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(updated for patch 3.3)

Shockadin is a fan term for a paladin who has 31 points of their talents in the Holy tree, but still manages to deal respectable damage. Their biggest sources of damage are Spell holy excorcism 02 [Exorcism], Spell holy righteousnessaura [Seal of Righteousness] and Spell holy searinglight [Holy Shock], hence the term "shockadin". Spell holy innerfire [Consecration] can also be a solid asset to a shockadin's damage due to its high spell power coefficient. Shockadins are more than capable of healing as well, as the build invests 31 points into the Holy Tree.

Mechanics

Shockadins generally cause very little physical damage, though they are capable of inflicting a high amount of spell damage in a short period of time. The most popular spell will be Spell holy searinglight [Holy Shock], if possible combined with Spell holy heal [Divine Favor]. Another important source of damage will be a Judgement spell combined with Spell holy righteousnessaura [Seal of Righteousness]. Shockadins can also use Spell holy innerfire [Consecration] to do surprisingly dangerous AoE damage. In addition, Spell holy avenginewrath [Avenging Wrath] can be combined with Spell holy heal [Divine Favor] for huge Spell holy searinglight [Holy Shock] crits. With the release of patch 3.1, Spell holy excorcism 02 [Exorcism] can be added, now also to pvp player targets as of 3.2.0.

Shockadins are known for their massive burst capabilities, and paladins that seriously gear for the spec are a significant force in PvP. As Spell holy searinglight [Holy Shock], Spell holy heal [Divine Favor], Spell holy avenginewrath [Avenging Wrath], and trinkets will only trigger 1 global cooldown when tied together in a macro, the shockadin can dish out a great deal damage in a single click. At this point, the shockadin can potentially follow up with a Spell paladin hammerofwrath [Hammer of Wrath] to finish off opponents.

The shockadin's main damage spells are all on a 5-10 second cooldown. Judgements, are 10 seconds (down to 8 seconds with Improved Judgements). Spell holy searinglight [Holy Shock] is a 6 second cooldown (down to 5 seconds with Glyph of Holy Shock). Spell holy excorcism 02 [Exorcism] is 15 second wait normally, but about 10 seconds with Spell holy purifyingpower [Purifying Power]. Spell holy innerfire [Consecration] is your standard 8 second AOE spell (up to 10 second cooldown and duration with Inv glyph majorpaladin [Glyph of Consecration]

This build can be very mana efficient starting at level 71 when you gain access to both Inv glove plate raidpaladinmythic q 01 [Divine Plea] and the first point of Ability paladin judgementofthewise [Judgements of the Wise].

The lack of sustained DPS means that shockadins mostly excel in duels against a single opponent, where a well timed burst is enough to end the fight. In longer drawn out arena battles, a shockadin may be useful for bursting down an opposing healer, but after all cooldowns have been popped, the shockadin might just end up healing their allies.

Glyphs

Some glyphs to consider are:

Talents

All Shockadin's have atleast 31 points in Holy, to get Spell holy searinglight [Holy Shock], these are the key talents:

  • Ability thunderbolt [Seals of the Pure] - Increases damage from Seals and Judgements by 15%.
  • Spell holy holybolt [Healing Light] - Increases the effectiveness of Holy Shock by 12%.
  • Spell nature sleep [Divine Intellect] - 10% more intellect, means more mana and more crit.
  • Ability priest cascade [Illumination] - Gives mana on crit, an oom shockadin is a dead shockadin.
  • Spell holy heal [Divine Favor] - Prerequisite for Holy Shock and will allow grant a guaranteed critical shock essential for the maximum controlled burst.
  • Spell holy holysmite [Sanctified Light] - Increases the critical effect chance of Holy Shock by 6%.
  • Spell holy purifyingpower [Purifying Power] - Bringing Exorcism down to about a 10 second cooldown.
  • Holy Power(3/5) - Increases the critical effect chance of your Holy spells by 3%.
  • Spell holy searinglight [Holy Shock] - Essential for all Shockadin builds, and will provide a significant percentage of your damage.

Holy/Retri

The majority of a Holy/Retri-Shockadin's talent points will be placed in the Retribution Tree. The most important damage talents to consider when building a shockadin are:

  • Inv staff 30 [Benediction] - Reduces the mana cost of your instant cast spells. If you intend to be the primary source of damage on your targets, it will be important to reduce the cost of constant spellcasting.
  • Improved Judgements - Brings down Judgements to an 8 second cooldown.
  • Crusade - 3-6% additional damage depending on the target.
  • Spell holy mindvision [Sanctified Retribution] - 3% additional damage.
  • Inv sword 136 [Sanctity of Battle] - Increases crit chance by 3%, and damage of Spell holy excorcism 02 [Exorcism] by 15%

Examples of talent builds:

31/0/40

31/0/40

31/0/40

31/0/40

50/0/21 (A build based on long term mana sustainability and more overall utility)

Holy/Prot

The majority of a Holy/Prot-Shockadin's talent points will be placed in the Protection Tree. The purpose of this build are to help you survive in PvP. The most important protecting talents to consider when building a shockadin are:

Talent build:

33/38/0


Outdated builds

43/0/28 (Sanctity Aura)

48/0/23 (Healing and Survivability)

41/20/0 (Arena Shockadin) - Forfeits significant damage for essential healing paladin talents. Can still gear however to provide a critical burst of nearly 4k.

Technically, it is possible to have Spell holy searinglight [Holy Shock] and with level 80 get the extra spell damage from Spell holy prayerofhealing02 [Holy Guidance] though this would not be recommended due to the talents you would be missing from the Retribution tree.

Mana inefficiency and use outside PvP

Perhaps the biggest downside to a Shockadin is the fact that if you run out of mana, you die. Spell holy innerfire [Consecration] is very mana consuming and shouldn't be "spammed". Outside of PvP, these builds make excellent healing builds.

Some players (including Paladins) believe that the Shockadin is not viable as DPS. Although 5-man instances may allow room for lower DPS output, a raid environment often requires that damage dealers burn down bosses as quickly as possible before they enrage and one-shot players one by one. Holy Paladin gear does not have the +hit rating needed for DPS on raid bosses, and enchanting/gemming to reach the +hit cap (specifically the +Spell Hit cap) would come at the expense of +spell power and +crit rating, thus lowering damage output. The best way to gear a raiding shockadin would be to try to reach the hit cap through gear only, which would mean acquiring caster DPS cloth, as well as mail armor designed for Hunters and Enhancement Shamans; although mail comes with Agility, a useless stat for Paladins, it does indirectly improve a Paladin's crit rating. Also, the attack power provide by mail armor is highly useful, as the Paladin is primarily a melee class, and will be in melee range even when casting spells. Clothies, Hunters and Shamans have first priority on the gear, and you won't be able to roll for it unless no other players of that class in the group/raid needs the gear, and even then, many groups prefer to have it disenchanted and then roll on the resulting shard.

Another problem with a shockadin in a PvE environments that the Holy tree does not have threat reducing talents like Fanaticism, a Retribution Talent. While you are perfectly capable of possibly topping the DPS charts, you would be forced to slow down your damage in order to avoid taking aggro away from the tank.

Gear

Shockadins focus on spell damage and spell crit rating, and they use one-handed maces or swords with caster stats and a shield.

A popular one-handed weapon would be Inv sword 120 [Seethe], while solid choices for shields are Inv shield 55 [Protector of Frigid Souls], Inv shield 64 [Pulsing Spellshield] and Inv shield 63 [Voice of Reason].

Librams worth mentioning is Inv misc book 07 [Deadly Gladiator's Libram of Justice] and Inv relics libramofhope [Libram of Resurgence]. Which one you choose, depends on if you want to do more damage, or heal better. When fighting undead or demons, Inv relics libramoftruth [Libram of Wracking] is also an option. It is obtained from an Outland Quest reward, so make sure you keep it if you would like to use it.

Outdated as of Wrath

Using a two-hander leaves you vulnerable to physical opponents, but can help you burn down a cloth wearer if you have a good weapon.(no two-handers with spellpower available at level 80)

Any two-handers should have high top-end such as Inv sword 102 [Sword of Justice]. Inv sword 104 [Armageddon] is also a great weapon, but the highest spell damage two-hander currently available to paladins in the game is Inv mace 41 [Hammer of Righteous Might]. It is particularly useful against casters of course, and it slightly increases the damage from both your Seal of Righteousness procs and Judgements, as well as the damage done by Holy Shock.(One-hander and a shield is much better at level 80)

As for Librams, Inv relics libramofhope [Deadly Gladiator's Libram of Fortitude] is a good one for granting 120 attack power for 6 sec. when using Spell holy crusaderstrike [Crusader Strike]. Inv relics libramofhope [Libram of Radiance] is also a solid alternative for increasing the damage taken from your Spell holy crusaderstrike [Crusader Strike].(Spell holy crusaderstrike [Crusader Strike] is no longer obtainable together with Spell holy searinglight [Holy Shock]

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