Prima Games eGuides World of Warcraft: Warlords of Draenor Signature Series Strategy Guide

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World of Warcraft: Warlords of Draenor Signature Series Strategy Guide CHARACTER CLASSES

Paladin

Paladin

Paladins are shining beacons of justice that wade into battle clad in a suit of heavy armor, bearing a strong weapon and the power of the Holy Light. Since the beginning, the class has represented a marriage between using the Light to vanquish enemies and protect allies alike. Paladins represent one of the truest hybrid classes in the game, able to perform any of the three major party roles (DPS, healer, or tank) depending on how they are specialized.

While a melee class, Paladins back up their attacks with spells when tanking or dealing damage. And in healing, the Paladin draws from its clerical roots to both restore and protect allies. Across all three specializations, the Paladin is equipped with unique utility spells that allow them to assist and enhance friends in combat.

Originally an Alliance-only class, new races have begun to follow the Paladin path in recent years, making it a much more widely available calling across Azeroth. Alliance humans, dwarves, and draenei can be Paladins, as well as the Horde’s blood elves and tauren.

Class Abilities and Resources

Holy Power

Mana is the Paladin’s primary resource, but really only affects the gameplay of Holy-specialized players. The real force behind Paladin abilities is Holy Power. Many core abilities generate Holy Power while attacks and healing spells most intrinsic to Paladin specializations consume it.

In addition to consumers specific to each role, all three specializations can spend Holy Power on Word of Glory (or Eternal Flame if talented into it).

Until level 85, when the passive Boundless Conviction is learned, a Paladin only has a maximum of three Holy Power. After that point, the total goes up to five.

Seals

The Seal a Paladin player uses will generally coincide with what specialization they are playing as. Seals make melee attacks have different effects and can give certain passive bonuses.

The first Seal a Paladin learns at level 3 is Seal of Command, though that is later replaced with Seal of Truth at level 24.

Seal

Preferred Spec

Best for…

Seal of Insight Holy and Protection Healing Paladins will use Insight for the healing boost; tanking Paladins will use it for the steady stream of self-healing ticks.
Seal of Justice Retribution Available only to Retribution Paladins, Justice is best used in PVP to slow down enemy players.
Seal of Righteousness Retribution and Protection Retribution Paladins should swap to this Seal when facing larger groups of opponents, due to the extra AOE damage the Seal causes. Protection Paladins can use this when tanking large groups that aren’t particularly dangerous for the extra threat.
Seal of Truth Retribution Retribution Paladins will want to use this Seal whenever attacking a single enemy that will survive long enough to suffer the full effect of the stacking DOT.

Divine Shield

Divine Shield (affectionately called the “bubble”) is one of the class-defining features of the Paladin class, preventing all damage taken and certain negative effects for 8 seconds. It can be immensely powerful in certain situations, such as avoiding a near-killing blow in PVP and buying some time to escape/get healed back to full, or preventing a huge burst of damage in a raid encounter. Divine Shield can also be paired with Hand of Sacrifice to avoid the damage transfer of the ability, which is especially useful for healers. In addition, DPS-ers will want to watch out for the 50% damage-dealt debuff given by being “bubbled.”

Non-Specialization Abilities

Name

Level

Icon

Description

Crusader Strike 1

An instant strike that causes 100% Physical damage.
Seal of Command 3

Fills you with Holy Light, causing melee attacks to deal 10% additional Holy damage.
Judgment 5

Causes Holy damage. Requires an active Seal to cast.
Hammer of Justice 7

Stuns the target for 6 sec.
Word of Glory 9

Consumes up to 3 Holy Power to heal a friendly target.
Righteous Fury 12

Increases your threat generation while active, making you a more effective tank.
Redemption 13

Brings a dead ally back to life with 35% of maximum health and mana. Cannot be cast when in combat.
Flash of Light 14

Heals a friendly target.
Reckoning 15

Taunts the target to attack you, and increases threat that you generate against the target for 3 sec.
Lay on Hands 16

Heals a friendly target for an amount equal to your maximum health. Cannot be used on a target with Forbearance. Causes Forbearance for 1 min.
Divine Shield 18

Protects you from all damage and spells for 8 sec, but reduces all damage you deal by 50%. Cannot be used on a target with Forbearance. Causes Forbearance for 1 min.
Cleanse 20

Cleanses a friendly target, removing all Poison and Disease effects.
Divine Protection 26

Reduces magical damage taken by 40% for 8 sec.
Blessing of Kings 30

Places a Blessing on the friendly target, increasing Strength, Agility, and Intellect by 5%. If the target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.
Seal of Insight 32

Fills you with Holy Light, increasing healing done by 5% and giving melee attacks a chance to heal you.
Rebuke 36

Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
Hammer of Wrath 38

Hurls a magical hammer that strikes an enemy for Holy damage. Only usable on enemies that have 20% or less health.
Heart of the Crusader (Passive) 44

Increases your mounted speed by 20%. This does not stack with other movement speed increasing effects.
Turn Evil 46

The power of the Light compels an Undead, Aberration, or Demon target to flee, disorienting them for up to 40 sec. Only one target can be turned at a time.
Hand of Protection 48

Places a Hand on a party or raid member, protecting them from all physical attacks for 10 sec, but during that time they cannot attack or use physical abilities. Players may only have one Hand on them per Paladin at any one time. Cannot be used on a target with Forbearance. Causes Forbearance for 1 min.
Hand of Freedom 52

Places a Hand on the friendly target, granting immunity to movement impairing effects for 6 sec. Players may only have one Hand on them per Paladin at any one time.
Hand of Sacrifice 80

Places a Hand on a party or raid member, transferring 30% damage taken to the Paladin for 12 sec or until the Paladin has transferred 100% of their maximum health. Players may only have one Hand on them per Paladin at any one time.
Blessing of Might 81

Places a Blessing on the friendly target, increasing mastery by 550 at level 100. If the target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.

Talents

Talent

Icon

Description

Notes

Level 15 Tier (Movement)

Speed of Light

Increases your movement speed by 70% for 8 sec. A great choice for a controlled burst of speed when needed. This talent is essentially a sprint which can be used to great effect on certain encounters.
Long Arm of the Law

Successful Judgments increase your movement speed by 45% for 3 sec. Because of the shorter cooldown, the speed boost is much smaller, making the value of this talent coming from a more frequently available speed boost. Also useful as a pseudo-gap closer at the start of combat.
Pursuit of Justice

Increases your movement speed by 15%, plus an additional 5% for each charge of Holy Power up to 3. Despite the sudden changes in movement speed depending on current Holy Power, some may find this talent useful. Powerful for when it’s needed to always move a bit faster, even if only by a small amount.

Level 30 Tier (Control)

Fist of Justice

Stuns the target for 6 sec. Replaces Hammer of Justice. Good default choice for the tier and is the most widely useful option.
Repentance

Meditation incapacitates the enemy target for 1 min. Any damage other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids, and Undead. A bit situational (since other classes can bring baseline crowd control) but nonetheless this talent can be a huge help on certain content depending on the makeup of the group.
Blinding Light

Emits a dazzling light in all directions, blinding enemies within 10 yards, causing them to wander disoriented for 6 seconds. Requires some finesse to use effectively, as any damage will break the disorient effect. As a result this is not very useful in the chaos of PVP.

Level 45 Tier (Healing)

Selfless Healer

Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35%, and increase its effect on others by 20%. Stacks up to 3 times. Holy Paladins will get the most use out of this since they are the only specialization that generally uses Flash of Light often enough to want to talent for it. Ret players will appreciate how it offers a free, instant-cast Flash of Light every so often without having to manage a buff.
Eternal Flame

Consumes up to 3 Holy Power to heal an ally along with an additional amount every 2 sec for up to 30 sec. Healing over time increased by 50% when cast on self. Replaces Word of Glory. Very powerful healing spell that will be mostly favored by Holy Paladins. The initial heal is as strong as a Word of Glory and then there’s an additional heal over time effect to sweeten the deal. Holy can use this to roll heal-over-time spells on the group.
Sacred Shield

Protects the target with a shield of Holy Light for 30 sec, absorbing damage every 6 sec. Only one target can be affected at a time. A very powerful absorb that Protection Paladins in particular will want to keep up on themselves for extra survivability.

Level 60 Tier (survivability)

Hand of Purity

Places a Hand on the friendly target, reducing damage taken by 10% and damage over time by an additional 80% for 6 sec. Players may only have one Hand on them per Paladin at any one time. A very situational talent which really shines on PVE encounters that involve dangerous damage over time (DOT) effects. Holy Paladins will use this to keep others alive on such encounters, and tanks will like it for the short cooldown damage reduction in addition to the protection from DOTs.
Unbreakable Spirit

Reduces the cooldown of your Divine Shield, Divine Protection and Lay on Hands by 50%. The best default choice of the tier for all Paladins for general situations/encounters.
Clemency

Your Hand abilities all now have 2 charges. An amazing talent for PVP and certain PVE encounters where using Hand spells will have a huge effect on the group. Near mandatory for certain boss encounters since it allows Hand of Protection to be used twice at a time to work around certain dangerous effects.

Level 75 Tier (Cooldowns)

Holy Avenger

Abilities that generate Holy Power will deal 30% additional damage and healing, and generate 3 charges of Holy Power for the next 18 sec. An excellent cooldown for all three specializations; perfect for when unleashing a burst of healing or damage is necessary.
Sanctified Wrath

Holy, Retribution: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.Protection: Your Holy Wrath now generates 1 Holy Power, and deals 100% additional damage. Avenging Wrath is one of a Paladin’s most commonly used cooldowns so this talent will make it that much better. A good choice if the player is comfortable with maximizing the use of Avenging Wrath.The Protection version of the talent makes one of their rotational abilities hit much harder and adds a steady, predictable source of Holy Power.
Divine Purpose

Prot: Eternal Flame and Shield of the Righteous.Holy: Eternal Flame and Light of Dawn.Ret: Eternal Flame, Templar’s Verdict, and Divine Storm have a 25% chance to cause your next Word of Glory (Shield of the Righteous for Prot, Light of Dawn for Holy) or Templar’s Verdict and Divine Storm to consume no Holy Power but cast as if 3 were consumed. This talent is great for new Paladins to give them a low-bandwidth option in the tier and one less cooldown to juggle. At higher levels of haste this talent really shines for Retribution and Protection by boosting the Holy Power generation rates of those specs.

Level 90 Tier (Damage and Healing)

Holy Prism

A beam of light turns the target into a Holy Prism. An enemy target takes Holy damage and radiates healing to 5 nearby allies within 15 yards. A friendly target is healed and radiates Holy damage to 5 nearby enemies within 15 yards. Because of the short cooldown, this talent is most valuable when there’s space in a rotation to use it as often as possible. Its damage and healing are weaker to compensate for the increased use.
Light’s Hammer

Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for the duration. Each blast deals Holy damage to enemies, reduces enemy movement speed by 50% for 2 sec, and heals allies. A good option for bringing some extra AOE healing to a PVE encounter that requires the group to stack up, or to apply lots of AOE damage on a stacked up group of enemies.
Execution Sentence

A hammer slowly falls from the sky, causing Holy damage over 10 sec. Damage increases over time, culminating in a final burst. Dispelling the effect triggers the final burst. Stay of Execution: On a friendly target, the falling hammer heals over 10 sec. This healing is a large burst at first, and then decreases over time. Because it is single-target, this talent does not split its effect between healing or damage, it only does one or the other depending on what was targeted. This will be the optimal choice in the tier for Retribution Paladins because it provides the most damage output of the tier for single-target encounters.

Level 100 Tier (Specialized)

Empowered Seals (Retribution and Protection)

Your Seals also cause your Judgment to empower you with an additional beneficial effect which persists through changing.Judgment of Justice: Increases your movement speed by 20% for 20 sec.Judgment of Insight: Heals you for 3% of your maximum health every 2 sec for 20 sec.Judgment of Righteousness: Increases your haste by 15% for 20 sec. Judgment of Truth: Increases your attack power by 15% for 20 sec. This talent will require a lot of bandwidth to use effectively as it enables “Seal twisting” (that is, changing Seals after getting the empowered effect of one to cast Judgment and get the empowered effect of another) to make the most of it. However, the talent is very powerful to make up for the required maintenance and will reward Paladins who master it.
Seraphim (Retribution and Protection)

The Light temporarily magnifies your power, increasing your Haste, Critical Strike, Mastery, Multistrike, Versatility, and Bonus Armor from gear by 1000 for 15 sec. At only 30 seconds, this is a powerful short-term cooldown and can be used often to great effect to burst damage reduction and/or damage dealing. The only Holy Power consumer for Paladins that requires all five charges to activate.
Holy Shield (Protection)

Increases your block chance by 15%, and allows you to block spells. Additionally, when you block, you deal Holy damage to your attacker. Because it is passive, some protection Paladins may prefer that the talent doesn’t need to be managed to be useful. The block chance increase is nice, but the real beauty of the talent is in the gained ability to block spells. Very useful when tanking certain magic-heavy encounters.
Final Verdict (Retribution)

Empowers your weapon with holy energy, and performs a devastating strike, dealing 200% Holy damage. Also increases the damage and radius of your next Divine Storm by 100%. Replaces Templar’s Verdict. A powerhouse ability for Retribution that turns the heaviest hitting attack into pure Holy damage, allowing it to bypass armor for extra hurt. Also has the benefit of not needing to be managed, which makes this a great choice for players that are just starting out and are uncomfortable with cooldown uptime or seal-twisting. The best single-target choice in the tier for Retribution.
Beacon of Faith (Holy)

Mark a second target as a Beacon, mimicking the effects of Beacon of Light. Can be very powerful on certain PVE encounters that require focusing equally on both tanks, for example. Basically a useful tool in any situation where you need to keep two different people up as much as possible.
Beacon of Insight (Holy)

Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal, or Holy Radiance, within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. A great tool for group content, allowing a healer to quickly bring several people back up after a burst of damage, especially those who need healing the most.
Saved by the Light (Holy)

When you or your Beacon of Light target drops below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec. You cannot shield the same person this way twice within 1 min. Probably the best choice in the tier for standard raid encounters where one target is taking a constant, heavy beating. Makes Beacon of Light on that target all the more powerful.

Holy

Part of what makes a Paladin is the use of the Holy Light to heal and protect allies. Holy Paladins excel in this task, calling upon the power of the divine to restore those around them even in the most dire of situations. Holy Paladins are a versatile and powerful healer, armed with a range of single-target and group healing spells as well as spells that can absorb damage.

Specialization Abilities

Ability

Level

icon

Description

Holy Insight (Passive) 10

Increases the effectiveness of your healing by 25% and your Word of Glory, Eternal Flame and Light of Dawn by 50%. Increases your mana pool by 400%. Allows 50% of your mana regeneration from Spirit to continue while in combat.
Holy Shock 10

Deals Holy damage to an enemy, or healing to an ally, and grants 1 Holy Power. Holy Shock has double the normal critical strike chance.
Denounce 20

Casts down the enemy with a bolt of Holy Light, causing Holy damage and preventing the target from causing critical effects for the next 4 sec.
Sacred Cleansing (Passive) 20

Your Cleanse spell now also dispels Magic effects.
Holy Radiance 28

Imbues a friendly target with radiant energy, healing that target and up to 6 allies within 10 yards for half that amount. Grants 1 Holy Power.Healing effectiveness diminishes for each player target beyond 6.
Supplication (Passive) 34

For 8 sec after you kill an enemy that yields experience or honor, your next Flash of Light will be increased by 100% and has 50% increased critical strike chance.
Beacon of Light 39

Your heals on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their mana cost.
Infusion of Light (Passive) 50

Your Holy Shock criticals reduce the cast time of your next Holy Light or Holy Radiance by 1.5 sec. Also increases your haste by 10%.
Plate Specialization (Passive) 50

Increases your Intellect by 5% while wearing only Plate armor.
Holy Light 54

Heals a friendly target.
Daybreak (Passive) 56

Casting Holy Radiance causes your next Holy Shock to also heal up to 6 allies within 10 yards of the target for 15% of the original healing done. Can accumulate up to 2 charges.
Devotion Aura 60

Inspire all party and raid members within 40 yards, granting them immunity to Silence and Interrupt effects and reducing all magic damage taken by 20%. Lasts 6 sec.
Light of Dawn 70

Consumes up to 3 Holy Power to unleash a wave of healing energy, healing 6 injured allies within 30 yards.
Avenging Wrath 72

Imbues you with wrathful light, increasing healing done by 100% and haste, critical strike chance, and damage by 20% for 20 sec.
Sanctified Light (Passive) 90

You gain 5% more of the Critical Strike stat from all sources.

Draenor Perks

Draenor Perks are four special boosts to different abilities that are earned, at random, as the player levels from 91 to 100.

Perk

Description

Empowered Beacon of Light (Passive) Your single-target heals heal your Beacon of Light target for 10% more. Also applies to Beacon of Faith.
Enhanced Holy Shock (Passive) Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.
Improved Daybreak (Passive) Increases the healing from Daybreak by 100%.
Improved Forbearance (Passive) Reduces the duration of Forbearance by 30 sec.

Rotation

Healing is different from the other two Paladin specializations in that there is no set rotation to work through. Instead the player has different kinds of tools which work best in specific situations. As healing is done, the Paladin will build Holy Power, which can be spent on Word of Glory/Eternal Flame or Light of Dawn depending on if you are healing single-target or AOE.

  • The first thing to do is cast Beacon of Light on someone (usually a tank). Now, any healing done on other players will also heal the Beacon target. Rely on the healing transfer to keep the Beaconed player at a steady health level, intervening with direct heals when necessary.
  • If an ally is in peril, use Flash of Light to quickly stabilize their health bar. Holy Shock can be used to build Holy Power for a Word of Glory.
  • If multiple allies are in immediate danger, use Holy Radiance and Holy Shock (which will heal up to 6 allies due to Daybreak) to quickly heal as many as you can, and then unleash Light of Dawn whenever there’s enough Holy Power available.
  • When there are periods of calm try to build Holy Power, in order to have resources on demand for a Word of Glory or Light of Dawn.

Group Play

In a group, Holy Paladins fill the important role of keeping those around them alive and on two feet. Use healing spells to prevent deaths during combat (especially the tank!) and make good use of utility spells to reduce damage taken by allies.

A key skill in group play is learning how best to conserve mana so that healing can continue throughout the duration of an encounter. Being efficient with spell choices, saving Flash of Light for emergencies when someone needs to be quickly topped off, and using Holy Light for less dire circumstances are all important skills to hone. Use Holy Power-dependent heals to help conserve mana as well. It’s a good idea to use Holy Shock whenever it’s off cooldown, since that spell is both cheap and grants charges of Holy Power.

Group Buffs

Like all Paladins, Holy-specialized players bring Blessing of Might and Blessing of Kings.

Preparing for High-End Content

When gearing for raid content, a Holy Paladin will want to find a balance in gear where they have enough mana regeneration to not run out of mana (OOM) during combat, but not so much that they are making their own healing spells weaker.

Essentially, the perfect amount of Spirit (the stat that gives mana regen) is where a healer will end the encounter nearly out of mana. Too much Spirit means they’ll end up with lots of mana left, which indicates that they are wasting itemization on Spirit. Too little Spirit means they’ll run out of mana mid-combat and their allies will die.

When a player feels they have enough mana regen, they’ll then want to focus on healing power stats: Intellect, Critical Strike, Haste, Mastery, Multistrike, Readiness, and Versatility. It’s going to take trial and error to find a good balance between mana regen and throughput, depending on playstyle and healing efficiency.

Also, it’s very important to practice skills that will make the player a more powerful healer outside of just the context of stats. Learn how to use various Hand spells, and cooldowns (which can turn around a sticky situation!), and work on increasing reaction time so heals are fired off as soon as they are needed. Read up on encounters and figure out when the best points in a fight are to use certain spells (for example, using AOE spells if an encounter requires stacking).

Protection

Unique among other tanking specializations in the game, protection Paladins combine heavy armor, a shield, and plentiful self-healing to create a walking holy juggernaut that can take a beating from anything in their path. Prot-specced Paladins call upon the Holy Light to preserve them in the face of even the most dangerous of foes, and to shield their allies from harm.

Specialization Abilities

Ability

Level

icon

Description

Avenger’s Shield 10

Hurls your shield at an enemy target, dealing Holy damage, interrupting and silencing the target for 3 sec, and then jumping to 2 additional nearby enemies.
Resolve (Passive) 10

Increases your healing and absorption done to yourself, based on damage taken (before avoidance and mitigation) in the last 10 sec.
Hammer of the Righteous 20

Hammer the current target for Physical damage, causing a wave of light that hits all other targets within 8 yards for Holy damage. Grants 1 Holy Power.
Holy Wrath 20

Sends bolts of power in all directions, causing Holy damage divided among all enemies within 10 yards, stunning Demons and Undead for 3 sec.
Seal of Truth 24

Fills you with Holy Light, causing melee attacks to deal additional Holy damage and apply Censure to the target. Replaces Seal of Command. Censure: Deals Holy damage over 15 sec. Stacks up to 5 times.
Consecration 34

Consecrates the land beneath you, causing Holy damage over 9 sec to enemies who enter the area.
Shield of the Righteous 40

Instantly slam the target with your shield, causing Holy damage, reducing a percentage of the physical damage you take for 3 sec, and causing Bastion of Glory. Bastion of Glory: Increases the strength of your Word of Glory when used to heal yourself by 6%. Stacks up to 5 times.
Seal of Righteousness 42

Fills you with Holy Light, causing melee attacks to deal Holy damage to all targets within 8 yards.
Grand Crusader (Passive) 50

When you avoid a melee attack you have a 30% chance of refreshing the cooldown on your next Avenger’s Shield and causing it to generate 1 Holy Power.
Shining Protector (Passive) 50

All heals you receive, including multistrikes, have a chance equal to your multistrike chance to trigger Shining Protector, healing you for an additional 30% of the triggering heal.
Hand of Salvation 66

Places a Hand on the party or raid member, temporarily removing all their threat for 10 sec. Players may only have one Hand on them per Paladin at any one time.
Ardent Defender 70

Reduce damage taken by 20% for 10 sec. While Ardent Defender is active, the next attack that would otherwise kill you will instead cause you to be healed for 12% of your maximum health.
Guardian of Ancient Kings 75

Summons a Guardian of Ancient Kings to protect you for 8 sec. The Guardian of Ancient Kings reduces damage taken by 50%.
Sacred Duty (Passive) 90

You gain 5% more of the Haste stat from all sources.

Draenor Perks

Draenor Perks are four special boosts to different abilities that are earned, at random, as the player levels from 91 to 100.

Perk

Description

Empowered Avenger’s Shield (Passive) Avenger’s Shield strikes 2 additional targets.
Improved Block (Passive) Increases the amount blocked by your shield by an additional 10%.
Improved Consecration (Passive) Increases damage done by Consecration by 50%.
Improved Forbearance (Passive) Reduces the duration of Forbearance by 30 sec.

Rotation

The single-target rotation is pretty straightforward and revolves around prioritizing Holy Power-generating abilities to provide the resources for casting Shield of the Righteous. It’s a good idea to not spend Holy Power until there’s a full deck of five charges, that way there’s always two Holy Power banked and available if an emergency Word of Glory needs to be fired off or Eternal Flame refreshed.

Open with Avenger’s Shield at a distance, and use Grand Crusader procs immediately whenever available (because those generate Holy Power).

Whenever five Holy Power is reached, use Shield of the Righteous. The spell is off the global cooldown, so there’s no reason to delay using the attack and thus waste Holy Power by generating more than five.

Prioritize your Holy Power-generating abilities based on what hits hardest:

  • If talented into Sanctified Wrath, Holy Wrath.
  • Then Judgment is the next best choice.
  • Then Crusader Strike.

When generators are on cooldown, prioritize your fillers as follows:

  • If the enemy is under 20% health, use Hammer of Wrath.
  • Then any chance to use Avenger’s Shield without Grand Crusader procs.
  • Throw down a Consecration (though it’s fairly weak for single-target).
  • Finally, if not talented into Sanctified Wrath, Holy Wrath.

In AOE situations, the rotation gets much simpler:

  • Open with Avenger’s Shield and use Grand Crusader procs immediately whenever available.
  • Hit Shield of the Righteous at five Holy Power.
  • Use Hammer of the Righteous, Judgment, and Sanctified Wrath-talented Holy Wrath whenever possible to keep up Holy Power generation.
  • Prioritize Avenger’s Shield over your other AOE attacks (it’s the heaviest hitting on multiple targets).
  • Then Consecration (much better on multiple targets).
  • Then Holy Wrath (which gets weaker the more enemies there are).

Group Play

Tanks tend to carry a lot of responsibility in the group, it’s a fact of life for the role. Allies will look to the tank as a leader, and as a result it’s important that the tank is capable at what they do. They must be able to generate threat and hold the attention of any enemies, and be prepared to taunt wayward enemies away from any allies that have drawn unwanted attention. Using Hand spells on allies if there’s a good opportunity is also something a good tank can do that will make a difference. Most importantly, Paladin tanks must make good use of all cooldowns and defensive abilities so that incoming damage does not become overwhelming for the healer.

Group Buffs

Like all Paladins, protection-specialized players bring Blessing of Might and Blessing of Kings.

Preparing for High-End Content

Being successful at tanking higher level content requires a combination of proper gearing, practicing cooldown use, and preparation for the content.

First, a protection Paladin must make sure that their gear has the right amount of stamina so they can comfortably take on incoming damage without going into the “danger zone” every time they take a hit. It’s a good idea for the tank to get feedback from the healer on how easy or difficult it was to keep them alive. Once a decent amount of stamina is achieved, focus can be shifted to stacking key secondary stats; Bonus Armor and Haste being the two best options there. Haste especially is useful because it lowers the global cooldown on abilities, allowing a Protection Paladin to use them more often, which then generates more Holy Power and increases survivability as a result. Bonus Armor is one of the best damage reduction stats for a Paladin tank and should be emphasized on the limited gear slots where it is available.

A critical part of tanking is being comfortable with cooldowns and when to use them. Divine Protection, Guardian of Ancient Kings, Ardent Defender, Lay on Hands, and even Divine Shield (though remember that using that last ability drops aggro on what’s being tanked!) are important for keeping the tank on two feet. The mark of a great tank is one that uses all their cooldowns at the right time to minimize their incoming damage as much as possible.

Lastly, a great tank does research ahead of time so they know the best way to handle an encounter. They figure out the little tricks to stay alive ahead of time, so they can shine for their allies. PvE encounters tend to have an obvious tempo to them that can be memorized over time—such as when it’s best to use a Hand spell on a healer, or when the best time to use Divine Protection may be. It’s also key to figure out ahead of time the best glyphing options to get an edge over the content.

Retribution

Retribution Paladins wield massive two-handed weapons in battle, armored by heavy-clad plate armor and their own faith. Retribution Paladins are the damage-dealing specialization of the class, and are capable of bringing to bear powerful melee DPS in very short windows of time (also known as “burst”).

Specialization Abilities

Ability

Level

icon

Description

Sword of Light (Passive) 10

Increases the damage you deal with two-handed melee weapons by 25%.
Templar’s Verdict 10

A powerful weapon strike that deals Physical damage.
Hammer of the Righteous 20

Hammer the current target for Physical damage, causing a wave of light that hits all other targets within 8 yards for Holy damage. Grants 1 Holy Power.
Seal of Truth 24

Fills you with Holy Light, causing melee attacks to deal additional Holy damage and apply Censure to the target. Replaces Seal of Command. Censure: Deals additional Holy damage over 15 sec. Stacks up to 5 times.
Divine Storm 34

Deals Holy damage to all enemies within 8 yards.
Supplication (Passive) 34

For 8 sec after you kill an enemy that yields experience or honor, your next Flash of Light will be increased by 50% and has 100% increased critical strike chance.
Seal of Righteousness 42

Fills you with Holy Light, causing melee attacks to deal Holy damage to all targets within 8 yards.
Exorcism 46

Blasts the target with Holy Light, causing Holy damage and generating 1 Holy Power. Your autoattacks have a 20% chance of resetting the cooldown of your Exorcism.
Emancipate 54

Unshackles your spirit, freeing you from one movement impairing effect.
Seal of Justice 70

Fills you with Holy Light, causing melee attacks to deal 10% additional Holy damage and reduce the target’s movement speed by 50% for 8 sec.
Avenging Wrath 72

Increases all damage and healing caused by 20% for 20 sec.
Absolve (Passive) 80

Your Hand of Sacrifice also removes all harmful Magic effects from the target.
Sanctity Aura (Passive) 80

You radiate holy energy, granting all nearby party and raid members 3% Versatility.
Righteous Vengeance (Passive) 90

You gain 5% more of the Mastery stat from all sources.

 

Draenor Perks

Draenor Perks are four special boosts to different abilities that are earned, at random, as the player levels from 91 to 100.

Perk

Description

Empowered Divine Storm (Passive) Holy Power consumers have a 25% chance to make your next Divine Storm free and deal 50% more damage.
Empowered Hammer of Wrath (Passive) Hammer of Wrath can now be used on targets below 35% health.
Enhanced Hand of Sacrifice (Passive) Reduces the cooldown on Hand of Sacrifice by 30 sec.
Improved Forbearance (Passive) Reduces the duration of Forbearance by 30 sec.

Rotation

The key to the Retribution Paladin rotation is giving priority to the hardest hitting attacks; the strongest of which being Templar’s Verdict (or Final Verdict, if talented that way). Use Seal of Truth for single-target encounters.

    • If Execution Sentence is talented and off cooldown, cast the ability.
    • Use Templar’s/Final Verdict whenever there are five charges of Holy Power. Don’t generate more than five Holy Power as anything over the maximum is wasted DPS.
    • Whenever an enemy is in execute range, prioritize Hammer of Wrath over any of the other generators.
    • Otherwise Crusader Strike is the strongest Holy Power generating attack.
    • Then Judgment.
    • Then Exorcism, which can also serve as a filler since its cooldown should reset often due to the passive effect.

When facing multiple enemies swap in Hammer of the Righteous for Crusader Strike in the priority and spend Holy Power on Divine Storm instead of Templar’s/Final Verdict. Switch to Seal of Righteousness only if there are more than four enemies and you expect them to live for more than 30 seconds.

Group Play

As a damage-dealing player, a Retribution Paladin’s primary goal is to kill the enemies quickly and efficiently while avoiding making life more difficult for the healer or the tank. The best way to accomplish this is to prioritize attacks correctly in order to maximize damage output—all the while taking care not to “rip aggro” by attacking an enemy before the tank has a good hold on it and likewise not taking unnecessary damage (which drains the healer’s resources). Most importantly: the more damage the DPS does, the shorter the encounter will be, and the less likely the healer will run out of mana.

When more comfortable with the specialization, a Retribution player can contribute a great deal to the group with the utility of Hand spells.

Group Buffs

Like all Paladins, Retribution-specialized players bring Blessing of Might and Blessing of Kings. In addition, they bring the passive buff Sanctity Aura, which grants 3% Versatility to all nearby group and party members.

Preparing for High-End Content

Damage-dealing players are blessed with having less direct responsibility for the conduct of the group, but they still have the critical responsibility of coming to an encounter prepared with knowledge of how the fight operates, as well as what glyphs and talents would work best for that particular boss.

For their gear, a Retribution Paladin will want to maximize their Critical Strike and Multistrike through gems and enchanting, as those are the two strongest secondary stats for the specialization. Haste rounds out the pack as the third strongest secondary stat, with Versatility and Mastery after that.