Broken's guide to F2P Paladins

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This guide was last updated during Patch 4.3 and is now OUT OF DATE.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
1.1. Alliance​
1.2. Horde​
2. Talents and Specialisation
2.1. Holy​
2.2. Protection​
2.3. Retribution​
3. Spells and Abilities
3.1. Offensive Spells​
3.2. Healing Spells and Hand of Protection
3.3. Miscellaneous Spells
3.4. Specialisation Specific Spells​
4. BiS Gear
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 Discussion
5.1. Attributes by Specialisation​
5.2. Strength Gear​
5.3. Intellect Gear​
6. Professions
6.1. Enchants
6.2. Consumables​
7. Macros
8. Addons


1. Race Selection:
1.1. Alliance:

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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.​





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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.​





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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:

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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.​





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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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2. Talents and Specialisation:

2.1. Holy:

Arbiter of the Light:
Increases the critical effect chance of your Judgement by 6/12%
A good talent but it shouldn't be your first choice. As a Holydin your priority should be to heal and not necessarily do damage. Of course, you should do damage, but not at the cost of your heals. With your limited number of talent points, you should be spending them somewhere else. This talent should be one of your last choices, when you can't decide where to put your 6th talent point.


Protector of the Innocent:
Casting a targeted heal on any target, except yourself, also heals you for X to Y.
A MUST for Holydins. Make sure you spend 3 points here. It'll save you from a lot of "Oh shit! I was healing him and died!" moments. Comes handy in all situations.​


Judgements of the Pure:
Your Judgement increases your casting and melee haste by 3/6/9% for 1 min and your mana regeneration from Spirit while in combat by 10/20/30%.
Protector of the Innocent along with this talent is a choice favoured by many Holydins. 6% and 9% haste will take of 0.09 and 0.14 seconds from your FoL. Paired with lifeblood and you'll be throwing out a hundred FoL's every second. No doubt, the spirit is very helpful.​


Clarity of Purpose:
Reduces the casting time of your Holy Light by 0.15 sec.
Holy Light has got a 3 second casting time and even with this talent it takes 2.85 seconds to cast. In PvP, you just won't be able to cast such a slow heal.


Last Word:
Gives your Word of Glory a 30% increased critical chance when used on targets with 35% or less health.
An extremely helpful spell in situations like these but extremely risky. It acts as a sort of mini-LoH with 3 charges of Holy Power. Otherwise, it won't be very powerful. Some people might find themselves casting FoL when their target is losing health so fast. It's handy but somewhat risky.


Blazing Light:
Increases the damage of your Holy Shock and Exorcism by 10%.
A good choice for those who want to damage while they heal. This talent beats Arbiter of the Light, because you'll get a core increase in damage and won't be depending on crit. As a Holydin, you'll also find yourself using Exorcism and Holy Shock for damage more than Judgement. Most people don't use Judgement after getting the haste buff, mainly due to its small range.


Listed below are some common combinations. Use the one which you prefer and goes well with your play style:






2.2. Protection:

Divinity:
Increases all healing done by you and all healing effects on you by 2/4/6%.
Though it might seem small, it's a talent you definately want to get. At Rank 3, your FoL, which normally heals around 500, will heal for 530 instead. Not only does it increase the effect of heals that you cast, but also Potions (Minor Healing Potion, Lesser Healing Potion and Healing Potion).​


Seals of the Pure:
Increases the damage done by your Seal of Righteousness by 6/12%.
Make sure you use your points here. Indeed, the difference may seem small. At Rank 2, you only get 2 additional damage on each melee attack. But this adds up. Imagaine a permanent Rough Sharpening Stone. Thats what this is.​


Eternal Glory:
Your Word of Glory has a 15/30% chance not to consume Holy Power.
You really shouldn't use up any talent points here. For Protadins, this is practically useless. WoG may not use up any Holy Power but it'll still have a 20 second cooldown. While in combat, you can easily get a whole 3 Holy Power again in less than 20 seconds. Out of combat (for example, you just killed someone and you cast WoG), you lose Holy power at the following rate (with portection specialisation):
  • 1 Holy Power lost every 13 seconds, with 1 charge of Holy Power when leaving combat
  • 1 Holy Power lost every 10 seconds, with 2 charges of Holy Power when leaving combat
  • 1 Holy Power lost every 10 seconds, with 3 charges of holy Power when leaving combat
Basically in the example given above, after the 20 second cooldown, you'd only benefit from 1 charge of Holy Power, that too ONLY if you left combat with 3 charges.


Judgements of the Just:
Your Judgement reduces the melee and ranged attack speed of the target by 10% for 20 sec.
A good talent that can significantly reduce your enemies DPS. A weapon with 1.80 second attack speed (for example, Wicked Dagger) would take 1.76 seconds instead. A 3.80 second attack speed (for example, Bloodied Arcanite Reaper) would increase to 4.18 second attack speed.​


Toughness:
Increases your armor value from items by 3%.
The average Protadin has a around 2000 armour and would hence gain about 60 armour. That's a decent amount of armour, considering the fact that your spent a few hours leveling leatherworking for only 48 armour. But compared to the other talents, I find it inferior and not very helpful.


Improved Hammer of Justice:
Decreases the cooldown of your Hammer of Justice spell by 10 sec.
Personally, this is my favourite talent in the bracket. As a protadin, the only CC you have is HoJ. Decreasing it's cooldown by 10 seconds (16.7%) is a huge difference. This talent is what'll help you beat most other paladins and especially helps when the enemy just trinketed out of your first HoJ.



Listed below are some common combinations. Use the one which you prefer and goes well with your play style:






2.3. Retribution:

Eye for an Eye:
All magic attacks against you have a 20/40% chance to cause 30% of the damage taken back to the attacker as well.
Not the best talent out there but useful nonetheless. A magic attack has to do 333.3 for you to return 100 damage to the enemy. It's a good talent but one of the last that I'd get.


Crusade:
Increases the damage of your Crusader Strike, Hammer of the Righteous, and Templar's Verdict by 10/20/30%. In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional 100/200/300%.
A very good talent. Make sure you spend 3 points in this. Will increase the damage of your main two spells greatly. At Rank 3, Holy Light easily heals a bit more than 1000. I doubt you'll have to cast a second heal after that one.


Improved Judgement:
Increases the range of your Judgement by 10/20 yards.
Without this, Judgement only has a 8 yard range. As Retirbution, you won't have any other range spell to damage enemies. You should spend 2 points here. It'll make killing hunters and a bunch of other classes much easier.


Guardian's Favor:
Reduces the cooldown of your Hand of Protection by 60 sec.
Not the best talent out there. You only reduce the cooldown by 1 minute, allowing you to use HoP 6 times in a full 25 minute WSG game, instead of 5 times.


Rule of Law:
Increases the critical effect chance of your Crusader Strike and Word of Glory by 5%.
You won't use WoG that much as a Retridin because you'll be focusing your Holy Power on Templar's Verdict. The 5% increase in crit on crusader Strike is very useful though, as it is one of your main abilities.


Pursuit of Justice:
You have a 50% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by 8%. This effect does not stack with other movement speed increasing effects.
Also a good talent. The increase in movement speed ain't that much but the chance of getting and extra Holy Power will be usefull when you want to hit someone with templar's verdict at 3 charges of Holy Power.



Listed below are some common combinations. Use the one which you prefer and goes well with your play style:




 
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3. Spells and Abilites:
3.1. Offensive Spells:



Crusader Strike
:​

  • [*=1]Keep using this to maintain charges of Holy Power.
    [*=1]Effectiveness increases with weapon damage.
    [*=1]If you ever get silenced (for example, Counterspell or Kick) you can still cast this spell.
    [*=1]Target must be in front of you.

  • [*=1]This spell can be cast on targets in front and behind you.
    [*=1]Shares cooldown with Hammer of the Righteous.



  • [*=1]It's the only CC we have at this level.
    [*=1]60 seconds is a pretty long cooldown so try to use it effectively. For example, stun a enemy healer and then destroy the EFC. Downing a enemy healer can be game changing with how they've become so powerful in MoP.
    [*=1]Can be cast on targets in front of and behind you.



3.2. Healing Spells and Divine Shield:
All healing spells and HoP can be cast on targets in front of you and behind you. Effectiveness of all healing spell increases with SP.


  • [*=1]The only casting heal available at this level, even for Holydins.
    [*=1]Takes up a large chunk of mana. Use effectively to avoid going OOM.
    [*=1]Although it may make you go OOM soon, do not be afraid to use this as a Retridin/Protadin.

  • [*=1]One of the few moves that uses Holy Power at this level.
    [*=1]As a Protadin, you should use this spell whenever you can. Holydins use this spell after using Holy Shock to charge up in Holy Power. Retridins don't usually get a chance to use this because they have to save their Holy Power for Templar's Verdict.
    [*=1]Always use with 3 charges of Holy Power. Using it with 1 charge of Holy Power is, frankly, a waste.

  • [*=1]This spell acts as a second life, your second chance at getting the job done. It's got a huge 10 minute cooldown, so try to use it usefully. Don't just waste it to get one more Killing Blow. Use it on your FC or on a teammate when you're trying to kill EFC.
    [*=1]Try not to grow too dependent of it. I've played plenty of BG's without using this spell even once. I've won plenty of duels without using it also, against hunters even. Frankly, this is a very OP move. Try to win your duel without using a huge advantage like this.



3.3. Miscellaneous Spells:


  • [*=1]When FC'ing, avoid using this. The last thing you need is a pet to come and kill you. Otherwise, keep on at all times, unless you are a Holydin. You can save your healers and other casters (people with low armour) by keeping this on.

  • [*=1]A useful spell for keeping people in combat. This fact can be used in BG's for a variety of purposes:

  1. [*=2]Use it Rogues or Druids that are trying to escape. They won't be able to go into stealth if you keep them in combat.
    [*=2]A popular technique when faced with someone way to hard to beat (for example, level 24 twinks) is to HoJ them and run. A lot of FC's also use this technique when they'd prefer going to their teammates instead of trying to solo some dude. Just when you're about to reach a 30 yards distance, use this spell on him. This will keep him in combat and delay him by a few seconds from mounting and getting on your ass again.

  • [*=1]Can be used on targets in front and behind you.



3.4. Specialisation Specific Spells:

3.4.1. Holy:

spell_holy_searinglight.jpg

  • [*=1]A good instant cast spell which barely uses up any mana. Keep using this spell to maintain 3 charges of Holy Power (this spell takes so little mana that you really should keep spamming it).
    [*=1]As a heal, it can be used on targets in front and behind you. As a damaging spell, it can only be used on targets in front of you.

  • [*=2]Basically, you're strongest damage dealing ability at Level 20 as Holy.
    [*=2]Use it when you're not healing to deal damage and support your team by debuffing the enemy.
    [*=2]Target must be in front of you.

  • [*=2]Modifies your Cleanse - Spell so that it now also removes magical effects.
    [*=2]I wouldn't use this to remove simple DoT's. Instead use to to remove various different CC's. People equip a trinket with a 5 minute cooldown just so that they can remove CC's, but here you have ability on a 8 second cooldown that does the exact same thing.
    [*=2] When multiple targets are CC'ed, try to use this effectively. For example, if you have to choose between a BiS-geared Healer and a guy with 900 health, then obviously dispel the Healer.

  • [*=2]A passive ability learnt on choosing Holy as your specialisation.
    [*=2]Thanks to this, you're automatically Spell Hit-capped against other 20's. Meaning, you won't have to bother getting gear with Hit-rating and you can focus on maxing out other stats.
    [*=2]Default mana for Protadins and Retridins is 120 but with this, Holydins have 600. This also applies to enchants. Hence, Enchant Chest - Lesser Mana gives you 100 more mana, instead of 20. This makes your total mana pool 700.



3.4.2. Protection:

spell_holy_avengersshield.jpg

  • [*=1]The only silence available at this level for Paladins. Keep in mind, it only silences the target that you use this on and not on the other enemies it bounces off.
    [*=1]It's got a whole 15 second cooldown, so try to use it effectively. For example, DON'T use it on a Priest while he's got his Power Word: Shield on himself. Instead, use your other abilites and melee to destroy the shield, and then cast this spell. It'll weaken him and give you a gap to do a truckload of damage on him.
    [*=1]It can only be cast on targets in front of you and usually only bounces onto targets in front of you too. Turn your camera effectively, so that every enemy you wanna silence comes on your screen.

  • [*=2]Only use when facing large amounts of enemies.
    [*=2]I only use this in 1vs1 combat every 30 seconds to debuff the enemy with Weakened Blows. Otherwise, focus on using Crusader Strike as it does more damage on a single target.
    [*=2]Target must be in front of you.

  • [*=2]A strong ability to use. Does a large amount of damage on a single target.

  • [*=2]One thing I've noticed since MoP came out is that a lot of Protadins still use Devout Aurastone Hammer. This is a absolute waste and you should not do this! You do not gain spell power from this or from intellect either (we used to in Cataclysm but not anymore). The Blessed Hammer of Grace might come in handy for a Resilience set. But if you want to max out spell power on your Protadin now, you'll have to get as much Strength and Attack Power as possible!
    [*=2]Since Word of Glory is no longer on global cooldown, you can perhaps macro it with another heal, Healing pot, etc.



3.4.3. Retribution:

spell_paladin_templarsverdict.jpg

  • [*=1]Your main ability as a Retridin. Save up your Holy Power for this ability instead of using it on Word of Glory.
    [*=1]Target must be in front of you.

ability_paladin_hammeroftherighteous.jpg
  • Only use when facing large amounts of enemies.
  • I only use this in 1vs1 combat every 30 seconds to debuff the enemy with Weakened Blows. Otherwise, focus on using Crusader Strike as it does more damage on a single target.
  • Target must be in front of you.

  • [*=1]It's almost the same as a Protadins racial. If you want to max out spell power, go for more Strength and Attack Power.
    [*=1]Take advantage of the more powerful heals to provide crucial off-heals. Don't be afraid to help out a team mate or even yourself.
 
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4. BiS Gear:

The gear listed below is what people consider Best in Slot (BiS), of course with good reason. You won't find many items better than these. 90% of the Paladins you see in BG's use one of the gear sets listed below.

If you gear yourself by rigidly following the gear sets listed below, then you shouldn't face any problems with quest gear (for example, 2 items coming from the same quest). If you plan on deviating from these, then I suggest you check out section 5. Gear Discussion. Over there, I have gone into the details of gear coming from the same quest.

In section 5. Gear Discussion you can also find substitutes to use while farming chests and PvP'ing for heirlooms. You can also find other options which suit your play style (for example, gloves with spirit instead of crit rating on your Holydin).

I have also listed BiS gear enchants in section 6. Professions.

Gear coloured RED can only be obtained by Horde. Gear coloured BLUE can only be obtained by Alliance. Gear which is not coloured can be obtained by both factions.




4.1. Retribution Paladin:

Head:
Rifle Commander's Eyepatch / Lucky Fishing Hat


Neck:
Brilliant Necklace


Shoulders:
Polished Spaulders of Valor


Cape:
Tumultuous Cloak of the Soldier


Chest:
Polished Breastplate of Valor


Wrist:
Sparkmetal Bracers / Bracers of the Most Trusted


Hands:
Skeletal Gauntlets / Algae Fists


Belt:
Earthbound Girdle of the Soldier


Legs:
Thaelrid's Greaves / Scales of Aku'mai


Feet:
Boots of the Hero / Savage Trodders


Ring 1:
Band of Argas


Ring 2:
Bravo Company Signet / Demon Band


Trinket 1:
Arena Grand Master


Trinket 2:
Inherited Insignia of the Alliance / Inherited Insignia of the Horde
(If you're human, use another Arena Grand Master instead)


Main-hand:
Bloodied Arcanite Reaper




4.2. Holy Paladin:

Head:
Lucky Fishing Hat


Neck:
Brilliant Necklace


Shoulders:
Pristine Lightforge Spaulders


Cape:
Tumultuous Cloak of the Elder


Chest:
Mystical Vest of Elements


Wrist:
Uninsured Bracers / Crystalline Cuffs


Hands:
Gloves of the Hero / Serpent Gloves


Belt:
Ghamoo-Ra's Bind


Legs:
Thaelrid's Greaves / Scales of Aku'mai


Feet:
Corpse Rompers


Ring 1:
Seal of Argas


Ring 2:
Gloaming Band / Garrosh's Pardon


Trinket 1:
Arena Grand Master


Trinket 2:
Inherited Insignia of the Alliance / Inherited Insignia of the Horde
(If you're human use Discerning Eye of the Beast instead)


Main-hand:
Devout Aurastone Hammer


Off-hand:
Shield of the Stockades / Shield of Talrendis Point





4.3. Protection Paladin:
4.3.1. Full Stamina (Tank):
4.3.2. Defensive (Tank, DPS):

4.3.3. Hybrid (Tank, DPS, Heal):

 
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5. Gear Discussion:
5.1. Attributes by Specialisation:

I did a bit of researching to figure out how each attribute effects you, with each Spec. This will, hopefully, help you decide between 2 pieces of armour and figure out which is better. (There might be mistakes in a few calculations. I'm still trying to make them more accurate. Forgive me if you find any value wrong.)


Protection:

1 stamina:

  • [*=1]10 health (Some of your gear may appear to give more than 10 health per stamina, especially when you equip different gear. This is due to Touched by the Light. Stamina from gear is increased by 15%. This increased stamina then gives 10 health per point of stamina)


1 strength:​

  • [*=1]2 Attack Power
    [*=1]0.6337 Spell Power (This value may be incorrect. It should be 0.60 instead. Still performing tests on this value)
    [*=1]0.06913952% Parry Chance


1 intellect:

  • [*=1]15 mana
    [*=1]1 Spell Power
    [*=1]0.04567% Spell Crit
    [*=1]0.2 mana regeneration every 5 seconds out of combat


1 agility:​

  • [*=1]0.1243% melee Crit Chance


1 spirit:​

  • [*=1]0.33 mana regeneration every 5 seconds out of combat





Holy:
still calculating...




Retribution:

still calculating...






5.2. Strength Gear (Retribution and Protection):
PLEASE READ:
"[WARNING! QUEST!]" means the item is obtained from the same quest as another noteworthy item. You might want to check on
Wowhead to make sure.

"[WARNING! FARMING]" means the item has a pretty low drop-rate and may take a troublesome amount of chest/mob farming to obtain.

Gear coloured RED can only be obtained by Horde. Gear coloured BLUE can only be obtained by Alliance. Gear which is not coloured can be obtained by both factions.

Head:
Rifle Commander's Eyepatch [WARNING! QUEST!]​






Neck:





Shoulders:




Cape:
Tumultuous Cloak of the Soldier/Bear/Champion/Battle​





Chest:




Pythas' Vest [WARNING! QUEST!]



Wrists:





Hands:


Belt:
Earthbound Girdle of the Bear/Champion/Soldier​




Legs:






Feet:

Silver-Linked Footguard [WARNING! FARMING]​




Rings:
Band of Argas [WARNING! QUEST!]​


Demon Band [WARNING! FARMING]​







Trinkets:


1-Hand Weapons:




Face Smasher / Diamond Hammer [WARNING! FARMING]​



Weighted Sap ​[WARNING! FARMING]


2-Hand Weapons:


Onyx Claymore
[WARNING! FARMING]​


Shields:

Redbeard Crest [WARNING! FARMING]​



Shield of Azsharan Conquest [WARNING! QUEST!]

Deathgate Shield [WARNING! QUEST!]






5.3. Intellect Gear (Holy):
PLEASE READ:
"[WARNING! QUEST!]" means the item is obtained from the same quest as another noteworthy item. You might want to check on
Wowhead to make sure.

"[WARNING! FARMING]" means the item has a pretty low drop-rate and may take a troublesome amount of chest/mob farming to obtain.

Gear coloured RED can only be obtained by Horde. Gear coloured BLUE can only be obtained by Alliance. Gear which is not coloured can be obtained by both factions.

Head:


Neck:



Shoulders:





Magician's Mantle [WARNING! FARMING]​



Cape:
Tumultuous Cloak of the Sorceror/Elder​

Stitches' Stitchings [WARNING! QUEST!]​



Chest:




Wrists:


Hands:


Belt:


Legs:


Feet:


Rings:


Trinkets:



1-Hand Weapon:


Shields:







 
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6. Professions:
6.1. Enchants and Leatherworking:

Below I've listed down the enchants that you should use. As a F2P character, you'll have to craft all of these on your own. Make sure you keep 10 of each enchant stored on vellum (this will allow you to experiment with different gear sets and you won't have to train enchanting to level 80 each time).


Cloak:
Enchant Cloak - Minor Resistance / Enchant Cloak - Minor Protection (both of these are equally good; use which ever one you like more)

Chest: Enchant Chest - Lesser Health

Wrists: Enchant Bracer - Minor Stamina / Enchant Bracer - Minor Strength (use stamina for Protection and Holy but strength for Retribution)

Hands: Medium Armor Kit

Legs: Medium Armor Kit

Feet: Medium Armor Kit

Main-hand (1-Hand Weapon):
Enchant Weapon - Minor Striking

Main-hand (2-Hand Weapon):
Enchant 2H Weapon - Minor Impact

Shield: Enchant Shield - Minor Stamina (Only available for Blood elves)






6.2. Consumables:

Below I've listed down some consumables that will be useful in PvP. I've listed down how F2P can obtain them (hence, I didn't include Auction House, Mail or Trade service). Some of them might require a decent amount of time farming, while others can be purchased for a cheap price from vendors. All are equally important though.

Minor Healing Potion:

  • [*=1]Alchemy, level 1
    [*=1]Mobs/chests
    [*=1]Vendors

  • [*=1]Alchemy, level 55
    [*=1]Mobs/chests
    [*=1]Vendors

  • [*=1]Mobs/chests
    [*=1]Vendors

  • [*=1]Alchemy, level 25
    [*=1]Mobs/chests
    [*=1]Vendors

  • [*=1]Mobs/chests
    [*=1]Vendors

  • [*=1]Blacksmithing, level 1

  • [*=1]Blacksmithing, level 65

  • [*=1]Enchanting, level 45

  • [*=1]Alchemy, level 50 (42 health with Mixology)

  • [*=1]Alchemy, level 90 (13 strength with Mixology)

  • [*=1]Alchemy, level 90 (11 intellect with Mixology)

  • [*=1]Alchemy, level 100

  • [*=1]Alchemy, level 60
    [*=1]Mobs/chests
    [*=1]Fishing

  • [*=1]Cooking, level 150

  • [*=1]Cooking, level 80

Rumsey Rum Black Label (and its inferior forms):

  • [*=1]Fishing

  • [*=1]Vendor (F2P can obtain this without the help of 85's, though it will take some time)

All scrolls:

  • [*=1]Inscription
    [*=1]Vendors










7. Macros:

Macros have various functions. They allow you to keep many spells on one key-bind. You can press one button instead of three. There ain't exactly any macros that will get you a sure win. I'll just teach you a few of them and you can use them how you want to.

Code:
/use [B]ITEM
[/B]/cast [B]SPELL[/B]
Not very complicated macros. The first one merely uses an item, while the second casts a spell. Place the name of the item or spell you want to use instead of "ITEM" or "SPELL".


Code:
/cast [mod:alt] [B]SPELL_1[/B]; [mod:shift] [B]SPELL_2[/B]; [mod:ctrl][B] SPELL_3[/B]; [B]SPELL_4[/B]
What this one does is save some space on your action bar. If you simply press the macro, you will use SPELL_4. If you hold "alt" while pressing the macro, then you will use SPELL_1. Holding "shift" or "ctrl" will use SPELL_2 and SPELL_3, respectively.

Code:
#showtooltip [B]SPELL
[/B]/use [@mouseover,help,nodead][][B]SPELL[/B]
What this does is cast SPELL on the target your mouse is on (the mouse must be either over the character, over their name plate or name in the raid unit frame). This allows you to keep a target selected and at the same time throw spells on other people. This comes in very handy for Holydins. They can focus using their keyboard to move around and use their mouse to throw their heals.

Code:
#showtooltip
/startattack
/cast Crusader Strike
This macro starts attacking your target. I used to get in a pickle quite a few times when my Crusader Strike would be on cooldown and I'd be too busy using my mouse to look around (hence, not be able to right-click the enemy). Make sure you use this macro instead of the simple Crusader Strike.










8. Addons:

Addons are merely tools that enhance your gameplay. You don't have to use it to be the best but they generally do help. Choice of addon depends on a person's play style. Some addons do wonders for some people, while others can't bear to use them. I've listed some addons that I find necessary to use in PvP. I doubt they'll ruin your gameplay and instead make it better.

OmniCC:
Basically, it makes it much easier to see the cooldowns on your abilities and spells. This addon sticks large numbers on the spell that indicate how much time is left on the cooldown. You won't have to stare at that small dial turning around. Instead, you'll clearly see how much time is left.

Battleground Targets:
This addon shows a list of all your enemies. It allows you to see how many people you are up against in a BG, plus their classes, specs and roles. You can also set it to show who enemy FC is. It keeps you updated on what exactly you're up against.

Capping Battleground Timers:
This basically shows who EFC is and how much health he's got left. It also shows how much health your own FC has left. This addon has saved me a few times in battlegrounds. It helps keep you aware of what's going on in the battleground and what choice you need to make next.



THANK YOU for going through my guide. I hope it was able to help you. If you have any further queries or questions, you can either post on this thread or send me a PM. GOOD LUCK AND HAVE FUN!

 
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Thanks for the guide. I have some questions about the BOA shoulders for Holydins.

Here are the 3 options with their L20 stats:

Pristine Lightforge (4int/6sta/213arm/4crit/4resil)
Aged of 5 Thunders (5int/7sta/142arm/5resil)
Mystical of Elements (5int/7sta/142arm/5crit)

And here are my questions:

1) Which of crit or resil is more important? My first instinct was that resil was more important for me, because it reduces ALL pvp damage rather than boosting SOME heals. But I could be completely wrong about that.

2) If one of crit or resil is much better for a Holydin, is there not an argument to be made for one of the Mail shoulders, because you get +1int/+1sta/+1[crit or resil] and you only lose armor and the less important of [crit or resil]?

3) How should armor be valued in general? This often comes up comparing cloth/leather with better stats against mail with worse stats.

Thanks again!
 
Thanks for the guide. I have some questions about the BOA shoulders for Holydins.

Here are the 3 options with their L20 stats:

Pristine Lightforge (4int/6sta/213arm/4crit/4resil)
Aged of 5 Thunders (5int/7sta/142arm/5resil)
Mystical of Elements (5int/7sta/142arm/5crit)

And here are my questions:

1) Which of crit or resil is more important? My first instinct was that resil was more important for me, because it reduces ALL pvp damage rather than boosting SOME heals. But I could be completely wrong about that.

2) If one of crit or resil is much better for a Holydin, is there not an argument to be made for one of the Mail shoulders, because you get +1int/+1sta/+1[crit or resil] and you only lose armor and the less important of [crit or resil]?

3) How should armor be valued in general? This often comes up comparing cloth/leather with better stats against mail with worse stats.

Thanks again!

I haven't really played Holydins that much and have spent the majority of my days as a Protadin. I'll try to answer your questions with the best of my abilities though:

1) Frankly, it's not that easy saying either of those is better than the other. 4 resilience reduces damage taken by 2.13%. A normal hit at around 100, would only do 97.87, while a hit for 600 will do 587.22 instead. So you are looking at about 2-20 damage reduction on each hit (with resilience from 1 heirloom). That can add up to quite a lot and make a huge difference. On the other hand, crit is very important. A Holy Shock crit will save you from having to stop and cast FoL while a FoL for 1000 is practically like a LoH on most DPS that you'll be healing. In this respect, I'd find crit more important but I wouldn't completely neglect resilience because of it.

2) 1 stamina will only give you 10 health while 1 intellect will give you about 1 spell power and less than 1% spell crit. Thats not a completely huge amount. Indeed, armour isn't very important but I wouldn't lose truck load of resilience or crit just for +1 intellect and stamina.

3)Armour is important and shouldn't be neglected. Unfortunately at this level, most gear with intellect is either cloth or leather. I would give up about 100 armour for something like 5-6 intellect. But in the case of heirlooms, you're giving up 71 armour, along with a good amount of resilience/crit, for 1 stamina and 1 intellect. I'd rather stick with the PvP heirloom in this regard.

I myself would pick Pristine Lightforge Spaulders, but some people prefer using the PvE heirlooms. Try seeing which heirloom suits you. Take advantage of the refund system to test out the different gear. I hope this helped.
 
Nice to see you putting effort into this Broken! Great guide :)

Very nice guide! I used it for my character. Two things I would add. I think it makes sense for prots to have to gear sets (1 of valor with the hammer) for offensive play until one has the flag. Dodge, parry, the little more stam make less sense unless one carries the flag imo. Once I carry flag I switch over to might (shoulder and chest) + sword.

Also, a warning about the Shield Against the Evil Presence vs. Scales of Akumal (excuse my typos) would make sense because it can really screw you over if you plan on going ret later. One has to pick and most paladins I have seen prefer the scales.

Thanks for this awesome guide it's helped me to learn how to play a prot.
 
I just remembered I need to do those calculations...

Damn, that will take me ages! T_T

I'll try to get to it soon. If you think anything is wrong or it could use some other sort of improvement, then feel free to post here about it!
 
Great guide Broken.
I would set a farm warning to Redbeards Crest.
And as you lazy cow arent ingame atm. I need to ask it here. Is there a macro for Hand of Protection. Casting it when clicking, and when clicking again removing it from oneself? I am not that into macros, if someone can help me pls. :)
 
I would set a farm warning to Redbeards Crest.

Thanks and done!



And as you lazy cow arent ingame atm. I need to ask it here. Is there a macro for Hand of Protection. Casting it when clicking, and when clicking again removing it from oneself? I am not that into macros, if someone can help me pls. :)

The first one automatically casts HoP on yourself, even if you have another player targeted. Hitting it a second time takes it off yourself.

Code:
#showtooltip Hand of Protection
/cancelaura Hand of Protection
/cast [target=player] Hand of Protection


The second macro casts HoP on your current target (like it usually does). If your target happened to be yourself, then hitting it a second time removes the effect.

Code:
#showtooltip Hand of Protection
/cancelaura Hand of Protection
/cast Hand of Protection



I wasn't sure whether you'd need one that automatically targets yourself, considering you can only remove HoP from yourself and not other players. Pick the one you need! I hope these help!
 

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