Paladin

October 15th, 2006 by Alice

MageHolders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, all the while throwing themselves to where the fighting is the thickest. - Blizzard Entertainment

The Paladin is a holy warrior. A fierce opponent on the battlefield. He jumps into the heat of battle bolstered by his courage and divine abilities. He fights for his land and for all that is good. If you have a particular dislike for all things undead the Paladin even has specific skills for dealing with this race. He heightens the abilities of his friends with auras and divine seals and when all seems lost and hopeless the Paladin will bless those that are falling with Holy Light. He makes them healthy and strong and together they crush and drive back their evil enemies.

The Paladin is a mix of a tank and a support caster, ideal for groups. That means he will fight with hand to hand weapons and also be able to cast group friendly buffs.

 

Available in which Races & their Racial Bonuses

Alliance

Human

  • Perception: Increased detection bonus - lasts 20 sec. 3 min cooldown
  • The Human Spirit: +5% to Spirit
  • Diplomacy: 10% bonus to faction point gain
  • Sword Specialisation: +5 to Sword Skill
  • Mace Specialisation: +5 to Mace Skill

Dwarf

  • Stoneform: While active, grans immunity to Blood, Poison and Disease effects. In addition, Armor increased by 10%. Lasts 8 secs. 3 minute cooldown.
  • Gun Specialization: +5 to gun skill
  • Frost Resistance: +10 Cold Resistance
  • Treasure Finding: Activate to see treasure chests on mini map - lasts until canceled - no cool-down.

Resources Used

  • Health & Mana

Starting Statistics

Below are the starting stats and attributes of the Paladin. Paladins can learn to use other weapons at a weapon trainer and locations of those can be found in the Trainers page.

Attributes Dwarf Human
Strength 24 22
Agility 16 20
Stamina 25 22
Intellect 19 20
Spirit 20 22
Armor 34 42
Melee Attack 1 6
Power 31 27
Damage 9-12 8-11
Ranged Attack N/A N/A
Power N/A N/A
Damage N/A N/A
Class Skills
Holy X X
Weapon Skills Dwarf Human
Defence X X
1-hand Maces X X
2-hand Maces X X
Unarmed X X
Can Learn (at a Weapon Master)
Plate Mail X X
1 hand sword X X
2 hand sword X X
Polearms X X
Armor
Cloth X X
Leather X X
Mail X X
Shield X X

 

What can the Paladin do?

Hand to hand combat

1 handed weapons will hit faster and will therefore be better to use against casters because of the increased chance to interrupt their spellcasting.

The Paladin is a class that is part warrior meaning that he can use heavy armour and most of the weapons. It seems that Paladins in WoW favour hammers in their quest for glory. After all, a big hammer is better against the bony undead then let’s say a sword or a spear. They can use blunt weapons, swords and also learn polearms. If a two handed sword or mace is better than a ­ne handed and a shield is up to the player to decide. Do you want to trade the extra damage for less protection or the other way around? Many people claim that it is better to use a shield that will give you an extra slot to gain bonuses on items from. But what really is the best is probably decided by the situation at that time. Keep a good choice of weapons in your backpacks along with shields and armour with different resists. You never know if that monster takes more damage from your fire sword or from your stone mace.

It is better to use 2 handed weapons on monsters with a high armour class (ac). The 1 handed weapons will hit faster and will therefore be better to use against casters because of the increased chance to interrupt their spellcasting. It is advised to train all the weapon skills since you never know what mighty weapon you might find in your travels.

The Paladin has plenty of “tank” abilities that he can use in battle. Special attacks with his weapons and defensive abilities as well. Do not expect anything close to the fighting prowess of the Warrior though, neither the damage ability of the Rogue. But do expect that the Paladin will be hard to kill in all his armour and defensive training especially boosted with healing spells and divine buffs.

Spell casting

Casting holy spells is a part of the Paladin’s every day life. He has spells that buff other people’s abilities. As and example, can cast a spell that increases the armour class of another character. The Paladin canl also heal his friends with Holy Light. His healing is compared to the Priest and Druid. But the divine ability “Lay Hands” will use up all of the Paladins mana and in return heal a friend to full hit points.

When the Paladin casts a spell he uses up his mana. When the Paladin is resting or eating food he will regain mana. So don’t forget to bring food if you are going to hunt alone and plan to cast a lot of spells. Later in the Paladin’s life he will be able to bring his friends back to life after they have died. Not as good as the priest and it will probably cost the Paladin a lot of mana to cast these spells.

Auras

Enhance abilities of him and his party within a certain radius. Only one aura can be active at a time. However, different auras from different paladins can stack. For example three Paladins with Devotion {boosts armor level} aura active will not stack on top of each other giving everyone three times the boost. But three Paladins, one with Devotion aura, one with Divine Shield and one with Retribution will stack, applying all effects to everyone in the party. So good co-ordination within a party can create a formidable group.

Seals

Offensive and defensive short term buffs that are non-stackable onto the Paladin. Only one Seal can be active on him at the time.

Blessings

Blessings are a little like Seals but can be applied to friendly players. Each Paladin can apply a different Blessing to other players. One Paladin can’t apply multiple Blessings to an individual player.

Paladin Trainers

To learn new paladin skills and proficiencies you will need to seek out a Paladin Trainer. New skills will become available for learning as your character increases in level. You can find a full list of all Paladin Trainers around the world here.

Further Paladin Reading & Resources

  Paladin Forum Forum to talk with other Paladins
  Paladin Quests Quests for Paladin
  Paladin Items Paladin Items
  Paladin PvE Guides Paladin PvE Guides
  Paladin PvP Guides Paladin PvP Guides
  Paladin UIs/Mods Paladin UIs/Mods
  Paladin Trainers List of Paladin Trainers

Paladin Patch History

The history of the changes made to the Paladin class during the beta and beyond are detailed below with the most recent at the top.

Patch 1.9.3 (7 February 1006)

  • Eye for an Eye - This talent will now still do damage when the paladin is stunned. In addition, if the critical hit kills the paladin, damage will still be dealt to the spellcaster.
  • Greater Blessing of Sanctuary - Paladins with Righteous Fury will now generate extra threat correctly when this Blessing procs.

Patch 1.9.1 (10 January 2006)

  • Silence effects should now work properly with Improved Concentration Aura.

Patch 1.9.0 (3 January 2006)

  • Due to significant talent changes, all Paladins’ talent points will be refunded and can be respent. Training costs for all talent spell/ability replacements have been significantly reduced.
  • Paladins can now learn Greater Blessings for the following spells:
    • Blessing of Might
    • Blessing of Wisdom
    • Blessing of Kings
    • Blessing of Sanctuary
    • Blessing of Salvation
  • Greater Blessings will cast the associated blessing on all raid members that share the same class as the target. For example, if you cast Greater Blessing of Might on a warrior in your raid, all warriors in the raid party will receive Blessing of Might from you. Additionally, Greater Blessings have an increased duration of 15 minutes. These blessings require twice as much mana as the single target version, as well as a reagent. Paladins can purchase these new Greater Blessing spells from their class trainers.
  • Seals and Judgements - Added or increased damage per level so that these spells keep pace between replacements.
  • Judgements - Judgements that place a debuff on their victim will now all have their duration refreshed when the judging paladin strikes the victim with his or her melee swings. All these debuffs have had their duration decreased to 10 seconds. In addition, Judgements that place debuffs can no longer be resisted.
  • Seal of Righteousness - Now does holy damage on every swing. It can now proc correctly as well. The Judgement effect has been renamed”Judgement of Righteousness” to differentiate it from the Seal damage in the combat log.
  • Judgement of the Crusader - The holy damage bonus has been decreased as part of rebalancing paladin damage which is still increased overall).
  • Seal of Command - The proc will occur more often, but will only do 70% of weapon-swing damage.
  • Judgement of Command - Instead of placing a debuff on the victim, this spell now does immediate damage. If the victim is not stunned, they only take 50% of the total damage. The damage on this Judgement was increased significantly.
  • Judgement of Wisdom - Arcane Shot will no longer cause this to proc twice on one shot. Channeling spells can now trigger this proc as well.
  • Vengeance - Special ability critical hits can now trigger Vengeance.
  • Judgement of Righteousness - The damage of this judgement was increased significantly. This judgement can now trigger procs. The bonus from spell damage items has been increased slightly.
  • Holy Shock - Now heals friendly targets and damages enemy targets. Mana cost reduced. Bonus from spell damage and healing items increased.
  • All Seals and Judgements have had their bonus coefficient from plus spell damage re-evaluated. Some holy damage effects had no coefficient before and now have a coefficient.
  • Vengeance - Clarified the tooltip to indicate procs will not trigger Vengeance.
  • Summon Warhorse - Mana cost reduced.
  • Summon Charger - Mana cost reduced.
  • Consecration - No longer displays a debuff icon on targets in the area of effect.
  • Updated Aura tooltips to be more clear (include radius, fix grammatical errors etc…).
  • Judgement - Range increased, cooldown decreased, mana cost decreased.
  • Using Judgement will now initiate melee combat.
  • Exorcism - Now usable on Demon targets in addition to Undead targets.
  • Holy Wrath - Now usable on Demon targets in addition to Undead targets.
  • Seal of Justice - Mana cost slightly increased. The stun effect’s duration no longer diminishes or is diminished by controlled stun abilities and spells (e.g. Cheap Shot, Hammer of Justice, Charge, etc).
  • Seal of Righteousness - The damage bonus from +Holy damage has been reevaluated on this seal. Since the damage is delivered on every swing, the bonus has been reduced. However, paladins attacking with faster weapons should see an overall increase in the bonus from + spell damage gear. Mana Cost slightly increased.
  • Seal of Command - Damage bonus from +Holy damage items slightly increased.
  • Seal of the Crusader - Mana cost slightly increased.
  • Seal of Fury - The seal and judgement have been removed and replaced with a new self-buff, Righteous Fury, which will increase threat from Holy damage.
  • Seal of Light - Mana cost slightly increased.
  • Seal of Wisdom - Mana cost slightly increased.
  • Seal of Command - Mana cost slightly increased.
  • Hammer of Wrath - Missile speed of the flying hammer increased.
  • Divine Protection, Divine Shield and Blessing of Protection - Targets of these spells will now receive the “Forbearance” effect, preventing another of these three spells from being applied to that target for one minute.
  • New Spell: Righteous Fury (level 16) - Increases the threat generated by the Paladin’s Holy attacks by 60%. Lasts 30 minutes.
  • Blessing of Sanctuary - Now causes Holy damage to the attacker when the blessed target blocks an attack in addition to the current effect.
  • Hammer of Justice - Is now a Protection spell.
  • Repentance - Is now considered an Incapacitate effect.
  • Blessing of Wisdom - Mana regeneration over time will no longer generate threat.
  • Purify - Mana cost now based on a percentage of base mana.
  • Cleanse - Mana cost now based on a percentage of base mana.

Patch 1.8.0 (11 October 2005)

  • Judgement of Light and Judgement of Wisdom will now benefit players that are immune to Holy effects (e.g. Divine Shield).

Patch 1.7.0 (13 September 2005)

  • New Spell: Hammer of Wrath (Level 44) - Hurls a hammer that strikes an enemy for Holy damage. Only usable on a wounded target.
  • Blessing of Sacrifice no longer shares damage with dead Paladins (You can no longer kill Paladin Ghosts).
  • Paladins can no longer activate Divine Favor on the previously cast healing spell.
  • Seal of the Crusader - Fixed a bug that displayed the incorrect amount of attack power increased by ranks 2, 3 and 5 of the spell.

Patch 1.5.0 (7 June 2005)

  • Fixed a bug where a Hunter’s magic shots were missing too frequently when used on a target with Blessing of Protection active.

Patch 1.4.0 (20 April 2005)

  • Seal of Wisdom and Seal of Light should now replace each other properly as well as stack properly when used by different paladins.
  • Paladin Epic Mount quest added. To begin, talk to the paladin trainers Duthroian Rall or Brandur Ironhammer.
  • Paladins who have completed their Epic Mount quest can repeat the 
    final event in Scholomance for fun (and loot) by speaking with Lord Grayson Shadowbreaker.
  • Sanctity Aura - Fixed a bug where the spell/talent was unlearned after logging out if learned before level 40.
  • Resistance Auras - Paladins should now be able to switch from a resistance aura to any other resistance aura without canceling the current one first.
  • Improved Seal of Justice - Fixed a bug that caused the talent to have no effect. It will now increase the frequency that the stun effect will land. 

Patch 1.3.0 (22 March 2005)

  • Training costs adjusted. Total training cost was decreased.
  • Seal of Command - The damage effects can now be resisted instead of dodged, blocked, or parried.
  • Blessing of Protection - Now castable on all raid targets.
  • Blessing of Sacrifice - Now castable on all raid targets.
  • Blessing of Salvation - Now castable on all raid targets.
  • Divine Intervention - Now castable on all raid targets.

Patch 1.2.2 (27 January 2005)

  • Seal of the Crusader: Fixed a bug where damage per swing was increasing instead of decreasing when Seal of the Crusader was active.

Patch 1.2.0 (21 December 2004)

  • Sense Undead: No longer available via the trainer; quest reward only.

Patch 1.1.1 (17 November 2004)

  • Judgment: Moved to level 4.
  • Divine Protection: Moved to level 6.
  • Purify: Moved to level 8.
  • Seal of the Crusader: Now introduced at level 6.
  • Polearm proficiency can now be learned by Paladins 
    Talent Changes
  • The effect chance of Seal of Command has been reduced slightly.
  • Redoubt now lasts either 10 seconds or five blocks, whichever comes first.

Patch 1.1.0 (7 November 2004)

  • Paladin talents are now available.
  • Retribution Aura: Moved to level 16.
  • Judgment: Moved to level 50, renamed Holy Wrath.
  • Removed facing requirement from Hammer of Justice and Turn Undead.
  • Cleanse: Moved to level 42, mana cost increased.
  • Holy Light: Causes less threat, heal effect and mana cost increased.
  • Purify: Mana cost increased.
  • Turn Undead: Increased the chance of breaking early.
  • Holy Strike: Removed.
  • Crusader Strike: Removed.
  • Seal of Reckoning: Removed.
  • Healing Aura: Removed.
  • Dominance Aura: Removed.
  • Wisdom Aura: Removed.
    Redemption: Removed.
  • Resurrection: renamed Redemption, no longer useable in combat.
  • All Seals renamed Blessings. Several new spells have been added, which now use the naming convention “Seal”.
  • New Spell: Seal of the Crusader (Level 12).
  • New Spell: Seal of Justice (Level 22).
  • New Spell: Seal of Light (Level 30).
  • New Spell: Seal of Wisdom (Level 38).
  • New Spell: Flash of Light (Level 20).
  • New Spell: Judgment (Level 10).
  • New Spell: Blessing of Might (Level 8).
  • New Spell: Blessing of Wisdom (Level 14).
  • New Spell: Blessing of Light (Level 40).
  • New Spell: Concentration Aura (Level 22).
  • New Spell: Divine Intervention (Level 30).
  • Resistance Aura: Split up into 3 new spells…Shadow Resistance Aura (Level 28), Frost Resistance Aura (Level 32), and Fire Resistance Aura (Level 36).
  • Seal of Fury has changed significantly.
  • Seal of Righteousness has changed significantly.
  • Blessing of Sacrifice: Moved to level 46, now transfers a flat amount of damage per hit, and has replacements.
  • Blessing of Salvation: Moved to level 26, duration increased, cool down removed, effect reduced.
  • Blessing of Freedom: Moved to level 18.
  • Blessing of Protection: Moved to level 10.

Beta Patch 0.12.0 (10 October 2004)

  • Resurrection and Redemption range has been reduced.
  • New Spell: Seal of Freedom (Level 20)

Beta Patch 0.10.0 (16 September 2004)

  • Auras now appear above the hotkey bar.

Beta Patch 0.9.0 (15 August 2004)

  • New Spell: Summon Warhorse (Level 40). Attainable via quest.Turn Undead now has a short cast time.
  • Judgment now has a short cast time.
  • New Proficiency: Two-Handed Axes.

Beta Patch 0.8.0 (7 July 2004)

  • Divine Favor: Renamed to Divine Protection.
  • Fist of Justice: Renamed to Hammer of Justice.
  • Might Aura: Renamed to Dominance Aura.
  • Seal of Sacrifice: Can no longer be cast on self.
  • Seal of Wrath: Renamed to Seal of Reckoning.

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