I didn’t do it on purpose, but it’s an interesting contrast to go from the once Horde-only class to the once Alliance-only class—the Paladin. A lot of people will roll a class because that’s what their friends play; I tend to be just the opposite. I like to play the class less rolled, the underrepresented role, so I’m in as little direct competition as possible. That’s why it was surprising for me to find myself with a level 80 Paladin when our guild runs with 7 on regular basis in 25mans.
Originally I leveled up my paladin to help a out a friend leveling a Disc Priest; he got tired of questing and wanted something to heal XD so I met him at level 40 and we ran around together until 73 or so. Then through the course of my working full time and his ability to play at work, he some how managed to hit 80 with my lowly pally still stuck at 73. I kind of became disheartened and put some time into my level 39 twink rogue, but inevitably, my pally did hit 80.
I had her specced Ret for leveling because it made more sense to kill stuff as DPS >.> but I also had a generally unused dual Prot spec. Once I hit 80 I tried to collect as many tanking pieces as I could to test out a Heroic UK run which ended up in disaster. Among many tips I can give for fledgling tanks (I’ll probably file that away for a later post) is to NOT bring two well geared Ret Pallies for you maiden tanking voyage—it will only end in tears!
Anyways, without further ado, Paladins, Protectors of the Light.
Blessed Buffing
As far as I know, Paladins have always had the “blessing” mechanic, it just wasn’t always as pretty as it is today (even though many would use other words to describe it now…). The current buffs available to any paladin regardless of spec are Blessing of Might, Wisdom, and Kings. Blessing of Kings is a buff entirely unique to Paladins that, after much movement throughout the various trees, is trainable at level 20.
Wisdom is similar to the Shaman Mana Spring totem, providing a Mana per 5 seconds buff. Because these two buffs don’t stack, the order of overwriting goes as follows: Mana Spring (91 mp5) < Blessing of Wisdom (92 mp5) < Mana Spring with Restorative Totems (109.2 mp5) < Improved Blessing of Wisdom (110.4 mp5). I think I have observed the Improved Mana Spring Totem actually overwrite an Improved Wisdom due to rounding and possibly some RNG, but the preceding is the calculated priority.
Might is similar to the Warrior’s Battle Shout in that it provides the group with an Attack Power buff. Again, these two buffs don’t stack anymore so the overwriting priority goes: Battle Shout (548 AP) < Blessing of Might (550 AP) < Battle Shout with Commanding Presence (685 AP) < Improved Blessing of Might (687.5 AP). These figures come from Wowhead.com, despite the fact that I was under the impression Battle Shout overwrote Might, it appears the opposite is true.
Other Things All Paladins Can Offer
Paladins also provide the raid group with auras that assist with minor things. Their auras include Devotion, Retribution, Concentration, Crusader, Fire Resistance, Shadow Resistance and Frost Resistance. Paladin auras do not stack with each other, and the resistance auras don’t stack with the Shaman resistance totems.
Aside from those, Paladins also have an array of spells to offer the group. Their Hand of Protection (originally Blessing of Protection) shields a player making them immune to physical damage, while still being able to cast or move around, as well as removing and physical debuffs, such as Impale. Hand of Freedom removes movement debuffs such as slows and roots and makes the target immune to them for the duration of the spell. Lay on Hands is also a long cool down spell that heals the target for the caster’s maximum health.
Paladins also have a spell called Divine Intervention that allows them to sacrifice themselves (without taking durability damage) in order to make a group member completely immune to everything and removing them from combat for the duration of the spell; this is one of the many “wipe” recovery techniques available.
Cleanse, Turn Evil, Holy Wrath, Hand of Sacrifice, Hand of Salvation (the new “Blessing of Salvation” o.O), Judgments of Light and Wisdom, and Hammer of Justice are many more in a long list of skills (and I’ve probably overlooked a few at that…) a paladin can bring to a group. There’s no doubt that a Paladin, no matter what the spec, will make an excellent addition to any group composition, given that they know what they have to offer and can manage to stay out of the fire :P
Holy Paladins
Holy Pallies, aside from their icon single target heal spamming, have a few things they can provide a group as well. For starters, their talented Improved Blessing of Wisdom is the highest calculated form of mana regen with which a group can be buffed. Beacon of Light, the 51-point Holy talent allows a Paladin to essentially heal twice as much for their mana, keeping two targets up at the same time.
The 11-point talent, Aura Mastery, allows a Holy Pally to grant their group immunity to Silence and Interrupt effects for 10 seconds via their Concentration Aura. I haven’t healed as a Paladin yet, so I’m not too sure how effective or valuable this talent might be or how many even use it, but it certainly seems like it would have its use.
I’d also like to point out (being a Shaman) that Concentration Aura DOES stack with the Eye of the Storm Shaman talent, letting an Elemental Shaman suffer no spell push back (still doesn’t apply to interrupts though).
Retribution Paladins

These are the DPS breed, and aside from generally providing good melee dps, they bring the coveted Improved Blessing of Might (doesn’t stack with Battle Shout). Going down the tree, Ret Pallies also have the ability to talent into Vindication which temporarily reduces the target’s attack power by 46 (*makes a mental note to respec Paladin to DROP this talent* >.>).
Heart of the Crusader allows Paladins to provide a +3% crit chance debuff to an enemy, but this does not stack with the Elemental Shaman Totem of Wrath or the Assassination Rogue’s Master Poisoner. Sanctified Retribution increases the damage all group members effected by the Paladin’s aura by 3% (I’m pretty sure this doesn’t stack with itself).
Repentance is the Ret Pally CC ability that incapacitates a target for a minute unless damaged, similar to sheeping, but not as easily maintained. Judgments of the Wise is probably one of the most efficient replenishment abilities as far as upkeep versus dps. Swift Retribution gives a +3% haste buff through the Paladin’s Aura and the combination of Art of War plus Sheath of Light allows a Ret Pally to insta-cast a Flash of Light on someone applying a HoT on crit.
Protection Paladins
The first icon buff that a Prot Pally can provide a group with is Blessing of Sanctuary. Up until the previous patch, this spell just provided the reduced damage buff, but Blizzard got tired of seeing Tanks opt for Kings over Sanc, so they buffed Sanctuary to give a +10% Stamina effect (doesn’t stack with Kings).
Divine Sacrifice is a talent that I picked up on my Paladin that I kind of have to play around with a little. The key to using this ability is to have either Divine Shield or Divine Protection up before using it, that way you just keep absorbing damage for the whole duration of the spell because the bubble absorbs it all.
You have to be careful though because when healers suddenly see the whole raid taking damage, and you suddenly start taking on 40% of that damage, you tend to go splat >.>’ Also, using Divine Shield is generally not a good idea when tanking mobs <.<’ I tend to use it on fights like Loken in Halls of Lightning when he does his big explosion. He stands there and casts, so I put up Divine Shield and Sacrifice to take some of the party damage, then taunt (because I’ve lost aggro by this point) and remove Divine Shield and finish out the fight. It’s kind of weird, I know, but it works for me.
Avenger Shield is also a useful tool, not only for the pull, but also for during combat as a silencing ability. I’ve used it on Kel’Thuzad and Iron Concil as a ranged interrupt, so with the combination of Hammer of Justice, Prot Pallies have two different interrupts in their arsenal.

I guess I should have expected something this to happen. I really apologize for going so long without a post; I got rather caught up with several things that seemed to suck up all my time. Yes yes a lot if it was WoW—I knew I was going back to school so I wanted to get in as much time as I could before I had to be responsible again. So far I’m doing pretty well. I got on to raid last night, then logged off and read some for my Operating Systems class :) It also just occurred to me that today is maintainance, as I haven’t even tried to log in yet. *falls over from patting back too hard*
I got my priest to 80 this past weekend as the product of some mysterious leveling obsession I found. Probably has something to do with the fact that I got her epic and cold weather flying >.> As soon I leveled and went to go train spells, another guildmate of mine who had also just hit 80 asked if I wanted to come heal naxx with him. Heh we tried to two heal it at first and that was a disaster XD Then we brought in a tree from the guild and all was well. I actually went shadow for most of it. I went in with blues and greens and came out in all epics but 2… not bad for a night’s work <.<’
Resto Shamans were a big item at the end of BC because of
Holy Paladins have always had the niche of single target healing. Given a single target for healing, a Holy Pally of comparable gear will not only out heal you, but will keep healing long after your mana pool as run out if they know what they’re doing. In BC Holy Pallies had three spells—
Ah, the tree—an interesting new healing mechanic that came with Burning Crusade and the 
I definitely thing most people have an affinity towards a certain role in WoW. In general there’s tanking, healing and dps, but even inside of those categories, certain people will perform better at one niche than another. I know plenty of people that only play tanks, or only play healers, or only play dps; I also know people that have 2 or 3 level 80 characters, but they span all three roles.
Raiding is probably one of the biggest things that keeps people playing WoW; it’s also one of the biggest things that make people quit playing WoW. It’s such an amazing paradox about group contribution that can either be the most amazing thing in a game, or the bane of your daily existance. Sometimes people make sacrifices in order to raid with certain groups because it means seeing more content or getting better gear. Sometimes people just play casually so that they can enjoy the content they have with their friends.
I have always been of the opinion that the word “casual” in casual raiding only had to do with the amount of times a week you go to raids. Sure it usually means there’s less yelling and fussing, but there’s still standards to be upheld if you’re seeking new content. Casual raiding doesn’t mean you just roll into an instance and try to roll around on the content in hopes that you kill some bosses. It takes effort, it takes contribution, it takes sacrifice.
Like I said, the use of flasks is a rather touchy subject in my group right now. A new acquaintance of mine, someone I have found to be rather intelligent, pointed out that the benefit you get from using a flask is better than any loot upgrade you could possibly get (unless you’re raiding in all blues and then… I just don’t know what to say). For example,
Heh so I’m not exactly good at staying on top of this blogging business ^_^’ I guess some days I can’t wait to make a post and other days I just want to play wow, but I’m ok with that. I’ve been working on a lot the past couple of days, not to mention the many different runs I get pulled into. My recent prize is the unveiling of my tailoring squad—Xeraes with 
About a month ago I went to a semi-pug 25-man Naxx group with a friend of mine in hopes of grabbing the Torch of Holy Fire. Now this friend of mine, Nahuel, otherwise fondly referred to as Nylara, has been playing her shaman for Wrath for the sake of the buffs. Now, I’m pretty competitive when it comes to my shaman, so of course I was doing everything possible to perform to the best of my ability. I managed to come in on top of the meters for the bosses we killed (Thaddius, Sapph, and KT), and my friend, who admittedly had several more pieces of Ulduar gear than me was trying to figure out what exactly was the difference that made me do so much more damage. She had more spell power, more haste, a little less crit, but somehow I was able to squeak out more damage.
One of the first things I do on all my characters is a critical utilization of my space bar. Jumping was something I was completely overwhelmed with when I first started playing wow. I loved the fact that you could jump. It soon became a normal part of my travel and general character interaction. I will often start running in a certain direction, jump, and activate my autorun mid-air so my character doesn’t stop moving; this sequence is second nature to me anymore. Jumping is a great mechanic because it’s a temporary directional movement of your character that you don’t have to directly control. Instead of actually running all the way out of a ground effect, all you have to do is time your strafe and jump combination, and after a split second, your attention is freed up again to focus on dps or other environmental hazards. This may sound incredibly funny, but I think people underestimate the power of the spacebar o.o
I also love the way xPerl places your character’s buffs right under the portrait instead of leaving them in the upper right hand corner of the screen; I like having having all my information in a central location on my screen. I’ve tried several different unit frames mods and I always come back to xPerl because it delivers what I need. I also tried using