Broken
Legend
This guide was last updated during Patch 4.3 and is now OUT OF DATE. I'll try to update this as soon as possible. (Some info may still be correct, though. Feel free to still use this).
Welcome to my guide on paladins! This guide is supposed to act as a simple place for beginners to learn a little about paladins. No doubt, you'll learn much more about paladins from actual PvP experience but at least, I hope, people won't be calling you a noob after you read this!
Read this first:
Some common abbreviations used in PvP:
FC = Flag Carrier
EFC = Enemy Flag Carrier
GY = Graveyard
BiS = Best in Slot
LoS = Line of Sight
AoE = Area of Effect
PUG = Pick Up Group
AP = Attack Power (also stands for Aerie Peak but will be used for Attack Power in my guide)
SP = Spell Power
OOM = Out of Mana
DoT = Damage Over Time
HOT = Heal Over Time
Some common abbreviations concerning paladins:
Holydin = Holy Paladin
Retridin = Retribution Paladin
Protadin = Protection Paladin
AV = Avenger's Shield
TV = Templar's Verdict
WoG = Word of Glory
FoL = Flash of Light
LoH = Lay on Hands
HoR = Hand of Reckoning
HoJ = Hammer of Justice
The majority of this data is meant for PUG's but it should also be helpful for premades. I performed all the calculations shown in section 5.1. on my own, hence they may be incorrect at places. If you find any problems with those calculations or anywhere else in this guide, feel free to PM me or post up your views.
While reading this guide you might also feel a bit of deja vu. That's because Pinochet's and Deadvulcano's guides motivated me to make one for paladins. This led me to practically copying their format. Hence, I believe that you should also feel free to copy this guide or quote any phrases that you wish to. This guide is meant for all the F2P's (and P2P's with F2P restrictions) out there and should hence be treated that way.
Contents:
1. Race Selection
8. Addons
1. Race Selection:
Crack Shot:
Mace Specialization:
Human:
Every Man for Himself:
The Human Spirit :
Diplomacy:
Mace Specialization:
Sword Specialization:
Draenei:
Gift of the Naaru:
Heroic Presence:
Shadow Resistance
Nature Resistance:
Cultivation:
Blood elves:
Arcane Torrent:
Arcane Affinity:
Arcane Resistance:
Reduces Arcane damage taken by 1%.
This racial is mainly helpful against Arcane mages and Balance druids. Considering how 5+ Druids can be found in a single WSG, this can be a huge help in reducing their damage. I'm not entirely sure what has happened to being able to resist spells but it is possible that this racial helps you resist Polymorph.
Bloodthistle:
Welcome to my guide on paladins! This guide is supposed to act as a simple place for beginners to learn a little about paladins. No doubt, you'll learn much more about paladins from actual PvP experience but at least, I hope, people won't be calling you a noob after you read this!
Read this first:
Some common abbreviations used in PvP:
FC = Flag Carrier
EFC = Enemy Flag Carrier
GY = Graveyard
BiS = Best in Slot
LoS = Line of Sight
AoE = Area of Effect
PUG = Pick Up Group
AP = Attack Power (also stands for Aerie Peak but will be used for Attack Power in my guide)
SP = Spell Power
OOM = Out of Mana
DoT = Damage Over Time
HOT = Heal Over Time
Some common abbreviations concerning paladins:
Holydin = Holy Paladin
Retridin = Retribution Paladin
Protadin = Protection Paladin
AV = Avenger's Shield
TV = Templar's Verdict
WoG = Word of Glory
FoL = Flash of Light
LoH = Lay on Hands
HoR = Hand of Reckoning
HoJ = Hammer of Justice
The majority of this data is meant for PUG's but it should also be helpful for premades. I performed all the calculations shown in section 5.1. on my own, hence they may be incorrect at places. If you find any problems with those calculations or anywhere else in this guide, feel free to PM me or post up your views.
While reading this guide you might also feel a bit of deja vu. That's because Pinochet's and Deadvulcano's guides motivated me to make one for paladins. This led me to practically copying their format. Hence, I believe that you should also feel free to copy this guide or quote any phrases that you wish to. This guide is meant for all the F2P's (and P2P's with F2P restrictions) out there and should hence be treated that way.
Contents:
1. Race Selection
1.1. Alliance
1.2. Horde
2. Talents and Specialisation2.1. Holy
2.2. Protection
2.3. Retribution
3. Spells and Abilities3.1. Offensive Spells
3.2. Healing Spells and Hand of Protection
3.3. Miscellaneous Spells
3.4. Specialisation Specific Spells
4. BiS Gear3.3. Miscellaneous Spells
3.4. Specialisation Specific Spells
4.1. Retribution Paladin
4.2. Holy Paladin
4.3. Protection Paladin
4.3.1. Full Stamina
4.3.2. Defensive
4.3.3. Hybrid
5. Gear Discussion5.1. Attributes by Specialisation
5.2. Strength Gear
5.3. Intellect Gear
6. Professions6.1. Enchants
6.2. Consumables
7. Macros6.2. Consumables
8. Addons
1. Race Selection:
1.1. Alliance:
Dwarf:
Stoneform:
Dwarf:
Stoneform:
Removes all poison, disease and bleed effects and reduces all damage taken by 10% for 8 sec.
Handy ability for FC's, especially in moments of excessive damage. Its mostly effective against a Rogue's Poisons and bleed effect. Used along with cleanse and it can help covering distance against a Rogue's Crippling Poison.Crack Shot:
Expertise with ranged weapons increased by 1%.
Unfortunately, this is of no use to Paladins...Mace Specialization:
Expertise with Maces and Two-Handed Maces increased by 1%.
This could come in very handy. As a Holydin or even a Protadin, you'll be using a mace quite a lot. The added expertise lowers an enemies chance to dodge.
Frost Resistance:
Reduces Frost damage taken by 1%.
Mainly helpful against Frost mages. However, the increase in damage isn't so large. The average Frostbolt does 200-300 damage in PvP. This would only decrease damage by 2-3 on each one.Human:
Every Man for Himself:
Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects.
An extremely helpful racial ability and one of the main reasons why people roll humans. Frees up a trinket slot as you won't have to keep Insignia of the Horde/Alliance. You don't have to necessarily keep 2 Arena Grand Master. As a Holydin, you'll have a slot open for Discerning Eye of the Beast or you can use Swift Hand of Justice to maximise damage.The Human Spirit :
Spirit increased by 3%.
Not a huge difference but will give Holydins an edge over other healers.Diplomacy:
Reputation gains increased by 10%.
Not much use in PvP but can come in handy when grinding reputations for Achievements, Titles and other "goodies."Mace Specialization:
Expertise with Maces and Two-Handed Maces increased by 1%.
This could come in very handy. As a Holydin or even a Protadin, you'll be using a mace quite a lot. The added expertise lowers an enemies chance to dodge.Sword Specialization:
Expertise with Swords and Two-Handed Swords increased by 1%.
If you plan on playing a pure FC protadin, then you'll probably be using Bloodsoaked Skullforge Reaver. The expertise will decrease the enemies chance of dodging your attacks.Draenei:
Gift of the Naaru:
Heals the target for 20% of their total health over 15 sec.
Not the best heal out there but useful nonetheless. The average Retridin/Holydin has about 1500 health and would hence heal 300, if they lasted all the way through. A Protadin with about 2200 health would regain 400 health. Macro'ed with Healing pots and Lifeblood it can be very useful quick heal in those tight situations. Comes under Holy School of Magic, hence you can't use it if you've been silenced/locked while casting another Paladin spell.Heroic Presence:
Increases your chance to hit with all spells and attacks by 1%.
No matter what class or spec you play, the +1% hit chance will always be useful. Makes it much easier to become Spell Hit-capped as Protadin/Retridin.
Gemcutting:
Jewelcrafting skill increased by 10.
This allows Draenai to make Heavy Stone Statue(heals 400 health in total), as opposed to non-draenai who can only make Coarse Stone Statue(heals 180 health in total). Other than Heavy Stone Statue, you won't find anything else helpful at this level with the racial ability.Shadow Resistance
Reduces Shadow damage taken by 1%.
Mainly will come in handy against Priests and Warlocks. Won't make a huge difference but will still help against the incredibly annoying 24 Spriests in the bracket.
1.2. Horde:
Tauren:
War Stomp:
Endurance:
Tauren:
War Stomp:
Stuns up to 5 enemies within 8 yds for 2 sec.
A great move in PvP. Allows you to stun enemies and cast a heal uninterrupted. As its got a 0.5 second cast time, you can also use it to interrupt spell casting. Great in tanking/FC'ing, as it enables you to get around enemies and make some distance.Endurance:
Base Health increased by 5%.
At level 20, you get between12-20 health from this. Not a huge amount but in twinking, every bit counts (Keep in mind, this beats the +1stam shield enchant Blood elves get from Arcane Affinity. It does not require a shield either, so you will get this bonus health while playing Retribution too. The +1 agility, which is also available to blood elves, is practically useless for paladins).Nature Resistance:
Reduces Nature damage taken by 1%.
Not a huge damage reduction but will help against a Hunter's Serpent Sting. I'm not entirely sure what has happened to being able to resist spells but it is possible that this racial helps you resist a Rogue's Poisons or a Druid's Entangling Roots.Cultivation:
Herbalism skill increased by 15 and you gather herbs faster than normal herbalists.
This will allow you to start getting Earthroot the moment you get Herbalism. Thus, making it easier to farm materials for Elixir of Giant Growth and other potions from Alchemy. Otherwise, does not have any other major use.Blood elves:
Arcane Torrent:
Silence all enemies within 8 yards for 2 sec and restores 6% of your Mana. Non-player victim spellcasting is also interrupted for 3 sec.
A very helpful spell in taking down healers and casters. Only as a Protadin do you have a move that silences the enemy and this will come in handy. It's practically useless against rogues (unless you're using the AoE to get them out of stealth), warriors and hunters. The 6% mana is also very helpful when you get into long battles and need some back. Considering how Protadins and Retridins have only 120 mana, this is a huge help in being able to cast another FoL on oneself.Arcane Affinity:
Enchanting skill increased by 10.
Allows you to create Enchant Shield - Minor Stamina (useless though if you plan on playing as retribution) and Enchant Cloak - Minor Agility (frankly, I find this useless for paladins. I'd rather go with Enchant Cloak - Minor Protection).Arcane Resistance:
Reduces Arcane damage taken by 1%.
This racial is mainly helpful against Arcane mages and Balance druids. Considering how 5+ Druids can be found in a single WSG, this can be a huge help in reducing their damage. I'm not entirely sure what has happened to being able to resist spells but it is possible that this racial helps you resist Polymorph.
Bloodthistle:
Blood elves are the only class that can gather this through Herbalism. Increases spell power by approximately 10. Will be useful for Holydins.
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