HOME  
ABOUT  
LORE  
RULES  
LANGUAGE  
RANKS  
WOW HISTORY  
PROFESSIONS  
ROSTER  
GUILD ACHIEVEMENTS  
   
SKULLCRUSHIN' TIMES  
   
AWARDS  
CALENDAR  
STORIES  
   
LINKS  
WOUNDED WARRIOR  
ALL CLAN NEWS  






The Paladin

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

Divine Shield - Drawing on their faith in the Holy Light, Paladins are able to surround themselves with an impregnable shield that renders them impervious to physical attacks and magical spells.

Devotion Aura - A paladin's specialty lies in the ability to command. Those who follow one of the holy warriors feel themselves steeled in battle by their leader's courage and strength.

Holy Light - Manifesting the power of the Light, Paladins are able to heal their comrades in battle using their holy magic.

The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin's healing, Seals, and other abilities. Paladins can have one active aura per Paladin on each party member and use specific Seals for specific players. The Paladin is pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed to be used against the Undead.

Allowable Races: Human, Dwarf

Standard Bars: Health/Mana

Allowable Equipment: mail, leather, cloth, shields, bucklers, and plate (with training)
Allowable Weapons: one- and two-handed maces, one- and two-handed swords (with training)

Auras
You can only have one aura active at a time. You'll have to decide what is best for the situation. Other players can also let you know what is best to use. If there are multiple Paladins in the same group, they can each have a different aura active, but multiple Paladins cannot stack the effects of the same aura. If you find yourself in a party with another Paladin, ask him or her what aura he or she is going to use, then use a different one that will complement it.

Devotion Aura - Gives additional armor to nearby party members. Use this when multiple party members are taking damage during battle.
Healing Aura - Heals the Paladin and nearby group members. Only works out of combat. This is a good aura to use after battle. This aura doesn't work if the Paladin is attacked; however, if the Paladin is not the primary tank, he or she can use it during combat. If there are two Paladins in a group, one can use a Healing Aura while the other uses a different aura.
Retribution Aura - Causes holy damage to any creature that strikes a party member.
Seals
A Seal is a short buff. The Paladin can only have one Seal active on a player at a time. The intention is for players to decide what Seal is best for the situation and change Seals depending on what is happening. If there are multiple Paladins in a group, the limit is one Seal per person per Paladin. Thus, with two Paladins each party member can have two Seals.
Seal of Might - Increases damage. Use this on party members who are focused on damaging the enemy with physical attacks.
Seal of Wisdom - Increases mana regeneration. Use this on spellcasters like Priests, Mages, etc. You can also use this on yourself after battle to regenerate mana.
Seal of Protection - Protects the target from all physical attacks. This seal is great for escaping battle if you cast it on yourself as you run away. It's great to cast on a party member like a Priest who has attracted too much of the monster's hate. The monster will turn and attack someone else. This Seal is also good to cast on party members who are about to die.
Seal of Salvation - Reduces the amount of threat generated. This is useful to cast on casters such as Priests or Mages to make their lives easier against the monsters. Monsters will often stop targeting them and this Seal will allow the casters to do more without being a monster's primary focus.
Seal of Righteousness - Increases damage done to Undead. Use this Seal when fighting Undead monsters (obviously). It is a shorter Seal, so you'll need to cast it more often and pay attention so that you can notice when it fades.
Holy Magic
Holy Light (Healing)
The Paladin is a good secondary healer with Holy Light. You will want primary healers such as Priests or Druids, but the Paladin can help out if they are not available. The Paladin is also good to keep the real healers alive if they are out of mana and about to die. Use Holy Light to keep party members alive. Use Holy Light after battle to heal yourself or other players.

Divine Favor - You are protected from all physical attacks and spells for X seconds, but during that time you cannot attack or use physical abilities on yourself.

Divine Shield - Protects the Paladin from all damage and spells for X seconds, but reduces attack speed by X%. This replaces Divine Favor because it allows you to attack while active unlike Divine Favor. You can heal yourself while using Divine Shield!

Holy Strikes
Holy Strike - Consecrates your weapon, inflicting X to X additional damage on your next attack. All damage is considered holy damage.
Justice
Fist of Justice - Stuns the target for X seconds.
Undead Tools
Once you start seeing Undead monsters, make use of all of the Undead skills that are available at the trainer. Now start training them up (by using them over and over) so that you'll have more success with them. Ask around to find out where you can find Undead monsters.
Exorcism - This is good for finishing off Undead monsters or for "pulling" them.
Turn Undead - This causes the monster to run away. This is good for multiple monster pulls. Pick one of the monsters that isn't being attacked and send him running away. You can then focus on the remaining monsters. This is also a good escape ability. Another use could be sending the monster running away, then healing yourself while the monster is gone.
Seal of Righteousness - Use when fighting Undead monsters.
Lay on Hands (very long cooldown)
Uses 100% Mana. Heals a friendly target for an amount equal to the Paladin's maximum amount of health and restores X of their mana. Drains all of the Paladin's remaining mana when used. This is one of the Paladin's best abilities. Use this when you're about to die in special cases or to save a party member. Make sure you don't waste it; save it for when you really need it. Nevertheless, if you never use it, you're also wasting it.

Getting away (extreme)!
First start running. Right before you die, cast Lay on Hands on yourself. Now continue to run. Cast Seal of Protection on yourself and continue to run. After that wears out, use Divine Shield. With all three of these you can run away for quite a distance even with a lot of monsters attacking you.

Combos
-Cast Divine Favor, then heal yourself with Holy Light while you are immune to attacks. You can later use Divine Shield instead once it becomes available.

-Use Fist of Justice and then heal yourself with Holy Light while the monster is stunned.

-Use Fist of Justice and Holy Strike during most battles.

Equipment
Focus on items that give Stamina and defense. You can go for a sword or blunt weapon and a shield, or a two-handed sword or mace. You might want to train up all of these abilities so you can pick and choose which to use based on what weapons you have available.

Trade Skills
The Paladin has healing, so he or she usually has this covered. The Paladin makes a great Miner/Engineer, or Miner/Blacksmith. It's up to you what to choose. Herbalism/Alchemy can also be good for the special buff potions you can make.

Two-Handed Weapons vs. Shield and One-Handed Weapons
Both are great. A two-handed weapon is good against monsters with a lot of armor. A one-handed weapon is better against monsters you wish to interrupt and against monsters with less armor. You might want to train both up and switch between them.

Tips
-Use Fist of Justice to interrupt spell casters from using their spells. Make sure another player does not stun the monster before using Fist of Justice (so you won't waste it).

-Ask players in the party which seals they want (if they know the seals). Ask party members to tell you when the seals wear off.

-If another Paladin joins the party, work out between you which auras and seals you will use.

-If a monster is attacking a weak party member like a caster, stun the monster with Fist of Justice.