19 Paladin - Damage
This Paladin hits first and hits hard. Everything leans on a two-hand weapon, Seal of Righteousness and Judgement, with a pair of Holy talents that add…
This Paladin hits first and hits hard. Everything leans on a two-hand weapon, Seal of Righteousness and Judgement, with a pair of Holy talents that add…
The Human Spirit — A little extra Spirit, so mana and health come back a bit faster between fights.
Mace Specialization — Better skill with maces, which suits a Paladin carrying a mace and shield.
Sword Specialization — The same for swords, and the Protector's Sword and Shadowfang are both swords.
Perception — Shows you stealthed Rogues and Druids nearby, which matters because you have no way to close the gap.
Diplomacy — Reputation gains come quicker, and several best-in-slot pieces sit behind reputation.
Stoneform — Clears bleeds, poisons and diseases and adds armor for a few seconds; the answer to Rogues and Hunters.
Frost Resistance — Cuts damage from Frost Mages and Hunter traps.
Find Treasure — Shows nearby treasure on the minimap; harmless extra.
Bombs, stuns and a trinket that undoes Mage polymorphs make Engineering the one profession that every Paladin here wants, and its head pieces fill a slot that is otherwise hard to fill.
Pairs with Engineering: you dig the metal you build with and sell the leftover bars.
Useful for putting your own enchants on, and for disenchanting gear for materials, if your main character pays for it.
None of them leads to a piece in the best-in-slot lists at this level.
First Aid — Mageweave bandages heal without costing mana; Heavy Runecloth ones can be used but not made at this level.
Cooking — Curiously Tasty Omelet is the Well Fed food to have; a cooking trainer in Stormwind teaches it.
Fishing — The only way to get the Lucky Fishing Hat from the rare fish quest.
Divine Strength raises your Strength and Divine Intellect gives you a bigger mana pool, so you hit harder and can keep up your seals and heals. The usual choice for a damage Paladin.
One battle elixir and one guardian elixir at a time. They vanish when you die.
One potion per fight; they share a cooldown.
This Paladin hits first and hits hard. Everything leans on a two-hand weapon, Seal of Righteousness and Judgement, with a pair of Holy talents that add Strength and a larger mana pool. It is the build for killing a flag carrier before a healer can react, and for finishing off someone another player has already worn down.
You have no way to close distance, no real escape, and every Shaman can purge your blessings. Plan to stay close to a teammate and to use Hammer of Justice and Blessing of Freedom to cover the gap.
#showtooltip Holy Light /cast [target=player] Holy Light(Rank 3)
#showtooltip Blessing of Freedom /cast [help] Blessing of Freedom; [target=player] Blessing of Freedom
| Situation | Blessing | Aura |
|---|---|---|
| Pressing a target in melee | Blessing of Might on yourself | Retribution Aura |
| Escorting the flag carrier | Blessing of Freedom on the carrier | Devotion Aura |
| Facing a Mage or Hunter | Blessing of Wisdom for your mana | Devotion Aura |
| Your ally is about to die to melee | Blessing of Protection on them | Devotion Aura |
Put the seal up before you engage, then trade blows until Judgement is ready and use it as soon as it is. Your damage comes from the weapon and the seal, so stay in melee and keep swinging.
Hammer of Justice interrupts a caster or gives you a window to heal; Divine Protection turns a lost trade into a reset. If you are low and outnumbered, Lay on Hands on yourself is a last resort that costs nearly all your mana.
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