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

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. Judgements that place a debuff on their victim have their duration refreshed when the judging paladin strikes the victim with his or her melee swings. In addition, Judgements that place debuffs cannot be resisted. Using Judgement will initiate melee combat.

Consecration - Consecrates the land beneath the Paladin, doing X Holy damage over Y sec. to enemies who enter the area.

Protection
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.
Righteous Fury - Increases the threat generated by the Paladin's Holy attacks by X%. Lasts Y mins. 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. Also works on Demons.
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.

Other Information

    Divine Protection, Divine Shield and Blessing of Protection - Targets of these spells will receive the "Forbearance" effect, preventing another of these three spells from being applied to that target for one minute.
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.

    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.

    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.


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