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== Сильные стороны Паладинов ==
'''''Paladin tactics''' for Mists of Pandaria are presented below. Be advised that the rest of the article is significantly out of date, and that while it may contain some strategies and advice that is still relevant to the current game, much of its content may no longer be accurate.''
 
  +
* Может быть танком, целителем или бойцом (ДД).
  +
* Способности выживания на высоком уровне и в ПвЕ, и в ПвП. Поскольку они могут носить латные доспехи, лечить себя и имеют много различных защитных навыков.
  +
* Возможность усилить себя и союзников (бафф).
  +
* Возможность нейтрализовать яды, лечить болезни, снимать заклинания с самих себя и других.
   
==Mists of Pandaria==
 
===General tactics===
 
[[Blessing]]s (remember to keep one up):
 
*[[Blessing of Kings]] increases Strength, Agility and Intellect by 5%.
 
*[[Blessing of Might]] increases Mastery.
 
*Do some research on theorycrafting sites to determine which blessing is more useful for your spec or party.
 
[[Seal]]s (remember to keep one up):
 
*[[Seal of Insight]] increases casting speed by 10%, increases healing by 5% and causes your melee attacks to heal you and restore your mana. It's generally the best seal for Holy paladins.
 
*[[Seal of Righteousness]] causes your melee attacks to deal an additional 6% damage as holy to all nearby enemies. It's generally the best seal for AoE against 3 or more foes.
 
*[[Seal of Truth]] causes your melee attacks to deal an additional 12% damage as holy and apply the Censure DoT. It's generally the best seal for Protection and Retribution paladins.
 
*[[Seal of Justice]] is exclusive to Retribution paladits. It causes your melee attacks to deal 16% additional Holy damage and reduce your targets's movement speed by 50% for 8 seconds. It's useful in PvP, and beats Seal of Truth in short fights against weak, single foes.
 
Cooldowns and miscellaneous abilities:
 
*[[Hammer of Justice]] stuns the target for 6 seconds with a 1 minute cooldown.
 
*[[Lay on Hands]] heals a target for an amount equal to your maximum health with a 10 minute cooldown. Causes a 1 minute [[Forbearance]] debuff, and can't be cast on targets with [[Forbearance]]. It should be saved for emergencies.
 
*[[Divine Shield]] prevents all damage and spells for 8 seconds, but reduces your damage by 50% for the duration. Causes a 1 minute [[Forbearance]] debuff, and can't be cast while you have [[Forbearance]]. It should be saved for emergencies.
 
*[[Cleanse]] removes [[poison]] and [[disease]] debuffs.
 
*[[Divine Protection]] reduces incoming magical damagy by 40% for 10 seconds with a 1 minute cooldown.
 
*Use [[Rebuke]] to interrupt casters.
 
*Use [[Turn Evil]] to CC a demon or undead enemy for 40 seconds.
 
*[[Hand of Protection]] makes an ally immute to physical attacks for 10 seconds, but prevents the ally from attacking or using physical abilities. 5 minute cooldown, causes [[Forbearance]] for 1 minute, cannot be cast on allies with [[Forbearance]]. Players can only have one Hand buff per paladin at a time.
 
*[[Hand of Freedom]] protects the target from movement impairing effects for 6 seconds. 25 second cooldown. Players can only have one Hand buff per paladin at a time.
 
*[[Devotion Aura]] reduces incoming damage for all party and raid members by 20% and protects them from Silence and Interrupt effects for 6 seconds. 3 minute cooldown. Save for emergencies.
 
*[[Hand of Salvation]] reduces the target's total threat by 2% per second for 10 seconds. 2 minute cooldown. Players can only have one Hand buff per paladin at a time. Use in emergencies when a party member pulls threat of the tank.
 
*[[Avenging Wrath]] increases your damage and healing by 20% for 20 seconds, with a 3 minute cooldown. Save for tough fights.
 
*[[Hand of Sacrifice]] transfers 30% of incoming damage from an ally to you for the next 12 seconds, or until it's transferred damage equal to your maximum health. Players can only have one Hand buff per paladin at a time. Save for emergencies when an ally's getting low on health
 
*[[Blinding Light]] disorients all enemise within 10 yards for 6 seconds, with a 2 minute cooldown.
 
   
  +
== Слабые стороны Паладинов ==
===Holy===
 
  +
* Нету скилов для дальней атаки, но есть способы обойти это:
====Healing====
 
{{stub-section}}
 
   
  +
:[[Hand of Reckoning]] a single target taunt, 30 yard range.
====Soloing====
 
{{stub-section}}
 
   
  +
: The talent [[Avenger's Shield]] has a range of 30 yards and is the preferred way of pulling mobs for Protection Paladins. It deals a fair share of damage and interrupts spell casting, affecting up to two additional nearby targets.
===Protection===
 
*Pull with [[Avenger's Shield]]
 
*Use [[Holy Power]] generator on cooldown unless you're capped:
 
**Use [[Avenger's Shield]] if [[Grand Crusader (paladin talent)]] is active.
 
**Use [[Crusader Strike]] against single targets.
 
**Use [[Hammer of the Righteous]] to apply or refresh [[Weakened Blows]], and when fighting.
 
**Use [[Judgment]] on cooldown.
 
*Use [[Holy Power]] spenders at 3+ [[Holy Power]]:
 
**Use [[Shield of the Righteous]] to deal damage, reduce incoming damage and stack / refresh [[Bastion of Glory]].
 
**Use [[Word of Glory]] when you need healing.
 
*Use [[Avenger's Shield]], [[Consecration]], [[Judgment]] and [[Holy Wrath]] when you have a free GCD and nothing better to use.
 
*Protection has two exclusive defensive cooldowns:
 
**[[Ardent Defender]] reduces incoming damage by 20% for 10 seconds with a 3 minute cooldown. If you would take fatal damage while Ardent Defender is active, you are instead healed to 15% of your maximum health.
 
**[[Guardian of Ancient Kings]] reduces incoming damage by 50% for 12 seconds with a 3 minute cooldown.
 
   
  +
: The talent [[Paladin Talents|Holy Shock]] is a 20 yard ranged ability with a 6 second timer and targets a single mob.
===Retribution===
 
Rotational abilities:
 
*Pull with [[Judgment]].
 
*Use [[Holy Power]] generators on cooldown unless you're capped.
 
**[[Crusader Strike]] is generally higher priority, since it deals more damage.
 
**Use [[Judgment]] if [[Crusader Strike]] is on cooldown, the target is out of melee range or you need to apply or refresh [[Physical Vulnerability]].
 
*Use [[Holy Power]] spenders at 3+ [[Holy Power]].
 
**Use [[Templar's Verdict]] when fighting 1 or 2 foes.
 
**Use [[Divine Storm]] when fighting 3 or more foes.
 
**Buff yourself with [[Inquisition]] if you think the fight's going to last more than 30 seconds.
 
**Use [[Flash of Light]] when you or anothr party member needs healing.
 
*Use [[Exorcism]] when you have a free GCD and no higher priority spells are available.
 
Other abilities:
 
*[[Emancipate]] frees you from one movement impairing effect.
 
*[[Guardian of Ancient Kings]] summons a spirit to attack your current target for 30 seconds, with a 5 minute cooldown. Save for tough fights.
 
   
  +
: [[Exorcism]] can also be used as a ranged/pulling attack. Exorcism is usable against all targets, and will always critically hit when used against Undead or Demon targets. Don't forget that if you face a [[Warlock]] or [[Deathknight]] in PvP, their pets are demons or Undead. [[Exorcism]] can be used against hunter pets however this will not always trigger a critical hit.
   
  +
: [[Hammer of Wrath]] is also a ranged attack, though it is only usable when your opponent is at 20% health or lower.
== Paladin Strengths ==
 
* Can be the tank, healer, or damage dealer, based on current spec.
 
* Strong survivability against in both PvE and PvP because they can wear plate armor, self heal, and have various self protection skills.
 
* Can buff themselves and others in a variety of ways.
 
* Ability to cleanse most debuffs from themselves and others.
 
   
  +
:Items: Trinkets such as {{loot|uncommon|Linken's Boomerang}} (a reward for quest series in [[Un'Goro Crater|Un'Goro]]), the [[engineering]] profession (for grenades and other ranged trinkets), by getting {{loot|common|Ez-Thro Dynamite}} from an engineer, or items such as {{loot|common|Magic Candle}}s. {{loot|epic|The Decapitator}} is a one-hand axe that dropped off [[Prince Malchezaar]].
== Paladin Weaknesses ==
 
* No universally useful base skill long-range attack. There are ways around this:
 
:The talent [[Improved Judgement]] increases the range of [[Judgment]] up to 30 yards.
 
   
  +
*Due to their incapability to dish out ranged damage, if a PvP enemy wants to get away the Paladin will have to do something about it before the target gets too far.
:[[Reckoning]] a single target taunt, 30 yard range.
 
   
  +
: [[Judgement of Justice]] limits movement speed of players, so this should be used frequently in PvP. One may think that Avenger's Shield can help. Unfortunately it has a long cooldown, and it requires 41 points in the Protection tree.
:The talent [[Avenger's Shield]] has a range of 30 yards and is the preferred way of pulling mobs for Protection Paladins. It deals a fair share of damage and interrupts spell casting, affecting up to two additional nearby targets.
 
 
:The talent [[Paladin talents|Holy Shock]] is a 20 yard ranged ability with a 6 second timer and targets a single mob.
 
 
:[[Exorcism]] can also be used as a ranged/pulling attack. Exorcism is usable against all targets, and will always critically hit when used against Undead or Demon targets. Don't forget that if you face a [[Warlock]] or [[Deathknight]] in PvP, their pets are demons or Undead. [[Exorcism]] can be used against hunter pets however this will not always trigger a critical hit.
 
 
:[[Hammer of Wrath]] is also a ranged attack, though it is only usable when your opponent is at 20% health or lower.
 
 
:Items: Trinkets such as {{loot|uncommon|Linken's Boomerang}} (a reward for quest series in [[Un'Goro Crater|Un'Goro]]), the [[engineering]] profession (for grenades and other ranged trinkets), by getting {{loot|common|Ez-Thro Dynamite}} from an engineer, or items such as {{loot|common|Magic Candle}}s. {{loot|epic|The Decapitator}} is a one-hand axe that drops off [[Prince Malchezaar]].
 
 
*Due to their incapability to dish out ranged damage, if a PvP enemy wants to get away the Paladin will have to do something about it before the target gets too far.
 
   
 
: [[Hammer of Justice]] stuns the target for a short time (3-6 seconds, depending on rank), however, it's cooldown is also long -- one minute, untalented.
 
: [[Hammer of Justice]] stuns the target for a short time (3-6 seconds, depending on rank), however, it's cooldown is also long -- one minute, untalented.
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* A paladin's ability to stay alive is directly based on mana.
 
* A paladin's ability to stay alive is directly based on mana.
   
: Paladins have great tools for gaining mana: [[Blessing of Might]], [[Seal of Wisdom]], and [[Divine Plea]].
+
: Paladins have great tools for gaining mana: [[Spiritual Attunement]], [[Blessing of Wisdom]], [[Seal of Wisdom]], [[Judgement of Wisdom]], and [[Divine Plea]].
   
* The paladin is very susceptible to anything that counters spells and being killed as a result of a [[Holy Light (paladin ability)|Holy Light]] cast being interrupted is common. Interrupting a spell cast results in a complete lockout of any cast spell for the paladin, with the exception of melee attacks obtained through talents (in addition to auto attack): [[Crusader Strike]], [[Divine Storm]], and [[Hammer of the Righteous]].
+
* The paladin is very susceptible to anything that counters spells and being killed as a result of a [[Holy Light (paladin ability)|Holy Light]] cast being interrupted is common. Interrupting a spell cast results in a complete lockout of any cast spell for the paladin, with the exception of melee attacks obtained through talents (in addition to auto attack): [[Crusader Strike]], [[Divine Storm]], and [[Hammer of the Righteous]].
   
 
: Switching to [[Concentration Aura]] reduces the spell push back received from damage by 35%. For Paladins with [[Spiritual Focus]] the push back is eliminated all together.
 
: Switching to [[Concentration Aura]] reduces the spell push back received from damage by 35%. For Paladins with [[Spiritual Focus]] the push back is eliminated all together.
   
 
== Basic Leveling/soloing Strategies ==
 
== Basic Leveling/soloing Strategies ==
  +
During the early levels, you should spec retribution for higher melee damage. Use a 2-hand weapon with good dps and wear mail armor (plate after level 40) with strength and stamina. You should also keep a shield and a fast 1-hand weapon in your inventory for special situations. When fighting, always remember to keep your aura, blessings and seal up all the time! At this stage it is preferable for you to deal with one mob a time with your 2-hand weapon.
[[File:HulstomServantOfTheLight.jpg|thumb|Hulstom, Servant of the Light, a draenei paladin just done with killing a [[flesh giant]].]]
 
   
  +
After level 30 to 40, leveling up by AOE grinding is another option. However, you need to respec to protection for this. You also need to find a fast 1-hand weapon (preferably with spell damage), a shield and wear plate armor with intellect and stamina. Try to find an area with mainly melee mobs of similar or lower level to you. This will make the grinding much easier. See also: [[Paladin_AoE_Grinding#Where_to_Grind|Paladin AoE Grinding - Where to Grind]].
During the early levels, you should spec retribution for higher melee damage. Use a 2-hand weapon with good DPS, and wear [[mail]] armor ([[plate]] after level 40) with Strength and Stamina. You should also keep a shield and a fast 1-hand weapon in the bag for special situations. Be sure to get [[Improved Judgements]] at 14-5, [[The Art of War]] and [[Judgements of the Wise]] at 40-44, and [[Crusader Strike]] at 50. The other talents should be pretty self-explanatory (more damage is good).
 
   
  +
Use Holy Light early and often. Even if you have Spiritual Focus and can heal fairly fast in combat, make sure you still heal early so as not to get caught in a situation where you simply can't heal fast enough. If you get caught in that situation, there are several ways out of it. If you are fighting just one target, you can use [[Hammer of Justice]] to stun it. It allows you to get at least one heal off. If you are fighting multiple targets, then you can use [[Divine Shield]]/[[Divine Protection]]/[[Blessing of Protection]]. You should be able to bandage yourself or get at least one heal off with it. You do know [[First Aid]], right? Also, by the time the shield wears off, if you had [[Blessing of Wisdom]] on yourself, you should now have enough mana to heal yourself again. The last thing to be mentioned here is [[Lay on Hands]], which of course, is a full heal. This ability has a 20 minute cooldown, and should not be used often.
Paladin soloing is dull but fairly fast. At early levels, you don't have very many buttons to press, but with a good weapon you have enough burst that things will die quickly. Pull with (at level 16 or above) [[Reckoning]]; this does a lot of damage for very little mana and is off the [[GCD]]. Judge whenever you can. That's basically it. If the mob runs, [[Reckoning]] will finish it off (since it's no longer targeting you). [[Exorcism]] is useful when cast while pulling but not while the mob is hitting you, since it interrupts your melee attacks. When you have [[Art of War]], [[Exorcism]] becomes instant cast and should be used whenever possible. You'll finally get a short-cooldown attack at 50 with [[Crusader Strike]], and another at 60 with [[Divine Storm]].
 
   
  +
If you're running low on health and mana and are in trouble, it's almost always better to use a mana potion than a health potion, especially if you have points in [[Spiritual Focus]]. At all levels a mana potion will allow you to cast a heal and still have plenty of mana left. A health potion can be a better choice if the mob is very close to death, if your health is so low that you'll be killed before you can get a heal off, or if your heal is likely to be interrupted.
After level 20, you can kill 3-5 mobs pretty easily by using [[Consecration]]. Don't bother using [[Consecration]] on single mobs until you get [[Judgements of the Wise]], since it's a big mana hog.
 
   
  +
Don't worry so much about dealing damage as how long you can stay alive. If you get into a sticky situation, and keep hitting something for 4 dps over the course of 3-4 minutes it will die. The counter to this is that if you cannot keep yourself healed, you better run.
When fighting, always remember to keep your Aura, Blessings and Seal up all the time! You generally want [[Retribution Aura]], [[Blessing of Might]] and [[Seal of Truth]], but consider [[Blessing of Kings]] and [[Devotion Aura]] when soloing elites.
 
 
You have a lot of options when things get dicey. [[Lay on Hands]] is a full heal on a moderate timer. [[Hand of Protection]] and [[Divine Shield]] make you invulnerable long enough to heal up with [[Holy Light]]. If these are all on cooldown, put on [[Concentration Aura]] and try to get [[Holy Light]] off before you die. [[Hammer of Justice]], [[Turn Evil]] and [[Repentance]] can all help incapacitate a particularly tough foe.
 
 
Between 40 and 45 you'll get [[Judgements of the Wise]], giving you nigh-infinite mana. [[Glyph of Judgement]] and [[Glyph of Exorcism]] are both moderate DPS boosters. The minor glyphs worth using are [[Glyph of Blessing of Might]], a nice time saver, and [[Glyph of Sense Undead]], the only minor glyph that increases damage.
 
   
 
== What stats affect my damage the most? ==
 
== What stats affect my damage the most? ==
  +
As a Retribution Paladin there are several stats that are important to your dps. These are [[strength]]/[[attack power]] (AP), [[hit rating]] 8% for PvE or 5% for PvP, and melee [[critical strike rating]] above 25% to keep [[Vengeance]] up. Spell damage no longer plays a major part in a Retribution Paladin's damage since patch 2.4.
[[File:HanthalLightward.jpg|thumb|Hanthal Lightward, a blood elf paladin.]]
 
 
As a Retribution Paladin there are several stats that are important to your dps. These are [[strength]]/[[attack power]] (AP), [[hit rating]] 8% for PvE or 5% for PvP, and [[critical strike rating]] above 25% to keep [[Vengeance]] up. Spell damage no longer plays a major part in a Retribution Paladin's damage since patch 2.4.
 
   
 
Retribution Paladin's main seals for longer, single target fights are [[Seal of Vengeance]](Alliance) and [[Seal of Corruption]](Horde).
 
Retribution Paladin's main seals for longer, single target fights are [[Seal of Vengeance]](Alliance) and [[Seal of Corruption]](Horde).
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Since patch 3.0.2, strength and attack power became the most important stats for Protection Paladins dps.
 
Since patch 3.0.2, strength and attack power became the most important stats for Protection Paladins dps.
   
There is one basic stat for Holy Paladins dps: [[Spell Power]]. DPS Holy Paladins, or [[shockadin]]s (not recommended for leveling) also benefit from [[critical strike rating]] and [[intellect]].
+
There is one basic stat for Holy Paladins dps: [[Formulas:Plus damage and Plus healing|Spell Damage]]. DPS Holy Paladins, or [[shockadin]]s (not recommended for leveling) also benefit from [[spell critical strike rating]] and [[intellect]].
   
 
Spell damage coefficients and ability crit types are listed [[Paladin abilities|here]].
 
Spell damage coefficients and ability crit types are listed [[Paladin abilities|here]].
   
All paladins benefit from spell power; however, only Holy Paladins should wear gear specifically with spell power on it. Protection and Retribution both possess talents (deep in each respective tree) to obtain a significant amount of spell power through a percentage of a baseline stat - Attack Power (and as a result, Strength) for Retribution, Strength for Protection.
+
All paladins benefit from spell power; however, only Holy Paladins should wear gear specifically with spell power on it. Protection and Retribution both possess talents (deep in each respective tree) to obtain a significant amount of spell power through a percentage of a baseline stat - Attack Power (and as a result, Strength) for Retribution, Strength for Protection.
   
 
=== Weapon Choice ===
 
=== Weapon Choice ===
  +
Retribution utilizes two handed weapons with [[Seal of Vengeance]], [[Seal of Command]] or [[Seal of Corruption]]. These seals combined with a two handed weapon yield the highest [[DPS]]. Typically, a weapon with higher melee damage is preferred in weapons with near-identical weapon dps.
[[File:TrogunSmith.jpg|thumb|Trogun Smith, a human paladin.]]
 
Retribution utilizes two handed weapons with [[Seal of Vengeance]], [[Seal of Command]] or [[Seal of Corruption]]. These seals combined with a two handed weapon yield the highest [[DPS]]. Typically, a weapon with higher melee damage is preferred in weapons with near-identical weapon dps.
 
   
Protection utilizes one handed weapons with [[Seal of Corruption]] or [[Seal of Vengeance]] while tanking, only using [[Seal of Righteousness]] if they are [[Seal Twisting]] in order to push out a bit extra threat. Tanking with Seal of Corruption/Vengeance also has the added benefit of having the damage over time component being applied to every target [[Hammer of the Righteous]] strikes, allowing the paladin to build stacks of the dot on up to 2 additional targets. If solo'ing or dps'ing as Protection, the paladin most often should use Retribution gear while continuing to wield a one-hander and a shield, as Hammer of the Righteous does not work with a two-hander and you cannot use [[Shield of Righteousness]] without a shield.
+
Protection utilizes one handed weapons with [[Seal of Corruption]] or [[Seal of Vengeance]] while tanking, only using [[Seal of Righteousness]] if they are [[Seal Twisting]] in order to push out a bit extra threat. Tanking with Seal of Corruption/Vengeance also has the added benefit of having the damage over time component being applied to every target [[Hammer of the Righteous]] strikes, allowing the paladin to build stacks of the dot on up to 2 additional targets. If solo'ing or dps'ing as Protection, the paladin most often should use Retribution gear while continuing to wield a one-hander and a shield, as Hammer of the Righteous does not work with a two-hander and you cannot use [[Shield of Righteousness]] without a shield.
   
Holy utilizes one handed weapons with [[Seal of Righteousness]], [[Seal of Wisdom]], [[Seal of Light]], or Seal of Vengeance/Corruption. Attack speed of the weapon does not affect the overall damage as most damage caused will be caused by using [[Holy Shock]] offensively, as well as Judgements and [[Consecration]]. In addition, the holy damage of Seal of Righteousness for each swing is inversely proportional to the attack speed. However, a faster weapon does give more proc when using Seal/Judgement of Wisdom/Light. Holy Paladins may also use Shield of Righteousness in their solo'ing/dps rotation when in melee range.
+
Holy utilizes one handed weapons with [[Seal of Righteousness]], [[Seal of Wisdom]], [[Seal of Light]], or Seal of Vengeance/Corruption. Attack speed of the weapon does not affect the overall damage as most damage caused will be caused by using [[Holy Shock]] offensively, as well as Judgements and [[Consecration]]. In addition, the holy damage of Seal of Righteousness for each swing is inversely proportional to the attack speed. However, a faster weapon does give more proc when using Seal/Judgement of Wisdom/Light. Holy Paladins may also use Shield of Righteousness in their solo'ing/dps rotation when in melee range.
   
 
== Basic Partying Strategies ==
 
== Basic Partying Strategies ==
 
{{partying}}
 
{{partying}}
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.
+
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.
   
 
See [[Paladin instance grouping guide]] for further tips. For details of different roles of paladins in group, please refer to [[Paladins as healers]], [[Paladins as tanks]], and [[Paladins as DPS]].
 
See [[Paladin instance grouping guide]] for further tips. For details of different roles of paladins in group, please refer to [[Paladins as healers]], [[Paladins as tanks]], and [[Paladins as DPS]].
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; [[Devotion Aura]]
 
; [[Devotion Aura]]
:Early on this is all you have. Mostly useful in groups after other auras become available.
+
:Early on this is all you have. Mostly useful in groups after other auras become available.
 
; [[Retribution Aura]]
 
; [[Retribution Aura]]
 
:While soloing this will be the primary aura to maintain, it works especially well on fast hitting mobs.
 
:While soloing this will be the primary aura to maintain, it works especially well on fast hitting mobs.
 
:Available at 16th level.
 
:Available at 16th level.
 
; [[Concentration Aura]]
 
; [[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.
+
: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.
 
:Available at 22nd level.
; [[Resistance Aura]]
+
; [[Shadow Resistance Aura]]
:Provides additional magical 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)]]
+
: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 Aura is 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.
+
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 ===
 
=== 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.
[[File:Maxum Ironbrew TCG.jpg|thumb|Maxum Ironbrew, a dwarf paladin.]]
 
 
Make sure you always have a blessing active. As of Patch 4.0 all blessings have had their timers increased to 60 minutes and now buffs the entire party or raid. 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]]
 
;[[Blessing of Might]]
:This will increase your [[Attack Power]] by 10% and [[MP5]] by a number based on your level.
+
:This will increase your [[Attack Power]] significantly, thereby increasing melee [[DPS]].
 
;[[Blessing of Kings]]
 
;[[Blessing of Kings]]
:Increases all your base stats (except [[Spirit]]) by 5%, as well as increasing resistances to magic by a number based on your level. This blessing is important in situations where higher health is needed, such as [[tank]]ing 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. This does not stack with [[Mark of the Wild]].
+
:Increases all your stats by 10%. This blessing is important in situations where higher health is needed, such as [[tank]]ing 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 multiple 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.
   
 
=== Seals & Judgements ===
 
=== Seals & Judgements ===
Seals are self-buffs which boost the Paladin's power temporarily. Effectively, they add a weapon proc to their melee strikes. Additionally, Paladins can judge these seals upon an enemy which deals damage and provides a ''judgement effect'' for 20 seconds. The ''judgement effect'' can benefit the paladin as well as others who are hitting the mobs, and only one ''judgement effect'' per paladin can exist on a target. For more detailed information see [[Paladin#Seals]].
+
Seals are self-buffs which boost the Paladin's power temporarily. Effectively, they add a weapon proc to their melee strikes. Additionally, Paladins can judge these seals upon an enemy which deals damage provides a ''judgement effect'' for 20 seconds. The ''judgement effect'' can benefit the paladin as well as others who are hitting the mobs, and only one ''judgement effect'' per paladin can exist on a target. For more detailed information see [[Paladin#Seals]].
   
 
=== Seals ===
 
=== Seals ===
[[File:Zaistor the Vigilant TCG.jpg|thumb|Zaistor the Vigilant, another draenei paladin.]]
 
   
 
; [[Seal of Righteousness]]
 
; [[Seal of Righteousness]]
Строка 197: Строка 130:
   
 
; [[Seal of Justice]]
 
; [[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.
+
: 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.
 
: When judged, causes some holy damage based on Spell Power and Attack Power.
 
: Available at level 22.
 
: Available at level 22.
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: When judged, causes some holy damage based on Spell Power and Attack Power.
 
: When judged, causes some holy damage based on Spell Power and Attack Power.
 
: Available at level 30.
 
: Available at level 30.
 
[[File:Mardun Valorhearth TCG.jpg|thumb|Mardun Valorhearth, another dwarf paladin.]]
 
   
 
; [[Seal of Wisdom]]
 
; [[Seal of Wisdom]]
Строка 218: Строка 149:
 
: '''Redesigned for patch 3.2'''
 
: '''Redesigned for patch 3.2'''
 
: Attacks apply Holy Vengeance (Alliance) (Blood Corruption (Horde)), which deals X additional Holy damage over 15 sec.
 
: 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.
+
: 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.
 
: 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 Vengeance is available to all alliance paladins at level 64.
Строка 233: Строка 164:
 
: Seal of Martyr is available to all alliance paladins at level 66.
 
: Seal of Martyr is available to all alliance paladins at level 66.
   
=== Judgement ===
+
=== 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 but 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]].
[[Judgment]] causes holy damage and cannot be cast without a seal.
 
   
  +
; [[Judgement of Wisdom]]
== PvP ==
 
  +
: 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 1% base mana (as of [[Patch 3.0.8]]).
  +
: 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 health based on the Attack Power and Spell Power of the judging Paladin (as of [[Patch 3.0.8]]).
  +
: 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 a trinket or 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: Seal of the Martyr, Seal of Blood, 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 minute duration,
  +
:Divine Plea - special, 1 minute 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, (get on a horse and) aggro multiple melee mobs > Seal of Righteousness > Consecration > Holy Shield > Judgement of Righteousness > Seal of Righteousness > repeat from Consecration to Seal of Righteousness; when the mana/health is low, change to Mana Conservation/Health Conservation below.
  +
  +
  +
Besides the sequences above, you can change to the following sequences whenever your mana or health is low:
  +
  +
====Mana Conservation====
  +
*Any Aura (+/- Blessing of Wisdom), Judgement of Wisdom > Seal of Wisdom > refresh Seal of Wisdom when it runs out
  +
  +
====Mana Conservation 2====
  +
*Any Aura (+/- Blessing of Wisdom), Judgement of Wisdom > Seal of the Crusader > refresh Seal of Crusader when it runs out
  +
  +
====Health Conservation====
  +
*Devotion Aura + Blessing of Light (or Blessing of Sanctuary), Judgement of Light > Seal of Light > refresh Seal of Light when it runs out
  +
  +
====Health Conservation 2====
  +
*Devotion Aura + Blessing of Light (or Blessing of Sanctuary), Judgement of Light > Seal of the Crusader > refresh Seal of Crusader when it runs out
  +
  +
== ПвП ==
 
Holy paladins are good healers in PvP because of their good survivability and various abilities to help other group members. Retribution paladins also perform very well in PvP because of their high burst damage and survivability.
 
Holy paladins are good healers in PvP because of their good survivability and various abilities to help other group members. Retribution paladins also perform very well in PvP because of their high burst damage and survivability.
   
On the other hand, there is no good protection spec for PvP. The reason is most of the damage of protection paladins depends on reflective damage, which means you are not going to do much damage in PvP except against very stupid rogues, fury warriors or enhancement shamans. Also, the healing is not as good as Holy paladins. Protection paladins still have use for (multi-)tanking bosses in Alterac Valley, holding flag in Warsong Gulch or Eye of the Storm, or defending bases in Arathi Basin (until help arrives or the offenders kill you eventually).
+
On the other hand, there is no good protection spec for PvP. The reason is most of the damage of protection paladins depends on reflective damage, which means you are not going to do much damage in PvP except against very stupid rogues, fury warriors or enhancement shamans. Also, the healing is not as good as Holy paladins. Protection paladins still have use for (multi-)tanking bosses in Alterac Valley, holding flag in Warsong Gulch or Eye of the Storm, or defending bases in Arathi Basin (until help arrives or the offenders kill you eventually).
  +
  +
For details of PvP as paladins, please see [[Paladin PvP guide]].
  +
  +
== Gear ==
  +
See [[Paladin Gear Sets]] for info about building the different sets of gear that are essential to being an effective paladin in a group.
  +
  +
See also:
  +
  +
*[http://www.wow-loot.com/paladin.htm Paladin Loot] (Post-BC)
  +
  +
*[[Paladins as tanks: Gear Mechanics]] (Post-BC, for paladin tanks)
  +
  +
*[[Paladin tactics/Gearing up]] (Pre-BC)
  +
  +
== Смотрите так же ==
  +
  +
*[[Paladin: Working with Other Classes]]
  +
  +
*[[Paladin: How to Kill A...]]
   
  +
*[[Paladin AoE grinding]]
   
  +
{{Classfooter|Paladin}}
{{КлассПодвал|Паладин}}
 
 
[[Category:Paladins]]
 
[[Category:Paladins]]
 
[[Category:Tactics]]
 
[[Category:Tactics]]
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