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Geary
High Member
| Joined: 05 Mar 2010 |
| Posts: 64 |
| Location: Bucuresti |
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As a hybrid class you can have three roles in a party: dps, tank, or healer. Which one you play at any given time will depend on your talent spec, the gear you bring with you, and the composition of the rest of the party. Make sure you (and others) are aware of your role from the outset to avoid problems later.
Auras
Always make sure you activate an aura appropriate to your situation. Change as the situation calls for because it's instant and costs no mana.
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. Combine it with the talent and there will be very few effects that will interrupt your healing.
Available at 22nd level.
Shadow Resistance Aura
Provides additional shadow resistance to all party and raid members within 40 yards. Good for boss fights that use a lot of shadow attacks on the party or raid. E.g., The Black Knight (tactics)
Frost Resistance Aura
Provides additional frost resistance to all party and raid members within 40 yards. Good for boss fights that use a lot of frost attacks on the party or raid. E.g., Kel'Thuzad (tactics)
Fire Resistance Aura
Provides additional fire resistance to all party and raid members within 40 yards. Good for boss fights that use a lot of fire attacks on the party or raid. E.g., Ragnaros (tactics), Prince Taldaram
It should be emphasized that Resistance Auras are very helpful for harder boss fights. For example, going off of the Resistance table on this site, a level 80 paladin using a resistance aura will block about 23.5% of spell damage inflicted of that magic type for a level 83 boss. If a boss hits the entire raid for 5000 damage to each person, that's 125000 damage in a 25-man. If the aura is used, that number can be brought down to 95625 damage. You would be mitigating about 29375 damage.
Blessings
Make sure you always have a blessing active. As of Patch 2.2 all lesser Paladin buffs have had their timers increased to 10 minutes. At higher levels you can use Greater Blessings for 30 minute buffs but they have a components cost. The Greater Blessings also buff all the group members of the same class as the target at the same time. Remember that it is an instant cast, so even if you're in combat you can go ahead and bless yourself or others as necessary.
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. Nevertheless, at higher levels, there are other more effective talents in Protection and Retribution trees to help mana regeneration, making this blessing only useful for Holy paladins.
Blessing of Might
This will increase your Attack Power significantly, thereby increasing melee DPS.
Blessing of Kings
Increases all your stats by 10%. This blessing is important in situations where higher health is needed, such as tanking or PvP. It also increases your DPS by providing extra strength, although the improvement is not as big as Blessing of Might. In addition, it also increases your mana pool, although the improvement is most noticeable as Holy.
Blessing of Sanctuary
Available only by talent purchase. When you are taking damage from numeroase targets this reduces the damage you received as well as provides a very good mean of mana regeneration. Note that this blessing is a key component to the protection paladin's ability to AoE Grind. Note that, as of Patch 3.2.2, this Blessing will also increase your Strength and Stamina by 10%.
Seals
Seal of Righteousness
By itself it provides X amount of additional Holy damage per hit based on weapon speed.
When judged it causes instant holy damage to the target based on Attack Power and Spell Power.
It is the initial seal for protection paladin tanks, however is replaced after obtaining Seal of Corruption or Seal of Vengeance.
Your first seal.
Seal of Command
Redesigned for patch 3.2.2
All melee attacks will deal X to Y additional Holy damage.
When judged does X to Y Holy damage.
When used with attacks or abilities that strike a single target, this additional Holy damage will strike up to 2 additional targets.
It is the preferred PvP seal for Retribution.
Available through a talent in the Retribution tree beginning at level 20.
Seal of Justice
By itself it provides a chance of stunning the target. This can only occur three times in a row on a target, as both mobs and players subject it to diminishing returns.
When judged, causes some holy damage based on Spell Power and Attack Power.
Available at level 22.
Seal of Light
By itself it provides a chance of returning X health per hit.
Glyph of Seal of Light adds 5% healing to all your spells while Seal of Light is active.
When judged, causes some holy damage based on Spell Power and Attack Power.
Available at level 30.
Seal of Wisdom
By itself it provides a chance of returning a percentage of total mana per hit.
Glyph of Seal of Wisdom reduces mana cost of all healing spells while Seal of Wisdom is active.
When judged, causes some holy damage based on Spell Power and Attack Power.
Available at level 38.
Seal of Vengeance
Redesigned for patch 3.2
Attacks apply Holy Vengeance (Alliance) (Blood Corruption (Horde)), which deals X additional Holy damage over 15 sec.
Blood Corruption and Holy Vengeance can stack up to 5 times. Once stacked to 5 times, each of the Paladins attacks also deals 33% weapon damage as additional Holy damage.
Judging this will deal X Holy damage to an enemy, increased by 10% for each application of Holy Vengeance or Blood Corruption on the target.
Seal of Vengeance is available to all alliance paladins at level 64.
Seal of Corruption is available to all horde paladins at level 66.
This is the primary tanking seal and primary DPS seal for bosses or long fights.
Judgements
Judgements cause holy damage based on whichever seal is present on the paladin, and cannot be cast without a seal. A number of talented skills are triggered by Judgements, whether beneficial to the paladin or detrimental to the target. Holy paladins can increase haste rating by up to 15% through Enlightened Judgements, Protection paladins can decrease attack speed of an enemy by 20% Judgements of the Just (single target [Thunderclap]), and Retribution paladins can increase the chance of critical strikes on the target Heart of the Crusader as well as provide the Replenishment buff with Judgements of the Wise.
Judgement of Wisdom
Causes holy damage based on the active seal.
Debuffs the target, allowing all attacks against the target to have a chance of giving the attacker mana back. This proc replenishes 2% of the attacker's base mana.
Primary Judgement for most situations, as all but three classes can benefit from mana regeneration.
Only one Judgement effect can be on a target per paladin. Wisdom is the most important Judgement in most cases, and should always be on the boss. In the case of multiple paladins in a group, Protection Paladins should judge Wisdom, while Retribution and Holy paladins judge Light, to preserve the Prot Paladin's Judgements of the Just debuff, as well as guaranteeing near 100% uptime.
Judgement of Light
Causes holy damage based on the active seal.
Debuffs the target, allowing all attacks against the target to have a chance of giving the attacker health back. This proc replenishes 2% of the attacker's absolut health.
Secondary Judgement for most situations, but now a solid judgement choice for fights with AoE damage.
Only one Judgement effect can be on a target per paladin. In the case of multiple paladins in a group, the second paladin often uses this, as it is only beneficial in cases of aoe damage. Typically Light is judged only after Wisdom has a 100% upkeep (i.e. not judged by a Holy Paladin).
Judgement of Justice
Causes holy damage based on the active seal.
Debuffs the target, preventing NPC mobs from "fleeing" in fear (at low hp), and preventing any target from moving faster than 100% movement speed.
Final Judgement for most situations in PvE, but is extremely useful for PvP, as it can only be removed by magic cleansing. In short, it is a druid's worst nightmare.
Only one Judgement effect can be on a target per paladin. This Judgement now has limited uses in PVE, as this was typically reserved for Holy Paladins. As of 3.1, Judgement of Justice no longer benefits from the extra range Holy Paladins can receive for judgments. As a result, Holy Paladins are encouraged to judge Light along with Ret Paladins, unless they are the only paladin in the raid (and may consider Judging Wisdom).
Judgement Priority
1 paladin (any spec) - Judgement of Wisdom
2 paladins, 1 melee - Melee judges Wisdom, Holy judges Light
2 paladins, 2 melee - if prot, judge Wisdom, Ret judges Light. If both Ret or Prot, the higher AP should judge Light.
2 paladins, 2 casters - The higher SP should judge Light, or both judge Wisdom to ensure more uptime.
3 paladins, 1 prot - Prot judges Wisdom, all others judge Light.
Seal and Blessing Sequencing
Some of these sequences are talent independent (Mana and Health Conservation), while others are designed for Retribution or Protection paladins. There are a few quality addons that can aid in sequencing, "Supercast" being one of them.
Generic 2 hand damage dealing
This sequence is for low level paladins.
Aura: Devotion Aura or Retribution Aura
Blessing: Blessing of Might (or Blessing of Wisdom)
Sequence: Judgement of Wisdom (or Light)-> Seal of Righteousness -> repeat using Seal of Righteousness and Judgement of Wisdom
Retribution paladin 2 hand damage dealing
This sequence is for high level retribution paladins.
Aura: Retribution Aura
Blessing: Blessing of Might, Blessing of Kings, Blessing of Wisdom
Judgement: Wisdom or Light
Seal of Command (for PvP or situations where you can kill yourself)
Sequence: There is no "set" sequence for Retribution - Utilize "First Come First Serve" mentality, giving priority to different abilities based on situation
* Single Target - Judgement -> Crusader Strike -> Consecrate -> Divine Storm (skip Consecrate if having mana troubles)
* AoE - Judgement -> Consecrate -> Divine Storm -> Crusader Strike
Judgement is always given priority due to high damage as well as significant mana returns (both with Replenishment and the solo mana return)
Protection paladin tanking
This sequence is for high level protection paladins.
Aura: Devotion Aura (Retribution for AoE situations without a Retribution Paladin)
Blessing: Blessing of Kings, Blessing of Sanctuary, Blessing of Might, Blessing of Wisdom
Judgement: Wisdom or Light
Seal: Seal of Corruption, Seal of Vengeance, Seal of Righteousness (for seal twisting)
Sequence: Ideally a protection paladin should spec 1/2 Improved Judgements for a 9 second cooldown on Judgement. If done this way, a protection paladin follows a cooldown rotation of 96969 (http://www.failsafedesign.com/maintankadin/viewtopic.php?t=13944 credit to PsiVen from Maintankadin)
Holy Shield -> Hammer of the Righteous -> Judgement -> Shield of Righteousness ->
Consecrate -> Hammer of the Righteous -> Holy Shield -> Shield of Righteousness ->
Judgement -> Hammer of the Righteous -> Consecrate -> Shield of Righteousness ->
* 9 - Holy Shield has an 8 second cooldown, with 10 second duration (thus can stay active for 9 seconds)
9 - Consecrate has an 8 second cooldown, with 8 second duration (thus can be triggered every 9 seconds)
9 - Judgement has a 10 second cooldown, talented to 9 seconds (thus can be triggered every 9 seconds)
* 6 - Hammer of the Righteous has a 6 second cooldown
6 - Shield of Righteousness has a 6 second cooldown
* Holy Wrath - special, 30 second cooldown, usable on undead and demons
Exorcise - special, 15 second cooldown
Seals - special, 30 clipe duration,
Divine Plea - special, 1 momente cooldown, regens 25% mana, should be used on cooldown for mana intense fights.
Protection paladin AoE grinding
This sequence is used for a Protection paladin when AoE grinding.
* Tanking trash: Retribution Aura + Blessing of Sanctuary + Seal of Light, (get on a horse and) aggro multiple melee mobs > Consecration > Holy Shield > Judgement of Wisdom > repeat these three abilities. Just the high amount of blocking together with Blessing of Sanctuary will give ample mana recovery. Seal of Light will help keep your health high.
* Most of your damage will come from Consecration and Holy Shield and Retribution Aura; therefore, the damage from your melee attacks is not that important and Seal of Light will likely serve you better than Seal of Righteousness.
* If you have a hard time keeping up health, switch to Devotion Aura and/or Judgement of Light. (Switching Judgements in the middle of a fight however will probably require you to rearrange your action bar, so let your experience dictate whether health is more important than mana or vice versa.)
* If you run out of mana, switch to Seal of Wisdom. Since Blessing of Sanctuary provides you with mana recovery, switching to Blessing of Wisdom during the fight is probably not worthwhile. [/b]
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