Сильные стороны Паладина
- Возможность лечить, даже под атакой.
- Разнообразные и полезные баффы - для себя и других..
- Возможность снятия заклятий, проклятий и прочей магической гадости с себя и других.
- При необходимости можно быть на острие атаки - 'танковать'.
- Имеет лучшие(что не означает самые быстрые) средства для соло игры - по сравнению со всеми другими классами
Слабые стороны Паладина
- Не имеет дальней атаки - по крайней мере как базового скилла.
- Однако имеются различные пути преодоления этого. Тринкеты, такие, как Linken's Boomerang (награда за серию квестов в Un'Goro), профессия engineering для гранат,прочие тринкеты дальнего действия, EZ-Thro Dynamite от инженерии или штуки типа Magic Candles. Так же талант пападина Holy Shock имеет радиус действия 20 ярдов. Holy Shock имеет кулдаун 30 секунд, и с патча 1.9 уменьшенное количество маны на каст. Holy Shock скорее всего лучшее средство для пулла, во всяком случае динамит имеет эффект AoE,а Holy Shockом можно пуллить единичного моба. Exorcism и Holy Wrath так же могут быть использованы для пулла\дальней атаки, но только против андедов и демонов. Эта группа спеллов - лучшая из имеющихся паладинов по количеству наносимого урона, так что их использование крайне приветствуется. Лучше всего применять их в зонах типа Duskwood и Desolace, где встречается большое количество андедов и демонов. Для тех, кто любит PvP, запомните: Ордынская "нежить" - Forsakenы, не совсем андеды, так что эта группа спеллов на них совсем не работает.
- Ну и напоследок можно упомянуть об Hammer of Wrath. Этот спелл работает как дальняя атака только если у противника осталось 20 или менее процентов здоровья. Первый ранг этого спелла учится на 44 уровне.
- Живучесть паладина напрямую зависит от количества его маны. Любите, оберегайте, приумножайте её. Будте благодарны разработчикам - они придумали множество разнообразных способов по поддержанию достаточного количества маны самостоятельно, без питья: Blessing of Wisdom, Seal of Wisdom и Judgement of Wisdom. Так же, на последних уровнях появится армор +2-25мана/5сек.
- Некоторые спеллы имеют долгий или ОЧЕНЬ ДОЛГИЙ кулдаун Это означает, что они могут быть использованы только один раз за весь инстанс, или один раз за весь бой. Вот они: Divine Protection (5 минут), Divine Shield (5 минут), Divine Favor (2 минуты), Blessing of Protection (5 минут, 3 с талантом), Lay on Hands (1 час, 40 минут с талантом) и Repentance (60 секунд). Это - тяжелое стратегическое оружие паладина или даже всей группы. Используйте его с умом.
- Паладины очень чувствительны ко всему, что прерывает спеллы. Чаще всего смерть происходит из-за прерывания Holy Light. 30 и менее процентов здоровья в любой стадии боя - скроейший путь на кладбище ! Следите за своим XP ! Если во время боя надо вылечиться долгим-долгим Holy Light - рекомендуется включить Concentration Aura, чтобы уменьшить шанс прерывания хила на 35%. Это может спасти жизнь !
- Когда враг отбегает, паладин имеет ограниченные возможности по нанесению повреждений оружием дальнего боя изза неспособности собственно это оружие носить. Однако кое-что имеется. Имеется Hammer of Wrath/Hammer of Justice с длинными кулдаунами. Также мы не имеем никаких замедляющих спеллов, таких как Hamstring у Warriorа
What stats affect my damage the most?
There are two basic stats that are important for a paladins DPS. Those two are attack power (AP) and +spell damage. And then melee/spell crit as appropriate per ability.
Seal of Command does its holy damage based on what your weapon output is, which means you will get rough 1.7 times the damage out of AP, which will raise both your normal weapon damage and your Command proc. Seal of Command does have a +spell power coefficient (29%), but if you are a retribution paladin, then you will most likely want to forgo large amounts of +spell power for AP and melee crit. Judgement of Command and Righteousness both benefit from +spell power a lot more (43% and 50%, respectively) so if you plan to be judging either a lot, you may want to pick up a little +spell power.
As a holy paladin, you will want to go straight +spell power. Even if you use Seal of Command, the fact that +spell power will add onto every damage ability that you have will benefit you more overall than AP.
Spelldamage coefficients and ability crit types are listed here.
Basic Solo Strategies
This is not a complete list of Auras, Blessings, or Seals. It is limited to those what best improve solo play for any Paladin. The strategy put forth here is to reduce downtime to a minimum by maintaining a healthy amount of mana. The focus therefor is to balance the output of damage with the need to move to the next mob without stopping.
Always make sure you activate an aura appropriate to your situation. Change as the situation calls for because it's instant and cost no mana. The protection auras can be replaced with potions from Alchemy.
- Devotion Aura
- Early on this is all you have. Mostly useful in groups after other auras become available.
- Retribution Aura
- While soloing this will be the primary aura to maintain, it works especially well on fast hitting mobs.
- Available at 16th level.
- Concentration Aura
- Switch to this aura when you need to heal. This is especially important if you do not have the talent Spiritual Focus. Combined it with the talent and there will be very few effects that will interrupt your healing.
- Available at 22nd level.
- Sanctity Aura
- Only available through talents. Switch to this talent before using any Holy effect like, Exorcism, Holy Shock, or judgement to increase the damage.
Make sure you always have a blessing active. The 5 minute timer is easy to overlook. At higher levels you can use Greater Blessings for 15 minute buffs but they have a components cost. Remember that it is an instant cast, so even if you're in combat you can use go ahead and bless yourself.
- Blessing of Wisdom
- A Paladin lives and dies by his mana pool so it is wise to regenerate mana however possible. Maintaining your mana will allow moving on from fight to fight with little to no downtime.
- Blessing of Might
- This will increase your DPS. While nice it may not reduce the length of the combat significantly.
- Blessing of Kings
- Available only by talent purchase. Increases all your stats by 10%. This will not significantly reduce the time of your combats.
- Blessing of Sanctuary
- Available only by talent purchase. If your taking a pounding from multiple targets this may increase your survivability. However if your in such a situation you should be looking for an escape.
Seals & Judgements
Seals are self-buffs which boost the Paladin's power temporarily. Effectively, they add a weapon proc to their melee strikes. Additionally, Paladins can judge these seals upon an enemy which either applies an instant effect; usually damage; or provides an permanent effect as long as the Paladin continues to hit the target. Permanent effects can benefit more than just the Paladin. For more detailed information see Seals section under Paladin.
- Seal of Righteousness
- By itself if provides X amount of additional Holy damage per hit based on weapon speed.
- when judged it does instant X holy damage to the target.
- Your first seal.
- Seal of Wisdom
- By itself it provides a chance of returning X amount mana per hit.
- When judged it provides a smaller amount of mana per hit.
- When judged any member of the party doing damage to the target has a chance to receive mana.
- Not available until 38th.
- Seal of Light
- By itself it provides a chance of returning X amount health per hit.
- When judged it provides a smaller amount of health per hit.
- When judged any member of the party doing damage to the target has a chance to receive health.
- Not available until 30th.
- Seal of Justice
- By itself it provides a chance of stunning the target. There is a maximum number of times this will happen.
- When judged it prevents the mob from fleeing when it has low health. This is best used to prevent humanoid mobs from running back to get friends or aggro similar mobs.
- Not available until 22nd
- Seal of the Crusader
- By itself it increases weapon speed while reducing attack power. It slightly raises dps.
- Very useful for raising proficiency with a new weapon.
- When judged it increases the amount of Holy damage the mob takes from any source.
- Not available until 6th level.
- Seal of Command
- By itself it provides a chance to deal additional Holy damage equal to 70% of the damage of the attack.
- Is only available by Talent purchase in the Retribution tree, earliest is 20th level.
- When judged does X to X amount of damage, more if the target is already stunned.
Seal and Blessing Sequencing
- Some of these sequences are talent independent (Mana and Health Conservation), while others are designed for Retribution-spec paladins. There are a few quality addons that can aid in sequencing, "Supercast" being one of them.
- Mana Conservation - Once judged with Seal of Wisdom each hit to the judged target grants up to +59 mana to the attacker. In conjunction with Seal of Wisdom active on the paladin, he/she can generate +59+90 mana per hit. In addition, Blessing of Wisdom can generate +33/tick. With a fast 1h weapon a paladin can generate up to 149+149+33 ~= +333 mana per tick. And that does not take into consideration the Improved Blessing of Wisdom talent or mana regen gear (mana/5). The Concentration Aura helps to ensure you get that heal off in time.
- Mana Conservation 2 - Or, alternatively, increase your weapon speed (and the amount of mana you get from your Judgement of Wisdom) by casting Seal of the Crusader.
- Health Conservation - Once judged with Seal of Light, each hit to judged target grants +61 health to the attacker. In conjunction with Seal of Light active on the paladin, he/she can generate +61+94 health per hit to the paladin. Blessing of Light augments the paladin's healing spells. A paladin can generate 155 health per hit. The Concentration Aura helps to ensure you get that heal off in time.
- 2H "Damage" Sequence - This sequence is truly for a Retribution-spec paladin, due to the use of Sanctity Aura and Seal of Command. While utilizing a damage sequence, it's important to pay attention to the current seal timer. One should judge the seal just before the timer expires to get full benefit of the seal and its Judgement. The sequence below also takes into consideration the bonus to damage one gets if your target is stunned.
- 1H "Damage" Sequence
Seal of Command and weapon choice
The way Seal of Command's damage is calculated can make some weapons more suitable for a Paladin than for other classes. To understand how this extra-damage stacks on top of simple (aka white) damage check the compendium of the best Paladin's weapons.
For PvP combat, be careful when fighting classes capable of dispelling 'magic' effects. These are most notably priests and shamans. A shaman purging you will remove two beneficial magic effects (normally your current blessing and a seal). If you are inattentive, you can be caught without these on, and a much easier kill.
Use Holy Light early and often. Once you have Spiritual Focus and can heal fairly fast in combat, make sure you still heal early so as not to get caught in a situation where you simply can't heal fast enough.
If you do manage to get caught in that situation, (We all do sometimes... it sucks!), there are several ways out of it. If you are fighting just one target, you can use Hammer of Justice to stun it. The length of this stun is variable depending on the rank you are using, but it will always allow you to get at least one heal off. If you are fighting multiple targets, then you can use Divine Shield/Divine Protection, whichever you have. Again the length varies with the rank, but you should be able to get at least one heal off with it. Keep in mind though, that these two shields are best used when you are out of mana. If you can, use all your mana healing with spiritual focus, and then use your shield and bandage yourself. You do know first aid, right? Also, by the time the shield wears off, if you had blessing of wisdom on yourself, you should now have enough mana to heal yourself again. The second to last ability, blessing of protection, protects you only from physical attacks. This can be used to apply a second bandage, if you are only fighting melee enemies, and if you have not used another shield or bandage on yourself in the past minute. Try and space your use of these shields out.
The last thing to be mentioned here is lay on hands, which of course, is a full heal that drains all your mana. This is always best used as a last ditch effort: The second wind, as it were. Also, later ranks in the spell will give the target some mana back, which makes it even more useful when you get worn down.
Don't worry so much about DPS as how long you can stay alive. If you get into a sticky situation, and keep hitting something for 4 DPS over the course of 3-4 minutes it will die. The counter to this is that if you cannot keep yourself healed, you better run because that is your strongest ability.
When it becomes available Blessing of Light significantly increases the mana effectiveness of the paladin healing spells Holy Light and Flash of Light. Flash of Light is more mana efficient than Holy Light and is a shorter cast; use early and often.
Basic Partying Strategies
You will have two roles in a party: healer and tank. One of these will come first and one second, depending on the makeup of your party. Make sure you (and others) are aware of your role from the outset to avoid problems later. Normally, if no priest is in your party you will be healing while trying to keep aggro off the 'weaker' party members.
If you are tanking, you should probably always have righteous fury on - it is always better for a paladin to get aggro instead of the squishies in case the warrior drops. Begin the fight, and when the mobs get to you, use consecrate at least once. Consecration is your friend. It's also the friend of all those AoE addict mages and warlocks out there. Just make sure they don't start AoEing until your consecration has been going for a few seconds, and keep casting it as they keep AoEing. And make sure you have righteous fury on. If you start getting low on mana, this technique is mana intensive, then begin the fight with seal/blessing of wisdom and keep using them throughout the fight. It will help to keep your mana up.
Also note when someone in your group uses crowd control. Consecrate is notorious for breaking all kinds of crowd control - if you can avoid using it around sheep, mobs on ice, shackled undead, then don't. If you are the only possible tank in the group, then it is better that the group allow some room between the mobs that are getting CCed and where you grab aggro. And if your group is using hunter traps, or wyverns stings, or the crowd control tends to break early, you should probably save holy shock for getting aggro when the newly freed mob goes straight for your squishes.
While you can keep a party member alive simply by healing them and not pulling any aggro off them, this is not to say they will be just as effective. Prime examples of this are mages: Their DPS will drop if their casting is being hampered by being hit. Their DPS will be much higher if they can get off their spells at maximum speed while you tank.
Buff everyone in your party to their best advantage. Ask your party what blessings they would like. You will be loved. The party will most likely be better as a result of each member being given the blesses they prefer and like to work with best. If another pally is in the group, talk with him and the rest of the group that way all members have 2 blesses that they like. You will be loved. Same sort of thing for multiple pallies and auras. You will be loved.
Also, if there is more than one paladin in the group, make sure you use your judgements and seals in concert, and do your best to all judge the same mob. Decide early which paladin (or other player) will be the one that the others assist. One possible combination for three paladins:
- Judgement of Justice, Seal of Justice (prevent fleeing, give stun chance)
- Judgement of the Crusader, Seal of Righteousness or of Command (maximum Holy damage)
If the mob being attacked gets cowardly and tends to flee when he finds out that he won't outlast the player characters, the first one is indispensable. For maximum damage, the second one is very good, but that's all it's good for.
If it's only one mob, and that a boss, if you're most concerned about simply making it out alive, all paladins in the group should use the Seal of Justice. This may cause the stun to stack so that he may never recover from it, if the hit rate and the stun rate is good enough. Even in this case, there should be at least two different judgements on him.
Use auras that provide the best benefit to the party, not just to you. Retribution is probably better used when all of the party already has pretty good defense, because the differential won't be that significant. However, when in a group of squishies, especially if they have a tendency to generate aggro, Devotion should be best because that extra armor may just nearly double their defense capability and keep them alive a considerable amount longer. Concentration may be one that is least used, and should never be chosen if there is only one paladin in a group.
Pay attention to your party members health. Make sure you heal them when they need it, or you may be resurrecting more often than you might want to. Also, the death of one party member may lead to a higher probability of a wipe.
As a paladin, most of our increased healing power comes through +healing items and enchantments, as well as a good chunk of damage coming from +spell power. Just for general information, here is a list of enchantments that are useful to us:
- Hands - +30 Healing
- Head - +10 Stamina, +7 Defense and +24 Healing (ZG)
- Legs - +10 Stamina, +7 Defense and +24 Healing (ZG)
- Shoulder - +33 Healing - Exalted - Zandalar Tribe (ZG)
- Weapon - +55 Healing
- Weapon - +30 Spell power
- Bracers - +5 mana/second
The ultimate PVP build is holy tree to divine favor, protection tree to repentance. Get 300 first aid, you will need it in certain matchups. It cost like 20g but trust me it is worth it. Paladins don't realize is the 20 yard stun in protection tree > any skill you can possibly have in retribution tree. You see the second stun (Repentance) is invaluable both in dueling and real PVP. It is very hard to escape from someone with two ranged stuns. Whatever little extra damage you do via retribution tree, doesn't do you any good when you get kited. The 20 yard stun makes ALL THE DIFFERENCE IN THE WORLD versus ranged classes. It also gives you yet another way to get guaranteed healing. When you are using first aid while you immune, and divine favor + illuminance to get free critical heal, your mana bar lasts very very long. As of Patch 1.9 the new Paladin Talent trees do not allow for us to have Repentance or BoK with Divine Favor anymore as DF was moved. If you have first aid at 300 this is not to much of a problem with your second stun but it will mean we get no more "free" heals in combat.
Edit 2: As of Patch 1.9, Repentance was moved to the retribution tree (as to balance Reckoning). I believe this makes the above info obsolete. There are many good builds for 1.9 Paladins, and most are posted on the World of Warcraft Paladin Forum.
Here we go:
- Warrior, you should be able to beat 5 lv higher than you, You have 2 stuns, use the first one to damage, the second one to heal yourself. For same level fights you won't even have to shield yourself to win.
- Rogue, First if you are human use perception and the hammer of justice. Cheapshot has a 5 yard range, hammer has 10 yard, it is very very hard for a Rogue to land the cheapshot but even if he does land it, it is no problem. Once again, stun to damage, sleep to divine favor heal. When you do go immune, use your bandage. You only need cleanse to remove poison and seal of crusader to do damage. Don't let your health go below 30% and you can survive biggest combos.
Also, a 'Reckoning Bomb' is useful, especially against high-level rogues. This is when you stop attacking them, and let the crits roll in for a few seconds, to build up 5 charges of Reckoning (talent in the Protection Tree), then attack. All 5 extra melee attacks hit at once, and if you've got Seal of Command going, it can proc as well.
- Hunter, Once again, the two stuns and your big 2 hander will easily allow you to close the range. Cleanse and blessing of freedom as much as you can. Worst case divine shield and bandage. Try to get off a repentance -> divine favor heal. This fight is cake. The so called "kiting" does not work at all versus Paladins.
A note: CLEANSE VIPER STING! It costs the hunter more mana to cast viper sting than for you to cast cleanse. Do it.
- Priest, "hard matchup". Here is how you can make it easy. A priest will not try to damage you until they drain your mana (any damage they do just repentance them and heal yourself). Stun them on any mana burn attempt if you are in range and whack them with your 2 hander. Eventually you will be low on mana, now the priest will try to damage you. It is almost impossible for a priest to shut you down so hard that you can not even divine shield, divine shield and bandage and priest will simply run out of mana. And worst case pop a LOH and there is no way he has enough mana to drain all of your mana as well as killing you.
- Mage, Blessing of Freedom will free you from root/snare spell. Go whack them and try to stun them out of spells. They will blink, no problem, you run up to them and repentance them, now they can't blink and you can either get some hits in or heal yourself. Outlast is the key here and once again you can always divine and bandage yourself. Make sure you stun->repentance in conjunction of each other and you will have no problems destroying mages. Mana for healing > mana for damage, especially consider the mage has to sheep you if you get low.
- Shaman, The idea here is to gain control of the battle from the Shaman. When Earthshock hits, you're put on cooldown for 2 seconds. Use Flash of Light to bait them into blowing Earthshock early - remember, shocks are all on the same 6 second cooldown. Then after the cooldown is gone, go into a normal Holy Light heal. When they plant a totem, walk away from it. Cleanse those Frost Shocks, and re-bless and re-seal when they Purge. The key is to out last their mana. Heal early, heal often. When you Shield up, bandage to conserve mana. As soon as a Shaman is out of mana, they are reduced to melee. And you wear plate :D
It is a common opinion that in PvP shamans are more powerful that paladins. That may be true in some cases when you compare damage output, however the ability of a paladin as a role player and support class in all battlegrounds not just Warsong Gulch is incomparable.
Having stun effects are crucial for defenders. When defending the base, intruding enemies will find ways to speed in with potions and Boots of Speed. As long as the paladin is still within distance, one can stun the carrier using Hammer of Justice and get a few attacks in, ideally giving time for teammates to rush in to help.
Group members near the paladin will be able to take advantage of the paladin's auras (such as Retribution Aura), and having more than one paladin will allow multiple auras. Blessing of Protection may help save party members from pesky rogues and is often more effective than a regular healing spell.
Despite reduced speed and lack of stealthiness as compared to a druid or rogue, the paladin still makes a decent flag carrier nevertheless. A paladin with specialization in protection talents works great in PvP. Devotion Aura can block close to 50% physical damage taken, and Guardian's Favor decreases the cooldown of Blessing of Freedom. This allows the paladin to escape Earthbind Totems placed in enemy flag rooms, plus evade nasty stun and slowing effects.
Depending on the strategy used and the character's build, the paladin can flee quite well with Blessing of Freedom, or may choose to attack and kill an enemy or two before running, to avoid being hit with curses and ranged attacks later. Hammer of Justice works well for the carrier too, to stop chasers from following and interrupt spellcasters.
And of course, having healing options available is extremely beneficial. Although the paladin cannot use Blessing of Protection or Divine Shield while carrying the flag (without dropping it), Holy Light can be used if not being attacked or silenced by enemies. Lay on Hands fortunately works on oneself too. A paladin could have multiple healing sources at the same time — seal, blessing, healing spells and of course health potions. Having different ways to get healed helps deal with cooldown times.
Flag carrier assistant
Perhaps the best suited role for a paladin is as a flag carrier assistant.
Blessing of Sacrifice allows you to transfer damage from the blessed group member. This will break crowd control spells and abilities like Sheep, Seduction, and Sap on the friendly target. Since the only thing important is getting the carrier home alive, this spell is essential to use.
A second powerful tool paladins are equipped with is Blessing of Freedom. This will prevent any kind of movement-slowing and stun effects, including the mage's Frost Nova and the warrior's Intercept. Guardian's Favor is an essential talent for this very reason.
Hammer of Justice and Seal of Justice are indispensable tools for stopping chasers from getting to your carrier.
Finally, as a healer, the paladin can heal the carrier, either with Flash of Light or with the more powerful Holy Light spell. Cleanse can remove many curses and effects. Blessing of Light may be an option, especially during the cooldown time waiting for Blessing of Freedom again. Lay on Hands is maybe the most powerful tool available, allowing you to heal the target instantly for your entire hit points. Note that this will take up your entire mana, but if your carrier is nearing or in home base, that extra push may decide between victory and defeat.
The paladin also may very well be the best defender for the carrier when back to base. In a situation where the carrier cannot score because team's flag hasn't been returned, the paladin has the ability to heal the carrier and fight off intruders as the offense attempts to return the flag.
Flag carrier decoy
Even better, the paladin works effectively as a decoy. In a heavily defended enemy base, with a little help, the paladin may be able to get through with the flag using Blessing of Freedom, Hammer of Justice, Insignia of the Alliance, Cleanse, and Lay on Hands — anything to get far enough away while easily attracting defenders to chase after. To perfect the stunt, when about to die, cast Divine Shield, which will delay your death and hopefully catch the attackers off guard and occupy them by trying to attack you further while another teammate picks the flag.
Although not quite as effective as a warrior or hunter in this role, the paladin can nevertheless make use of improved running speed and stun abilities. Seal of Justice is excellent for stopping flag carriers. Blessing of Freedom becomes useful chasing after carriers when enemies are placing Earthbind Totems. Pursuit of Justice may be critical for running down opponents to get within attacking or hammer range. If the enemy carrier is below 20% health, Hammer of Wrath can work and potentially kill the escapee, enabling a flag return. Divine Shield is a nice last ditch effort to counter any slowing effects and prevent damage, while still allowing the paladin to attack.
- Paladin: Working with Other Classes
- Paladin PvP guide
- Paladin: How to Help A...