pholders of the Holy Light and defenders of the Alliance, the Paladins can be found in the northern forests of the Tirisfal Glades,
fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against
demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command
forces in battle, continuously throwing themselves into the fray wherever the fighting is the thickest.
The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin's
healing, Seals, and other abilities. Paladins can have one active aura per Paladin in the party on each party member and use specific Seals for
specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal
with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed
to be used against the Undead.
Information
Class Role
Paladins are the consummate knights in shining armor, meant to be in the thick of things. Their ability to wear mail and plate armor allows them to stand toe to toe with monsters and take a beating. This is not the sole purpose of a Paladin, of course; their auras, seals, heals and resurrection spells also make them excellent support healers.
Strengths
Weaknesses
Can wear the heaviest of armors and use most weapons
Heavily dependant on mana for offensive and defensive abilities
Can heal party members and resurrect others after battle
No ranged capabilities, except to stop wounded opponents from fleeing
Can cast Auras and Blessings that provide useful buffs for other players
Limited abilities with which to draw enemy attacks
Can learn to summon a Warhorse mount at no cost
Can sacrifice themselves for the sake of the party to prevent a total group wipe
Challenges: Learning the proper Blessings and Aura for each battle Remembering to use Blessings on everyone as needed Mastering healing techniques
Allowable Races: Human, Dwarf
Standard Bars: Health/Mana
Allowable Equipment: Mail, Leather, Cloth, Shields, and Plate (with training)
Allowable Weapons: One- and Two-handed Maces, One- and Two-handed Swords (with training),
One- and Two-handed Axes, Polearms (with training)
Other Information
This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.
Auras
You can only have one aura active at a time. You'll have to decide what is best for the situation. Other players can also let you know what is best to use. If there are multiple Paladins in the same group, they can each have a different aura active,
but multiple Paladins cannot stack the effects of the same aura. If you find yourself in a party with another Paladin, ask him or her what aura he or she is going to use, then use a different one that will
complement it.
Devotion Aura - Gives additional armor to nearby party members. Use this when multiple party
members are taking damage during battle. Retribution Aura - Causes holy damage to any creature that strikes a party member. Fire Resistance Aura - Increases nearby group member's fire resistance X. Players may only have one Aura on them per Paladin at any one
time. Shadow Resistance Aura - Increases nearby group member's shadow resistance X. Players may only have one Aura on
them per Paladin at any one time. Frost Resistance Aura - Increases nearby group member's frost resistance X. Players may only have one Aura
on them per Paladin at any one time.
Blessings
A Blessing is a short buff. The Paladin can only have one Blessing active on a player at a time. The intention
is for players to decide what Blessing is best for the situation and change Blessings depending on what is happening. If there are multiple Paladins in a group, the limit is one Blessing per person per Paladin. Thus, with two Paladins each party member can have two Blessings.
Blessing of Might - Increases damage. Use this on party members who are focused on damaging the enemy with physical attacks. Blessing of Wisdom - Increases mana regeneration. Use this on spellcasters like Priests, Mages, etc. You can also use this on yourself after battle to regenerate mana. Blessing of Protection - Protects the target from all physical attacks. This Blessing is only usable on party members.
While this is active the targeted player is unable to attack or use physical abilities.
Blessing of Salvation - Reduces the amount of threat generated. This is useful to cast on
casters such as Priests or Mages to make their lives easier against the monsters. Monsters will often stop targeting them
and this Blessing will allow the casters to do more without being a monster's primary focus. Blessing of Light - Places a Blessing on the friendly target, increasing the effects of Holy Light spells used
on the target by X and the effect Flash of Light spells used on the target by Y. Lasts Z min. Players may only have
one Blessing on them per Paladin at any one time.
Blessing of Freedom - Places a Blessing on the party member, granting immunity to movement impairing effects for X
sec.
Will counter the movement impairing effects of Frostbolt, Cone of Cold, Frost Shock.
It will not prevent the damage taken by Frost Nova, Hamstring, Wing Clip, Mind Flay, Counterattack, or Blast Wave or
the melee and ranged attack speed slowing effects of Cripple.
Players may only have one Blessing on them per Paladin at any one time. Blessing of Sacrifice -
Places a Blessing on the party member, transferring X damage taken per hit to the caster.
Lasts Y sec. Players may only have one Blessing on them per Paladin at any one time.
Holy
Flash of Light - Heals a friendly target for X to Y. Holy Light (Healing) - The Paladin is a good secondary healer with Holy Light. You will want primary healers such as Priests or Druids, but the Paladin can
help out if they are not available. The Paladin is also good at keeping the real healers alive if they are out of mana and about
to die. Use Holy Light to keep party members alive. Use Holy Light after battle to heal yourself or other players.
Divine Protection - You are protected from all physical attacks and spells for X seconds, but during that time you
cannot attack or use physical abilities on yourself.
Divine Shield - Protects the Paladin from all damage and spells for X seconds, but reduces attack speed by X%. This replaces
Divine Protection because it allows you to attack while active, unlike Divine Protection. You can heal yourself while using Divine Shield!
This ability slows the Paladin's attack speed.
Divine Intervention - Sacrifices the caster to remove the party member from battle, shielding him from all harm
but preventing him from taking any action for X sec. Seal of Righteousness - Fills the Paladin with holy spirit for 30 sec, giving each melee attack a chance to cause
X to Y additional Holy damage. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will cause Z Holy damage to an enemy. Seal of Light - Fills the Paladin with divine light for 30 sec, giving each melee attack a chance to
heal the Paladin for Y. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will judge an enemy for XX seconds granting melee attacks made against the judged enemy a chance of healing the attacker for Z.
Only one Judgement per Paladin can be active at any one time.
Seal of Wisdom - Fills the Paladin with divine wisdom for 30 sec, giving each melee attack a chance to
restore X of the Paladin's mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will
judge an enemy for 30 sec. granting attacks and spells used against the judged enemy a chance to restore
Y mana to the attacker. Only one Judgement per Paladin can be active at any one time.
Retribution
Seal of the Crusader - Fills the Paladin with the spirit of a crusader for X sec. granting Y attack power. The
Paladin also attacks Z% faster, but deals less damage with each attack. Only one Seal can be active on the Paladin at
any one time. Unleashing this Seal's energy will judge an enemy for A sec. increasing Holy damage taken by up to B. Only one
judgement can be active at any one time. Judgement - Unleashes the energy of a Seal spell upon an enemy. Refer to individual Seals for Judgement effect.
Consecration - Consecrates the land beneath the Paladin, doing X Holy damage over Y sec. to enemies who
enter the area.
Protection
Seal of Fury - Fills the Paladin with a divine fury for X sec allowing melee attacks to cause
additional threat. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will
judge an enemy for Y sec. causing Holy damage spells cast on that enemy to generate additional threat. Only one judgement
per Paladin can be active at any one time. Seal of Justice - Fills the Paladin with the spirit of justice for X sec. giving each melee attack a chance to stun for
Y sec. Only one Seal can be active on the Paladin at any one time.
Unleashing this Seal's energy will judge an enemy for Y sec. preventing them from fleeing. Only one judgement
per Paladin can be active at any one time.
Undead Tools
Once you start seeing Undead monsters, make use of all the skills that specifically target them.
These skills are available at the trainer.
Now
start training them up (by using them over and over) so that you'll have more success with them.
Ask around to find out where you can find Undead monsters.
Exorcism (DD) - This direct damage spell is good for finishing off Undead monsters or for "pulling" them. Turn Undead - This causes the monster to run away. This is good for multiple monster pulls. Pick one of the
monsters that isn't being attacked and send it running away. You can then focus on the remaining monsters. This is also a good escape ability.
Another use could be to send the monster running away and then heal yourself while the monster is gone. This has
an increased chance of breaking early.
Lay on Hands (very long cooldown)
Uses 100% Mana. Heals a friendly target for an amount equal to the Paladin's maximum amount of health and restores X of their mana.
Drains all of the Paladin's remaining mana when used. This is one of the Paladin's best abilities.
Use this in special cases when you're about to die or to save a party member. Make sure you don't waste it;
save it for when you really need it. Nevertheless, if you never use it,
you're also wasting it.
Getting away (extreme)
First start running. Right before you die, cast Lay on Hands on yourself. Now continue to run.
Then use Divine Shield. With these abilities you can run away for quite a distance even
with a lot of monsters attacking you.
Equipment
Focus on items that give stamina and defense. You can go for a sword or blunt weapon and
a shield, or a two-handed sword or mace. You might want to train up all of these abilities so you can pick and choose which to use based on what weapons you have available.
Two-Handed Weapons vs. Shield and One-Handed Weapons
Both are great. A two-handed weapon is good against monsters with a lot of armor. A one-handed weapon is better
against monsters you wish to interrupt and against monsters with less armor. You might want to train both up and switch between them.
Tips
Use Hammer of Justice to interrupt spell casters from using their spells. Make sure another player does not stun the monster before using Hammer of Justice (so you won't waste it).
Ask players in the party which Blessings they want (if they know the Blessings). Ask party members to tell you
when the Blessings wear off.
If another Paladin joins the party, work out between you which auras and Blessings you will use.
If a monster is attacking a weak party member like a caster, stun the monster with Hammer of Justice.
Summon War Horse
Paladins can get their own custom armored Warhorse via a quest at level 40 and level 60.
Paladin Epic Mount quest: To begin, talk to the paladin trainers Duthroian Rall or Brandur Ironhammer.
Paladins who have completed their Epic Mount quest can repeat the final event in Scholomance for fun (and loot) by
speaking with Lord Grayson Shadowbreaker.
Profession Options
You can pick whatever you want. You might find these more tailored to the Paladin:
Mining and Blacksmithing - Paladins can create their own armor. This is a popular choice with Paladins. Mining and Engineering - Paladins can create range weapons and special engineering items. Enchanting - Paladins can enchant their equipment to make themselves more powerful. Herbalism and Alchemy - Paladins can create buff potions or healing potions.