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Druid | Hunter | Mage | Paladin | Priest | Rogue | Shaman | Warlock | Warrior

Upholders of the Holy Light and defenders of the Alliance, the Paladins can be found from 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, Blessings, and other abilities. Paladins can have one active aura per Paladin on each party member and use specific Blessings 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.

Strengths:

Can wear the heaviest of armors

A melee fighter that can also heal

Can resurrect other players

Auras can benefit the Paladin and party members

Can summon a custom armored Warhorse mount

Weaknesses:

Doesn't have as many combat options and strengths as the Warrior

Cannot equip as many weapon types as the Warrior

Very gear dependent class

Information

Class Role
Paladins are the consummate knights in shining armor, meant to be in the thick of things. Their defensive abilities allow them to stand toe to toe with monsters and take a beating - they are tanks overall. This is not the sole purpose of a Paladin, of course; their auras, seals, heals and resurrection spells give them the chance to act as a support healer. We're not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!

Challenges

  • Learning the proper Blessings and aura type for each battle
  • Remembering to use Blessings on everyone as needed
  • Parties
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.

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