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  • 0. The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:14:27 AM PDT
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Shockadin eh? Alright...whelp, see ya later!

I have taken the time to make up an over view of the Paladin as a Holy DPS Hybrid, otherwise known as a Shockadin. I have seen a few attempts at making a viable "guide" which were lacking in one area or another.

I do not delve into Theorycraft or Mathematics. I speak only through experience, good and bad. I have taught myself the only way to know for sure is to test it out yourself. If you are looking for equations and exact numbers you are reading the wrong thread.

However, if there is someone who is willing to bring forth the proper numbers with a logical explanation behind them feel free to reply and I will see that it is added to the content I have posted.

I opted to explain the role of a Shockadin as an experienced player who enjoys the utility and power a Shockadin can throw out. This is, as with everything WoW, a Work in Progress, please feel free to comment after reading through the entire outline.

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CONTENTS:

Overview: Explains the basics of the Shockadin, along with the strengths and weaknesses of the build.

Talents: Explains the typical Shockadin Talent Build, and a short summary on why one would choose certain abilities over others.

Playstyle: Explains the basics of a Shockadin's role in PVP, the control of the Global Cool-down, and the issues of using Avenging Wraith and Divine Shield.

PVE Healing: Shockadin as PVE DPS. And the small differences of playing a Shockadin in a healing role as opposed to a traditional Holy Paladin.

Gear and Itemization: Stats to look for, and a basic rundown of easily obtainable, Shockadin oriented gear. With a list of how to enhance it with Gems and Enchants.

Common Questions and Concerns: Frequently asked questions as seen on the Paladin forums. I've tried my best to answer these questions without a bias opinion.

Closing: A brief thanks and version history.

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---Overview---

- What is a Shockadin?

A Shockadin is a High End, Holy Paladin who has passed up Survivability in order to Damage opponents using Judgement of Righteousness and Holy Shock Offensively. There are plenty of Pure Damage and Healing pieces of plate gear available at level 70 to make this build not only viable, but reasonably easy to perform in PVP.

The Typical Talent build for a Shockadin is 40/0/21.

Bypassing the 41 point Holy talent, Divine Illumination, to receive a 21 point Retribution ability, Sanctity Aura. This is done to increase Damage and Healing to create the greatest benefit to both Judgment of Righteousness and Holy Shock.

- What are the Strengths/Weaknesses of the Shockadin?

A Shockadin's strength comes from their ability to deal heavy burst damage while maintaining their Role as a Healer and Support class.

Shockadins are first and foremost a Holy Paladin, and as such the Shockadin also performs well as a Main healer in PVE and PVP alike.

With 40 points into Holy a Shockadin has all of the abilities needed to main heal any instance with the correct gear and player skill.

Shockadins lack the Survivability of both a Protection Paladin and a typical Holy Paladin with points into Protection. However what they lack in Survivability they make up for in Burst damage. This is due to having points in the Retribution Tree,
going only so deep to receive Sanctity Aura.

Having proper gear and using Sanctity Aura allows the Shockadin to deal up to 2000 damage from both Judgement of Righteousness and Holy Shock. Critting both together, along with a clever use of Avenging Wraith, potentially allows the Shockadin to deal 4000-5000 Damage in a split second.

The main weakness of the Shockadin is the fact that they will be using their mana both Offensively and Defensively. Mastering your mana pool and cool-downs are the most important things a Shockadin must learn in order to benefit their team, or to simply outlast an opponent.

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---Talents---

A general Shockadin build is set up as 40/0/21. This will get you all the damage/healing increasing effects you will need to burst opponents and assist your allies.

Here are the basics of a general Spell Damage build. You can't do it right, without the right build.

---HOLY---
The first couple tiers should be obvious...

Divine Intellect 5/5
Should be a no brainer use of your first 5 points.

Spiritual Focus 5/5
You will be healing, and this will safe your butt, along with that of your allies.

Imp Seal of Righteousness. 5/5
Bread and butter talent for increasing your primary Damage Seal and Judgment. Affects are applied after increases from armor/enchants/ buffs etc.

Healing Light 3/3
Increased heals means less casting, and more mana for Damaging spells.

--Now here is where things become a bit more about personal preference and play-style, I suggest you try out what works best for you.

Unyielding Faith -or- Imp Blessing of Wisdom. 2/2
If you are having trouble with Mana Conservation go for Imp BoW, which is also great if you plan on focusing more on PVE as a healer. I personally like Unyielding Faith, but it is much more PVP oriented.

Illumination 5/5
Enough said here. in PVP you will be casting your biggest heals more often and with your gear itemized as a Shockadin your crit will be high. Enjoy the Health return at half the mana cost.

Divine Favor 1/1
Guaranteed HS crit with AW and trinkets popped? Yes, please.

Holy Power 5/5
More spell crit means more burst damage. Go with all 5 points here.

Sanctified Light -or- Light's Grace 3/3
You can choose either here, as there are arguments for either spell. I prefer the shortened casting time for PVP, coupled with Spiritual Focus and Concentration Aura it gives you a guaranteed heal in 2 seconds.

(some people argue for Blessed Life, bottom line...it is not worth it for your build. There are not enough points to move around in Holy if you are going for Sanctity Aura)

Holy Shock 1/1
Crappy ability, not worth the single point...just kidding. HS defines the Shockadin. This is your bread and butter offensive casting ability.

Holy Guidance 5/5
Worth every single point. More spell damage from Int on Items and Enchants. It will greatly increase your damage and healing as your gear improves.

---RETRIBUTION---

Benediction 5/5
You will be Judging as often as possible and resealing often as well. THis is a great ability for an offensive caster.

Imp Judgement 2/2
Guarantees 3 JoR in the time it takes to HS twice. Great way to spend 2 points.

Imp Seal of the Crusader 3/3
Along with Imp Judgement, you can judge Crusader to open up the fight. Not recommended against classes that can dispel. Judging Imp Crusader is perfect just before that AW/Trinket/Divine Favor HS crit mentioned earlier.

Now if you are thinking you should spend your next few points in Conviction and possibly grabbing Seal of Command, you are going about your spec all wrong. I will explain later, but for now choose one of the following routes...

Deflection 5/5
Great for PVE as you will be getting hit while farming/questing, and helps against Melee opponents in PVP.

OR

Vindication 3/3 with Pursuit of Justice 2/2 -or- Deflection 2/5
Vindication can be nice against melee classes and PoJ is an iffy talent as it will cancel out any enchants you may have, and you can always toss up Crusader Aura easily enough while mounted. If you go for Vindication I recommend 2 points into Deflection.

Eye for an Eye 2/2
Nothing better than seeing that Trinket Mage blast himself into the "oh **#*" mode. Get this for added carnage against casters.

Crusade 3/3
Can always use more damage. Great for PVP and PVE.

Sanctity Aura 1/1
The other Defining aspect of the Shockadin. Keep this up at any time you are damaging opponents. Amazing ability for you to take full advantage of.

There it is, and I hope you really try the different options you can choose to enhance your build. Although the choices are limited, it can really improve your style of play by moving one or two points around.

Now I promised I would elaborate on why you should NOT be using SoCom or wasting points in Conviction, so here it is...

As a Shockadin you are considered a Caster, all of your abilities and gear should reflect this. Even though you are going to be spending 75% of your combat time in melee, your main source of steady damage will come from Seal of Righteousness. Which can hit for 400-500 on average once you get your Spell damage above 850.

Your weapon of choice should be Sword and Shield (or Hammer and Shield) with typical caster stats. This is done to solidify the highest amount of spell damage available. You will not see better stats or overall damage from a 2 Handed weapon.

The idea is to increase every available ability whether it be Offensive Casting or Defensive Healing, while adding some survivability with a shield equipped. This ensures every aspect of your playstyle benefits from your items and not just the melee portion, which in most cases ends up being obsolete due to snares, roots, etc.

Also, with talents SoR scales extremely well with Spell Damage. Other spells benefit from the spell damage as well; HS, JoR, Hammer of Wraith, Consecration, and Healing Spells. Although HoW crits off of melee...it is a situational ability which can easily be overlooked when gearing yo

[ Post edited by Testicus ]


Because you can't spell Paladin without pal.

http://www.youtube.com/watch?v=H26eRojA09Q
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  • 1. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:16:17 AM PDT
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-----PVP Play-style-----

- As a Shockadin, you need to be aware of your strengths. Yes you can do astonishing damage while Sanctity Aura is up, and yes you should be using HS offensively. But do not forget you are a Holy Paladin. Every single ability and item that increases your Pure Spell Damage also increases your Healing.

- Remember your biggest weakness is your mana pool. Your offensive and defensive abilities rely heavily on your mana pool. Love your mana and treat it as though your life depends on it. Quite simply because it does. Once you master your mana conservation and cool-downs you will master the Shockadin play-style.

- A Shockadin is one of the best PVP oriented Support Healers. You have a high survival rate, while you maintain both the ability to heal your team and Burst opponents into the ground.

You should be healing, buffing, cleansing, or tossing out BoP to save a mage from getting jumped by a rogue. Bottom line, you are still a paladin with 40 points into your Healing tree. Do not forget to heal and support your team. If all you want to do is DPS then you should be speccing Ret.

- A typical fight should be opened with a Judgment of the Crusader followed by a Holy Shock. Then Seal of Righteousness as you close in on Melee range.

You will have a few seconds between Judgement cool-downs to whack away with SoR or Heal as needed. Tossing out an early FoL can be great to get your opponent to waste a silence/Counterspell, so you can heal when it truly matters. And since you've got SoR up you can still be dealing consistent damage during the Silence effect.

If you are judging Righteousness for burst damage never make the mistake of casting Judgement before HS. As Holy Shock and your Seals share a Global Cool-down, you can potentially miss a swing or two, meaning you just missed out on dealing 600 Dmg to the opponent. Always cast HS then JoR to ensure SoR is reapplied efficiently.

- Avenging Wraith, Divine Shield, and Forbearance.

It's typically not a good idea to open up with AW as it will cause you to take up Forbearance, which means you can't rely on Divine Shield for whatever reason.

Allow your opponent to open up a little on you, heal and beat them down to 50% or so before deciding if you can get away with a AW/Divine Favor burst.

Usually you want to save AW for 1on1 encounters, as DS can save you and your teammates from imminent doom. Whereas AW will only cause more problems due to Forbearance, if you face multiple opponents.

Also, it is a good idea to heal early and often in order to save DS. Using DS for other purposes besides healing is an easy way to get out of an Opponents high burst Pyro, Aimed Shot, etc. before its too late. Or to just keep a teammate healed where you were once CCed to all hell.

If you do find yourself with the Bubble of Divine Shield and in need of heals, Bandage instead of casting a Holy Light/Flash of Light. Your mana is your lifeline, conserve it at any cost.

You can use Blessing of Sacrifice on an ally who is taking heavy damage in order to mitigate his pain. This also save you, the paladin, from becoming the victim of many forms of Crowd Control. It is basically a Get-Out-of-CC-Free card.

However with the changes to Blessing of Sacrifice, a Pally is forced to be much smarter in determining when and how to use the Bubble effectively. Keep these things in mind before going head first into -PEW PEW- bursting your opponents down.

----------------------------------------------------------------------------------------------------------------

---PVE and DPS---

- Farming and soloing as a Shockadin is extremely easy and beneficial. You have the potential to whip through mobs of any class type, be it caster or melee oriented.

Keep Sanctity Aura up for single mobs or caster mobs, and toss up Retribution aura for multiple melee mobs. Use low ranks of Consecration Aura to help preserve mana while still dealing some amount of damage, and heal between cool-downs.

You can use JoWisdom and JoLight if the fights are long or you are in need of Mana.

- There are few if any times you will be asked to DPS as a Shockadin in an instance. However, if the time does arise, make sure you are at the top of your game. One reason is that you should always be thinking of the group first, which means if you need to toss a few heals to help your healer keep up do so at the expense of your own DPS.

Use your blessing accordingly and ALWAYS keep Salvation on yourself, unless you are designated as a healer for the encounter, where your mana is most important.

You will be in melee range whacking away on mobs or bosses with SoR so it is possible for you to keep Judgments on the target. JoLight is great as an extra hot to the Tank and DPS, and if that is not needed use JoWisdom to prolong your mana pool. Otherwise drop JotCrusader to increase your own damage on the target, typically used on trash mobs.

Be mindful of your auras as well, think about the group first and your DPS second. Resistance to Shadow/Fire/Frost come first, then adjust accordingly.

As with PVP your soul depends on your mana pool. Once your mana is gone you are useless.

---Healing---

- A majority of your instance grouping experience will be as a healer, and with good reason. Basically, you are the same as any other Holy Paladin. There is no need to think otherwise. Although you may need to pay better attention to your mana without the benefit of Divine Illumination.

With proper healing gear, you should have no problem Main healing any level of 5-mans Heroics or Raid Dungeons. Again, Mana conservation is the key to your success, bring Mana Pots in case of emergency.

- Keep Blessing of Light on your Tank(s), since you do not have Kings, and proper Blessings on the rest of your group. Blessing of Wisdom on yourself.

Really there is no difference from a standard Holy Paladin other than that.

Adjust your Auras according to the fights, Magic resistance comes first, then work around the situation.

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---Gear and Itemization---

- Your typical Shockadin will be prioritizing Spell Damage, Intellect, Stamina, and Spell Crit. In that order.

You can start seeing some big numbers with only 600 Spell Damage, which is easily obtainable from honor rewards alone. Toss in some Rep rewards, enchants, and Gems, and you will hit that number in no time.

You always want to increase Spell Damage first and foremost, as long as it doesn't take too much away from your other stats. Keep that in mind when choosing how to upgrade your gear.

Also with Holy Guidance you receive an increase to Spell Damage and Healing from 35% of your total Intellect. So sometimes Int can be the deciding factor in which piece to upgrade first.

- Stamina over Spell Crit

Basically Stamina is your bread and butter for PVP, along with Resilience. Unfortuantely the only real way to itemize for PVP is through PVP. I reccomend stacking Spell damage enchants and Gems on your PVE obtained gear so as not to gimp your Damage potential. At least until you can replace it with the necessary PVP gear which comes equipped with high amounts of stamina. This will allow you to see the potential of the Holy Damage you will deal, and better your learning experience of the play-style involved through Shockadin PVP.

You will at first be better off as a healer who occassionally deals some damage until you get the desired survivability to jump into the mix of things. Keep with it and eventually the gear will roll in, making your experience much more enjoyable.

This is something I had trouble with at first and wish I had itemized differently. I first assumed I would be better off with taking a higher Spell Crit from standard Caster PVE items instead of taking the time to save Honor points for neck/cloak/rings/etc. I now realize how little Spell Crit you actually need once you get your Spell damage high enough. Stamina is more important for a melee oriented caster.

You only need about 20-25% chance to crit, giving you about 30% chance to crit with Holy spells. Your damage scales so well from Damage/Healing Crits become an after thought. Adding in Divine Favor for a guaranteed HS crit and you see why it is better to opt for the Survivability from Stamina.




[ Post edited by Testicus ]


Because you can't spell Paladin without pal.

http://www.youtube.com/watch?v=H26eRojA09Q
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  • 2. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:17:03 AM PDT
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- Easily Obtained Items and Enchants.

Obviously the best pieces of Shockadin gear should and will come from PVP, as it is a PVP build. Yet, not everyone can have a high Arena Ranking nor have the time it takes to grind for PVP honor blues and epics. I will list some of the more easily obtainable pieces to search for while working towards your PVP/arena gear respectively.

NOTE: If you can replace ANYHTING with an item from Arena/PVP...DO IT. The stats from the Necklaces, Cloaks, Armor, Rings, you name it, are better for you than the PVE gear available.

Also try to stick with Plate whenever possible. Yes you can get higher spell damage earlier by equipping Mail gear, but at a loss of survivability. In group PVP you will be healing more often than not, which causes a high amount of "Healer Aggro" from the opposing faction. So survival is key. But by all means roll on spell Damage Mail gear if there is not a Shaman in the group who would use it.

-Helm -
Exorcist's Lamellar Helm
Obtained through the acquisition of Spirit Shards while running Instances in Auchendoun.

ENCHANT: Glyph of Power - Sha'tar Rep

-Shoulders -
Spaulders of the Righteous
Lacking in stats, but proper gems can make up for that.

ENCHANT : - Inscriptions of Discipline - Aldor
- Inscriptions of the Orb - Scryer

-Chest -
Leonine Breastplate
Quest reward in Blade's Edge, if you passed this up search around the AH for
Chestguard of Illumination

ENCHANT: +6 Stats - Enchanting Spell

-Bracers -
Bracers of Just rewards
Heroic drop if you can get them

ENCHANT: +15 Spell Damage - Enchanting Spell

-Gloves -
The Hands of Fate
Reward from a long quest Chain in Shadowmoon Valley.

ENCHANT: +20 Spell Damage - Enchanting Spell

-Belt -
Khorium Belt
Crafted BoE, made by Blacksmiths.

-Leggings -
Khorium Pants
Crafted BoE, made by Blacksmiths
or
Ornate Leggings of the Venerated
Drop off the second boss in Shadow Lab

ENCHANT: Mystic Spellthread (rare) - crafted by Tailors
Runic Spellthread (epic) - crafted by Tailors

-Boots -
Khorium Boots
Crafted BoE, made by Blacksmiths
or
Ornate Boots of the Sanctified
Drop off the First boss in Shadow Lab

ENCHANT: +12 Stam - Enchanting Spell

-Neck -
Warp Engineer's Prismatic Chain
Drop off the First boss in Mechaner
or
Brooch of Heightened Potential
Drop from second boss in Shadow Lab

-Rings -
Seal of the Exorcist
Another reward from Spirit Shards
and
Asheyan's Gift
Cenarion Expedition - Exalted

-Trinkets -
Xiri's Gift
Sha'tar rep Reward - Revered
and
Shiffar's Nexus Horn
Last Boss Arcatraz

-Weapons -
Gavel of Unearthed Secrets
Lower City Rep Reward - Exalted
or
Great Sword of Horrid Dreams
Final Boss drop in Shadow Lab

ENCHANT: +40 Spell Damage - Enchanting Spell

-Shields -
Silvermoon Crest Shield
Final Boss drop in Shadow Lab

ENCHANT: +12 Intellect - Enchanting Spell

- Filling Sockets in items.

Gem Slots should be filled with anything that boosts Spell DMg first and foremost. If you simply can't pass up a Socket bonus, get a cross color gem.

(RED-Slot)
Runed Blood Garnets +7 Spell DMG
Runed Living Ruby +9 Spell DMG

(YELLOW-Slot)
Potent Flame Spessarite +4 Spell DMG and 3 Spell Crit
Potent Noble Topaz +5 Spell DMG and +4 SPell Crit

(BLUE-Slot)
Glowing Shadow Draenite +4 Spell DMG and +4 Stam
Glowing Nightseye +5 Spell DMG and +6 Stam

[ Post edited by Testicus ]


Because you can't spell Paladin without pal.

http://www.youtube.com/watch?v=H26eRojA09Q
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  • 3. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:17:59 AM PDT
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---Common Questions and Concerns---

Q: Why should I listen to you on how to best take on the role of a Shockadin?

A: You don't have to. I am simply doing my part to inform the misguided public as the best way to utilize the spec, from my own experiences and adventures.

Q: When should I spec to become a Shockadin?

A: Some people claim you are able to start your career as a Shockadin once you get a few pieces of Spell Damage plate quickly after hitting 60. Although you will see mediocre results from minimal amounts of Spell damage, it is not a very reliable leveling spec due to mana issues, among other things. I recommend waiting until the higher levels, maybe even wait until you get some proper gear at 70.

Q: Can Shockadins DPS in an instance?

A: Sure, they can but it is not recommended. Chances are you will be brought along as a healer, and you should be. Although there are some cases in which you can DPS if there is already a healer in the group, you will typically be below other equivalently geared DPS classes in overall damage.

Q: Can Shockadins Main heal in an Instance?

A: Absolutely. You have 40 Points in the Holy tree, and with typical healing gear you will do just fine as a healer in any instance.

Q: Are Shockadins considered to be a viable Hybrid Spec by Blizzard?

A: It is hard to tell for sure. There seems to be a high amount of spell damage plate in the game, especially through PVP and Arenas. Though I dread the day Sanctity Aura is moved to a 31 Point Talent in Ret.

Q: Are Shockadins a Viable choice for the Arenas, and if so what classes should I group with?

A: Shockadins are great for Arena as they are built for PVP. Your main focus will be healing however, with burst damage tossed in only to kill off an opponent.
As far as group make up is concerned, it depends on your play-style and the player's skill. I prefer to team with a Rogue for 2V2, but I have gone up against a crazy dueo...Holy/Disc Priest and Shockadin, who worked insanely well together. Sanctity Aura and Imp JotC were their gimmicks for dealing damage with Holy Shock, JoR, and Smite.

Q: What numbers should I be looking for as a Shockadin gearing to do some damage?

A: I would start at about 600-700 Spell damage from gear before Speccing to become a Shockadin. Anything less and you will get mediocre results, which may deter you from the play-style. It is possible to get over 1000 Spell DMG with Arena and PVP gear alone, however. So keep working at it. Along with about 7500-8000 HP and a nice 20-25% chance to crit with Holy spells.

Q: Why can't I use a Two hander instead of a Sword and Shield?

A: Simple, the stats you receive from your caster sword and Shield give you more than double, sometimes much more, than that from a 2-Handed weapon. this allows you deal crazy numbers when casting JoR and HS.
Also your SoR will deal more damage in the same amount of time it would take for you to get a few swings in with a big slow 2 Hander. This is due to an increased amount of Spell Damage. It's all additive, and you have to think about the time it takes to kill your opponent.

Q: What are some Professions that benefit a Shockadin?

A: Any of your typical Paladin Professions work well for Shockadins too. Enchanting or Jewelcrafting can save you a bit of money in the long run as you will depend heavily on boosting your stats to get the whole benefit from your gear.
Engineering is also a great profession that gives you many toys to enhance your PVP experience.
And you can never go wrong with Blacksmithing, but there are limited choices that are easily replaced for a Shockadin as far as crafting armor and weapons.
Jewelcrafting seems to be the greatest asset. You make loads of money being able to sell your gems on the Auction House as well as saving yourself Gold by socketing your own gear.

Q: Dude, you didn't include Seal of Vengeance, what's with that?

A: Yeah, I'm a Blood Elf and have not experienced the benefits or shortcomings of Vengeance for a Shockadin. I do know that Seal of Blood, although fantastic for Retribution Paladins in PVE, is not at all good for a Shockadin. Damn you Blizzard =P

Any help on that subject would be appreciated.

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---CLOSING---

Hopefully This helps any of you who are looking to begin your career as a Holy DPS Paladin. It is a lot of fun and opens up a whole new realm of possibilities for those who are forced to heal for raids.

Thank you for taking the time to read this overview of the Shockadin, if there are any further questions...or comments please feel free to Flame away.
-----------------------------------------------------------------------------------------------------
VERSION 1.0

If there is anything incorrect or left up to discussion upon reading the full overview, please elaborate and let me know so any changes that may need to be made can be remedied quickly.

Because you can't spell Paladin without pal.

http://www.youtube.com/watch?v=H26eRojA09Q
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  • 4. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:23:56 AM PDT
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I'm logged out in spelldamage gear that the moment if anybody wants gear ideas. I've been wanting to get around to messing around with this build for awhile, I'm still prot though.

From Lionsroar:1) Skill > Gear > Spec, in that order.2) If you see someone dying, heal.3) If you see some clothies getting punched, tank.4) If 2 &3 are under control, do damage.5/IAEF /dance
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  • 5. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:24:21 AM PDT
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In before all the shockadin haters turn this useful and informative thread ugly.

[ Post edited by Mozu ]


Devs: Our nerfs will block out the sun!
Hybrids: Then we will tank in the shade.
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  • 6. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:33:31 AM PDT
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Brooch of Heightened Potential is a necklace, not a trinket.

EDIT - I'd also suggest more emphasis on stamina for PvP.

[ Post edited by Byzantine ]

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  • 7. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:33:55 AM PDT
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Very nice guide.. I've been thinking about tryin out Shockadin once I get 70, this should help once I get there.

*Requesting Sticky~
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  • 9. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:42:48 AM PDT
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Q u o t e:
Brooch of Heightened Potential is a necklace, not a trinket.

EDIT - I'd also suggest more emphasis on stamina for PvP.


Fixed, i misplaced the Brooch and forgot to add the Nexus-Horn...

As far as Stamina for PVP all you can really do is collect the PVP/Arena oriented gear. Once that is done it doesnt matter waht gems and enchants you place as long as they improve spell damage. I explained my opinion on itemizing gear for PVP/PVE due to drops and Honor rewards.

The gear listed is a "Starter Set" just to get the player comfortable with the playstyle involved wiht dealing Holy Damage and maintaining the Healing Potential.

I also included the gems that increase Stam and Spell damage to refelct the importance.

Anybody looking to PVP should know the importance of Stamina as a necessary stat, this is why it is listed just below the Spell Damage portion on Itemization.

Because you can't spell Paladin without pal.

http://www.youtube.com/watch?v=H26eRojA09Q
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  • 10. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 07:46:46 AM PDT
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Q u o t e:


Very good synopsis, but this is actually not true (the part about 2-handers not increasing damage). SoR says right on the tooltip it that it does more holy damage with a 2-hander. Using a 2-hander will reduce your overall spell damage bonus, however you will see more white and yellow damage while using it. With The Oathkeeper (a BoE blue pally 2-hand mace) I see SoR hits for just over 500 and white damage for about 250-300 (so about 800 damage per hit). With a blue BoP sword and shield, I see about 200-300 overall damage per hit (but i hit about twice as often) and my holy shock and JoR do a little more damage. Overall, I find the 2-hander is better for dps or farming, while 1-hander and shield is better for survivability and AoEing.


The benefits I listed do not pertain to melee hits form your weapon being larger due to the Two handers damage. The benefits from the Sword and Board benefit all your offensive abilities. SoR is an after thought when calculating the Burst damage of a Shockadin.

It is an added bonus to deal some melee damage, but Not Necessary your main focus in PVP should be survivability from your shield and a higher Spell Damage overall for bigger heals and Bigger Bursts of damage.

Believe me when i say it all adds up. You can use a 2 Hander, but you will get better results overall from EVERY aspect of the build by using a sword and board.

EDIT: I added a small blurb further explaining my logic behind the overall benefit of a Caster Sword and Board.

[ Post edited by Testicus ]


Because you can't spell Paladin without pal.

http://www.youtube.com/watch?v=H26eRojA09Q
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  • 12. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 08:04:27 AM PDT
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Nice guide, thx

"Show me your faith without deeds, and I'll show you my faith by what I do"
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  • Mannoroth
  • 13. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 09:24:31 AM PDT
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Great guide! Ive been wondering about this build for awhile. Thx!
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  • Wildhammer
  • 14. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 11:45:13 AM PDT
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bump.
i just hit 70 yesterday and have waited to roll a shock trooper since day 1. this guide helps alot in refining what gear to go get. great job!
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  • Arena Tournament 16
  • 15. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 11:47:44 AM PDT
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very impressive and entertaining read :)
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  • 16. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 12:18:31 PM PDT
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Q u o t e:
bump.
i just hit 70 yesterday and have waited to roll a shock trooper since day 1. this guide helps alot in refining what gear to go get. great job!



Thanks for the feedback.

There are several other upgrades you have the option of getting through Heroics and Badges, yet I did not list them yet as I was just simply trying to get a Starter Set built for new comers. Always keep your eyes open for better pieces.

Also make sure you collect a Healing set as well. You will need it. =P

Happy hunting and good luck.

Because you can't spell Paladin without pal.

http://www.youtube.com/watch?v=H26eRojA09Q
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  • 17. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 12:29:06 PM PDT
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Great guide ill report for sticky. :) i am a shockadin right now and plan to stay a shockadin for ever probably i feel more like a pally cuz great burst dmg and dmg and i can heal and have high hp and armor and all that

"Retribution spec'd paladins had the ability to beat warlocks. This is not working as intended."
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  • Tichondrius
  • 18. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 12:31:10 PM PDT
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Currently I am spec towards raids (healing) so I have a few more points in holy. But I do hit about 805 spell dmg with a 22% crit rate. Makes farming so much easier esp with horde trying to gank. pew pew

good job on the guide.

[ Post edited by Hailley ]

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  • Proudmoore
  • 19. Re: The Almighty Holy DPS Paladin (Shockadin)   07/16/2007 01:01:17 PM PDT
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40/0/21???

i'v been a schockading way way way before bc and i gotta say that just seems horrible to me.

40..ok i can see that..

21in ret? WHY?!! WHY?!!

benediction vs imp devo..ok thats a toss

guardians favor vs imps seal of crusader....imp seal of crusader? who really uses that in pve or pvp unless they are desperately trying to get mana back?

kings vs whatever else..
is it a hard choice? 10% all stat boost 10% higher spell damage etc etc etc..

improved righteour fury vs..sactity aura...

how manypeople you plan to be around that do holy damage? screw that..i'll take a 6% damage
reduction to all anytime thats good in pvp or pve soloing.
whats sactity aura gonna do for me in pvp or pve that out weights a 6% damage reduction?


edit: i'm at 41/20/0 right now i think its a lot more stable in usage and advantages than your proposed 40/0/21.

[ Post edited by Matonn ]

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