112
Helmet
of the Steadfast Champion
Binds when picked up
Head Plate
1129 Armor
+36 Stamina
+24 Intellect
Meta Socket
Yellow Socket
Socket Bonus: 2 mana per 5 sec.
Durability 100 / 100
Requires Level 70
Equip: Increases healing done by spells and
effects by up to 70.
Equip: Restores 10 mana per 5 sec.
Item Level 110

Shields

Crystal Pulse Shield
Binds when equipped
Off Hand Shield
3711 Armor
83 Block
+24 Intellect
Durability 100 / 100
Requires Level 69
Equip: Increases healing done by spells and effects by up to 35.
Equip: Restores 6 mana per 5 sec.
Item Level 112
Light-Bearer’s Faith ShieldBinds when picked up
Off Hand Shield
4668 Armor
115 Block
+21 Stamina
+22 Intellect
Durability 120 / 120
Requires Level 70
Equip: Increases healing done by spells and effects by up to 55.

I’d recommend just buying the Crystal Pulse Shield and The Essence focuser once you reach 69 and 70 respectively. Waiting for them to drop wont make you a better healer anytime soon so it is best to be the best healer you can be now. It makes it easier on both you and your group. If you have a profession that makes enough gold you can simply forgo the The Essence Focuser and search for a blacksmith that can make Hand of Eternity. If you get attuned for Karazhan quickly and have at least 1000 healing you may get a chance at looting a better mace but don’t count on it.

Assuming you didn’t buy the Hand of Eternity, the other path to take is run with Crystal Pulse Shield and The Essence focuser until the Hammer of the Penitent drops from Mechano-Lord Capacitus in The Mechanar. Unless you are really lucky at getting the drop you may be revered with the Sha’tar by then. Once you hit revered with the Sha’tar start running heroic Mechanar once a day for the easy badges and the reputation for the Sha’tar (keep running Tempest Keep instances in normal mode too). Once you reach exalted it is time to grab the Gavel of Pure Light and slap the +81 healing enchant on it. This weapon will serve you well into healing many more heroics and Karazhan. With the badges you have farmed from running heroics buy the Light-Bearer’s Faith Shield (I was initially worried about the lack of mana per 5 but the stamina and extra healing bonus is worth it, not to mention the huge increase in armor and block) or keep saving for Helmet of the Steadfast Champion.

Shoulders

Hallowed Pauldrons
Binds when picked up
Shoulders Cloth
117 Armor
+10 Stamina
+17 Intellect
+20 Spirit
Red Socket
Blue Socket
Socket Bonus: +3 Intellect
Durability: 50 / 50
Requires Level 70
Equip: Increases healing done by spells and effects by up to 42.
Vestia’s Pauldrons of Inner Grace
Binds when picked up
ShouldersCloth
117 Armor
+24 Stamina
+25 Intellect
Durability: 50 / 50
Requires Level 70
Equip: Increases healing done by spells and effects by up to 48.
Equip: Restores 8 mana per 5 sec.
Justice Bearer’s Pauldrons
Binds when picked up
ShouldersPlate
873 Armor
+25 Stamina
+25 Intellect
Durability: 80 / 80
Requires Level 70
Equip: Restores 7 mana per 5 sec.
Equip: Increases healing done by spells and effects by up to 55.

Hallowed Pauldrons has been added at the suggestion of Boburt on Akama.

Chest

Void Slayer’s Tunic
Binds when picked up
ChestMail
619 Armor
+31 Stamina
+21 Intellect
Durability: 120 / 120
Equip: Increases healing done by spells and effects by up to 88.
Equip: Restores 8 mana per 5 sec.
Breastplate of Many GracesBinds when picked up
ChestPlate
1135 Armor
+40 Stamina
+28 Intellect
Durability: 135 / 135
Requires Level 68
Equip: Increases healing done by spells and effects by up to 62.
Equip: Restores 11 mana per 5 sec.

Void Slayer’s Tunic is pretty easy to get. Just do a 3 step quest and you have it. Breastplate of Many Graces on the other hand has a terrible drop rate is Shadow Labs. Whether you get Breastplate of Many Graces or not the Void Slayer’s Tunic will help until you get it.

Hands

Fathomheart GauntletsBinds when picked up
HandMail
407 Armor
+24 Stamina
+25 Intellect
Durability: 40 / 40
Requires Level 70
Equip: Restores 7 mana per 5 sec.
Equip: Increases healing done by spells and effects by up to 55.
Life Bearer’s GauntletsBinds when picked up
HandPlate
728 Armor
+23 Stamina
+25 Intellect
Durability: 45 / 45
Requires Level 70
Equip: Improves spell critical strike rating by 18.
Equip: Increases healing done by spells and effects by up to 55.

Fathomheart Gauntlets are very nice. The only down side is that they are mail and don’t offer a spell crit bonus. The upside is they drop from regular mode The Steamvault which makes them easy to get. The Life Bearer’s Gauntlets are very nice but they drop from heroic Ramparts. The Ramparts in heroic mode is fairly easy when you are geared but it is a challenge without so you may need to go for the Fathomheart Gauntlets.

Legs

Consortium Plated Legguards
Binds when picked up
LegsPlate
866 Armor
+23 Intellect
Red Socket
Yellow Socket
Blue Socket
Socket Bonus: +9 Healing
Durability: 100 / 100
Equip: Increases healing done by spells and effects by up to 51.
Equip: Restores 9 mana per 5 sec.

Consortium Plated Legguards are obtained through a quest. They are easy to get and will last until better legs drop in Karazhan.

Bracers, Boots and Waist

Veteran’s Ornamented BracersBinds when picked up
WristPlate
693 Armor
+25 Stamina
+14 Intellect
Yellow Socket
Socket Bonus: +2 Resilience Rating
Durability: 55 / 55
Requires Level 70
Equip: Improves spell critical strike rating by 16.
Equip: Improves your resilience rating by 15.
Equip: Increases healing done by spells and effects by up to 42.
Veteran’s Ornamented GreavesBinds when picked up
FeetPlate
1172 Armor
+39 Stamina
+27 Intellect
Durability: 75 / 75
Requires Level 70
Equip: Improves spell critical strike rating by 27.
Equip: Improves your resilience rating by 26.
Equip: Increases healing done by spells and effects by up to 59.
Veteran’s Ornamented BeltBinds when picked up
WaistPlate
959 Armor
+39 Stamina
+27 Intellect
Durability: 55 / 55
Requires Level 70
Equip: Improves spell critical strike rating by 27.
Equip: Improves your resilience rating by 26.
Equip: Increases healing done by spells and effects by up to 59.

The pvp Veteran’s gear was introduced in June 2007 and it is sexy. You will find that it is comparable to, if not better, than Karazhan gear.

Rings

Cosmic LifebandBinds when picked up
Unique
Finger
Requires Level 70
Equip: Increases healing done by spells and effects by up to 57.
Equip: Restores 7 mana per 5 sec
Ring of Convalescence
Binds when picked up
Unique
Finger
+15 Intellect
Requires Honor Hold - Revered
Requires Level 70
Equip: Increases healing done by spells and effects by up to 57.
Equip: Restores 4 mana per 5 sec.

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