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Blog Title: world of warcraft paladin guide

WoW Paladin guide, Paladin Leveling, Talents, Weapons and Armor, Grouping for Paladin, Quests, Combat Mechanics, Professions, Making Gold as a Paladin, PvP Guides, skill and aura.

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WoW Paladin Guide

The best guide for wow paladin

Paladin Abilities

1. Judgement as an ability does not invoke the Global Cool down and is not prevented by it. That means, when you cast a Seal (Righteousness, and Crusader in your early levels) you can judge it instantly.

2. Keep two solid weapons. A 3.4s+ two hander of your choice, and a decent speed one hander of your choice. You will probably be expected to tank, heal, and even DPS at times at low levels. Your weapon and nothing else determines that. Even if you're just a healer, there's no excuse for not having a decent DPS weapon and a sword and board.

3. You will want 11 talent points in Retribution no matter what role you have for seen for yourself for leveling. Leveling with a large two-hander and Seal of Command beats the pants off Seal of Righteousness no matter how much anyone might convince you otherwise. Make sure that is your 11th talent point.

4. You're not going to find much in the way of healing mail at low levels. Sorry. Best you can do is grab your sword and board, and swap in some clothe and leather. Might change in TBC.

5. Your healing is entirely single target and isn't terribly efficient to begin with. The best way to heal at low levels is to just get you a lot of mana, and alternate between Flash of Light and Holy Light. Lay of Hands should only be used when absolutely nothing else will do or you have mana pots.

6. You cannot attack through Divine Protection. It also does not last 12 seconds at low levels. You must wait for the second rank of Divine Shield.

7. Leveling on undead and demons as much as possible will result in leveling that is somewhat quicker, but more mana hungry. At low levels Exorcism is a fair DPS boost and you should take advantage of that where you can. You can also Track Undead, and Turn (Fear) them. It's rarely used, however, because Turn Undead is pretty crap.

8. Use low rank Seal of the Crusader to drastically speed learning any weapon skill you may need to learn.

9. Clever use of Judgements separates a good paladin from a bad paladin.

10. A paladin that does everything well is better than a paladin that does one thing well.

Quest: The Tome of Divinity

The Tome of Divinity Level 13
Paladin
Obtained at level 12
Alliance
Speak to Tiza Battleforge in Ironforge.
I c'n see me wife's o'er there beamin' wit pride already. Ya better get yer tuchus o'er there pronto. I be thinkin' she'd have some words wit ya.Light be witcha, mighty . I'll be lookin' fer ya on the battlefield against the Scourge and dem Dark Irons when the time comes.
You've done all of Ironforge a great favor today, . I'm proud to count you among us, and if you feel you're ready, I would like to bless you with this scroll. The Symbol of Life would only have worked when used by a who was ready for one of the Light's greatest blessings--the power to restore the dead back to life.I will teach you the ability to resurrect your companions. Use it wisely, , and thank you, on behalf of myself, my husband, and Ironforge.


REWARD

Redemption (Rank 1)
64% of Base Mana
30 yd range
Brings a dead player back to life with 65 health and 120 mana. Cannot be cast when in combat.

Spell Details
Name
Redemption
Level
12
Rank
Rank 1
Cost
64% of Base Mana
Range
30 yds (Medium Range)
Cast Time
10 seconds
Duration
Instant
Dispel Type
None
School
Holy
Cooldown
0 seconds
Global Cooldown
1.5 seconds
Line
Holy
Category
Class Skills
Mechanic
Target Type
Resurrectable Corpse
Source
Trainer, Quest (10 Silver)
Description
Brings a dead player back to life with 65 health and 120 mana. Cannot be cast when in combat.
Buff Description
Effect 1
Resurrect (Flat)Value: 65
Effect 2
None
Effect 3
None
Classes
0
Can only be used when not in combAT.


STARTING POINT

Creature: Muiredon Battleforge

Muiredon Battleforge
Level 10
Humanoid
Ironforge






ENDING POINT

Creature: Tiza Battleforge

Tiza Battleforge
Level 60
Humanoid
Ironforge


WoW Paladin Guide






Weapon

One-Handed Axes

Requires Axe

Spell Details

Name

One-Handed Axes

Level

0

Rank


Cost

0 Mana

Range

0 yds (Self Only)

Cast Time

Instant

Duration

Instant

Dispel Type

None

School

Physical

Cooldown

0 seconds

Global Cooldown

None

Line

Axes

Category

Weapon Skills

Mechanic


Target Type


Source

Trainer (10 Silver)

Description


Buff Description


Effect 1

Weapon

Effect 2

Proficiency

Effect 3

None

Classes

0, 0, 0, 0

Required

Axe

I have a hunter...and I've been trying to equip 1h axes but it says, I don’t have the proper proficiency for that item.
I went to a weapon master, It said that I have already learned 1h axe skill, but why cant i equip it?

u need to go 2 timberline arms in IF...then make sure your axe is 1H....also make sure that your high enough level to use the item...if unsure....go onto your characters page and go 2 the diff tabs till u hit the skills page....it should show all the weapons u can use and what skill u have in them....hope that helps!


Why spec Retribution? Here's why:

1. DPS (Damage Per Second) with the ability to be self sufficient. >>>>Awesome to solo with, Awesome in PVP.<<<<<>

Judgement

5% of Base Mana

10 yd range

Instant cast

10 sec cooldown

Unleashes the energy of a Seal spell upon an enemy. Refer to individual Seals for Judgement effect.

Spell Details

Name

Judgement

Level

4

Rank


Cost

5% of Base Mana

Range

10 yds (Ten yards)

Cast Time

Instant

Duration

Instant

Dispel Type

None

School

Holy

Cooldown

10 seconds

Global Cooldown

None

Line

Retribution

Category

Class Skills

Mechanic


Target Type


Source

Trainer (1 Silver)

Description

Unleashes the energy of a Seal spell upon an enemy. Refer to individual Seals for Judgement effect.

Buff Description


Effect 1

Script Effect

Effect 2

None

Effect 3

None

Classes

0

May be affected by

Feral Aggression (Rank 1)

Instant Increases the attack power reduction of your Demoralizing Roar by 8% and the damage caused by your Ferocious Bite by 3%.

Spell Details

Name

Feral Aggression

Level

0

Rank

Rank 1

Cost

0 Mana

Range

0 yds (Self Only)

Cast Time

Instant

Duration

Infinite

Dispel Type

None

School

Physical

Cooldown

0 seconds

Global Cooldown

None

Line

Feral Combat

Category

Class Skills

Mechanic


Target Type


Description

Increases the attack power reduction of your Demoralizing Roar by 8% and the damage caused by your Ferocious Bite by 3%.

Buff Description


Effect 1

Apply Aura: Add % Modifier (All Effects?)
Value: 8
Affected Spells

Effect 2

Apply Aura: Add % Modifier (Damage)
Value: 3
Affected Spells

Effect 3

None

Classes

sigh...the majority of our judgements are useless, and the seal/judgement system is flawed in that the micro management and time required to use it makes it woefully ineffective in PvP. I've already posted how each seal and its respective judgement could (and should) be improved, because as they are right now, they are all underpowered. Even though no one uses JoC, the damage it provides is actually superior to SoR when used in cojenction w/ SoJ and should be used in place of SoR because 1) its proc rate is based on a "proc per minute" system, thereby granting its user a "proc per swing" value nearly equal to SoR if he/she uses a slow weapon, and 2) the damage JoC deals still ocurrs even when the target temporarily becomes immune to the stun for 15 sec after the first stun form SoJ, due to a PvP limitation called "diminishing returns". The JoC/SoJ combo is incredibly effective against casters, and is probably more effective against them then just smaking those with SoC procs...ppl are afraid to use it because of dimishing returns--even tho they don't become immune its damage...this combo, tho it costs more mana to activate, is far superior to SoR and its worthless judgement. (...and btw I fail to see how using JoR and then SoC forms a combo...they don't seem to relate to eachother at all).

Yeah, sure this is great...no its perfect, just perfect. Right after I let everyone know about the JoC+SoJ combo in that one can out damage SoR at the cost of additional mana because JoC still deals damage even after the target becomes immune to stuns, Bilzzard descides that this is an exploit and developes an "emergency hotfix" to correct the supposed "problem"...and now because of it, JoC can no longer damage when immune to stuns and is even more useless then before. Lol, this is complete BS. Bilz must have been like, "Oh noes, he said it would be effective against casters--and that means pallies can actually do damage to shamans! We'd better nerf this before the Alliance actually starts winning on BG!" Seeing as how Blizzard would be inclined to "fix" this rather than fix the "spell not ready" bug of SoC makes me worry that 1.9 is gonna be more of a nerf than a buff. Tho my only intention is to help the paladin class and provide potential improvements, this has got to be my fault...but it also leads me to believe that Blizz has read some of my comments--so plz, Blizzard, for the love of God and all that is holy, consider some of my improvements if u are intending to actually BUFF the pally in any way, shape or form, come 1.9!!!!!

Base mana means exactly what it says...'BASE'.

Before gear. Before buffs.

"If int from armor increases the cost of your judgements, its not worth getting armor with int on it (considering whether or not you use judgements alot in your build)."

I cannot do anything but laugh at how very WRONG that is. Assuming your gear's bonus added into Judgement's casting cost, no matter if you use Judgements a lot or not, a single cast of the skill is going to cost you the "same" amount of mana (since it would cost a percentage of your total...if you had 100 mana, 6; 1000, 60), so you wouldn't be losing out, having more mana. In fact, you'd be losing out on having less mana, because then you'd have a whole lot less to heal, seal, buff, etc. with (all abilities that use a set amount of mana). Mana regen items will not help you a whole lot, at that point (especially in PvP), because you're not going to be rebuilding your mana pool fast enough to have anything to heal with when a couple people try to swarm you.

thought i'd write something a little useful for newer players.

A judgement takes the seal you are using and burns it for. what happens when you judge depends on the SEAL you are using. Each seal will list what happens when it is judged when you mouse over the seal. once the seal is judged it is spent and has to be recast.

It's worth noting that using judgement does not cause a global cooldown to occur. that means you can do something else (instant abilty) while you judge. generally i judge and refresh the seal at the same time.

To do this you can create a macro (by pressing /m) like the following:

/Cast Judgement
/Cast Seal of *

*insert seal's name here.

Doing this makes you judge and recast the seal with one button press making killing things that much faster.

WoW Paladin Guide : Skill




Blessing of Might (Rank 1)

20 Mana

30 yd range

Instant cast

Places a Blessing on the friendly target, increasing attack power by 20 for 10 min. Players may only have one Blessing on them per Paladin at any one time.

GreyGore

Blessing of Might

Magic

Increases attack power by 20.

Spell Details

Name

Blessing of Might

Level

4

Rank

Rank 1

Cost

20 Mana

Range

30 yds (Medium Range)

Cast Time

Instant

Duration

10 minutes

Dispel Type

Magic

School

Holy

Cooldown

0 seconds

Global Cooldown

1.5 seconds

Line

Retribution

Category

Class Skills

Mechanic


Target Type


Source

Trainer (1 Silver)

Description

Places a Blessing on the friendly target, increasing attack power by 20 for 10 min. Players may only have one Blessing on them per Paladin at any one time.

Buff Description

Increases attack power by 20.

Effect 1

Apply Aura: Mod Melee Attack Power
Value: 20

Effect 2

Apply Aura: Mod Ranged Attack Power
Value: 20

Effect 3

None

Classes

0

For paladins’ talents, the three tree lines are completely different. If you spec Holy, you will become a better healer (it makes you more mana efficiency and improves healing). I don't recommend this for PvP, but I do recommend for PvE and raids. Speccing Protection makes you a better tank. The two Blessings here (Kings and Sanctuary) are excellent blessings. This spec also allows you absorb more damage, block w/ shields more often, and improves 1H Weapon damage. Going for Holy or Protection will Marjory benefit both you and your group. Finally, if you spec for Retribution, you will become a DPS Paladin, You'll deal more burst damage here, which I highly recommend for soloing and PvP. Hope this helps.

Counters

Antimagic Pulse

Instant Dispels magic on nearby enemies, removing 1 beneficial spell effect.

Spell Details

Name

Antimagic Pulse

Level

62

Rank


Cost

0 Mana

Range

0 yds (Self Only)

Cast Time

Instant

Duration

Instant

Dispel Type

None

School

Physical

Cooldown

0 seconds

Global Cooldown

None

Line


Category


Mechanic


Target Type


Description

Dispels magic on nearby enemies, removing 1 beneficial spell effect.

Buff Description


Effect 1

Dispel (Magic)
Value: 1
Radius: 45 yards
Affected Spells

Effect 2

None

Effect 3

None

Classes


  • It's a spell used by Garr, as you might have noticed, you lose all your buffs while fighting Garr, and this is because of Anti-Magic-Pulse.

May be affected by

Bestial Swiftness

Instant Increases the outdoor movement speed of your pets by 30%.

Spell Details

Name

Bestial Swiftness

Level

0

Rank


Cost

0 Mana

Range

0 yds (Self Only)

Cast Time

Instant

Duration

Infinite

Dispel Type

None

School

Physical

Cooldown

0 seconds

Global Cooldown

None

Line

Beast Mastery

Category

Class Skills

Mechanic


Target Type


Description

Increases the outdoor movement speed of your pets by 30%.

Buff Description


Effect 1

Apply Aura: Add Flat Modifier (All Effects?)
Value: 30
Affected Spells

Effect 2

None

Effect 3

None

Classes


Bestial Swiftness and Dash do not stack. Dash will override Swiftness for its duration.

This really shines with a Boar pet - their Charge ability is just incredibly sexy, but they have to get CLOSE first, and Dash and Charge cannot be used at the same time as they will trigger each others cooldowns.

And it's only one point, and REALLY, how much of your time is spent outdoors versus indoors?

ok look bestial swiftniss DOES NOT STACK with dash
when u use dash bestial swiftness is off
then when u use bestial swiftniss or watever dash is off

Paladin weapon : Blade of Eternal Justice




Binds when picked up

Unique

One-Hand Sword

83 - 154 Damage

Speed 2.30

(51.5 damage per second)

+9 Strength

+11 Stamina

+7 Intellect

Durability 105 / 105

Classes: Paladin

Requires Level 60

Equip: Restores 4 mana per 5 sec.

Set: Battlegear of Eternal Justice (1/3)

Item Level 70

Source: Quest

Score: 397

Started farming for Cenarion rep before the patch, ended up getting exalted. Anyways got the epic drop from one the of bosses in aq 20. I was the only one exalted there so they gave it to me. I really didnt want it as I have the mageblade which is alot better for pve. This weapon is only good for if your tanking a nub instance like scholo, or if you plan on pvping with a board. Either way though, unless you dont have access to MC or BWL, is the only way I would say to get this. Otherwise its just for looks, really nothing special if you have access to Higher instances.

This Weapon is best for Protection spec Paladins. If your trying to keep aggro your going to be judging as often as possible(with talents thats every 8 seconds) and with 8/8 Judgement you will also be doing aditional damage each judgement.

Who is going to be Prot speced running BWL and AQ20? not many paladins. Im very close to getting this item and not to excited.

I especially dont like the weapon speed, it should be eithter real fast, 1.5 for seal/judgement of wisdom procs, or real slow 2.9 for Seal of Command Procs.

Recieve Item from Exalted Cenarion Circle rep, talk to Tauren left of Inn in silithus to get quest.

I must admit that at first glance, my inclination was to dimiss this weapon. There's nothing that really jumps out at one except perhaps the look of it - which is probably an acquired taste. Then, at the prompting of my guild leader (she's a druid), I took another look.

She's right: a one-hander with 51.5 DPS is not to be passed over so easily. I'm now pretty excited about getting this in a week or two.

Take a look at Quel'Serrar:

http://www.thottbot.com/?i=35887

Compare the two: the Blade of Eternal Justice is essentially a slightly slower Quel'Serrar with better stats, a higher upper-end on "white" damage, and a useful "always on" equip bonus over a "chance to proc" (not to mention a nice set bonus if you use the other pieces).

I suppose it's up to player preference which one better suits you, but I'd say this is fine alternative to Quel-Serrar. I am going to go with the newly-fixed Spell Power enchant on it.

Make your choice. For tanking, or say PvP or solo.

There are only a total of 3 different paladin weapons though, 2 only for levels 60.

Not a vaste choice then, this sword would have gained to be very different of Quel'Serrar.

Or maybie Blizzard might/will add many more different Paladin-only weapons soon.

I made an account just to comment on this weapon...

I thought it was ok, to have some +mp5 on a weapon, stats not too bad. Then I saw the Priest equivalent? Holy crap! +4 mp5 AND +90 healing?

OMG Blizz what are you thinking? Talk about inconsisent! Palas got shafted on this one.

At least give it some +dmg and +healing, like the Shaman one, even if you have to lower the stats. I have Aurastone, so this is a just waste of space, despite much more effort to grind to Exalted than it took to get the Aura from Garr.

It looks absolutely awful too. Bah. Keep it.

Read up on CC rep rewards on WoW website... at the bottom, switch pulldown to Paladin. There is a list of the mats.

http://www.wow-europe.com/en/info/basics/factions/cenarion/rewards.html

You can only get it if the AQ gates are open on your server, since it comes from the Ruins of Ahn'Qiraj (AQ20).

Do AQ20 with 20 man-raid, get Qiraji Spiked Hilt item drop from a number of bosses. Various classes want this item, but since the sword requires Exalted rep with CC, few people will be rolling for it. Our master looter often has to lower the requirement to having Revered rep before rolling. This is the hardest to get since it has a low drop rate.

Also need other easy items (scarabs, idol) gathered from the coffers inside AQ20. Our master looter gathers them, stuffs them in the bank and hands them out when people need them.

Turn the mats in at Cenarion Hold for item

I ground 13,000+ rep in 3-4 days to get Cenarion Circle exalted in Silithus right after the 2.0 patch just to get this sword. Looking back, I should have ground honor before Blizz took a nerf bat to the EZ mode honor, lol, but that's another story.

Anyway, I specced 41 Protection and I have to admit that it made farming encrypted twilight texts a breeze, especially from the Twilight Prophet whenever she spawned. I found myself AOE tanking 7-8 twilight mobs at once with relative ease. With the new changes to Reckoning, this sword really does hit like a beast and rogues fall even faster than before when I use it in combination with Seal of Righteousness, plus the 2.30 speed is a definite improvement over the slow 2.90 speed of my Aurastone Hammer.

That said, I don't believe this sword is as effective for a Holy or Retribution pally, but those specs can still get a lot of mileage out of it. The mana regen for judging seals is very nice for solo grinding, but not much of an issue if you're tanking in a 5 or 10 man instance since we regain mana from being healed by others.

For all the pros of this sword, it does have some cons. It could be a little faster (2.00 or less would be ideal to take full advantage of Reckoning procs). Also, it's pretty weak when you compare it to the druid and priest CC exalted weapon rewards. At least give this sword some +spell damage and healing, Blizz! I mean, the priest mace has +mana regen AND a whopping +90 bonus to healing; give the pallies a break.

It kind of irritated me that the Spiked Hilt piece I had for this sword was just sitting in my bank unused, even after I blew DKP on it unsure whether or not I would actually use it, in addition to my guild's absolute aversion to AQ20 now. Even before the 2.0 patch and the PVP grinding craze, my guild hated going into AQ20 after we downed Ossirian and Ayamiss a few times. They'd rather farm BWL and hit AQ40; not that I blame them.

So was it worth me grinding out the rest of my exalted rep for this sword? If you're Protection spec, hell yes. This is an awesome tanking sword that's on par with Quel'Serrar. But if you're Holy or Retribution, I'd spend my time elsewhere (like grinding honor for the Grand Marshal Warhammer if you're Holy, or the Claymore and Demolisher if you're Retribution).

Paladin armor : Avenger's Greaves, Avenger's Legguards, and Avenger's Pauldrons.








Avenger's Greaves

Binds when picked up

Feet Plate

689 Armor

+18 Strength

+13 Agility

+18 Stamina

+14 Intellect

+6 Spirit

Durability 75 / 75

Classes: Paladin

Requires Level 60

Equip: Increases damage and healing done by magical spells and effects by up to 14.Equip: Restores 4 mana per 5 sec.

Set: Avenger's Battlegear (1/5)

Item Level 78

Vendor value: 4 Gold 14 Silver 38 Copper

Source: Quest

Score: 90.3

Avenger's Legguards

Binds when picked up

Legs Plate

909 Armor

+21 Strength

+12 Agility

+22 Stamina

+22 Intellect

+9 Spirit

Durability 120 / 120

Classes: Paladin

Requires Level 60

Equip: Increases damage and healing done by magical spells and effects by up to 16.Equip: Increases your critical strike rating by 14 (0.6%).Equip: Restores 4 mana per 5 sec.

Set: Avenger's Battlegear (1/5)

Item Level 81

Vendor value: 5 Gold 76 Silver 49 Copper

Source: Quest

Score: 122

increased judgement duration would be good for the same fights where the lasting judgement talent is used... ie where you judge the enemy and then you are too busy healing to hit them.

Avenger's Pauldrons

Binds when picked up

Shoulder Plate

752 Armor

+18 Strength

+14 Agility

+15 Stamina

+13 Intellect

+6 Spirit

Durability 100 / 100

Classes: Paladin

Requires Level 60

Equip: Increases damage and healing done by magical spells and effects by up to 14.Equip: Restores 3 mana per 5 sec.

Set: Avenger's Battlegear (1/5)

Item Level 78

Vendor value: 4 Gold 19 Silver 16 Copper

Source: Quest

Score: 84.9

Here is a picture of these pauldrons, personally I like the looks of the judgement pauldrons better. But still these look very cool...

its from aq40. after beating the boss outside of the temple (inside instance). go further down the hall. 3 quest givers will give u a quest on each of the aq set pieces. they require ur reputation to be at least neutral+. basically exact same thing as ZG. get ur rep up. get stuff like idols from mobs (coins/bijous).

warrior can't use this with the int and the +healing AND mana regain let me know when a warrior can use all that ya big noob! learn to play

Ok, these items are similar to how the Zg ones used to work. You bring the epic drop peice, then blue peices and green peices form trash/bosses and rtandom coffers (which are like the hoodoo piles), obtain a certain rep, turn em in, bam, item. :)

Paladin armor : Avenger's CrownBinds


when picked up

Head Plate

844 Armor

+20 Strength

+12 Agility

+22 Stamina

+22 Intellect

+12 Spirit

Durability 100 / 100

Classes: Paladin

Requires Level 60

Equip: Increases damage and healing done by magical spells and effects by up to 23.Equip: Increases your critical strike rating by 14 (0.6%).

Set: Avenger's Battlegear (1/5)

Item Level 81

Vendor value: 4 Gold 71 Silver 59 Copper

Source: Quest

Score: 121

Now, the bronze dragon Anachronos has returned outside the Caverns of Time in the Tanaris desert, the Bronze Dragonflight's home and province.
This came right from the text from the the wow comm site. i guess it is quest or somin

Avenger Battle Gear if a faction reward set. You turn in different things, like idols and stuff, that drop in AQ (similar like ZG faction reward). The difference is that you start you rep from 36k hated instead of neutral like others. After achiving at least neutral rep with Brod of Nozdromu, you are eligable for new set items.To gain Brood of Nozdromu rep bar(I am writing this before my server has opened the gates of AQ) you need to do a quest from Cenarion Circle during which you discover Caverns of time in Tanaris.

Most of the new AQ items are holding temporary models/textures. While they look ugly now, they very well could be awesome looking once they are finished. I got the Helm of the Holy Avenger last week and the modle is just plain screwed up...hair shows through all over lol /gg

yes i know this post is rather too late for the subject and ye sits on all 5 pieces here's my rant.

1. the look o the set wont change because it is an aq drop witch mean it is made form bug pieces . that is to explain the look of them.

2. it has spirit for mana/health regain out side of combat.

3. this set was aimed towards ret pallys not holy or prot.

http://i227.photobucket.com/albums/dd244/Lukasgaarden/WoWScrnShot_092507_151712.jpg

Paladin Armor: Avenger's Breastplate







Avenger's Breastplate

Avenger's Breastplate
Binds when picked up
Chest
Plate
1124 Armor
+23 Strength
+12 Agility
+24 Stamina
+24 Intellect
+11 Spirit
Durability 165 / 165
Classes: Paladin
Requires Level 60
Equip: Increases damage and healing done by magical spells and effects by up to 18.
Equip: Increases your spell critical strike rating by 14 (0.6%).
Equip: Increases your critical strike rating by 14 (0.6%).
Set: Avenger's Battlegear (1/5)
Item Level 88
Vendor value: 6 Gold 17 Silver 76 Copper
Source: Quest
document.write


Score: 137

Excellent piece (and set) for Retribution Paladins. Who cares about the looks, honestly? Even the most hideous-looking piece of armour can be made to look decent, or at least can be covered up, with some effort. For anyone who wants these stats without the looks, I'll give some advice: Get a tabard. Not just any tabard, but the right tabard, that you think goes well on your character. If your guild doesn't like that, well, you make the call. Get a shirt that you think goes well with your gear and tabard. Turn off your character's helmet graphic if it's a problem. Voil�.

Very good stats for the gear, not only toward healing eh, what is generally emphazed by the developpers in the game when something touches to paladins. I like this set, much as I like the Judgement set. Now how it looks, it looks like the set of a Bronze Dragon, that's why it looks so odd at first glance for a paladin, but put you in the skin of a developper one time, it's like a Bronze Dragon set, and I tend to not be shabby to wear a Bronze Dragon set and you might like it like me after realizing that. There's no itemization here though, who wants another set than this very one, ultimately no, nothing equals this set, so all paladins might want to wear this particular set, and this set makes the top played paladin no different, unless Blizzard projects to add more sets of this same level. But there is again the PvP set of course for a different itemization, different sets from different purposes but here we get two different paladins both in different sets so there is a bit of itemization still with also that PvP set.

I rolled a paladin without the knowledge or care of what role they played in endgame raids and so far im very happy with what Blizzard has done with the onset of this armor. Im a Ret paladin and always thought of myself as a warrior with healing abilities and thats what this set does. Use Lawbrginer and Redemption for PvE in raids, this and the Paladin Grand Marshal gear for PvP and PvE in grinding. Personally I never thought that Judgement was really that great unless you were Holy specced and healed/offtanked alot, too little strength and no agil or anything like this set. Even Lightforge had around the same stats the only difference between Judgement and LF was that Judgement had more AC and a little more stam.

Pay attention I am holy spec and I dislike the healbot role. I like to get alternatives to healing even being holy spec, what I reckon is hard to get due to the fact I lack Repentance (which should still be in protection to be fair) or due to Holy Shock being a bad spell that often gimps you mana-wise, more than it helps you, with a 30 sec cooldown. Tier 3 is indeed sad I agree unless you like being a healbot, in PvE... and in PvP. Did I said I want a better holy shock (shorter cooldown, via BC talents or base), oh and if the tier 4 is another tier 3, and not a new avenger battlegear, I definetely quit World of Warcraft. A paladin shouldn't be a healbot, whatever his spec. And it's however indeed what tier 3 is good for.

We are a hybrid, multi-role battle platform, rescue system, and protector of our groups. Go figure. We can specialize to do one of these three roles better: Heal & situational Spell Damage Protect Physical and Spell Damage Don't say that we MUST do one role and neglect the other two. Granted, there are situations where we will have to do the steryotypical things (cleanse, spot-heal, DI), but don't knock a Paladin who can OT a 40 man raid (or MT a 20), or who will add that DPS and other abilities that will help the raid win. Besides, there's more than just the 40 man raids, especially when TBC comes out. Play your ROLES to the max, and not neglect your other abilities, or you are cheapening the class.

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  1. http://thottbot.com/?cq=Paladin
  2. http://wow.allakhazam.com/db/spelllist.html?class=Paladin
  3. www.worldofwarcraft.com/info/classes/paladin/
  4. www.wowwiki.com/Paladin_Quests
  5. http://forums.worldofwarcraft.com/board.html?forumId=10018&sid=1
  6. http://thottbot.com/?c=Paladin
  7. www.tentonhammer.com/node/26177
  8. www.wow-europe.com/en/info/underdev/burningcrusade/paladin/spells.html
  9. http://infoceptor.net/wow/classes/paladin.shtml
  10. www.goblinworkshop.com/classes/paladin.html

Bruning Crusade Class Review Paladin

Come tomorrow (December 5th), the new Burning Crusade talents will be in the game. Some classes will see a big change in what they can do, some not so much.The paladin has always been a popular class, but it has suffered from lacking DPS. This has often meant it has been relegated to a support role. If you played the class the way it was supposed to, this didn't matter, since it is the best support class in the game.With the new talents and spells, paladins have become much more capable in their lacking areas; tanking and DPS'ing.New spellsSeal of Blood: Blood Elfs get a new seal, which deals 35% of weapon, but deals 10% of the damage caused to themselves. It's decent, but not great and other seals will give better results (SoCo for 2Hers, SoR for tanking). The seal can be judged for ca. 310 damage at the cost of 33% of the damage to yourself.Seal of Vengeance: Alliance get a new seal as well. The seal has a chance to proc a 12 second 10 DPS DOT that stacks 5 times. Great for fast tanking weapons, not so much for 2Hers where SoCo still rules. It can be judged for 120 damage per application of the DOT, so a potential of 600 damage.Righteous defence: Come to the defense of a friendly target, commanding up to 3 enemies attacking the target to attack the Paladin instead. 15 second cooldown. Godly tanking skill, but won't replace good tanking skills in general :)Crusader Aura: Increases mounted speed by 20%. It's an aura, that makes you ride faster. It's good for what it does :)Spiritual Atunement: Passive ability. Gives you 10% mana of the amount you are healed; eg. you are healed for 2k, you receive 200 mana. Great for tanking, since you will be using your blue "rage" bar for that purpose :)New talents of noteHoly:-Sanctified light and Light's grace: SL increases crit chance for Holy light by 6% at 3 points. Combine this with LG (which reduces cast time of next holy light spell by 0.5 seconds if cast within 15 seconds) and you have solid 2 second heal that has a high crit (11% with all talents, even more with INT).-Holy Guidance: 35% of your INT to extra +heal/+dam for 5 points. It's a very, very good talent. A reasonable INT at 70 would be around 600-700. That's around +200 damage/heal. That's a lot of damage, so holy is defo a PEWPEW build now.-Divine Illumination: Reduces mana cost of all spells by 50% for 10 seconds. It's nice for DPS'ing, but not so nice for healing. With DPS'ing you benefit from throwing all your DPS spells back to back, but not so with healing. With healing, if you are in situation where you can get away with spamming your big, mana-expensive heals without over-healing, you are in a critical situation and mana is your least concern. Throwing heals back to back, it will still only save you around 1200 mana, so not overwhelming for a 41 point talent.Protection:-Improved Righteous fury: Decreases damage taken by 6% and increases threat by 50% with RF active. This means 60% more threat with RF active. If you want to tank, this is a must have talent. And even if you don't plan on tanking, 6% less damage for 3 points is good.-Reckoning: 10% chance to gain an extra attack on next 4 swings within 8 seconds when damaged in melee. It's decent, but should really be a 3 point talent IMO. 5 points is a bit too much, but take it to fill out the tree.-Ardent defender: When below 20% health, damage is reduced by 50%. In effect this means a doubling of health, when below 20%. Again, it's a good talent, but it would be much better off at 3 points. And you really shouldn't be below 20% health when tanking. Leaves room for some error, but with a decent healer, it's territory you shouldn't be travelling :)-Avenger's shield: The Captain America attack. 30 yard range, decent damage (650-ish) and affects 3 targets. Good for pulling and/or for runners. However, it has a high mana cost and a 30 second cooldown. For a 41 point talent, it isn't impressive, but you might as well get it, if you are up there.Retribution:-Sanctity Aura: Increases holy damage done by party by 10%. This is good for a 40/21 *holy/ret PEWPEW* build. Improved sanctity aura increases healing done to party members by 6% for 2 points. Imp. SA is decent and worth the points if you are going deeper in ret anyway, and it's nice as a courtesy to the party healer :)-Sanctified Crusader: Judgement of Seal of Crusader will now give 3% crit chance to other people hitting it as well. If you are DPS'ing you would probably judge crusader anyway, so 3 cirt chance to you and the rest of the party is nice. 3 points is a bit much, 2 points would have been better, but it's still a good talent.-Sanctified judgement: 100% chance to have judgements return 50% mana. Eg. half price for judgements for 3 points. 2.5% of base mana instead of 5% of base mana. At 6k mana and spamming judgement every 6 seconds, this would save you 1500 mana per minute. With judgements every 4 seconds, you would save 2250 mana per minute.-Crusader strike: Instant strike that causes weapon damage + 40% of your holy damage. 10 sec cooldown. A very good talent, and it should be since it's a 41 point talent. It's instant (good), causes weapon damage (good with a 2H, which you should be DPSing with anyway) + 40% of your holy damage (not so good, since we aren't PEWPEW'ing now, so we would have preferered STR or AP, as that increases our overall DPS more through base damage than +dam gear does). But it's still a very good top-talent and the reason to spec ret.BuildsBelow are some suggestions and tactics for various builds.Healing:Support machine - http://www.wowhead.com/?talent-bc=sVxubgzGestVMucSacrifices some soloability for BoK. Focused on Healing light as main heal.Solo friendly build - http://www.wowhead.com/?talent-bc=qVxubgzGeotZV0ttGoes in to ret to get SOC and 5% crit to be able to farm a bit without dieing of boredom.Spot heal with Flash of light, main heal with Healing light.Tanking:Full on tanking - http://www.wowhead.com/?talent-bc=aZVhxIghzxzEoV0ezThis is for main tanking and you will need a healer for this. You can solo well with this, since you have a bit of ret in it, but since you aren't in holy at all, the most you can do in a group is second off-healer.sub raid lvl main tank - http://www.wowhead.com/?talent-bc=aVxhZVhtIghzxzEoYou can still tank well, but you are missing a bit of ret to make it shine like before. You can however off-heal now and heal your self in a tight spot (which also generates agro if you are tanking).Pop righteous fury and throw on aura of choice (devo or ret), throw your shield, consecrate, judge Seal of the Crusader on main target, slap on seal of vengeance/righteousness and keep up consecrate. You are now tanking and making warriors cry. Congratulations.DPS:full ret - http://www.wowhead.com/?talent-bc=aZxGkh0hZVbxt0cuVIotFull DPS build with the ability to off-tank in a tight spot. Most of the yellow damage comes from crusader strike and SoC judgements on stunned opponents. Use a 2H'er for big SoC procs.PEWPEW - http://www.wowhead.com/?talent-bc=qVxhbgzGtoxZVfot0czHoly build with a dip in to ret for SoC and sanctity aura. Your damage will come from Holy shock and, when applicable, exorcism and holy wrath. Another bonus from this build is its ability to heal very well. The only thing holding it back from a "real" healing build is only 1 point in "Light's grace" (which is only a matter of 0.5 second of your healing light. No biggie) and Divine illumination (suck a pot instead). Instead you get sanc aura for another 10% holy damage.Sanc aura, judge crusader, spam holy shock/exo/HoW/crusader strike and judge SoC/SoR(for non-stunned opponents) when you can. Voila, DPS :)

Low Level Easy Weapon Skillups for paladin

There is a nice mob in ever song woods (just south of silver moon city) for when you need to level up a new weapon, like when you're level 20. Useful for BE paladins especially for when you get your new pole arm. Basically, it's a level 6 Plague bone Pillager that has an instant respawn. You just stand in one spot and repeatedly right click until your weapon is at the skill level you want. He wanders so you might have to kill a few to figure out which one it is, but his respawn point is 50,57 in the middle of the dead scar. When you're in the right spot you'll be standing just south of a little busted up cart.

Useful more for lower levels, not sure how weapon skill-ups work for higher levels, I'm guessing you would need a higher level mob to do this on.Here is a link to the video I made to help you find the right spot.http://youtube.com/watch?v=_H6c3jtWwLY

Bypass First Phase of Razorgore Encounter in BWL

You need a paladin. First off do the following:1. Make sure your entire paladin's have Divine Intervention up and have symbols of Divinity.2. Make sure your Priests and Druids and MT are Soul stoned. If you are really determined, you can SS your entire raid by having a small army of alt Warlocks camped outside the BWL entrance. (Level 18 I think gets you the 15-minute SS with very minimal life return. Just pop potions and use bandages to heal and mana up).You want to wait until about 1/3 through the first part of the encounter (when you are trying to break eggs by Mind controlling Razorgore and the orcs and Dragons are running berserk. Mainly because I think you need to fill the room to its max occupancy. Kite the orcs and sleep the dragons until you are ready to perform the exploit.Now here is what you do.1. MC Razorgore with the Orb.2. In unison have each paladin DI one person. Now the most important person to DI is Razorgore himself. Since he is green and friendly while MC'd, you can DI him.Razorgore needs to be the last person DI'd.3. Everyone in the raid now needs to die. Stop healing, let the dragons and orcs wipe you out as fast as possible.4. Once the raid is no longer agroed, due to being dead and/or DI'd, Razor's script wills cause him to kill all the orcs and dragons, yet he will remain DI'd and not die as per usual.5. As soon as this happens you must cancel DI and use your SS's and start rezzing people. You will need at least 10 people to kill Razorgore. At this point he is now easy. Remember you have to do all this in 30 seconds because when DI wears out he starts killing people. The most important things to have up are:Main Tank2 Priests6 Damage dealers2 Paladins for fire resistance.Razor is basically a big version of Drakk from UBRS and is not too much harder once you bypass the first part of the encounter.Hopefully I have the full sequence of events. For more reference see this thread on main WoW boards:http://forums.worldofwarcraft.com/thread.a...mp=1#post223728When I saw it being done, it took 6 minutes to defeat the encounter.

Paladin Leveling Guide

Paladin Info & General Guide Intro As you probably know, the Paladin is an Alliance-only class. As a human or dwarf, you have the option to be a Paladin. At first, the Paladin can seem as a warrior, but with healing. That's pretty far from the truth, as the Warrior is a tank and pretty good damage dealer in solo if spaced right, while the Paladin is far more a hybrid. Although the Paladin isn't best at any one thing, it's a great hybrid (and second best at taking a lot of damage [can use plate and shield]). As a Paladin and hybrid, you can't fight, and you kill slowly, but you can make yourself invulnerable, stun, heal yourself and others, prevent enemies from fleeing, making them replenish your hp and mana (:O) and a lot more. So, when soloing, you will be almost invulnerable. That sounds tempting and overpowered, but considering the perhaps lowest dps in the game, it sure evens out (Paladins get low xp-rates as they kill slowly). How to Play a Paladin When soloing, we suggest using a two-handed weapon with nice damage output and heal you when necessary. Try to choose the right seals, judgments and buffs (Paladins have most buffs in the game). While we're on the subject of buffs: everyone wants them. When soloing, use Blessing of Might or Blessing of Kings (if protection spaced). These will help your damage output. Casters will always want Blessing of Salvation or Wisdom (More mana or less aggro) I always give the priest Salvation, as a healer wipe means a party wipe. Rouges should have Blessing of Might and the tank should have Blessing of Kings or Blessing of Might (preferably Blessing of Kings). Paladins also have some interesting auras. Use the armor one, if there are a lot of pally's, and try to use the concentration aura as well. As for seals and judgments, in instances the Judgment of Justice (no fleeing) is a must. You can have it on many mobs at a time, and it usually lasts the whole fight, meaning no fleeing and adds at all! We usually use anti-flee. If you are fighting non-fleeing enemies, use the Judgment of the Crusader to increase your SoC damage. We usually use the Seal of Command, at about 15% of your hits, you almost get double damage To get it, you'll need the Retribution talent tree, which you should have some points in anyway until higher levels. If you get low on mana, use seal of wisdom, which gives you a fast mana regent’s rate when in combat. The Seal of the Crusader (increased attack speed) is only good when fighting casters, mostly in PvP. The Seal of Righteousness gives some extra holy damage, but we never use it. It CAN be good for off tanking though, as you get more aggro combined with Righteous Fury. Talents The Paladin talent tree is divided into Holy, Protection and Retribution talent trees. High lvl players mostly use the holy tree, as you'll want to max damage with the retribution tree when leveling. The holy tree gives extra int and str (which are recommended), better healing, less mana output and the only ranged attack The negative is that you lose the damage output or extra defense from the other trees. The Protection tree makes the Paladin a better tank, giving better shield skills, better aggro gaining and such. You can build this tree up to Blessing of Kings, which is arguably the most useful buff you have. (Depends on where you use it: Healers and casters shouldn't have it on, as mana and reduced aggro is more important.) When getting the BoK, you can improve shield skills (only if you want to off tank a lot) or get 10% more amour, which applies when you use 2h too. The Retribution tree is bent on maxing your damage output. You get the Seal of Command, who ROCKS when soloing You also get 5% more crits in melee, 6% more 2h damage, 8% faster running and riding, better BoM, Repentances (stunning for 8sec) and such. This is the tree we recommend if you want to solo and level fast. Respect later if you want to. You don't always have to max out trees, if you like a decent mix. BoK is good everywhere, so is extra armor. The SoC is a must for solders, and so is the damage. The int and str increase is sure nice from the Holy ree. When lvl 60, think about respecting to a pure holy paladin or something, depending on your play style. (Holy is probably what you are needed for by your guild, and OFC Blessing of Kings) PvP In PvP, Paladins are usually underestimated. As a Paladin, you wont nuke em dead in 2 seconds, but you wont be nuked dead in 2 seconds by others either. What you have to be careful of is a hunter that uses concussive shot and mages that freeze and chill you. This is dangerous, as you can't shoot! Always use a 2h weapon in PvP, and with the shields and heals; Paladins are one of the classes that lasts longest in PvP. As a Paladin, we have managed to kill 3 equal leveled players ALONE in PvP by killing one, stunning, healing, shield, heal, kill, and so on. Try, you'll at least not waste too much time dying In Instances: In instances, Paladins should not be tanks (You don't keep aggro well) And not heal until high levels, as a Paladin who wants to level wont have holy talents (at least not very many). In addition, a normal Paladin below level 60 usually wont have all too high int. meaning low mana. What IS good about the Paladin in instances is the very diverse and powerful buffs and auras, and the fact that you are a hybrid, as mentioned earlier. If the tank loses aggro of a mob or a patrol comes from behind: no problem! The casters are safe, as a plate-wearing part-time tank can hold em off until the warrior gets em! The Paladin can heal long enough for the healer to get some more mana (hopefully) and if your healing aggros the mobs? Invulnerable bubble Blessing of Salvation Plate amour there are many good ways to solve it with this, Paladins are very useful, even if they aren't damage dealers, super tanks or super healers. As long as you don’t think you are any of them, you’ll be fine. When not needed, just slam your 2h weapon in the side of some mob until the healer or tank can't manage their role. That is the time when people find that Paladins aren't so useless as they thought just because they are hybrids.

Paladin Guide (2)

You have chosen to become one of the most holy warriors, the Paladin. You will heal, you will tank, and you will be one of the most useful support classes. Only one problem, you are limited! You can only be human or dwarf and there isn't a whole lot of difference between the two stat wise. Its best you choose by reading the race bonuses displayed under the race description at creation.All made up and ready to thump? Super, and then let's get you started with the basic navigation and movement of the game. In the upper right hand corner of the screen you will see a map. This map displays you current location and you travel many different arrows will appear on the map. Grey arrows point to near cities, light yellow point to teammates and orange point to you body when you die.When you are in a team and your teammate is close that are displayed on the map as a grey dot with a golden ring around it. Later on when you complete quests the NPC's that will hand you your reward are displayed as golden dots.Now, time for movement. The arrow keys move you around as does clicking both left and right mouse buttons and holding. Numlock is auto run and space bar, as in most games is jump. On the bottom left you will see three icons all with red number next to them. The number represent the numbers above your letter keys on your keyboard from 1-0 and – and +. Press one and you attack, press two and you cast Seal of Righteousness and press three and you cast Holy Light.Ok, to your right of the hot key, the ones we just talked about, you will see another row of icons. These are just the basic character information, world map, quest box, game settings and all that good stuff. Later on, when you reach level ten this is where your talent button will appear.To the further right you will see a backpack icon, right-click on it to open it and you will find two types of food, one to heal mana and the other to heal life. There is also a white stone with a blue swirl on it. This is your hearthstone, this is a great tool. When you reach a new town talk to the Inn keep and tell him or her that you want to rest. The stone, when you right click on it will now teleport you back to that Inn. This is a very handy tool for returning from quests or when you need to sell goods.On the top left we have your health and mana bars and I'm sure you understand those. Run out of health, you die, run out of mana you can't cast. Now, let's get your first quest.If you look around you should see a man standing with an exclamation point over his head. This means he has something he wants you to do, talk to him and gets his quest. As you go through the game you will do lots of quests, some are for little reward but large experience and visa versa.After you complete the quest an orange question mark will appear over the head of the man you received the quest from. Talk to the man again and he will reward you with and item and some experience. When you are done talking to him he should have a new quest for you, as should other NPCs around you. This will happen a lot, so watch for new quests everywhere. Now go out and kill some stuff, do your first quest and get your hands dirty.Once you have gained some levels and done a quest or two you should receive a quest from one of the first people that gave you a quest. It will tell you that someone somewhere is requesting you come and speak to them, this guy will be your trainers so lets go pay him a visit.When you reach your trainer, which shouldn't be hard, the directions in the quests are very accurate so far; you should talk to him about training. When you open the training box you will only see about six skills, that's alright, there will be other trainers later, he is just going to train you up to level six. Here is some of what you should see and some of what you can expect later on:• Seal of Righteousness- This spell is easy to understand, it just increases your damage for a short amount of time. Judgment- 20 holy damage.• Holy Light- Another one easy on the mind, it heals you.• Blessing of Might- This spell also increases your damage for a short time.• Judgment- This skill allows you to release the power of you're your seals, each seal has a different Judgment effect, look through each one after gaining judgment to see what they do.• Divine Protection- This is very useful, it makes you invulnerable basically and gives you the chance to cast a heal, usually twice before it wears off. You can also run if you want, yak chicken =P• Purify- Just removes one poison and disease effect from target.• Seal of Crusader- Another damage bump but Judgment is different from Righteousness. Judgment- It increases the holy damage taken by the target for a short time.• Parry- Very nice, gives you the chance to parry an attack, get and level it.• Hammer of Justice- Another nice skill since you can use it in conjunction with Divine Protection, a little more about that later. It stuns target for short time.• Blessing of Protection- Target is immune from all physical attacks for short time.• Devotion Aura- Give additional armor to each party member.• Lay on Hands- Very nice skill. This will heal a party member for the amount of health you have total but will drain your mana completely, use wisely.That is a good run down of most of the spells but you will see as you go the other spells are easy to understand.When you reach level ten you will gain talents, the icon will be near quest log. The talents you will want to focus on are Holy talents and Protection as you will tank and heal so make sure you raise the ones that add to healing skills and armor. -Note open beta you could reset, it has been rumored that after launch you won't be able to reset them so choose wisely or not at all until you know if you are playing launch.Now, to kill tactics. The best thing to do is run then Aura and Seal of your choice and use hammer of justice to open up the battle. This will stun your target for the first moments of battle. Pound the crap out of it and if you need to heal, should the monster be stronger then you thought, bust out Divine Protection and heal twice, stun and heal again if needed. Repeat this cycle as you go. If you need to run, and then stun the monster, cast Divine Protection and run, casting lay on hands as you get low on life and then repeating Divine Protection and so on.Now you know the basics, go out and kill and enjoy yourself Holy Warrior. I wish you best of luck and remember to check back for new skills and keep on the quests to get money and experience. The more armor the better.Best of luck,

WoW Paladin Guide

I posted this as a reply elsewhere, but thought more people would make use of it here.

So here it is:When you're grinding you want to head u