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    Paladin Class - Info

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    Posts : 19
    Join date : 2010-05-06
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    Location : Thunder Bluff , Azeroth

    Paladin Class - Info Empty Paladin Class - Info

    Post  Admin Tue May 11, 2010 12:33 am

    The paladin is a hybrid class with the ability to play a variety of different roles — including healing (holy), tanking (protection), and DPS (retribution). They have auras, blessings and seals that provide useful buffs for other players while withstanding heavy physical damage with plate armor and strong defensive abilities. Paladins are also considered to be holy knights[1] or blood knights.



    A paladin that has chosen to spec retribution is able to increase his DPS by a considerable margin and fight several targets at a time with a good efficiency. Retribution damage favors slow two handed weapons and cause sudden damage spikes through both melee and spell crits. Through the 41-point retribution talent Crusader Strike and 51-point Divine Storm they can deal considerable weapon based burst damage. Additionally, retribution paladins bring a large amount of raid utility, making them valuable in endgame instances. Retribution paladins are popular for their increased damage abilities for groups, such as Heart of the Crusader, which grants all attacks against the target a 3% increased chance to crit, and Sanctified Retribution, increasing the damage of the paladin's group by 3%.
    Paladins are also excellent tanks. Spiritual Attunement provides the paladin with a percentage of mana, based on ability level, each time they receive healing. They also excel at tanking multiple mobs at the same time through use of their reactive threat abilities like Holy Shield and Consecration, an AOE effect that deals significant threat to all mobs within range. Paladin tanks have gained widespread acceptance in the community.
    The paladin class has some of the most mana-efficient and low-threat healing spells in the game, allowing them to easily fill the position of a main tank healer in a party or raid situation. Their healing efficiency makes them great endurance and battle healers, though paladins lack area of effect healing abilities (healing multiple targets at once) and healing over time effects. Paladins do have a form of indirect healing from the spell Judgement of Light.
    Paladins have several anti-undead and demon abilities such as Exorcism, Holy Wrath, and Turn Evil which make them very effective when fighting Demon and Undead targets (not including Forsaken players, who are considered Humanoids for balance reasons).
    In PvP, the paladin's most well-known strength is his/her ability to outlast his opponent(s). With plate armor, their ability to heal themselves and allies, and a near-complete invulnerability every few minutes, they are a hard target to take down. Paladins can also do a surprising amount of burst-damage and have good access to stun abilities. Paladins also make great supporting characters, buffing and healing team-mates while being able to survive the enemy's attention. Paladins are particularly vulnerable to Silence and Interrupt effects, as all of a paladin's abilities are part of a single magic school (holy). In addition, dispel effects are powerful against paladins.


    The paladin class can be played by the following races :
    > Draenei ( Burning Crusade ) – Alliance
    > Dwarf – Alliance
    > Human – Alliance
    > Blood Elf ( Burning Crusade ) – Horde
    > Tauren ( In Cataclysm ) – Horde




    Weapons and armor
    From the start, paladins can wear cloth, leather, or mail armor, and can train to wear plate armor at level 40. They may use a shield. They can summon their own Warhorse at level 20 (40 before patch 2.4.3 and 30 before patch 3.2.0). They can quest, or learn from the trainer, for an epic Charger at level 40 (as of patch 3.2). They can use the following melee weapons (some innately based on race, while others are trained via a Weapon Master for a fee):
    • 1H Axes
    • 2H Axes
    • 1H Maces
    • 2H Maces
    • 1H Swords
    • 2H Swords
    • Polearms
    Paladins cannot dual wield, or wield daggers, fist weapons or staves. They also cannot use ranged weapons. In lieu of a ranged weapon slot, paladins receive a Libram (relic) slot. They have no spammable ranged attacks, but can use Hand of Reckoning, Exorcism, and Avenger's Shield (if Protection) or Holy Shock (if holy) to pull, as needed.



    Abilities
    Paladins play a key role by buffing their allies. However, they also have a few other handy spells and abilities in their arsenal.


    Auras
    In addition to spell buffs (see Blessings below) paladins have the ability to use auras, area-of-effect buffs that boost the abilities of all party members within a certain radius. Only one aura may be active per paladin, but multiple paladins can use different auras within a group (although two paladins using the same aura gain no additional effect instead defaulting to the aura cast by the higher level paladin). The auras themselves cost no mana to operate, have no innate cooldown (other than the Global Cooldown), and may be switched between at will.


    Blessings
    Blessings are spell buffs that can be cast on most friendly targets. Normal blessings last 10 minutes. Greater Blessings, learned at the higher levels, give the effect of a normal blessing to every person of the same class in a raid, and last for 30 minutes (for example, casting Greater Blessing of Might on one Warrior will give all Warriors in the raid the same effect).


    Seals
    Seals are long term self-buffs which boost the paladin's power temporarily. Effectively, they add a weapon proc to their melee strikes. Additionally, paladins can unleash these seals upon an enemy with any of three Judgment abilities, causing holy damage and causing an effect depending on which judgment was used.

    Hands
    Hands are spell buffs that can be cast on party and raid members. Hands are derived from previous blessings, and includes Hand of Freedom, Hand of Protection, Hand of Sacrifice, and Hand of Salvation.


    Talents
    Paladin talents are split into 3 categories:
    • Holy
    • Protection
    • Retribution



    End-game expectations
    Tanking
    Through the protection tree, paladins gain an increased ability to tank enemies. Paladins are especially well known for their ability to tank many enemies at once with rapid threat production. Paladin tanking was once largely reliant on reflective damage, but can now effectively generate multi-target threat through the AoE spell Consecration and the multi-target attack Hammer of the Righteous to hold aggro on multiple targets (although reflective damage such as Holy Shield is still helpful as well). Strong stamina scaling, simple and very high threat generation and the superb Ardent Defender talent make paladins perhaps the best tanks in the game.

    Damage
    Through the retribution tree, paladins are able to significantly increase their own personal damage output while also bringing a large amount of unique raid utility. Through abilities such as Crusader Strike, Divine Storm, and Seal of Vengeance/Seal of Corruption retribution paladins are able to increase their own personal DPS greatly above the normal level. In addition, retribution paladins bring large amounts of raid utility, such as a 3% increased critical strike chance from Heart of the Crusader, 3% increased haste from Swift Retribution, and 3% increased damage from Sanctified Retribution.

    Healing
    Through the holy tree, Paladins are able to empower their healing even further. The holy tree's most important talent, Beacon of Light, allows a Paladin's direct heals to be mirrored to the affected friendly target. Holy Paladins are widely regarded as the strongest tank healers in the game due to the high output of Holy Light in combination with Beacon of Light.



    Info from wowwiki.com
    avatar
    Steug


    Posts : 5
    Join date : 2010-05-09
    Location : Stockholm, Sweden

    Paladin Class - Info Empty Re: Paladin Class - Info

    Post  Steug Thu May 13, 2010 4:04 am

    Representing -
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    axiom


    Posts : 5
    Join date : 2010-05-13

    Paladin Class - Info Empty Re: Paladin Class - Info

    Post  axiom Sat May 29, 2010 2:30 am

    I have tank/holy spec Paladin, name Axxiom as u can figure tongue

    Tank rotation: i use Taunt first cuz it makes aggro and good dmg, 2nd avengers shield, then hammer of rightneous, 4th Concentration, Judgement of Light, Shield slam (yea its warrior skill just cant recall true name), 7th holy shieled, Exorcism.
    Now u have good aggro and u can start doing survival rotation: Judgement of Light Holy Shield Hammer Shield Concentration, Avangers shield when cd is over. Exorcism isnt so good for aggro i guess...long cast time and u make more dmg and aggro with Hammer and Shield slam and they are insta casts

    Heal: put Beacon of Light on tank and do Judgement of Light on tanks target = easy healing Smile works like dream in 5 men instances. Use Glyphs of Flash of Light and Holy light.
    Im not so experienced with holy spec so i hope this have some help to u guys I love you
    avatar
    Steug


    Posts : 5
    Join date : 2010-05-09
    Location : Stockholm, Sweden

    Paladin Class - Info Empty Re: Paladin Class - Info

    Post  Steug Sun May 30, 2010 9:00 am

    Never ever use Exorcism as a tank! 'Cause you ain't have Art of War (which make it instant) in the protec tree. Cast bar as tank = dead.

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