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  • Emerald Dream
  • 0. Paladin Guide   08/24/2006 02:08:06 PM PDT
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Paladin Strengths

* Ability to heal, even when being attacked.
* Ability to buff themselves and others in a variety of ways.
* Ability to cleanse poison, disease, and magic debuffs from themselves and others.
* Ability to be a front line fighter (i.e. 'tank')
* They have some of the best (but certainly not the fastest) soloing capabilities of all the classes

Paladin Weaknesses

* No universally useful base skill ranged attack. At all. Ever. Okay.

There are ways around this, however. Trinkets such as Linken's Boomerang, a reward for quest series in Un'Goro, the engineering profession, for grenades and other ranged trinkets, by getting EZ-Thro Dynamite from an engineer or items such as Magic Candles. Also the Talent Holy Shock is a 20 yard ranged ability. Holy Shock is on a 30 second timer, and has a lowered mana cost as of 1.9. Holy Shock may be a better pull than dynamite because usually dynamite has a an area of effect while Holy Shock targets a single mob. Exorcism and Holy Wrath can also be used as a ranged/pulling attack, although only against undead and demon targets. This spell is the best source of damage that a paladin has, so use it when you get the chance. It is more useful in areas such as Duskwood and Desolace, for the high number of undead and deamons, respectively. However, for PvPers, remember that Horde "undead" are Forsaken, not really undead, so this doesn't actually work on them.

Hammer of Wrath sort of counts, too. Though it is only useable when your opponent is at 20% or so health. You can learn the first rank of this spell at level 44.

* A paladin's ability to stay alive is directly based on mana... so cherish it, love it, keep it coming, and be thankful that paladins have great tools for gaining mana: Blessing of Wisdom, Seal of Wisdom, and Judgement of Wisdom. Not to mention the standard mana potions. End-game, there is also +mana/5 sec armor. The amount is low, usually 5-25, but it does stack up.

* Certain abilities have long cooldown, which means they can only be used once in a combat instance or longer, and must be used very strategically, lest they be wasted. These are: Divine Protection (5 minutes), Divine Shield (5 minutes), Divine Favor (2 minutes), Blessing of Protection (5 minutes, 3 with talents), Lay on Hands (1 hour, 40 minutes with talents), and Repentance (60 seconds).

* The paladin is very susceptible to anything that counters spells and being killed as a result of a Holy Light cast being interrupted is common. Getting below 30% health as a pally is a quick way to die. Keep your health up and outlast, that's the pally way.

* Due to their incapability to dish out ranged damage, if an enemy wants to get away there is little a Paladin can do about it. They have Hammer of Wrath/Justice but they have long cooldown timers. Also they have no movement slowing moves, like the Warrior's Hamstring move.

What stats affect my damage the most?

There are two basic stats that are important for a paladins DPS. Those two are attack power (AP) and +spell damage. And then melee/spell crit as appropriate per ability.

Seal of Command does its holy damage based on what your weapon output is: SoC DPS = (Avg. Weapon Hit x .70) / 8.5 Seal of Command does have a +spell power coeficent (29%), but if you are a retribution paladin, then you will most likely want to forgo large amounts of +spell power for AP and melee crit. Judgement of Command and Righteousness both benefit from +spell power a lot more (43% and 50%, respectively) so if you plan to be judging either a lot, you may want to pick up a little +spell power.

As a holy paladin, you will want to go straight +spell power. Even if you use Seal of Command, the fact that +spell power will add onto every damage ability that you have will benefit you more overall than AP.

For a list of the best weapons to use for Seal of Command, go to: http://www.wowwiki.com/Compendium_of_the_best_Paladin%27s_weapons

Basic Solo Strategies

Always make sure you activate an aura appropriate to your situation. Change as the situation calls for it because it's an insta-cast and free. Make sure you always have a blessing active. The 5 minute timer is easy to overlook and forget to recast. But remember that it is an instant cast, so even if you're in combat you can use go ahead and bless yourself. It costs very little mana, too, so don't be afraid to change blessings if the situation warants it.

Judgement/Seal Combinations

Crusader/Righteousness or Command
Judgement of the Crusader, which increases Holy damage taken,
then seal of righteousness or command, which deal holy damage. Note that seal of command does not deal holy damage every strike.
Light/Crusader
Judgement of Light, which gives a chance to heal the attacker and
Seal of the Crusader, which increases strike rate, decreases per-strike damage, and provides a buff to attack power.
For long solo battles use this combination with a fast one-hand weapon and shield. This will heal for small amounts with almost each strike. This works very well against mobs who are even 3 levels above you. The faster the weapon the better and remember to keep Seal of the Crusader on and judge Light if you stop hitting it for long enough. Usually it will take more than a minute to bring down a mob this way but you will walk away with full health and most mana. Also note that seal of the crusader does raise your DPS overall.
*Light/Light
Judgement of Light, which gives a chance to heal the attacker
Seal of Light, which gives a chance to heal upon striking any target
This combination also works well against fighting multiple mobs at once.
*Justice/Light
Judgement of Justice, which prevents the judged from fleeing
Seal of Light, which gives a chance to heal upon striking any target
This combination might work well in certain circumstances.
*Justice/Command
Judgement of Justice, which prevents the judged from fleeing is
ideal in PvE versus humanoids who generally flee when their health
is low. Combined with Commander for near double damage when it procs
*Wisdom/Crusader
The same basic idea here as with the Light/Crusader combo, but for mana instead.
*Wisdom/Wisdom
And again... mana regeneration. When you need your mana back. This is great for when you are mainly healing and your out of mana. With spiritual focus, you can offtank one mob and still heal decently.

These are a sampling. Obviously one of the great strengths of the paladins seal/judgement abilities is the flexibility.

Use Holy Light early and often. Once 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 do manage to get caught in that situation, (We all do sometimes... it sucks!), there are several ways out of it. If you are fighting just one target, you can use Hammer of Justice to stun it. The length of this stun is variable depending on the rank you are using, but it will always allow you to get at least one heal off. If you are fighting multiple targets, then you can use Divine Shield/Divine Protection, whichever you have. Again the length varies with the rank, but you should be able to get at least one heal off with it. Keep in mind though, that these two shields are best used when you are out of mana. If you can, use all your mana healing with spiritual focus, and then use your shield and bandage yourself. 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 second to last ability, blessing of protection, protects you only from physical attacks. This can be used to apply a second bandage, if you are only fighting melee enemies, and if you have not used another shield or bandage on yourself in the past minute. Try and space your use of these shields out.

The last thing to be mentioned here is lay on hands, which of course, is a full heal that drains all your mana. This is always best used as a last ditch effort: The second wind, as it were. Also, later ranks in the spell will give the target some mana back, which makes it even more useful when you get worn down.

Don't worry so much about DPS 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 because that is your strongest ability.

When it becomes available Blessing of Light significantly increases the mana effectiveness of the paladin healing spells Holy Light and Flash of Light. Flash of Light is more mana efficient than Holy Light and is a shorter cast; use early and often.

[ Post edited by Nikolaus ]

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  • Emerald Dream
  • 1. Re: Paladin Guide   08/24/2006 02:09:15 PM PDT
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Basic Partying Strategies

You will have two roles in a party: healer and tank. One of these will come first and one second, depending on the makeup of your party. Make sure you (and others) are aware of your role from the outset to avoid problems later. Normally, if no priest is in your party you will be healing while trying to keep aggro off the 'weaker' party members.

If you are tanking, you should probaly always have righteous fury on - it is always better for a paladin to get aggro instead of the squishies in case the warrior drops. Begin the fight, and when the mobs get to you, use consecrate at least once. Consecration is your friend. It's also the friend of all those AoE addict mages and warlocks out there. Just make sure they don't start AoEing untill your consecration has been going for a few seconds, and keep casting it as they keep AoEing. And make sure you have righteous fury on. If you start getting low on mana, this technique is mana intensive, then begin the fight with seal/blessing of wisdom and keep using them throughout the fight. It will help to keep your mana up.

Also note when someone in your group uses crowd control. Consecrate is notorious for breaking all kinds of crowd control - if you can avoid using it around sheep, mobs on ice, shackled undead, then don't. If you are the only possible tank in the group, then it is better that the group allow some room between the mobs that are getting CCed and where you grab aggro. And if your group is using hunter traps, or wyverns stings, or the crowd control tends to break early, you should probaly save holy shock for getting aggro when the newly freed mob goes straite for your squishes.

While you can keep a party member alive simply by healing them and not pulling any aggro off them, this is not to say they will be just as effective. Prime examples of this are mages: Their DPS will drop if their casting is being hampered by being hit. Their DPS will be much higher if they can get off their spells at maximum speed while you tank.

Buff everyone in your party to their best advantage. Ask your party what blessings they would like. You will be loved. The party will most likely be better as a result of each member being given the blesses they prefer and like to work with best. If another pally is in the group, talk with him and the rest of the group that way all members have 2 blesses that they like. You will be loved. Same sort of thing for multiple pallies and auras. You will be loved.

Also, if there is more than one paladin in the group, make sure you use your judgements and seals in concert, and do your best to all judge the same mob. Decide early which paladin (or other player) will be the one that the others assist. One possible combination for three paladins:

1. Judgement of Justice, Seal of Justice (prevent fleeing, give stun chance)
2. Judgement of the Crusader, Seal of Righteousness or of Command (maximum Holy damage)

If the mob being attacked gets cowardly and tends to flee when he finds out that he won't outlast the player characters, the first one is indispensible. For maximum damage, the second one is very good, but that's all it's good for.

If it's only one mob, and that a boss, if you're most concerned about simply making it out alive, all paladins in the group should use the Seal of Justice. This may cause the stun to stack so that he may never recover from it, if the hit rate and the stun rate is good enough. Even in this case, there should be at least two different judgements on him.

Use auras that provide the best benefit to the party, not just to you. Retribution is probably better used when all of the party already has pretty good defense, because the differential won't be that significant. However, when in a group of squishies, especially if they have a tendency to generate aggro, Devotion should be best because that extra armor may just nearly double their defense capability and keep them alive a considerable amount longer. Concentration may be one that is least used, and should never be chosen if there is only one paladin in a group.

Pay attention to your party members health. Make sure you heal them when they need it, or you may be resurrecting more often than you might want to. Also, the death of one party member may lead to a higher probability of a wipe.

As a paladin, most of our increased healing power comes through +healing items and enchantments, as well as a good chunk of damage comming from +spell power. Just for general information, here is a list of enchantments that are useful to us:

* Hands - +30 Healing
* Head - +10 Stamina, +7 Defense and +24 Healing (ZG)
* Legs - +10 Stamina, +7 Defense and +24 Healing (ZG)
* Shoulder - +33 Healing - Exalted - Zandalar Tribe (ZG)
* Weapon - +55 Healing
* Weapon - +30 Spell power
* Bracers - +5 mana/second

Duel Strategies

* Warrior, you should be able to beat 5 lv higher than you, You have 2 stuns, use the first one to damage, the second one to heal yourself. For same level fights you won't even have to shield yourself to win.

* Rogue, First if you are human use perception and the hammer of justice. Cheapshot has a 5 yard range, hammer has 10 yard, it is very very hard for a Rogue to land the cheapshot but even if he does land it, it is no problem. Once again, stun to damage, sleep to divine favor heal. When you do go immune, use your bandage. You only need cleanse to remove poison and seal of crusader to do damage. Don't let your health go below 30% and you can survive biggest combos.
Also, a 'Reckoning Bomb' is useful, especially against high-level rogues. This is when you stop attacking them, and let the crits roll in for a few seconds, to build up 5 charges of Reckoning (talent in the Protection Tree), then attack. All 5 extra melee attacks hit at once, and if you've got Seal of Command going, it can proc as well.

* Hunter, Once again, the two stuns and your big 2 hander will easily allow you to close the range. Cleanse and blessing of freedom as much as you can. Worst case divine shield and bandage. Try to get off a repentance -> divine favor heal. This fight is cake. The so called "kiting" does not work at all versus Paladins.
A note: CLEANSE VIPER STING! It costs the hunter more mana to cast viper sting than for you to cast cleanse. Do it.

* Priest, "hard matchup". Here is how you can make it easy. A priest will not try to damage you until they drain your mana (any damage they do just repentance them and heal yourself). Stun them on any mana burn attempt if you are in range and whack them with your 2 hander. Eventually you will be low on mana, now the priest will try to damage you. It is almost impossible for a priest to shut you down so hard that you can not even divine shield, divine shield and bandage and priest will simply run out of mana. And worst case pop a LOH and there is no way he has enough mana to drain all of your mana as well as killing you.

* Mage, Blessing of Freedom will free you from root/snare spell. Go whack them and try to stun them out of spells. They will blink, no problem, you run up to them and repentance them, now they can't blink and you can either get some hits in or heal yourself. Outlast is the key here and once again you can always divine and bandage yourself. Make sure you stun->repentance in conjunction of each other and you will have no problems destroying mages. Mana for healing > mana for damage, especially consider the mage has to sheep you if you get low. If you get lucky, you might get a mage that'll fall for the fake heal hearthstone. Otherwise, try to get him to counterspell by canceling a heal before they counterspell.

* Shaman, The idea here is to gain control of the battle from the Shaman. When Earthshock hits, you're put on cooldown for 2 seconds. Use Flash of Light to bait them into blowing Earthshock early - remember, shocks are all on the same 6 second cooldown. Then after the cooldown is gone, go into a normal Holy Light heal. When they plant a totem, walk away from it. Cleanse those Frost Shocks, and re-bless and re-seal when they Purge. The key is to out last their mana. Heal early, heal often. When you Shield up, bandage to conserve mana. As soon as a Shaman is out of mana, they are reduced to melee. And you wear plate :D

[ Post edited by Nikolaus ]

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  • Emerald Dream
  • 2. Re: Paladin Guide   08/24/2006 02:10:04 PM PDT
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Warsong Gulch

It is a common opinion that in PvP shamans are more powerful that paladins. That may be true in some cases when you compare damage output, however the ability of a paladin as a role player and support class in all battlegrounds not just Warsong Gulch is incomparable.

Defender

Having stun effects are crucial for defenders. When defending the base, intruding enemies will find ways to speed in with potions and Boots of Speed. As long as the paladin is still within distance, one can stun the carrier using Hammer of Justice and get a few attacks in, ideally giving time for teammates to rush in to help.

Group members near the paladin will be able to take advantage of the paladin's auras (such as Retribution Aura), and having more than one paladin will allow multiple auras. Blessing of Protection may help save party members from pesky rogues and is often more effective than a regular healing spell.

Flag carrier

Despite reduced speed and lack of stealthiness as compared to a druid or rogue, the paladin still makes a decent flag carrier nevertheless. A paladin with specialization in protection talents works great in PvP. Devotion Aura can block close to 50% physical damage taken, and Guardian's Favor decreases the cooldown of Blessing of Freedom. This allows the paladin to escape Earthbind Totems placed in enemy flag rooms, plus evade nasty stun and slowing effects.

Depending on the strategy used and the character's build, the paladin can flee quite well with Blessing of Freedom, or may choose to attack and kill an enemy or two before running, to avoid being hit with curses and ranged attacks later. Hammer of Justice works well for the carrier too, to stop chasers from following and interrupt spellcasters.

And of course, having healing options available is extremely beneficial. Although the paladin cannot use Blessing of Protection or Divine Shield while carrying the flag (without dropping it), Holy Light can be used if not being attacked or silenced by enemies. Lay on Hands fortunately works on oneself too. A paladin could have multiple healing sources at the same time — seal, blessing, healing spells and of course health potions. Having different ways to get healed helps deal with cooldown times.

Flag carrier assistant

Perhaps the best suited role for a paladin is as a flag carrier assistant.

Blessing of Sacrifice allows you to transfer damage from the blessed group member. This will break crowd control spells and abilities like Sheep, Seduction, and Sap on the friendly target. Since the only thing important is getting the carrier home alive, this spell is essential to use.

A second powerful tool paladins are equipped with is Blessing of Freedom. This will prevent any kind of movement-slowing and stun effects, including the mage's Frost Nova and the warrior's Intercept. Guardian's Favor is an essential talent for this very reason.

Hammer of Justice and Seal of Justice are indispensable tools for stopping chasers from getting to your carrier.

Finally, as a healer, the paladin can heal the carrier, either with Flash of Light or with the more powerful Holy Light spell. Cleanse can remove many curses and effects. Blessing of Light may be an option, especially during the cooldown time waiting for Blessing of Freedom again. Lay on Hands is maybe the most powerful tool available, allowing you to heal the target instantly for your entire hit points. Note that this will take up your entire mana, but if your carrier is nearing or in home base, that extra push may decide between victory and defeat.

The paladin also may very well be the best defender for the carrier when back to base. In a situation where the carrier cannot score because team's flag hasn't been returned, the paladin has the ability to heal the carrier and fight off intruders as the offense attempts to return the flag.

Flag carrier decoy

Even better, the paladin works effectively as a decoy. In a heavily defended enemy base, with a little help, the paladin may be able to get through with the flag using Blessing of Freedom, Hammer of Justice, Insignia of the Alliance, Cleanse, and Lay on Hands — anything to get far enough away while easily attracting defenders to chase after. To perfect the stunt, when about to die, cast Divine Shield, which will delay your death and hopefully catch the attackers off guard and occupy them by trying to attack you further while another teammate picks the flag.

Flag returner

Although not quite as effective as a warrior or hunter in this role, the paladin can nevertheless make use of improved running speed and stun abilities. Seal of Justice is excellent for stopping flag carriers. Blessing of Freedom becomes useful chasing after carriers when enemies are placing Earthbind Totems. Pursuit of Justice may be critical for running down opponents to get within attacking or hammer range. If the enemy carrier is below 20% health, Hammer of Wrath can work and potentially kill the escapee, enabling a flag return. Divine Shield is a nice last ditch effort to counter any slowing effects and prevent damage, while still allowing the paladin to attack.
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  • Emerald Dream
  • 3. Re: Paladin Guide   08/24/2006 02:10:37 PM PDT
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Silvalor's Compendium of Blessings

Here is the order of Blessing preferences for each class. In case of low Paladin attendance or 20 man raids these are what Blessings to cast on each class if they can’t have them all.

Druid: Wisdom > Salvation > Kings > Light > Sanctuary > Might
Hunters: Salvation > Kings > Wisdom > Light > Sanctuary > Might
Mage: Salvation > Kings > Wisdom > Light > Sanctuary > Might
Paladin: Kings > Wisdom > Salvation > Light > Sanctuary > Might
Priest: Wisdom > Salvation > Kings > Light > Sanctuary > Might
Rogue: Salvation > Kings > Might > Light > Sanctuary > Wisdom
Warlock: Salvation > Kings > Wisdom > Light > Sanctuary > Might
Warrior: Kings > Might > Light > Sanctuary > Salvation > Wisdom

2 Paladin Blessings (With Kings)

Paladin 1
Salvation: Druids, Hunters, Mages, Priests, Rogues, Warlocks
Might: Warrior
Wisdom: Paladin

Paladin 2
Wisdom: Druid, Priest
Kings: Hunter, Mage, Paladin, Rogue, Warlock, Warrior

2 Paladin Blessings (No Kings)

Paladin 1
Salvation: Druids, Hunters, Mages, Priests, Rogues, Warlocks, Paladin
Might: Warrior

Paladin 2
Wisdom: Druid, Hunter, Mage, Paladin, Priest, Warlock
Light: Warrior
Might: Rogue

3 Paladin Blessings (With Kings)

Paladin 1
Kings: All Classes

Paladin 2
Salvation: Rogue, Hunter, Priest, Paladin, Mage, Warlock, Druid
Light: Warrior

Paladin 3
Wisdom: Hunter, Priest, Paladin, Mage, Warlock, Druid
Might: Rogue, Warrior

3 Paladin Blessings (No Kings)

Paladin 1
Salvation: Rogue, Hunter, Priest, Paladin, Mage, Warlock, Druid

Paladin 2
Light: All Classes

Paladin 3
Might: Rogue, Warrior
Wisdom: Paladin, Priest, Warlock, Mage, Druid, Hunter

4 Paladin Blessings should have every buff but Sanctuary up.
5 Paladin Blessings should have every buff up
6 Paladin Blessings should have every buff up + Might on Paladins and Druids

[ Post edited by Nikolaus ]

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  • Emerald Dream
  • 4. Re: Paladin Guide   08/24/2006 02:11:32 PM PDT
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Tanking as a Paladin

As a Paladin tank, the most viable talent tree is obviously Protection. High armor and damage medigation as well as high blocking is the KEY to Paladin tanking survival and aggro control. In the Protection tree you will find Improved Devotion Aura, Redoubt, Sheild Specialization, Blessing of Sanctuary and Toughness. These are the talents that will keep you alive and give your healers a easier time. Anticipation is not as useful because plus Defense skill to a Paladin hurts our ability to control aggro. This will be explained later.

As a Paladin you want to maximize your chance to block and your armor medigation. This means high end armor values on everything including a Shield and a lot of str and stm as str increases how much damage you block and stm makes up for the crits you will be forced to take as a trade off for less Defense in order to maintain aggro.

As for aggro control, Paladins hold aggro through Holy Damage. Defense, to a Paladin, at high values hurts our efforts to tank more than helps because though it makes us unable to be critted, also raises Dodge and Parry making us take less hits and less blocking. On high aggro fights, Paladins use Retribuion Aura to maximize holy damage output in a steady stream and the more defense you have, the less holy damage Ret Aura will generate.

Also, the more dodge and parry means less block which means the less chance of Blessing of Sanctuary to come into play which also reduces Holy Damage. The effect of Holy Shield will also be reduced which is another huge factor in Paladin damage medigation and aggro generation.

One other very important skill is Precision. More chance to hit means more chance to apply holy damage, as neither SoC nor SoR applys on misses. Most Paladins prefer SoC for the burst Holy Damage, however, SoR is a better choice for tanking both because it has a steady holy damage value every hit AND it has a harder hitting judgement that benefits more from spell damage than the judgement for SoC which makes up for a Paladin's lack of a Taunt. Proper use of BoP also makes up for our lack of Taunts, especially if you've speced into Guardian's Favor for a quicker cooldown.

Other talents that are important are Divine Intellect for long term tanking, Improved Righteous Fury (that's a given right?), Benediction for mana conservation, Improved Judgements, Improved Seal of Righteousness, and Improved Seal of the Crusader. To a lesser extent, Consecration is also important, however, it is a huge mana sink and should only be used when tanking multiple targets in a none Crowd Control situation. Improved Retribution aura might also be beneficial but don't put points into it if it takes away from other important talents.

Important armor attirbutes for a Paladin tank include +spell damage, +intellect, +stamina, +mana/5, HIGH ARMOR VALUE, and HIGH BLOCKING, don't use more than +25 Defense as after that the effect for reduceing Crit change becomes reduced and it will increase chance to Dodge to a precentage that will harm your aggro generation.

As with all roles in the game for Hybrids, a Paladin tank requires the proper gear as well as the talents and the attention to do what is necessary. Consistant judgeing, attention to aggro meters, proper use of BoP and attention to your mana bar are all important aspects that relates more to the skill of the player than the condition of his character. A Paladin tank is a hard role to play, but if done right with the right gear and talent, they can be very successful.

Paladin Damage

For attack power for Paladins 14 attack power = 1 DPS. So assuming using SoC. So if the max damage of your weapon is 400 at 2.00 speed (4 attacks over 8 seconds) and assuming you're always swinging at max damage if you add 100 attack power your max damage per swing would be 400 + (100 / 14) * 2 = 414.29
Your normal SoC hit is 70% of your weapon damage BEFORE ARMOR MEDIGATION IS APPLIED. Your normal SoC rank 5 judgement is 105 - 116 spell damage with a Coefficient of 43% assuming no stuns. Now assuming max damage here's what you will have over the period of 8 seconds assuming the same 50% proc rate and 50% armor medigation and 1 judgement.
.7 * 414.29 * 2 + 414.29 * .5 * 4 + 116 = 1524.59 or 190.57 DPS

For Spell damage the coefficients for SoC is 20% and for its Judgement it's 43%. Again, assuming max damage here's what you will have over the period of 8 seconds assuming the same 50% proc rate and 50% armor medigation and 1 judgement.
.7 * 400 * 2 + 100 * .2 * 2 + 400 * .5 * 4 + 116 + .43 * 100 = 1559 or 194.88

As you can see, spell damage vs Attack power point for point, spell damage is the better choice. If we add a crit to it, the statistics mostly remain the same.

Paladins crit for 175% of normal damage. So, for example, if you have the same calculations as above. 400 top damage weapon with 2.00 swing speed, 2 SoC Procs and 1 judgement within 8 seconds of combat, what would happen if you have +1% melee crit or +1% spell crit?

Assuming this is damage over a long period of time where the +1% will come into play at some point or another each white damage will be boosted by .01 * 1.75 * white damage to compensate for the crit. Same thing will be done for the holy damage, .01 * 1.75 * holy damage to compensate for the spell crit. Taking the previous calculations, here's what you will find. Keep in mind that melee is effected by armor medigation of 50% damage reduction.

Melee Crit + 100 Attack Power
(.7 * 414.29 * 2) + (414.29 * .5 * 4) + (414.29 * .5 * 4 * .01 * 1.75) + (116) = 1539.09 or 192.39 DPS

Spell Crit + 100 Spell Power
(.7 * 400 * 2 + 100 * .2 * 2) + ((.7 * 400 * 2 + 100 * .2 * 2) * .01 * 1.75) + (400 * .5 * 4) + (116 + .43 * 100) + ((116 + .43 * 100) * .01 * 1.75) = 1572.28 or 196.54 DPS

As you can see, spell damage and spell crit is far better for a Paladin's DPS than attack power and melee crit.

Sorry, to bore you all with the math, but here's what it all comes down to. The most important thing for a Paladin is the weapon. The weapon has to be big, with a huge high end damage. The bigger the better. HOWEVER, the ARMOR and the ACCESSORIES, should focus more on spell damage than on attack power, more on spell crit than attack crit, to maximize your damage.

DO NOT sacrifice a heavy damage weapon for a weapon with spell power UNLESS you are fighting against something with 70% armor medigation or greater (prot warrior) at which point even a 2h weapon will not surpase a 1h weapon with spell damage.

[ Post edited by Nikolaus ]


I'll bet 'ya weren't expecting that...
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  • Wildhammer
  • 5. Re: Paladin Guide   08/24/2006 02:12:53 PM PDT
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sticky plz
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  • 7. Re: Paladin Guide   08/24/2006 02:17:48 PM PDT
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bump till its stickied
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  • 9. Re: Paladin Guide   08/24/2006 02:19:53 PM PDT
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You make all that up or get it from another place???
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  • 11. Re: Paladin Guide   08/24/2006 02:26:15 PM PDT
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Q u o t e:
You make all that up or get it from another place???


The Paladin Blessings guide was created after a guild wide poll as to what buffs each class prefered as there was a bit of an... issue with buffs while only 1 or 2 paladins were in the raid.

The Tanking guide was posted by another Paladin in the old Paladin Forums who's name I am most saddened to have forgotten. What I posted was basically a summary of that post made for my own Paladins in my guild.

The math on Paladin DPS is my own work based on both the Spell Damage Coefficents post from the pervious Paladin forum and a bit of individual research.

Sil
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  • 12. Re: Paladin Guide   08/24/2006 02:36:53 PM PDT
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Awesome work, Silvalor. Would you like your posts put into the placeholders (With credit to you, of course)?

I'll bet 'ya weren't expecting that...
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  • 13. Re: Paladin Guide   08/24/2006 02:38:38 PM PDT
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That's totally fine, it'll neaten things up :)

Sil
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  • 14. Re: Paladin Guide   08/24/2006 02:47:34 PM PDT
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Sticky please. Nice guide.

All the children gather round
to pull the cars apart and see what falls out.
All the children gather round
to drag the bodies through the town and turn their frowns upside down.
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  • 15. Re: Paladin Guide   08/24/2006 03:17:00 PM PDT
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Silvador, if you wouldn't mind, change your early posts to placeholders =)

I'll bet 'ya weren't expecting that...
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  • 16. Re: Paladin Guide   08/24/2006 04:03:40 PM PDT
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Very nice guide A++!
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  • 17. Re: Paladin Guide   08/24/2006 06:49:57 PM PDT
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I hope those of you that wanted it stickied reported for it to be stickied ;)

I'll bet 'ya weren't expecting that...
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  • 18. Re: Paladin Guide   08/25/2006 06:40:28 AM PDT
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Q u o t e:
Silvador, if you wouldn't mind, change your early posts to placeholders =)


<.< >.> I just deleted them... wouldn't know what to do with place holders...

Sil
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  • 19. Re: Paladin Guide   08/25/2006 02:07:13 PM PDT
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hehe

I'll bet 'ya weren't expecting that...
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