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The Paladin: -Last
Updated 4-18-2004
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Available to: Human, Dwarf Best For: Dwarf Primary Attribute: Stamina, Intelligence
Damage Bonus From: Strength
Skills Require...
Mana
Allowable Armor: Cloth, Leather, Mail, Plate (After Training)
Starting Weapons Proficiencies: Maces, Two handed Maces
The Paladin is a defensive
warrior that couples great tanking ability with a range
of buffs and healing spells. While they have a very limited
selection of offensive abilities, their Auras and Seals are
a boon to any Party. |
Compared to the Warrior, the Paladin
has very few deadly attacks at higher levels, and as thus, deals
significantly less damage. This,together wtih the fact that
most of their spells are designed to be used before combat, makes the
Paladin one of the easiest characters to play.
To compensate for the lack of offensive capability, the Paladin is armed
with a huge range of buffs, each ideal for different situations and
party members. He also has aura's, that allow him to boost the performance
of a party immensely. These combined with his ability to heal and ressurect
fallen comrades, make the Paladin very popular in parties.
If you plan to the play Paladin, be prepared to join parties a lot. For the
Paladin is a very one-dimensional class to solo. It's in parties where
the class really shines. That's not to say that a Paladin in bad at soloing,
just that he's not as fun!
Spell Mechanics: The spell system
of the Paladin works in a very similar fashion to that of the
mage. Instead of allocating skill points to spells at each level,
the Paladin purchases his spells from Paladin Trainers. This
ensures that a player is not penalized for casting a wide range of
spells over specializing in a certain type. Indeed, it would
be extremely foolish to do the latter. Each school of magic for
the Paladin is designed for one special purpose.
Spell Types The Paladin has
several schools of magic, with effects far ranged and varied.
However, their spells basically boil down to the following types:
Sorcery Spells: Take time to cast, but
have no cool down. They can be used as much as casting time
allows. However, if the caster is struck while casting the spell,
the casting time increases and the spell may be disrupted
altogether. Thus casting sorceries while under attack is
questionable. Fortunately, no Paladin spell costs more
than 2.5s to cast, are thus all at least feasible in melee combat.
Eg. Holy Light
Instant Spells: No casting time, but have
a cooldown timer. They are great in mid combat as there's no
chance they will be disrupted. In addition, you can cast them
immediately after a sorcery, or even between two attacks! Their
drawback is that you have to wait a while to use them again. Note
that, different instant spells have separate cooldown timers, so
you can cast two different instant spells one after the other for
brutal damage. Eg: Fist of Justice
Next Attack Spells: These spells do not have a
specified casting time, and are instead cast when the next attack is struck,
usually to enhance the attack in some fashion. Such spells act like ordinary attacks, and thus cannot be dirupted in melee combat. However, unlike instants, they can't
be used between attacks. Often, Next Attack spells will also
feature a cooldown timer, to prevent them being used on every attack. The effects
these spell cause are in addition to the damage that the weapon does, and if a player
misses, then the Spell is wasted. Eg: Holy Strike
Being a melee fighter, Paladin spells are very quick to cast
compared to any of the spellcasting classes. Most of their spells are
either tagged on to the next weapon attack, or instant. In fact, the observant
read will notice that Paladin Healing spells are more mana efficient than that of the Priest, and have a quicker casting time too! Fortunately, this is compensated by the
fact that a Paladin will usually have far less mana than that of the Priest.
Holy Magic
The Paladin's arsenal of Holy Spells are all defensive in nature, dealing with preserving the life of oneself or a fellow party member. Unlike those spell's
of the Priest, the Paladin's healing spells have much shorter casting times to reflect the
fact that he'll need to be in combat a lot more often. Thus, the Paladin can act as a
valuable healer, especially in the thick of battle.
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Holy Light: -Sorcery
Cooldown: None
Target: Self or Ally
The basic healing spell for the Paladin, at lower levels, it is
comparable the Priests healing, where it heals for slightly less, but with for far
less mana. At higher levels, Holy Light is much more efective than the Priest heal for
quickly saving people due to its low casting time. However, it doesn't heal nearly as much.
Typially the spel is used in parties to save a person from instant death, or to heal low
hp spellcasters. It is very effective when used in conjunction with divine Aura, allowing
the Paladin to heal himself in battle and fight on.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
HP Healed |
HP Healed/Mana |
| 1 |
6 |
0 0 |
30 |
2.5s |
40 yrd |
37-45 |
1.37 |
| 2 |
10 |
2 |
55 |
2.5s |
40 yrd |
73-87 |
1.45 |
| 3 |
14 |
13 |
105 |
2.5s |
40 yrd |
157-181 |
1.61 |
| 4 |
22 |
49 |
165 |
2.5s |
40 yrd |
272-312 |
1.77 |
| 5 |
30 |
80 |
240 |
2.5s |
40 yrd |
434-492 |
1.93 |
| 6 |
38 |
1 80 |
315 |
2.5s |
40 yrd |
619-697 |
2.09 |
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Divine Favor: -Instant
Casting Time: Instant
Target: Self
Devine Favor is the ultimate life save spell for the Paladin. When activated, he becomes immune to all spells and physical attacks. The only drawback in while the spell is the Effect, the Paladin may not attack or casting any offensive spells. Note that unlike Divine Shield in Warcraft 3, enemies who attak the Paladin will continue to do so even when the shield is operating, making the Paladin the ultimate tank.
While the obvious use for the spell is to escape enemies, it can also be used to give you the respite you need to casting healing on yourself. Effectively this makes a Paladin's max hp his max hp plus the amount he can heal for. Not bad! The final use is for the Paladin to absorb high damaging attacks in a party. For instance, when aganst spell casters, charge forward first, and let all your enemies waste their mana on your shield!
To reflects its power, this spell has a long cooldown, and can only be used once in a battle.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
| 1 |
4 |
80 |
12 |
150s |
6.0s |
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Purify: -Instant
Casting Time: Instant
Target: Self or Ally
A weaker version of the Priest's Remove Dease spell that costs
less mana to cast. Purify removes one desease and one poison effect from the target unit,
but does not bestow desease immunity. Typically though, this suffices.
| Rank |
Required Level |
Cost |
Mana |
Range |
Cooldown |
| 1 |
6 |
2 |
25 |
10 yd |
1.0s |
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Lay on Hands: -Instant
Casting Time: Instant
Target: Self or Ally
Lay on hands is an extrenely powerful healing spell that heals to target for the maximum amount of hp the Paladin has.The instant casting cost means that that it's convenient to use in battle, and effectively doubles the Paladin's health.
The spell should however, be used only in emergencies. It has a huge cooldown, and
thus should ve saved for very tough opponents, such as bosses. Use it on yourself, or high
hp allies after your mana for healng has run out for maximum effectiveness. Nothing like healing your fellow warriors who's taunting all the way back up to full. Higher levels
as this spell restore mana in addition to health.
| Rank |
Required Level |
Cost |
Mana |
Range |
Cooldown |
Health Restored |
Mana Restored |
| 1 |
10 |
7 50 |
All Mana |
10 yrd |
1 Hour |
Paladin's Hp |
0 |
| 2 |
30 |
80 |
All Mana |
10 yrd |
1 Hour |
Paladin's Hp |
250 |
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Resurrection
-Sorcery Cooldown: 0 Target: Ally
Brings a target ally back to life. This spell
is quite mana intensive, and has a casting time that makes it
almost impossible to cast in battle. However, many players will be
thankful that they don't need to make another corpse run.
Resurrection isn't as essential as it sounds, however, since
resurrected players will suffer resurrection sickness of several
minutes, where all their attributes are severely decreased.
Consequently, some players may prefer to do a corpse run over
being resurrected.
Resurrected players return to life with a fraction of their life.
The higher ranked the spell, the more life players begin with. Compared with
the same spell for the Priest, the Paladin's version is slightly weaker.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Starting Life/Mana |
| 1 |
12 |
10 |
100 |
10.0s |
40 yrd |
1% |
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Divine Shield
-Instant Cooldown: 0 Target: Self Only
An improved version of divine Fervor that blocks all attacks, and
yet allows the Paladin to attack back, though at a slowed attack rate. While the ability
to attack back may sound like a huge bonus, a player usually won't get more than two attacks
in with this spell. However, it's great for that little breath you need to kill monsters
that are fighting you neck to neck. For other purposes such as healing, divine Fervor will
suffice. The spell has a huge cooldown, and should only be saved for bosses.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
| 1 |
20 |
30 |
30 |
150s |
10.0s |
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Cleanse
-Instant Cooldown: 0 Target: Ally or Self
An imrpvoed version of Purify that removes 1 magic effect in addition
to one desease and one poison effect. Needless to say, it is extremely useful against debuffs.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
| 1 |
26 |
30 |
40 |
1.0s |
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Redemption
-Sorcery Cooldown: 0 Target: Ally Only
The paladin is able to to cast a much improved version of Ressurection, which causes plauers to ressurect in 100%. Due to this, it is actually useful in combat despte its huge casting time. Cast divine Davine on yourself and ressurect right away!
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Starting Life/Mana |
| 1 |
12 |
10 |
150 |
10.0s |
40 yrd |
100% |
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Justice Spells
Currently the Justic skiltree currently has only one spell in it, and one wonders why Blizzard created a completely separate skill for it. Perhaps more spells will be added in future. While Justice may only contain one spell, you'll find yourself using it whenever cooldown allows. Thus, people can still get quite skilled at the spell.
Seals
The Paladin true power in parties come from his seals, and using them, he has the most versatile range of buffs for allied party members. Only one seal per Paladin may be in effect one any one player, and hence multiple Paladins in a Party is always welcome. A Player will also need to decide which Seal is most useful for each member of the Party, and that's where the depth comes in.
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Seal of Might
-Instant Target: Ally
Seal of Might increases the damage a player deals. For fighters, paladins and rogue, the increase is significant. However, it's not much for spellcasters.
This spell lasts for decent amount of time, and thus should be used before battles on melee members of your party before battle.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Damage Increase |
| 1 |
8 |
3 50 |
25 |
1.0s |
30 yrd |
5 min |
4 |
| 2 |
8 |
30 |
60 |
1.0s |
30 yrd |
5 min |
8 |
| 3 |
8 |
30 |
100 |
1.0s |
30 yrd |
5 min |
12 |
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Seal of Wisdom
-Instant Target: Self or Ally
Increase the Mana Regeneration of the target. While most players
cast this spell on the mage, the amount of mana regenerated is actually not very significant when they have nearly 1000 mana and can conjure their own food. This spell should be reserved to be used on fighter mage classes suchas the Shaman or the Paladin, who
s spells are significantly more mana efficient. It is best used outside combat, to minimise downtime.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Mana Regen Increase |
| 1 |
12 |
10 |
40 |
1.0s |
30 yrd |
5 min |
+1mp/s |
| 1 |
24 |
50 |
40 |
1.0s |
30 yrd |
5 min |
+5mp/s |
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Seal of Salvation
-Instant Target: Self or Ally
An exccelent Seal for allied spellcasters, especially the Mage, Rogue and Warlock. The problem with offensive classes has always been that while they can deal massive damage, but a physically fragile when attacked, and their attacks is great at goading enemies to chase after them. Casting this spell will allow your mages to nuke the enemy afar, without being chased down.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Threat Decrease |
| 1 |
14 |
13 |
50 |
1.0s |
30 yrd |
5 min |
-20% |
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Seal of Righteousness
-Instant Target: Self or Ally
Target ally deal extra damage to undead when using their weapons. This is a specialised seal that should be used instead of Seal of Might when attacking undead. It's duration is quite short, and thus must be cast whenevr you face an enemy undead, rather
than as a permanent buff. Fortunately, it's low mana cost makes this a breeze.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Damage Decrease |
| 1 |
16 |
18 |
20 |
1.0s |
30 yrd |
1 min |
10 |
| 2 |
26 |
60 |
20 |
1.0s |
30 yrd |
1 min |
15 |
| 3 |
36 |
60 |
20 |
1.0s |
30 yrd |
1 min |
20 |
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Seal of Protection
-Instant Target: Ally Only
Target unit becomes invincible to physical attacks for a short period of time. This spell is like a divine Shield that can only be cast on allies. it's short duration and long cooldown means that'll you'll want to save this spell for emergencies only. Ideal situations include when an allied Priest is being chase by an Ogre, and you need to quickly erect a shield around her, buying you enough time to cast a healing spell.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Damage Decrease |
| 1 |
18 |
25 |
25 |
300s |
30 yrd |
5.0s |
10 |
| 2 |
30 |
80 |
40 |
300s |
30 yrd |
10s |
10 |
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Seal of Sacrifice
-Instant Target: Ally Only
Similar to Spirit Link in Warcraft 3. The target ally shares 50% of the damage he takes with the caster. Unfortunately, since this spell is intended to be cast
on fragile spellcasters, who tend to have low armor as well, the Paladin may find that he takes more damage per attack than if the monster just attacked him instead. Thus, the seal is of limited use, and Salvation is generally more preferable.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Damage Shared |
| 1 |
30 |
80 |
55 |
1.0s |
30 yrd |
30s |
50% |
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Seal of Wrath
-Instant Target: Self or Ally
A powerful seal that causes the target ally to be healed by 15hp whenever they deal a melee atack. This is an excellent spell to use on fast attackers,
such as the Rogue, or Tough Warriors who can heal more than they get damaged. The short duration means that the spell should be cast once the target has engaged combat.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Hp Gain/Hit |
| 1 |
30 |
80 |
55 |
1.0s |
30 yrd |
30s |
15 |
| 2 |
40 |
2 |
140 |
1.0s |
30 yrd |
30s |
25 |
|
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Seal of Fury
-Instant Target: Self or Ally
Increases the Threat generated by a target member. This is another tactical spell that can very powerful when used correct. Best cast on a tank warrior with massive armor, or on yourself in conjunction with divine Aura/Shield. The spell increases
the threat generated by the target party member by a huge amount, causing enemies to attack them.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
Threat Increase |
| 1 |
36 |
1 50 |
90 |
1.0s |
30 yrd |
15s |
50% |
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Undead Mastery
While the Paladin is most a defensive fighter, he really shines when it comes to undead. Against this specific class of units, the Paladin has range of offensive spell available. However, not that as the first Undead Mastery spell occurs at Level 18, a Paladin never gets any training in this line of work. Thus be prepared to spend half an hour training up your skill people enemies stop resisting it.
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Excorcism
-Instant Target: Enemy Undead
Sends a nasty bolt of holy magic at an enemy undead. Note that while the direct damage spells are
quite mana efficient, a Paladin does nowhere near the damage with each as spell as that of a mage. Still, they're instant cast, which means a Paladin can attack just as fast, and the extra damage is a significant bonus.
However due the lack of Mana a Paladin usually has, he probably would not want to cast this spell as much as cooldown allows all the time, only when facing tough opponents. The spell is also one of the few ways a Paladin can pull an enemy mob.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
| 1 |
18 |
25 |
80 |
15s |
30 yrd |
81-93 |
1.09 |
| 2 |
28 |
70 |
140 |
15s |
30 yrd |
157-159 |
1.13 |
| 3 |
38 |
1 70 |
195 |
15s |
30 yrd |
240-270 |
1.36 |
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Sense Undead
-Instant Casting Time: 0 Target: Self
Gives the Paladin the ability to detect undead. That is, undead units will show up on the minimap. Not very useful, but slight advantageous when you've got a quest that requires you hunt down undead, or when you wish to avoid them. It costs no matter, so its just a case of remembering to click the button.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Damage/Mana |
| 1 |
20 |
30 |
0 |
2.0s |
3 Min |
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Turn Undead
-Instant Casting Time: 0 Target: Self
Causes a target undead to flee. This isn't as useful as Fear for the Warlock as a Paladin lacks any Damage over times spells as the Warlock, and Excorcism has a high cooldown and thus a very low damage output alone. The spell, however, is instant cast, and thus is useful for getting the Paladin or one of hi allies out trouble. Good spell to use when allied with a Warlock, who's fear does not work on Undead.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Duration |
| 1 |
22 |
40 |
33 |
60s |
20 yrd |
10s |
| 2 |
34 |
1 20 |
33 |
60s |
20 yrd |
20s |
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Judgement
-Instant Casting Time: 0 Target: Self
A deadly area of effect spell that costs very little mana, it should
be cast whenever cooldown allows when against undead. All undead within 10 yards of the Paladin takes a significant amount of Holy Damage, though its cooldown limits this spell to one casting per battle.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Damage |
Damage/Mana |
| 1 |
40 |
2 |
37 |
60s |
111-136 |
3.33 |
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Auras:
In addition to traditional spells, the Paladin may also activate one
aura at any time tha affects all nearby friendly units. Aura's cost no mana or time to activate, nor do have any maintenance cost. Thus, a Paladin should always have
some aura aorund. While the same aura does not attack, Multiple Paladins may give
a Party even greater power by using two different auras.
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Devotion
-Aura
Increases Defense of surrounding allies. Useful for general combat against Melee and Ranged Creeps. The Bonus is huge, especially for spellcasters, who's protection spells like Frost Armor bestow only about half the bonus. A paladin can only have one aura activated at any one time, and thus, its a tactical decision on which aura's most appropraite. The same aura from two different Paladin's do not stack.
| Rank |
Required Level |
Cost |
Armor Boost |
| 1 |
1 |
10 |
50 |
| 2 |
20 |
10 |
80 |
| 3 |
40 |
2 |
110 |
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Healing Aura
-Aura
This Aura can only be used in non-combat situations. That is, it automatically switches off in the Paladin is attacked, or makes an attack. It increases
the Hp regeneration of all players and is useful for reducing downtime, especially when you've lost a small amount of health that you don't want to waste a piece of bread on.
| Rank |
Required Level |
Cost |
HP Regeneraion |
| 1 |
4 |
80 |
+2hp/s |
| 2 |
16 |
18 |
+4hp/s |
| 3 |
26 |
70 |
+6hp/s |
|
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Retribution Aura
-Aura
Acts like Thorns Aura in Warcraft 3. Any enemy who strikes a nearby part member will take a small amount of damage with each attack. The damage, however, is fairly insignificant, and thus the Aura is rarely use alone. It is however, great for soloing when used with Crusader Strike, where by the Holy Damage taken is more than quadrupled.
| Rank |
Required Level |
Cost |
Damage/Strike |
| 1 |
4 |
18 |
3 |
|
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Healing Aura
-Aura
This Aura can only be used in non-combat situations. That is, it automatically switches off in the Paladin is attacked, or makes an attack. It increases
the Hp regeneration of all players and is useful for reducing downtime, especially when you've lost a small amount of health that you don't want to waste a piece of bread on.
| Rank |
Required Level |
Cost |
HP Regeneraion |
| 1 |
4 |
80 |
+2hp/s |
| 2 |
16 |
18 |
+4hp/s |
| 3 |
26 |
70 |
+6hp/s |
|
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Resistance Aura
-Aura
Increases the Magic Resistance of all allies. This is an execellent
aura against enemies who're primarily spellcasters.
| Rank |
Required Level |
Cost |
Magic Resistance |
| 1 |
26 |
60 |
10 |
| 2 |
38 |
1 70 |
20 |
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Holy Strikes:
Holy Strikes compromise the main offensive skills for the Paladin,
increasing the power of their melee ability. These 'Spells' have a very low mana cost for
their cooldown, and can thus be used whenever possible.
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Holy Strike
-Next Attack
Increases the damage dealt to the enemy with the next blow. This spell
has extremely low mana cost, and a Paladin can usually regenerate the mana lost performing
this feat before cooldown allows you to use it again! Thus, use this on anything, regardless, it works! All damage deal with blo (include those causes by the weapon) are
considered as Holy Damage, and thus ignores armor.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Extra Damage |
Damage/Mana |
| 1 |
1 |
0 |
15 |
10s |
10-12 |
0.73 |
| 2 |
8 |
18 50 |
10 |
10s |
20-24 |
0.75 |
| 3 |
16 |
18 |
45 |
10s |
37-43 |
0.89 |
| 4 |
24 |
55 |
60 |
10s |
55-65 |
1.00 |
| 5 |
32 |
1 |
70 |
10s |
73-87 |
1.00 |
| 6 |
40 |
2 |
80 |
10s |
92-108 |
1.25 |
|
|
Crusader Strike
-Next Attack
Duration: 30s Target: Enemy
The next strike causes the target to be more vulnerable to Holy Magic, increasing their damage taken from all holy attacks by a certain amount. Furthermore,
up to five Crusader Strike stacks. Thus, 5 strikes of Level 1 Crusader Strike will
increase the damage the enemy takes to Holy Magic by 25!
This is great with Retribution Aura, where each attack from the enemy now causes them 10 times more damage! It gets even better at Rank 2, where retribution will do 53 damage to theenemy whenever he attack you!
The spell also boosts the damage you do with teh next attack by a little.
| Rank |
Required Level |
Cost |
Cooldown |
Mana |
Aditional Damage |
Damage Increase to Holy Attacks |
| 1 |
10 |
7 50 |
1.0 |
25 |
5 |
5 |
| 2 |
22 |
40 |
1.0 |
40 |
15 |
10 |
| 3 |
22 |
1 40 |
1.0 |
55 |
25 |
15 |
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Character Development: The
Paladin really has really two options. For soloing, you will find that
he's spells and seals cost so little mana in comparison to their
cooldown time that mana is almost never a problem, except when casting Excorcism vs undead.
Thus, it is fine to boost up strength and stamina.
In parties however, a Paladin's mana can run out very fast when he tries to buff
every member of the party, and then cast healing spells in mid battle. Thus, if you are frequently in parties, you'll want to invest more to intelligence. In any case, intelligence items are very useful, since the Paladin's spells are actually very
mana efficient.
Trade Skills: A Paladin has a way to heal in
combat, and since his mana can't be used for much else, can heals his way
to full out of combat. Thus, they don't need health regenerating trade skills
nearly as much as the Warrior. However, Paladin's lack a way to pull anything
except Undead, and thus, a skill that complements this is very useful.
Useful trade skills include:
Mining: Provide Materials for Engineering and Smithing. Smithing: Make your weapons and armor. Engineering: Give Paladin offensive power and pulling.
Avoid getting skills that are made redundant by your spells,
or make equipment that you do not wish to use. Eg: First Aid, Tailoring.
Combat Strategies:
In Solo, use Holy Strike cooldown allows, and just hack at the enemy.
When you're damaged significantly, cast divine Aura, followed by Heal. Remember to use
Devotion Aura and the appropraite Seal on yourself. At higher levels, use Retribution Aura in combination with Crusader Strike.
When in Party, make sure to assign the appropraite seal of each member of the part before
large battles. As a Paladin, you're expected to be a tank, so charge into the heat of battle. If you get heavily injured, use divine Aura/Holy Light to heal yourself. Keep an
eye out on friendly players, casting Holy Light, Seal of Protection and Seal of Salvation whenever needed.
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