Paladin leveling classic wow

Paladin leveling classic wow DEFAULT

Welcome to our WoW Classic leveling guide for the paladin class! Noble paladins are known for using their devotion to the light to repel evil they encounter across Azeroth. They can do this in a number of ways, allowing them to serve as a healer, tank, or a damage-dealer. Armed with plenty of useful buffs and crowd control, a paladin is one the alliance’s core classes.

Most level 60 paladins are typically relegated to healing, although a few do occasionally pass as a tank. In even rarer situations, you can find a retribution paladin in a raiding environment, although they are often viewed as a poor DPS class. While retribution is weaker than a pure damage class like a mage, it can still handle its own and is phenomenal for leveling with.

Leveling a paladin is unlike many other classes, so you’ll want to understand how you can make the most of a limited toolkit. We’ll go over helpful tips for leveling a paladin, including how you can allocate your talents, priorities for stats, an effective rotation, and general advice that will make the whole process easier. Don’t let anyone discourage you from playing a paladin if you enjoy it. You can certainly deal respectable damage and can be quite useful if you know what to do!

Pro

  • Fantastic survivability and utility.
  • Can serve as a backup healer in a pinch.
  • Fully capable of soloing, but also a great addition to any group with the use of blessings for party members.
  • Laidback rotation allowing you to relax.

Con

  • Fairly low base damage.
  • Not many abilities to use.
  • Can quickly run out of mana if spamming Judgement without proper blessing.
  • Can be confusing to know what seals, auras, and blessings to use. Also difficult to keep track of them all.
  • Big responsibility in any raiding role, required to keeping blessings on party members at all times.
  • One of the slowest classes to level.

General Leveling Tips

Paladins certainly aren’t well known for being a quick class to level, but they are very sturdy. This makes them excellent for soloing and tackling stronger enemies like elites, even if it does take them longer than most to kill. The gradual pace of a paladin is perfect for allowing you to slow down and appreciate Azeroth in all of its beauty. One thing you’ll definitely notice is each time you gain a stronger spell or piece of equipment. When damage is naturally hard to come by, each little bit helps make the difference and makes leveling quicker.

Here are some useful tips for leveling your paladin:

  • Consider running dungeons every 5 levels or so. Weapon upgrades are huge for paladins, and you need specific ones if you want to use Seal of Command. Dungeons are often the best source for better weapons and they’ll also give you a nice break from the leveling grind.
  • Retribution paladins have no consistent area-of-effect damage, which means fighting multiple enemies at once is fairly silly. You won’t be able to damage more than one at a time, while still receiving damage from both. Try to fight one-on-one as much as possible.
  • You should also aim to fight enemies that are only equal in level to you. Higher level enemies naturally cause you to deal less damage, but they also grant reduced experience. Lower level creatures are weaker, but they also give less experience.
  • This is easier to do if you carefully decide what zones you want to level in. Not all zones are optimally designed for leveling, nor are they all feasible for the alliance. Make sure to pick zones suited for your faction and around your level.
  • Make sure to constantly have a stack of relevant food and water. Starting at level 5, every 10 levels you can pick up stronger food and water. You’ll inevitably spend some time eating and drinking, so make sure this time is minimized by using up-to-date refreshments.
  • You’re already going to be doing a lot of running for quests, so kill any monsters you see along the way. You can’t reach level 60 from questing alone (unless you always have rested experience), so you’ll need to kill monsters at some point to make up the difference. When you’re already passing them by is a great time to conveniently pick up some experience.
  • Paladins certainly don’t need to group up, but doing so is a very smart choice. You are an extremely sturdy class, but you don’t deal a ton of damage. Paladins are a support class, meaning they’re great in combination with other classes. With your auras, blessings, and any heals you manage to send out, other players will love having you in a group, which also makes leveling faster for you!

Paladin Specific Gameplay Advice

  • When it comes to deciding on what blessing to choose, you’ll actually want to use Blessing of Wisdom. This will allow you to freely cast Judgement, giving you the biggest benefit from your seals. While Blessing of Might does add more damage, you’ll be able to cast significantly more before needing to drink when using Blessing of Wisdom.
  • The seal you use largely depends on what weapon you have. More specifically, what the weapon speed is. If it is 3.5 or slower (3.6, 3.7, etc), then you should use Seal of Command. Otherwise Seal of the Crusader will deal more damage.
  • Your aura will shift depending on how many enemies you are fighting. Once you have Sanctity Aura, it becomes your best single target option. The defensive bonus from Devotion Aura makes it the better option when fighting multiple enemies.
  • Don’t be afraid to use your lengthy cooldowns when in a pinch. As a paladin, you have several. Lay on Hands will fully heal you or an ally at the cost of all your mana, but does have an hour long cooldown. Divine Shield is your own personal bubble, while Blessing of Protection is a secondary bubble that you can also use on yourself.
  • Feel free to use Hammer of Justice on cooldown. At max rank it stuns for 6 seconds and has a 60 second cooldown, meaning you can effectively keep enemies stunned 10% of the time. This will help mitigate the damage you take, letting you spend longer without sitting to eat. You can do the same with Repentance once you learn it, but it only works on humanoids.
  • Make sure to use all your abilities as soon as you can. This will create natural gaps where you are doing nothing but auto attacking, which will allow you to benefit from Blessing of Wisdom’s mana regeneration.

Stat Priority

  1. Strength – Your best stat is going to be strength. This will give you 2 attack power per strength point. This directly boosts the numbers of your auto attacks, which is one of your biggest sources of damage.
  2. Agility – Another solid stat choice is agility. This also gives you attack power, but at a 1:1 ratio. However, agility also provides a small critical hit chance and dodge chance, making it a great stat for damage and defense.
  3. Stamina – Because paladins need to fight in melee range, you’ll want some stamina to allow you to soak up enemy attacks. If you’re having a hard time staying alive, then you might want some more stamina.
  4. Intellect – Intellect is also fairly useful for a paladin because it will let you cast Judgement with less strain to your mana pool. With Blessing of Wisdom this is less of a problem, but intellect can help ensure that.
  5. Spirit – Spirit is also helpful, but just not as good as any of the other stats here. You’ll be able to use spirit regen in between Judgement casts, but spirit isn’t often a convenient stat to acquire because you’ll generally sacrifice strength or agility.

Rotation

Despite the sheer number of auras, seals, and blessings a paladin has, there are only a few you really want to use for leveling. You’ll always want to use Blessing of Wisdom, but your aura depends on the situation and your seal will change based on your weapon speed.

When fighting just one enemy, Sanctity Aura is your best choice for max damage. For multiple targets, Devotion Aura is likely a safer choice. If you have a weapon attack speed of 3.5 or slower, you’ll use Seal of Command. Otherwise, use Seal of the Crusader.

Open every fight with your seal, then use Judgement. After that you’ll simply auto attack until Judgement is ready again. Because you’re using Blessing of Wisdom, you shouldn’t have too much issue using Judgement whenever it is available. If your seal ever expires, you’ll simply reapply it. Once an enemy is at 20% health or lower, you can start using Hammer of Wrath. The rest of the time will be filled with auto attacks.

To simplify:

  • Single Target: Sanctity Aura > Seal of Command/the Crusader > Hammer of Wrath > Judgement > Auto Attack
  • Multiple Targets: Same as single target but using Devotion Aura.

Talent Path

Wow Classic Paladin Leveling Talents

Talent Progression

Your best choice of leveling is going to be the retribution spec. Although retribution paladins don’t have many offensive abilities, they have great survivability when playing alone. Because of the weapon you receive from your class quest, Seal of Command is not useful to you until you find a stronger and slower weapon. You’ll instead want to use Seal of the Crusader until at least level 30, at which point you should then consider taking Seal of Command if you’ve found a replacement. There is an alternative protection oriented build you could start using at this point that takes advantage of the Reckoning talent, but it requires you to be engaged and focused, completely disrupting the retribution paladin playstyle.

Abilities to Train

  • Level 1-20 – Train every ability that is offered to you.
  • Level 24Blessing of Wisdom rank 2, Hammer of Justice rank 2, Holy Light rank 4, Bless of Protection rank 2
  • Level 30Devotion Aura rank 4, Holy Light rank 5, Lay on Hands rank 2
  • Level 34Blessing of Wisdom rank 3, Divine Shield rank 1
  • Level 40Hammer of Justice rank 3, Devotion Aura rank 5, Holy Light rank 6, Blessing of Protection rank 3
  • Level 44Hammer of Wrath rank 1, Blessing of Wisdom rank 4
  • Level 50Lay on Hands rank 3, Divine Shield rank 2, Holy Light rank 7
  • Level 54Hammer of Justice rank 4, Blessing of Wisdom rank 5, Holy Light rank 8, Hammer of Wrath rank 2
  • Level 60Holy Light rank 9, Hammer of Wrath rank 3, Blessing of Wisdom rank 6, Devotion Aura rank 7

Class Quests

  • Redemption: At level 12, you’ll unlock the ability to start a class quest for the Redemption spell. It is extremely simple, but will require you to run around a bit and will cost 10 Linen Cloth to complete. Redemption is important because it allows you to resurrect fallen allies. Only priests can also resurrect without a cooldown for the alliance, making you quite handy in a group setting.
  • Verigan’s Fist: At level 20, you should do whatever you can to complete the class quest line that rewards the weapon Verigan’s Fist and Sense Undead. This will require you to traverse across multiple zones and head into a few dungeons to pick up items. This is absolutely worth the hassle because it rewards you with Verigan’s Fist, an insanely powerful weapon that you may not replace until your mid-high 30s. It does have a quick attack speed though, meaning you’ll only want to use Seal of the Crusader with it.

Equipment

  • At level 40 you can wear plate, but pick stats over armor type. Paladins can use every armor type in the game. You should use this to your advantage because paladins also benefit from just about every stat. You should aim for plate armor if it is convenient because it will make you tankier, but stats should still come first. Don’t go crazy and run around in strictly cloth armor though, because this will get you killed very quickly.
  • Prioritize weapon damage range and speed instead of DPS. Unlike other melee classes, damage range is the most important weapon stat for a paladin. This is because Seal of Command uses 70% of your weapon damage, a figure calculated from damage range. To use Seal of Command effectively, you’ll need a weapon speed of at least 3.5 or slower to ensure you receive 7 procs per minute.
  • Weapon upgrades are always a huge damage boost. Much of your damage as a retribution paladin comes from auto attacking. This means that anytime you find a new weapon to use, you’ll definitely notice an increase in power. Consider running dungeons often to try and find blue weapons to make leveling easier.

Professions

If you haven’t thought about taking up professions while you’re leveling, then now is a good time to pick some. Professions will extend the time you take to reach max level, but often times the time investment is well worth it. You can use professions to make gold, which is essential if you want to buy mounts. Considering movement speed directly translates to leveling speed, professions can indirectly help you level by funding your mount. They’re also fantastic for making armor and consumables that make combat much smoother.

Paladins benefit most from these professions while leveling:

  • Mining – A solid profession to pick up for any class is mining. You can use this just to gather ore to sell, but you can also keep it to make armor with blacksmithing or bombs in engineering. As you’ll find many nodes naturally questing, mining requires very little effort for you to level.
  • Engineering – If you’re already planning on taking mining, engineering is a great pairing. Not only is engineering one of the best endgame professions, but it is also quite useful for leveling. Bombs become more important, crowd control gadgets are more effective, and all your cool toys can actually be used in the open world.
  • Herbalism – A great alternative is herbalism. You’ll also find plenty of herbs while you quest, so this is another low effort profession. You can sell the herbs on the auction house, or better yet, save them for potions and elixirs.
  • Alchemy – One of the best leveling professions is alchemy. You can make plenty of fantastic potions and concoctions that help you deal more damage while also being tougher to kill.

Useful Macros

  • Seal of Command – This macro simply ensures that your auto attack begins without you needing to right click on an enemy. This will also ensure your attacks begin even if you’re out of mana.

/cast Seal of Command

/Startattack

  • Seal of the Crusader – Just like the Seal of Command macro, this macro uses your seal while also starting your auto attack.

/cast Seal of the Crusader

/Startattack

  • Bubble Toggle – This macro is excellent and a must-have for any paladin. With one press, this macro allows you to use your invincibility bubble to clear any debuffs and impairments. If you press it again, it will remove the bubble without you needing to right click the buff on your buff bar.

/cast Divine Shield

/unbuff Divine Shield

Sours: https://top-mmo.fr/wow-classic-paladin-leveling-guide/

1. Paladin class overview

Mise à jour le 20/08/2019

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Paladins are a plate wearing wielders of the light that offer a tremendous amount of group utility. As the Alliance’s hybrid class they are capable of Tanking, Healing, or Dealing Damage. With regard to leveling speed, Paladins are generally considered Tier 3, however, if you AOE grind with Sanctuary, Redoubt, and Reckoning you have the capacity to level faster than the vast majority of the playerbase.

Paladins have a pretty slow start from 1-31 in the Retribution Tree, however, at 32 they can respec Protection to a Reckoning Build which allows them to fight multiple mobs at once with little to no downtime.

paladin leveling 1-60

Paladins are one of the only classes to actually benefit from fighting multiple mobs at once, as doing so allows them to build reckoning stacks faster - but more on that later!

Paladins have high sustain through casted heals that when talented have over 100% resistance to push back. Paladins are also unique in that they can pick which resource they want to generate in combat whether that be health through Seal of Light or Mana through Wisdom.

Paladins are also capable AoE damage dealers with high reflect damage and mitigation through one of the best talents in the game Redoubt.

Paladin strenghts

  • Can Perform All 3 Group Roles
  • Can Solo Elites & Group Content
  • High Group Utility
  • High Sustain
  • Self Reliant
  • Capable of AoE Grinding
  • Free Mount at lvl 40

Paladin weaknesses

  • Tier 3 Leveling Speed
  • Slow Levels 1-31
  • Low Mobility
  • No On Demand Slow
  • Limited CC Potential
  • Gear Dependant
  • Can’t use Staves
  • Vulnerable in World PvP

2. Best race for paladin in WoW Classic

Here is our selection of the best paladin race in wow classic for PVE or PVP.

3. General Tips for leveling a paladin

Here are some tips to progress quickly during your leveling as Paladin in classic wow.

  • Ideally you should kill mobs of the same level, as they grant 100% of their base XP reward values. If a mob is 1 level higher you will gain only a portion of its base XP reward value. This effect also works in reverse and even more dramatically. If you are killing a mob that is even 1 level below, you will gain 10-20% less xp.
  • Front Load Spells / Abilities to get natural mana regeneration per the 5 second rule ticking again ASAP, then finish mobs with white damage.
  • Push the limits of your combat efficiency. If you are at full Health or Mana you are likely misplaying. Chain pull more aggressively, take more calculated risks, expend more resources per kill, do whatever it takes to keep things regenerating and on cooldown.
  • Be adaptive with your damage rotation cycle - this is true for all classes. Think on your feet as your rotation will vary at different stages of the game based on a number of variables such as what ranks of spells / abilities do you have, mob lvl, mob abilities, armor / resistance, total hit points etc...
paladin leveling
  • The most important aspect of a Paladin Weapon is his Damage range more so than the weapon’s DPS value due to the nature of Seal of Righteousness, Seal of Command Procs and Reckoning Stacks.
  • You can heal easily in any spec 40+ with Blessing of Light and down ranked Holy Light.
  • Judgement is not on the Global Cooldown.
  • Save Gold by not buying higher ranks of Hammer of Justice, or base ranks of Exorcism, Turn Undead, Blessing of Sacrifice, Holy Wrath, Seal of Justice, Auras.
  • You may not need all 4 stacks of Reckoning to kill a mob. You may only need 2-3 so test it out and alter your rotation accordingly.
  • Seal of Command only procs off of the first auto attack of a Reckoning Bomb. This is the main reason to use SoR > SoC when grinding with Reckoning.
  • Your Paladin mount is a spell and will trigger a pause in natural mana regen. It also is not castable while your GCD is finishing.

4. Paladin addons

Swing Timer <- Click for Link to Addon

Every melee class should have a timer that tracks both your attacks and your enemies’ attacks.

This is important because you will need to weave both movement and abilities between cooldowns in your autos to prevent clipping into animations and missing damage.

Swing Timer <- Click for Link to Addon

Every melee class should have a timer that tracks both your attacks and your enemies’ attacks.

This is important because you will need to weave both movement and abilities between cooldowns in your autos to prevent clipping into animations and missing damage.

addons

XP / Hr  Tracker <- Click for Link to Addon 

Track your leveling efficiency with precision. Use a tool that can share insights such as EPH and EPM and Average XP per kill.

addons

Outfitter <- Click for Link to Addon Addon allows you to swap gear back and forth easily.

This is useful for swapping back and forth a spirit set.

addons

ReckCounter <- Click for Link to Addon

An Addon that helps you track your Reckoning Stacks.

addons

5. Paladin macros

Start Attack MacrosWhy are Start Attack Macros Important?

Start Attack Macros are important so you don’t have to manually right click mobs to attack them. You bake them into your abilities as a macro so even if you don’t have enough mana to use an ability, you will still attack the target.

Take a look the follow macros that most of legendary paladin are using usually.

Seal of Righteousness + target + Auto-attack

/cast Seal of Justice
/Startattack 

seal of justice

Seal of Wisdom + target + Auto-attack

/cast Seal of Wisdom
/Startattack 

seal of wisdom

Seal of Crusader + target + Auto-attack

/cast Seal of the Crusader
/Startattack

seal of crusader

It will target for you, if you dont have target, will start auto attack and will cast Seal of Righteousness / Wisdom / Crusader, only if you don't have Seal of Righteousness / Wisdom / Crusader up already! You can spam this and will not toggle off your auto attack and will not cast Seal more than once (and waste you mana).

Seal of Wisdom + Holy Shield + Consecration (Lazy AoE)

/castsequence Seal of Wisdom, Holy Shield, Consecration

consecration

Next, there is a macro for AoE grind/farm. It will use Seal of Wisdom, Holy Shield and Consecration.. You can spam this, as it first checks if you have the Seal and holy shield up before it casts it.

Clear all debuffs (Cast Divine Shield and immediately remove it)

/cast Divine Shield
/unbuff Divine Shield

divine shield wow

Will cast Divine Shield on first push and will cancel it on second. Simple spam this, to clear debuffs fast.

6. Best spec for levelling a paladin

Here is the best spec for leveling as a paladin : Ret-reckoning Build

Lvl 10 - 32 : Start in Retribution Tree:

Divine Strength

Divine Strength

/

Increases your Strength by 2%.

Increases your Strength by 2%.

Next level:

Increases your Strength by 4%.

Increases your Strength by 4%.

Next level:

Increases your Strength by 6%.

Increases your Strength by 6%.

Next level:

Increases your Strength by 8%.

Increases your Strength by 8%.

Next level:

Increases your Strength by 10%.

Increases your Strength by 10%.

Divine Intellect

Divine Intellect

/

Increases your total Intellect by 2%.

Increases your total Intellect by 2%.

Next level:

Increases your total Intellect by 4%.

Increases your total Intellect by 4%.

Next level:

Increases your total Intellect by 6%.

Increases your total Intellect by 6%.

Next level:

Increases your total Intellect by 8%.

Increases your total Intellect by 8%.

Next level:

Increases your total Intellect by 10%.

Increases your total Intellect by 10%.

Spiritual Focus

Spiritual Focus

/

Gives your Flash of Light and Holy Light spells a 14% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 14% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 28% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 28% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 42% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 42% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 56% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 56% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.

Improved Seal of Righteousness

Improved Seal of Righteousness

/

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 3%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 3%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 6%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 6%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 9%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 9%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 12%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 12%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 15%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 15%.

Healing Light

Healing Light

/

Increases the amount healed by your Holy Light and Flash of Light spells by 4%.

Increases the amount healed by your Holy Light and Flash of Light spells by 4%.

Next level:

Increases the amount healed by your Holy Light and Flash of Light spells by 8%.

Increases the amount healed by your Holy Light and Flash of Light spells by 8%.

Next level:

Increases the amount healed by your Holy Light and Flash of Light spells by 12%.

Increases the amount healed by your Holy Light and Flash of Light spells by 12%.

Consecration

Consecration

/

Consecrates the land beneath Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

Consecrates the land beneath Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

Improved Lay on Hands

Improved Lay on Hands

/

Gives the target of your Lay on Hands spell a 15% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 10 min.

Gives the target of your Lay on Hands spell a 15% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 10 min.

Next level:

Gives the target of your Lay on Hands spell a 30% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 20 min.

Gives the target of your Lay on Hands spell a 30% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 20 min.

Unyielding Faith

Unyielding Faith

/

Increases your chance to resist Fear and Disorient effects by an additional 5%.

Increases your chance to resist Fear and Disorient effects by an additional 5%.

Next level:

Increases your chance to resist Fear and Disorient effects by an additional 10%.

Increases your chance to resist Fear and Disorient effects by an additional 10%.

Illumination

Illumination

/

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 20% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 20% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 40% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 40% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 60% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 60% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 80% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 80% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 100% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 100% chance to gain Mana equal to the base cost of the spell.

Improved Blessing of Wisdom

Improved Blessing of Wisdom

/

Increases the effect of your Blessing of Wisdom spell by 10%.

Increases the effect of your Blessing of Wisdom spell by 10%.

Next level:

Increases the effect of your Blessing of Wisdom spell by 20%.

Increases the effect of your Blessing of Wisdom spell by 20%.

Divine Favor

Divine Favor

/

When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.

When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.

Lasting Judgement

Lasting Judgement

/

Increases the duration of your Judgement of Light and Judgement of Wisdom by 10 sec.

Increases the duration of your Judgement of Light and Judgement of Wisdom by 10 sec.

Next level:

Increases the duration of your Judgement of Light and Judgement of Wisdom by 20 sec.

Increases the duration of your Judgement of Light and Judgement of Wisdom by 20 sec.

Next level:

Increases the duration of your Judgement of Light and Judgement of Wisdom by 30 sec.

Increases the duration of your Judgement of Light and Judgement of Wisdom by 30 sec.

Holy Power

Holy Power

/

Increases the critical effect chance of your Holy spells by 1%.

Increases the critical effect chance of your Holy spells by 1%.

Next level:

Increases the critical effect chance of your Holy spells by 2%.

Increases the critical effect chance of your Holy spells by 2%.

Next level:

Increases the critical effect chance of your Holy spells by 3%.

Increases the critical effect chance of your Holy spells by 3%.

Next level:

Increases the critical effect chance of your Holy spells by 4%.

Increases the critical effect chance of your Holy spells by 4%.

Next level:

Increases the critical effect chance of your Holy spells by 5%.

Increases the critical effect chance of your Holy spells by 5%.

Holy Shock

Holy Shock

/

Blasts the target with Holy energy, causing 204 to 221 Holy damage to an enemy, or 204 to 221 healing to an ally.

Blasts the target with Holy energy, causing 204 to 221 Holy damage to an enemy, or 204 to 221 healing to an ally.

Improved Devotion Aura

Improved Devotion Aura

/

Increases the armor bonus of your Devotion Aura by 5%.

Increases the armor bonus of your Devotion Aura by 5%.

Next level:

Increases the armor bonus of your Devotion Aura by 10%.

Increases the armor bonus of your Devotion Aura by 10%.

Next level:

Increases the armor bonus of your Devotion Aura by 15%.

Increases the armor bonus of your Devotion Aura by 15%.

Next level:

Increases the armor bonus of your Devotion Aura by 20%.

Increases the armor bonus of your Devotion Aura by 20%.

Next level:

Increases the armor bonus of your Devotion Aura by 25%.

Increases the armor bonus of your Devotion Aura by 25%.

Redoubt

Redoubt

/

Increases your chance to block attacks with your shield by 6% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Increases your chance to block attacks with your shield by 6% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Next level:

Increases your chance to block attacks with your shield by 12% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Increases your chance to block attacks with your shield by 12% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Next level:

Increases your chance to block attacks with your shield by 18% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Increases your chance to block attacks with your shield by 18% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Next level:

Increases your chance to block attacks with your shield by 24% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Increases your chance to block attacks with your shield by 24% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Next level:

Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Precision

Precision

/

Increases your chance to hit with melee weapons by 1%.

Increases your chance to hit with melee weapons by 1%.

Next level:

Increases your chance to hit with melee weapons by 2%.

Increases your chance to hit with melee weapons by 2%.

Next level:

Increases your chance to hit with melee weapons by 3%.

Increases your chance to hit with melee weapons by 3%.

Guardian's Favor

Guardian's Favor

/

Reduces the cooldown of your Blessing of Protection by 60 sec and increases the duration of your Blessing of Freedom by 3 sec.

Reduces the cooldown of your Blessing of Protection by 60 sec and increases the duration of your Blessing of Freedom by 3 sec.

Next level:

Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom by 6 sec.

Reduces the cooldown of your Blessing of Protection by 120 sec and increases the duration of your Blessing of Freedom by 6 sec.

Toughness

Toughness

/

Increases your armor value from items by 2%.

Increases your armor value from items by 2%.

Next level:

Increases your armor value from items by 4%.

Increases your armor value from items by 4%.

Next level:

Increases your armor value from items by 6%.

Increases your armor value from items by 6%.

Next level:

Increases your armor value from items by 8%.

Increases your armor value from items by 8%.

Next level:

Increases your armor value from items by 10%.

Increases your armor value from items by 10%.

Blessing of Kings

Blessing of Kings

/

8% of base mana

30 yd range

Places a Blessing on the friendly target, increasing total stats by 10% for 300 sec. Players may only have one Blessing on them per Paladin at any one time.

Places a Blessing on the friendly target, increasing total stats by 10% for 300 sec. Players may only have one Blessing on them per Paladin at any one time.

Improved Righteous Fury

Improved Righteous Fury

/

Increases the amount of threat generated by your Righteous Fury spell by 16%.

Increases the amount of threat generated by your Righteous Fury spell by 16%.

Next level:

Increases the amount of threat generated by your Righteous Fury spell by 33%.

Increases the amount of threat generated by your Righteous Fury spell by 33%.

Next level:

Increases the amount of threat generated by your Righteous Fury spell by 50%.

Increases the amount of threat generated by your Righteous Fury spell by 50%.

Shield Specialization

Shield Specialization

/

Increases the amount of damage absorbed by your shield by 10%.

Increases the amount of damage absorbed by your shield by 10%.

Next level:

Increases the amount of damage absorbed by your shield by 20%.

Increases the amount of damage absorbed by your shield by 20%.

Next level:

Increases the amount of damage absorbed by your shield by 30%.

Increases the amount of damage absorbed by your shield by 30%.

Anticipation

Anticipation

/

Increases your Defense skill by 2.

Increases your Defense skill by 2.

Next level:

Increases your Defense skill by 4.

Increases your Defense skill by 4.

Next level:

Increases your Defense skill by 6.

Increases your Defense skill by 6.

Next level:

Increases your Defense skill by 8.

Increases your Defense skill by 8.

Next level:

Increases your Defense skill by 10.

Increases your Defense skill by 10.

Improved Hammer of Justice

Improved Hammer of Justice

/

Decreases the cooldown of your Hammer of Justice spell by 5 sec.

Decreases the cooldown of your Hammer of Justice spell by 5 sec.

Next level:

Decreases the cooldown of your Hammer of Justice spell by 10 sec.

Decreases the cooldown of your Hammer of Justice spell by 10 sec.

Next level:

Decreases the cooldown of your Hammer of Justice spell by 15 sec.

Decreases the cooldown of your Hammer of Justice spell by 15 sec.

Improved Concentration Aura

Improved Concentration Aura

/

Increases the effect of your Concentration Aura by an additional 5% and gives all group members affected by the aura an additional 5% chance to resist Silence and Interrupt effects.

Increases the effect of your Concentration Aura by an additional 5% and gives all group members affected by the aura an additional 5% chance to resist Silence and Interrupt effects.

Next level:

Increases the effect of your Concentration Aura by an additional 10% and gives all group members affected by the aura an additional 10% chance to resist Silence and Interrupt effects.

Increases the effect of your Concentration Aura by an additional 10% and gives all group members affected by the aura an additional 10% chance to resist Silence and Interrupt effects.

Next level:

Increases the effect of your Concentration Aura by an additional 15% and gives all group members affected by the aura an additional 15% chance to resist Silence and Interrupt effects.

Increases the effect of your Concentration Aura by an additional 15% and gives all group members affected by the aura an additional 15% chance to resist Silence and Interrupt effects.

Blessing of Sanctuary

Blessing of Sanctuary

/

Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 10 for 300 sec. In addition, when the target blocks a melee attack the attacker will take 14 Holy damage. Players may only have one Blessing on them per Paladin at any one time.

Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 10 for 300 sec. In addition, when the target blocks a melee attack the attacker will take 14 Holy damage. Players may only have one Blessing on them per Paladin at any one time.

Reckoning

Reckoning

/

Gives you a 20% chance to gain an extra attack after being the victim of a critical strike.

Gives you a 20% chance to gain an extra attack after being the victim of a critical strike.

Next level:

Gives you a 40% chance to gain an extra attack after being the victim of a critical strike.

Gives you a 40% chance to gain an extra attack after being the victim of a critical strike.

Next level:

Gives you a 60% chance to gain an extra attack after being the victim of a critical strike.

Gives you a 60% chance to gain an extra attack after being the victim of a critical strike.

Next level:

Gives you a 80% chance to gain an extra attack after being the victim of a critical strike.

Gives you a 80% chance to gain an extra attack after being the victim of a critical strike.

Next level:

Gives you a 100% chance to gain an extra attack after being the victim of a critical strike.

Gives you a 100% chance to gain an extra attack after being the victim of a critical strike.

One-Handed Weapon Specialization

One-Handed Weapon Specialization

/

Increases the damage you deal with one-handed melee weapons by 2%.

Increases the damage you deal with one-handed melee weapons by 2%.

Next level:

Increases the damage you deal with one-handed melee weapons by 4%.

Increases the damage you deal with one-handed melee weapons by 4%.

Next level:

Increases the damage you deal with one-handed melee weapons by 6%.

Increases the damage you deal with one-handed melee weapons by 6%.

Next level:

Increases the damage you deal with one-handed melee weapons by 8%.

Increases the damage you deal with one-handed melee weapons by 8%.

Next level:

Increases the damage you deal with one-handed melee weapons by 10%.

Increases the damage you deal with one-handed melee weapons by 10%.

Holy Shield

Holy Shield

/

Increases chance to block by 30% for 10 sec, and deals 65 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.

Increases chance to block by 30% for 10 sec, and deals 65 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.

Improved Blessing of Might

Improved Blessing of Might

/

Increases the melee attack power bonus of your Blessing of Might by 4%.

Increases the melee attack power bonus of your Blessing of Might by 4%.

Next level:

Increases the melee attack power bonus of your Blessing of Might by 8%.

Increases the melee attack power bonus of your Blessing of Might by 8%.

Next level:

Increases the melee attack power bonus of your Blessing of Might by 12%.

Increases the melee attack power bonus of your Blessing of Might by 12%.

Next level:

Increases the melee attack power bonus of your Blessing of Might by 16%.

Increases the melee attack power bonus of your Blessing of Might by 16%.

Next level:

Increases the melee attack power bonus of your Blessing of Might by 20%.

Increases the melee attack power bonus of your Blessing of Might by 20%.

Benediction

Benediction

/

Reduces the Mana cost of your Judgement and Seal spells by 3%.

Reduces the Mana cost of your Judgement and Seal spells by 3%.

Next level:

Reduces the Mana cost of your Judgement and Seal spells by 6%.

Reduces the Mana cost of your Judgement and Seal spells by 6%.

Next level:

Reduces the Mana cost of your Judgement and Seal spells by 9%.

Reduces the Mana cost of your Judgement and Seal spells by 9%.

Next level:

Reduces the Mana cost of your Judgement and Seal spells by 12%.

Reduces the Mana cost of your Judgement and Seal spells by 12%.

Next level:

Reduces the Mana cost of your Judgement and Seal spells by 15%.

Reduces the Mana cost of your Judgement and Seal spells by 15%.

Improved Judgement

Improved Judgement

/

Decreases the cooldown of your Judgement spell by 1 sec.

Decreases the cooldown of your Judgement spell by 1 sec.

Next level:

Decreases the cooldown of your Judgement spell by 2 sec.

Decreases the cooldown of your Judgement spell by 2 sec.

Improved Seal of the Crusader

Improved Seal of the Crusader

/

Increases the melee attack power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 5%.

Increases the melee attack power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 5%.

Next level:

Increases the melee attack power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 10%.

Increases the melee attack power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 10%.

Next level:

Increases the melee attack power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 15%.

Increases the melee attack power bonus of your Seal of the Crusader and the Holy damage increase of your Judgement of the Crusader by 15%.

Deflection

Deflection

/

Increases your Parry chance by 1%.

Increases your Parry chance by 1%.

Next level:

Increases your Parry chance by 2%.

Increases your Parry chance by 2%.

Next level:

Increases your Parry chance by 3%.

Increases your Parry chance by 3%.

Next level:

Increases your Parry chance by 4%.

Increases your Parry chance by 4%.

Next level:

Increases your Parry chance by 5%.

Increases your Parry chance by 5%.

Vindication

Vindication

/

Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 5% for 10 sec.

Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 5% for 10 sec.

Next level:

Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 10% for 10 sec.

Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 10% for 10 sec.

Next level:

Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 15% for 10 sec.

Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 15% for 10 sec.

Conviction

Conviction

/

Increases your chance to get a critical strike with melee weapons by 1%.

Increases your chance to get a critical strike with melee weapons by 1%.

Next level:

Increases your chance to get a critical strike with melee weapons by 2%.

Increases your chance to get a critical strike with melee weapons by 2%.

Next level:

Increases your chance to get a critical strike with melee weapons by 3%.

Increases your chance to get a critical strike with melee weapons by 3%.

Next level:

Increases your chance to get a critical strike with melee weapons by 4%.

Increases your chance to get a critical strike with melee weapons by 4%.

Next level:

Increases your chance to get a critical strike with melee weapons by 5%.

Increases your chance to get a critical strike with melee weapons by 5%.

Seal of Command

Seal of Command

/

Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 46.5 to 55.5 Holy damage, 93 to 102 if the target is stunned or incapacitated.

Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 46.5 to 55.5 Holy damage, 93 to 102 if the target is stunned or incapacitated.

Pursuit of Justice

Pursuit of Justice

/

Increases movement and mounted movement speed by 4%. This does not stack with other movement speed increasing effects.

Increases movement and mounted movement speed by 4%. This does not stack with other movement speed increasing effects.

Next level:

Increases movement and mounted movement speed by 8%. This does not stack with other movement speed increasing effects.

Increases movement and mounted movement speed by 8%. This does not stack with other movement speed increasing effects.

Eye for an Eye

Eye for an Eye

/

All spell criticals against you cause 15% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.

All spell criticals against you cause 15% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.

Next level:

All spell criticals against you cause 30% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.

All spell criticals against you cause 30% of the damage taken to the caster as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.

Improved Retribution Aura

Improved Retribution Aura

/

Increases the damage done by your Retribution Aura by 25%.

Increases the damage done by your Retribution Aura by 25%.

Next level:

Increases the damage done by your Retribution Aura by 50%.

Increases the damage done by your Retribution Aura by 50%.

Two-Handed Weapon Specialization

Two-Handed Weapon Specialization

/

Increases the damage you deal with two-handed melee weapons by 2%.

Increases the damage you deal with two-handed melee weapons by 2%.

Next level:

Increases the damage you deal with two-handed melee weapons by 4%.

Increases the damage you deal with two-handed melee weapons by 4%.

Next level:

Increases the damage you deal with two-handed melee weapons by 6%.

Increases the damage you deal with two-handed melee weapons by 6%.

Sanctity

Sanctity

/

Increases Holy damage done by party members within 30 yards by 10%. Players may only have one Aura on them per Paladin at any one time.

Increases Holy damage done by party members within 30 yards by 10%. Players may only have one Aura on them per Paladin at any one time.

Vengeance

Vengeance

/

Gives you a 3% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Gives you a 3% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Next level:

Gives you a 6% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Gives you a 6% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Next level:

Gives you a 9% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Gives you a 9% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Next level:

Gives you a 12% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Gives you a 12% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Next level:

Gives you a 15% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Gives you a 15% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability.

Repentance

Repentance

/

Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.

Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.

Paladin

0 / 0 / 0

Level required: -

Edit

Start in Retribution Tree until lvl 32 in the following order :

paladin leveling spec 1-60 wow classic

Lvl 32 : Respec to a Reckoning Build in Protection:

paladin leveling spec 1-60 wow classic

The level 32 is really a key step in the leveling of the paladin, your leveling speed will get boosted drastically thansk to the Reckoning skill.

Lvl 32-60 : Complete the build: 0/32/19

Divine Strength

Divine Strength

/

Increases your Strength by 2%.

Increases your Strength by 2%.

Next level:

Increases your Strength by 4%.

Increases your Strength by 4%.

Next level:

Increases your Strength by 6%.

Increases your Strength by 6%.

Next level:

Increases your Strength by 8%.

Increases your Strength by 8%.

Next level:

Increases your Strength by 10%.

Increases your Strength by 10%.

Divine Intellect

Divine Intellect

/

Increases your total Intellect by 2%.

Increases your total Intellect by 2%.

Next level:

Increases your total Intellect by 4%.

Increases your total Intellect by 4%.

Next level:

Increases your total Intellect by 6%.

Increases your total Intellect by 6%.

Next level:

Increases your total Intellect by 8%.

Increases your total Intellect by 8%.

Next level:

Increases your total Intellect by 10%.

Increases your total Intellect by 10%.

Spiritual Focus

Spiritual Focus

/

Gives your Flash of Light and Holy Light spells a 14% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 14% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 28% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 28% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 42% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 42% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 56% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 56% chance to not lose casting time when you take damage.

Next level:

Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.

Gives your Flash of Light and Holy Light spells a 70% chance to not lose casting time when you take damage.

Improved Seal of Righteousness

Improved Seal of Righteousness

/

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 3%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 3%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 6%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 6%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 9%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 9%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 12%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 12%.

Next level:

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 15%.

Increases the damage done by your Seal of Righteousness and Judgement of Righteousness by 15%.

Healing Light

Healing Light

/

Increases the amount healed by your Holy Light and Flash of Light spells by 4%.

Increases the amount healed by your Holy Light and Flash of Light spells by 4%.

Next level:

Increases the amount healed by your Holy Light and Flash of Light spells by 8%.

Increases the amount healed by your Holy Light and Flash of Light spells by 8%.

Next level:

Increases the amount healed by your Holy Light and Flash of Light spells by 12%.

Increases the amount healed by your Holy Light and Flash of Light spells by 12%.

Consecration

Consecration

/

Consecrates the land beneath Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

Consecrates the land beneath Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

Improved Lay on Hands

Improved Lay on Hands

/

Gives the target of your Lay on Hands spell a 15% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 10 min.

Gives the target of your Lay on Hands spell a 15% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 10 min.

Next level:

Gives the target of your Lay on Hands spell a 30% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 20 min.

Gives the target of your Lay on Hands spell a 30% bonus to their armor value from items for 120 sec. In addition, the cooldown for your Lay on Hands spell is reduced by 20 min.

Unyielding Faith

Unyielding Faith

/

Increases your chance to resist Fear and Disorient effects by an additional 5%.

Increases your chance to resist Fear and Disorient effects by an additional 5%.

Next level:

Increases your chance to resist Fear and Disorient effects by an additional 10%.

Increases your chance to resist Fear and Disorient effects by an additional 10%.

Illumination

Illumination

/

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 20% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 20% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 40% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 40% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 60% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 60% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 80% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 80% chance to gain Mana equal to the base cost of the spell.

Next level:

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 100% chance to gain Mana equal to the base cost of the spell.

After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 100% chance to gain Mana equal to the base cost of the spell.

Improved Blessing of Wisdom

Improved Blessing of Wisdom

/

Increases the effect of your Blessing of Wisdom spell by 10%.

Increases the effect of your Blessing of Wisdom spell by 10%.

Next level:

Increases the effect of your Blessing of Wisdom spell by 20%.

Increases the effect of your Blessing of Wisdom spell by 20%.

Divine Favor
Sours: https://www.wowisclassic.com/en/class-guide/paladin/leveling-1-60/
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WoW Classic Paladin Leveling Guide

Paladin Leveling Locations Guide

Players should keep in mind if you want to gain the full 100% XP reward from killing mobs they will need to close to your current level. With that in mind below we list each location you can grind levels 1-60 with the paladin class. The Level you should be before level in that specific location will be indicated to left in a Blue Color for Alliance [Lvl 35-39] and the Mobs you are looking for Bolded [Mob Name].

Paladin Weapons we recommend using to Level Up Faster as PAladin in WoW Classic. This section will only apply to the AllianceFactions since this Class is exclusive to the Alliance.

  • DPS: 9 Claymore, Purchasable at all city weapon vendors
  • DPS: 11 Ironwood Maul, purchasable at Barrens Vendor
  • DPS: 16 Executioner’s Sword,  purchasable at Hillsbrad, Silverpine Vendor
  • DPS: 20 Ancient War Sword,  Quest Reward from “Defeat Nek’rosh” located in Wetlands
  • DPS: 30 Skullsplitter, Quest Rewards from “Call To Arms” located in the Arathi Highlands
  • DPS: 39 Will of the Mountain Giant, Quest Reward from “Weapons of Spirit” located in Feralas
  • DPS: 45 Resurgence Rod, Dungeon Quest Reward from “Corruption of Earth and Seed” located in Maraudon
  • DPS: 53 Ice Barbed Spear, Quest Reward From “Hero of the Frostwolf” located in Alterac Valley.

Note: Paladin is an Alliance Only Class, so this section will only focus on areas accessible for Alliance Players.

  • Lvl 29-33Nightbane Vilefangs – Roland’s Doom in Duskwood
  • Lvl 32-39Hammerfall Peons – Arathi Highlands
  • Lvl 35-40Mirefin Murlocs – Dreadmurk Shore in Dustwallow Marsh
  • Lvl 39-44Deathstrike Tarantulas –East of Stonard, Swamp of Sorrows
  • Lvl 40-46Marsh Murlocs – Misty Reed Strand in Swamp of Sorrows
  • Lvl 42-46– Skullsplitter Trolls – Ruins of Zul’Mamwe in Stranglethorn Vale
  • Lvl 43-51Southsea Pirates – Lost Rigger Cove in Tanaris
  • Lvl 46-51Jade Oozes – Skull Rock in Hinterlands
  • Lvl 51-56Ghouls & Skeles – Sorrow Hill in Western Plaguelands
  • Lvl 52-56Arena Spectators – Blackrock Depths Dungeon in Searing Gorge
  • Lvl 52-58 Zombies & Skeles – Dalson’s Tears in Western Plaguelands
  • Lvl 53-60Whip Lashers – Dire Maul East Runs in Feralas
Sours: https://rankedboost.com/world-of-warcraft/classic-leveling-paladin-guide/
TBC Classic: Paladin Leveling Guide (Talents, AoE Grinding, Tips \u0026 Tricks)

Paladin Leveling Guide 1 – 60


Paladin: Levels 1-10

Humans get the slightly useful racial talents of +5 to swords and Maces, a tiny Spirit bonus, and Diplomacy which helps you gain reputation 10% faster, which is nice. Dwarves get Stone Form, +5 guns (which a Pally cant use at all), +10 Frost Resistance, and Find Treasure which you won’t use because you’ll be using Find Minerals (will explain soon). I prefer Humans but, in the end, there is not much of an important difference.

Every time you level up to an even-numbered level go see the Paladin trainer. They will have new skills for you to learn. Get them all and learn to use them. At level 8 you get Hammer of Justice (HoJ, 3-second stun) which allows you to heal or stop a fleeing mob. At level 10 you get your first taste of being overpowered with Blessing of Protection (BoP, castable on either you or others) and Lay of Hands (LoH). BoP makes you immune to physical damage for 6 seconds and LoH restores ALL your health at the cost of all your mana (which you should have pretty much used anyway). If you play wisely it’s almost like 3 lives if you use BoP to heal.

Find yourself a good 2 handed weapon (preferable a mace or sword if human) and plan to stick with 2H weapons for quite some time. Your mail armor will give you the defense you need and the extra hitting power is better than the extra armor from a shield. In fact, only break out the sword and shield when in instances with groups.

Always have your aura up, a blessing on yourself, and seal active when you’re fighting. The only aura you have is Devotion at this point. Later you get others which are pretty self-explanatory. Use the right one at the right time.

Learn to judge Seal of Righteousness for extra damage. You also get Seal of the Crusader (SotC) at level 6. If you judge this it increases subsequent Holy damage. This can be handy.

Acquire 4 bags ASAP. The bigger the better. More space means fewer trips to the vendor to sell the crap you find but don’t need.

Critical: As soon as you can get to your major city and learn your two professions Mining and Engineering. If you want something else you’re making a big mistake. Remember, all the crap others make you can always buy but all the great Engineering stuff is for Engineers only. Engineering compliments the paladin class very well, filling in some design gaps. Paladins benefit from Engineering more than any other class benefits from any profession. You take mining because it supports Engineering.

See the weapons trainer in your major city and learn 2 handed Maces and Sword at a minimum. Learn everything you can afford except maybe daggers.

Get your mining pick and turn on Find Minerals ASAP. Mine every node of copper you see and start advancing your Engineering Skill as aggressively as possible. In no time you’ll be able to make Rough Copper Bombs and will have a ranged means of pulling non-player character opponents (referred to as mobs from now on). Other Engineering goodies include mechanical pets whose level is your Eng. Skill divided by 5. So, if at level 40 you have 300 Eng. Skill your Mithril Mechanical Dragonling will be level 60. There are also multiple snaring devices that keep your opponent in striking range like Net-o-Matic projector, explosives that stun, and the Dreaded Goblin Rocket helmet. There is also a huge damage dealer known as the Gnomish Death Ray which can crit for up to 5,000! That is why you will be taking Gnomish specialization when the time comes.

Do all the quests you can in your starting area.

Look for equipment with stamina and intelligence (of the eagle suffix) or strength (of the bear suffix), or strength & intelligence (of the Gorilla). Mana won’t be much of an issue at this point and strength gear is more common thanks to Warriors so you’ll likely end up with plenty of that.

Learn First aid, saving mana by using bandages is a very good thing.

At level 10 you get your first talent point, put it in Improved Blessing of Might (IBoM). You are going to put your first 31 points in Retribution so its that or Benediction. At this early stage, IBoM will help you more.

Paladin: Levels 11-20

At level 11 you should have no problem taking on 2 to 3 mobs of your same level or one mob 3 levels higher and living through it. You can’t do it all the time but you should be able to do it. Other characters won’t be able to though. From levels 10-20, after some practice, you should be able to beat any class in a duel. Between your mail, healing, BoP, HoJ, relatively good DPS, Blessing of Freedom, and LoH (shouldn’t have to use) you have everything you need to succeed.

You learn some good new skills in this range such as Redemption (resurrect dead players), Blessing of Wisdom (quicker mana regen), Retribution Aura (deals a bit of damage), Blessing of Freedom (immunity to movement impairing effects), Divine Protection (total immunity to all damage and debuffs for 8 secs), Seal of Command (excellent damage dealer w/ 2H weapons) and Righteous Fury (generates extra threat to focus mobs attention on you). Divine Protection activates a debuff that prevents BoP from being cast for one minute. So, you can’t have back to back immunities.

Head to Westfall and do the many quests there. Deadmines is also the first instance you should encounter. You get the main quest for the place by following The Defias Brotherhood quest chain. Use this as an opportunity to learn to group with people. In addition to killing mobs keep everyone blessed all the time, heal and purify them when they need it and keep the appropriate aura up all the time (usually Devotion). You need to master doing this combination of jobs in order to be an effective Paladin. If you don’t have some way to get a decent money supply besides grinding you’ll probably want to do the Deadmines several times for the better than average equipment drops and stuff to sell.

Your talent points will be spent on filling out IBoM, then 2 in Improved Judgment, and the other 3 in either Improved Seal of the Crusader (ISotC) or Deflection. I could argue the merits of either of those two about equally so you decide. I tend to favor ISotC since it improves damage and encourages the use of Judgments. Bad Paladins seldom use Judgments. The 11th point goes in Seal of Command (SoC).

Continue to aggressively advance your Engineering. At 85 skill you get to make Target Dummies which are very helpful in soloing hard quests or when you have no choice but to take on larger groups than you would like. When they are destroyed/expire don’t forget to loot the Dummy. You get some of the materials back and may get Fused Wiring. Fused Wiring is used in advanced Engineering devices. It can also be sold at the auction house for 10-15 gold. At skill 100 you can make Flying Tiger Goggles. If you’ve been doing a good job advancing your Eng. this will be the first piece of head armor you can get. It’s cloth but has some stamina, spirit, and armor so its better than nothing. They look like sunglasses as well.

At level 20 you get the quest in SW Cathedral for your seriously overpowered (for its level) hammer known as Verigans Fist (http://www.thottbot.com/?i=4190). Focus on this alone until you get the hammer. See Thottbot for where/how to get the components. You’ll need help with Jordan’s Hammer and I recommend asking a level 60 Pally for help. They have an emotional tie with the class and that weapon and they know it won’t take them long so the chances are good that they will help. Have your gryphon point in Southshore established so you don’t waste their time. Now you have a weapon that is waaaay overpowered for level 20 and will be better than anything else you can get until you are in your mid/late 30s. SoC with Verigans Fist = some of the heaviest damage a level 20 can do. Get a good enchant on there as soon as you can. Firey Weapon is ideal but somewhat pricey. Get the gold somehow.

At level 19-20 you can proceed to The Wetlands and Duskwood for some appropriate questing. Duskwood has plenty of undead which is nice since at level 20 you get Exorcism from your trainer. Do the Stalvan quest chain as soon as possible. It involves a lot of running around but you get tons of experience for it. Almost a whole levels worth from just that quest chain. You’ll have to wait a bit for the final part. Stalvan himself is level 32 I believe.

Continue to look for equipment with stamina and intelligence (of the eagle suffix) or strength (of the bear suffix)or strength & intelligence (of the Gorilla). Really try to keep your gear up to date with a level requirement near your current level.

Paladin: Levels 21-30

Most of your questing will be in Duskwood, Redridge Mountains, Hillsbrad Foothills, and The Wetlands.

Put your next 5 talent points in Conviction followed by 3 more in Vindication. These compliment you SoC/Verigans fist combo. The next 2 will go in Eye for an Eye. This helps with the casters.

Keep on that Engineering. At level 30 and 175 Eng. Skill you get the Compact Harvest Reaper which is your first helpful mechanical pet. At that same point, you learn to make Iron Grenades which are useful the entire game. The key thing about this grenade is that you can use it while you are moving and it stuns the target for 3 secs. This allows you to stun a runner so you can catch up. You’ll need to learn to throw the grenade where the will be when it hits. At level 30 and 200 Eng skill you gain access to your Mechanical Dragonling which will likely be your first trinket. Its a shorter duration pet but does good damage and is reusable without additional materials.

If you’re on a PvP server here’s where you’ll start seeing Horde. With the exception of Hillsbrad Foothills, you’ll mostly see level 60s who enjoy killing low-level players. Not much you can do about it except run if you can. If you do see a Horde player (even up to 5-8 levels higher than you) you stand an excellent chance of winning if you stay cool and all your special abilities are not on cooldown. Keep them in melee range and they should be dead.

Continue to look for equipment with stamina and intelligence (of the eagle suffix) or strength (of the bear suffix). Really try to keep your gear up to date with a level requirement near your current level.

Paladin: Levels 31-40

Most of your questing will be in Desolace, Arathi Highlands, The Badlands, and Stranglethorn Vale (gank central). Look at the maps in the link at the beginning, there are other places as well but the ones I mention will keep you plenty busy.

Use your talent points on Two-Handed Weapon Specialization, Vengeance, Sanctity Aura, and possibly Repentance. Repentance is yet another great way to stop runners. For PvP it’s great but it’s not as much use in regular play (PvE). If you don’t take this you’ll be able to get a combination in the holy tree that gives a free critical heal every 2 mins. I’ve recommended a pretty rigid talent path but when a Pally is young and has Verigans fist Retribution just works best.

In this area, you will venture into the Scarlet Monastery. This questline begins in Desolace (at level 30) from Brother Anton who is in the upstairs of the Inn in Desolace. This is a fun instance, with good quest rewards, and good drops within. Most of the good stuff in there has a level 37 requirement to use so you may want to wait until around then to hit the actual Monastery.

Have you kept on the Eng. Advancement? It’s about to pay off big time. You probably had to buy some of the materials that were not available to you in the auction house but that’s money well spent.

In this range, you should be able to make some of the best Eng. items. At Eng. skill 200 you make the choice between Gnomish and Goblin Eng. This choice is not reversible. I recommend Gnomish for one key reason, the Gnomish Death Ray. Most of the stuff Goblin Engs can make can also be used by Gnomish Engs and vice versa. However, the Death Ray is Gnomish only and its just so much better than the Goblin alternative of the Dragon Gun. See the Thottbot comments and you see screenshots of crits of up to 5,000. You can get this in your mid-30s if you’ve diligently worked on your Eng. skill (240 skill needed). Around this time you can also get the Net-o-Matic projector which is yet another way to stop runners. Then there’s another helpful pet known as the Gnomish Battle Chicken. I choose to run around with the Death Ray equipped and either the dragon or chicken in my trinket slots.

When you meet Horde anywhere near your level its dead horde time. Even two at a time is quite possible with all your abilities coupled with these Engineering goodies. Initiate fight, use hammer/grenade to keep the opponent in range. If that’s not enough Divine Shield and fire up the Death Ray then heal. Still not enough? Let the Dragon rip. At this level with what we’ve discussed so far, you’re just about invincible against anyone whose level you can see. You can even beat up on some skull level players thanks to the dragon and Death Ray.

At level 40 proceed to SW Cathedral for your free horse.

Hurray, you can wear plate mail now. Continue to look for equipment with stamina and intelligence (of the eagle suffix) or strength (of the bear suffix) or strength & intelligence (of the Gorilla). Intelligence is becoming more of a concern here. Start to really try to find some of the Eagle plate soon. Somewhere in here it’s also time to trade in your Verigans Fist for a better 2H weapon. There really aren’t many to choose from. There is an epic called Nightblade with a 39 level requirement. It’s nice. Fiery remains a good choice for an enchant. With Nightblade and Firey, just about every hit you’ll proc either SoC, Fiery, or the shadow bolt. Good times. Maybe throw a little Frost Oil on for fun. My 42 Pally is using this combo right now. I’m killing mobs absurdly quickly and have no problems with horde except the level 60 gankers.

Paladin: Levels 41-50

Questing areas include Tanaris Desert, The Hinterlands, Arathi Highlands, Searing Gorge, Azsahara, Feralas, and Stranglethorn Vale.

You can slow down on the Engineering now but the sooner you get to 300 the better. Remember, the mechanical pet’s level is your Eng. skill level/5. Another tip, always look for cheap goods at the AH and put in the minimum bid. Sometimes you get good stuff cheap. Place bids just before the server maintenance shuts down for the best odds. Just yesterday I got 4 stacks of 20 Thorium Bars for about 1.3G each. I have them in the bank and could easily make 5G on each stack if I just list them when the supply is low. As I said before, find a way to make money and devote it to Engineering. I have 300 skill at level 42 and I can only call my character overpowered, it won’t last but, hey

Continue to kick the crap out the horde whenever you see them. As you get nearer to level 50 you may notice it’s not as easy as it used to be. Just concentrate on outlasting them and you’ll continue to do well.

For these 10 talent points, I recommend the Holy tree for your remaining points since it is more group friendly. I like Divine Intellect and Spiritual Focus for this level range. As you approach level 50 you may even decide to give up on your Retribution focus in favor of Holy for group support emphasis. You could also go protection for tanking or the dreaded Reckoning for PvP burst damage but I think the Protection tree isn’t what it used to be. More on this soon.

This level range also has 3-4 instances that should help hone your group skills Uldaman, Sunken Temple (maybe better in the next range), ZulFarrak, and Maraudon. The bosses in these places can easily give you gear that you can find yourself wearing at level 60. In these places, you really need to use all your skills to keep the group productive. You must do damage, heal, buff, cleanse, manage runners with Judgment of Justice, and generally keep aggro off the cloth wearing classes. If you have not figured it out, Blessing of Salvation is the one for just about everyone who might take aggro away from the main tank (usually a Warrior, sometimes you or a bear form Druid) in instances. They may ask for others but don’t give it to them. Aggro management is a key skill and damage happy boneheads can really ruin your group’s progress when the damage classes keep getting themselves killed. If you have a Priest in the group, consider it your job to help keep them alive. Priest healing draws aggro very effectively if the tank can’t maintain threat on all the attacking mobs. At this point, group dynamics will clearly show you what’s in store for the future. You’ll see many mistakes that will alert you to bad groups in the future. If you’re not in a good guild now is the time to seek one out. Grouping with strangers is sometimes unavoidable but try to do it as little as possible.

Make sure to get your Thrash Blade after you kill the princess in Maraudon. The quest for this is Corruption of Earth and Seed. It’s a fine 1H sword that you may well be using at level 60.

At level 44 you get Hammer of Wrath. This is the hammer of Holy energy that you can fling at runners. It can crit for up to 1200 armor-penetrating Holy damage but is only usable when the target is at or below 20% health.

Paladin: Levels 51-60

The home stretch. Here you’ll spend most of your time in Un Goro Crater, Searing Gorge, Winterspring, and the Eastern and Western Plaguelands (EPL & WPL). The Plaguelands have lots of undead so you’ll like it there.

There is also a Paladin specific quest in Chillwind point available at level 50. This is fun. Sunken Temple, Dire Maul (get the Energized Chestplate from DM East!), and Black Rock Depths (BRD) are the instances for you until you hit 60. You can try Scholomance, Stratholme, and Blackrock Spire before 60 especially if you have a good guild. However, at level 60 you do get the final rank of many of your good abilities so most folks only want sub-60s if they are friends/guildies or they absolutely can’t find anyone else. The new instance group size caps make this more of an issue. DM and BRD along with all the quest grinding should get you to 60 in short order.

In BRD get all the Marshall Windsor related quests out of the way up to and including Jail Break. This is the quest chain that you need to get your key to Onyxia’s lair. You also need to do Attunement to the Core to allow you access to Molten Core later.

Other quests of interest that provide good rewards are The Battle of Darrowshire and Order must be Restored. You can knock out both back to back with a group of 15-20 folks. Tons of people have these but haven’t gotten around to doing them. Look for a group in IF for both and you’ll get it soon enough. Tip: In order to complete Darrowshire you have to leave the raid group after all the killing is done. See Thottbot for details.

The advancement from level 50 to level 60 is pretty quick, Id say, with all the quests and content available and all the undead that allow you to use Exorcism and Holy Wrath. This turns into a Grind guide at later levels from 57-60 mostly.

Now for the biggest consideration of all. In this range, you will find it hard to deny the fact that your relative damage is now below that of other classes. You still have enough to get the job done but the easy superiority you once enjoyed simply isn’t there anymore. Your damage-dealing abilities quit advancing a while ago and the other classes and mobs continued to advance. When you run into Horde its not the all but guaranteed victory it was 10ish levels ago. Even Engineering does not work as well as it did. A level 60 Dragon is less effective against a level 60 player than it was against a level 45 player.

This is where many acquire their dissatisfaction with the class. Hey, I liked this overpowered character, what happened?! It is my opinion that balance happened. Given the broad combination of Paladin abilities like plate armor, the ability to equip a shield, healing, LoH, two forms of invulnerability, buffs, cleanse, ability to resurrect, and auras, how could the damage stay relatively high without making the other classes look like crappy alternatives? Other classes have some of these attributes but none has all of them all the time like the Pally. Like it or not, this is what we get. After 1.5 years it is safe to assume that the class will not be changed much so try not to think in those terms.

This is not to say that the Pally can’t do damage, they can. Its just that relative to other classes it is lower and more random.

Finally, in this range, you might consider a talent respec. Everything will depend on how you want to play your Paladin. PvP oriented? Configured for raid instances? Other? You decide.

At level 60 groups will expect you to use your group support capabilities very fully. You will be expected to have a mana pool of around 4,000+ and will be asked to heal and cleanse because you can. You will not be welcome as a tank, Warriors have always been better than you at that. Though you can still focus on the Retribution tree and have enough in Holy to be an effective Pally. However, you need to acquire a bunch of Intelligence heavy gear. You should really keep multiple sets of gear so you can change your focus by way of gear.

In conclusion, do as you like but understand the limitations of the class and the reasonable expectations of those you group with. Try to avoid sacrificing everything for a bit more damage. You’ll never be on a par with other classes but you will diminish your other virtues that are your real strength. You are a hybrid, efforts to strongly specialize are an unproductive exercise in futility. This is by design.

For me, the hyper versatile Paladin is the finest class in the game.

Bon Voyage!

Sours: https://legacy-wow.com/vanilla-wow-paladin-leveling-guide/

Classic paladin wow leveling

WoW Classic Paladin Starter Build and Leveling Guide

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WoW Classic Paladin Starter Build and Leveling Guide

Check out the best Leveling/Starter build for the Paladin in World of Warcraft Classic


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Paladin Class Overview

Paladins are holy warriors of Azeroth that originate from the Order of the  Knights of the Silver Hand, an organization that was created by Uther the Lightbringer after the First War against Orcs and secured Alliance's victory in the Second War against Orcs. They are one of two classes that can wear Plate Armor and, as a hybrid class, can fulfill all of the Holy Trinity roles, Tanking, Healing, and Damage Dealing during leveling. In the End Game, Paladins are usually relegated to the role of a Healer, as this is where they excel.

Leveling a Paladin is quite a task (some experienced Players even state that Paladin is a worse leveler than a Warrior), and requires a lot of dedication... or a partner. While Paladin is one of the worse solo levelers, he is also one of the best wingmen in a duo leveling setup. If you want to progress through levels efficiently as a Paladin, pair up with a Warlock, Warrior (in fact, this two bottom tier levelers - Warrior and Paladin - complement themselves very well, and a DPS Warrior + Holy Paladin is one of the strongest leveling combos in Classic). While in a group, Paladin provides one of the strongest buffs in the game in the form of Blessings and can channel group-wide auras.

In World PvP, leveling Paladins can pull their weight and can overpower other melee classes but struggle against Ranged enemies, because they lack strong CC and catch up abilities. In the End Game, Holy Paladins are regarded as the best PvP Healers, thanks to their resilience and strong toolkit.

This guide will aid you and your Paladin on your journey to level 60; it will help you choose a Race, present you with an optimal leveling Talent build, point you towards Dungeons and Quests that award worthwhile Ranged Weapons, provide some tips & tricks, and more.

Paladin's Strengths and Weaknesses


Statistics Priority

  1. Strength -  Your primary statistic that provides additional Attack Power and, in turn, increases the strength of your attacks. You should look for Strength in all your Item upgrades, as it provides you with the most value.
  1. Agility - Provides you with Critical Strike and Dodge chances, highly increasing both offensive and defensive capabilities of your character. Agility gains more value after you gain access to the Vengeance Talent from the Retribution Tree.
  1. Stamina - Improves your survivability by increasing your total Health pool. This is an important statistic, but it shouldn't be prioritized over Strength and Agility. Paladin's ability to Heal slightly decreases the value of this Statistic.
  1. Intellect - Increases total Mana pool, provides Spell Critical chance and increases the rate at which you gain Weapon Skills. As a Paladin, you are a Mana-Based Class, but you don't benefit much from this statistic.
  1. Spirit - Increases your out-of-combat Health and Mana regeneration rate. Paladin has access to Healing spells, which decreases the value of this statistic, but Spirit should not be underestimated as it can cut a large portion of Paladin's downtime all the same.

Leveling stat priority:

Strength = Agility ⇒ Stamina ⇒ Intellect ⇒ Spirit

Note:  Items with "Of the Tiger" Suffix are great for Paladins, as they provide both Agility and Strength. "Of the Monkey" (Stamina and Agility) and "Of the Bear" (Stamina and Strength) are strong second choices and you should Need on those, while in a group, as well.

 

The Best Paladin Races

As most of you know, Paladin is an Alliance-only Class in WoW Classic (Horde got access to the Class in The Burning Crusade Expansion, with the introduction of Blood Elves, and Taurens were allowed to become Paladins in Cataclysm). Moreover, there are no Draenei (who were also added in TBC). This leaves just two Race choices for aspiring Paladins: Humans and Dwarves, both of which bring some strong Racial Traits to the table.

Note: Please remember that a good Player will make all races work well, and a bad player will not get any better thanks to a Race choice. In other words - pick your Race as you please, because after all, Fun is the most important aspect of the Game.

PaladinAlliance
Paladin Race Choice
PvE DPS/Tanking

Damage output is king in PvE. As a DPS, you want to hit enemies as hard as you can, and as a Tank you want... do exactly the same, because Damage generates Threat. Human's Weapon Specialization Racials allow you to do just that by reducing your Glancing Blow penalties. Dwarf's Stoneform is good for a Tank, but it is often not strong enough as a stand-alone defensive Cooldown and has to be used in a combination with other abilities, which makes it less than ideal in many situations.

Recommended choice: Human, but you may consider Dwarf if you really want to be a Tank (a rather bad idea, though*)

*Tanking, not picking a Dwarf. But... Paladin is still fully capable of tanking 5-Mans and early Raid Tiers, it is the later content that he struggles with. 

PvE/PvP Healing

For Healing, Human gets a very slight edge, thanks to his Spirit Racial, but the boost provided by it is rather marginal, so you might prefer Dwarf's Stoneform for increased survivability instead. All in all, both races are pretty much equal as Healers, especially in PvE.

Recommended choice: Can't go wrong with either Race

PvP DPS

Weapon Skill Racial pushes Human a tiny bit over the Dwarf because Paladins have Cleanse and the Blessing of Freedom in their Toolkit already, which makes Stoneform less impactful (but it is still very solid racial and you can't go wrong with it). Also, Human's Perception is a nice ability to have when against ever-annoying Rogues and Feral Druids.

Recommended choice: Human, but a Dwarf is as good (if not better in some cases)

Talent Build and Talent Allocation Order

Optimal Talent allocation is essential for smooth leveling. Here, we will describe the most optimal leveling spec and lead you through the Talent Trees level-by-level.

Talent allocation for a Leveling Paladin (10-59)
Retri Paladin Leveling Talent Build

You will want to start with the Retribution Tree and make your way up to the very top of it:

  1. Levels 10-14 ⇒ 5/5 Benediction - Simple and solid leveling Talent that largely increases your sustain by improving your mana efficiency.
  2. Levels 15-16 ⇒ 2/2 Improved Judgement - Another simple Talent. This one smooths the flow of your rotation by decreasing Cooldown of one of your main abilities.
  3. Levels 17-19 ⇒ 3/5 Parry.
  4. Level 20 ⇒ 1/1 Seal of Command - Strong offensive ability that lets you smite your enemies for extra Holy damage. This is the staple of your Rotation.
  5. Levels 21-22 ⇒ 2/2 Pursuit of Justice - Movement speed increasing Talent, just too solid to pass up, especially when leveling.
  6. Levels 23-27 ⇒ 5/5 Conviction.
  7. Levels 28-29 ⇒ 5/5 Parry.
  8. Level 30 ⇒ 1/1 Sanctity Aura - Strong offensive aura that synergizes with your all your offensive abilities that deal Holy Damage (and as a Paladin you have quite a lot of those).
  9. Levels 31-33 ⇒ 3/3 Two-Handed Weapon Specialization - Simple. Solid. Additional Damage.
  10. Level 34 ⇒ 1/3 Improved Seal of the Crusader - This point is spent mainly to unlock next Talent Tier, and Improved SotC is the best value.
  11. Levels 35-39 ⇒ 5/5 Vengeance - Strong offensive Talent that increases the value of Agility stat (as Agi increases your Critical Strike chance).
  12. Level 40 ⇒ 1/1 Repentance - Solid Crowd Control ability that comes in handy in Open World PvP, when you decide that fighting is not the best option, or when facing multiple Humanoid enemies.

At this point, it is time to switch to the Holy Tree:

  1. Levels 41-45 ⇒ 5/5 Divine Strength - 10% bonus to one of your primary stats. Solid.
  2. Levels 46-50 ⇒ 5/5 Spiritual Focus - Handy in situations when you have to heal yourself during Combat.
  3. Level 51 ⇒ 1/1 Consecration - Legendary Paladin ability and a source of much-needed AoE Damage.
  4. Levels 52-54 ⇒ 3/3 Healing Light - Picking this might feel odd, but there is not much choice, moreover, if you Heal in dungeons from time to time, this becomes a solid Talent.
  5. Level 55 ⇒ 1/2 Improved Lay on Hands.
  6. Levels 56-57 ⇒ 2/2 Improved Blessing of Wisdom.
  7. Levels 58-59 ⇒ 2/5 Illumination.
After reaching Level 60, you should visit a Class Trainer, reset your Talent Points and spec into an End-Game Build.

 

Two-Handed Weapon Progression

A lot of Paladin's Damage comes directly from his Weapon, making it the most important piece of his equipment. It goes without saying that you should aim to upgrade your Weapon as often as possible because it will speed up your leveling process and make experience grinds much more enjoyable (at least for the next few levels after getting an upgrade). Below, we present you a shortlist of Two-Handed Weapons that you should try and get during your leveling journey. 

Note1: Listed Weapons are not organized in a strict order and you don't have to go for every single one of them. The list is meant to be a raw guideline for Paladin's Weapon progression.

Note2: There are a lot more Two-Handed Weapons than those described. We have mentioned just the easy-to-get and quite essential upgrades. BoE items were excluded from the list, as there is a lot of RNG involved in getting them.

PaladinAlliance
Paladin Two-Handed Weapon Progression
Large Axe
Large Axe
  • Source: Weapon Vendors in all low-level zones. It costs 4s 36c.
  • Level Required: 3
  • Weapon Stats: Speed 2.80, 9-15 Damage, 4.3 DPS
  • Weapon Type: Two-Handed Axe
  • Note: If you don't have the Skill required for using a Two-Handed Axe, just buy a level 3 Two-Hander that you have Skill for.

Copper Battle Axe
Copper Battle Axe
  • Source: Blacksmithing (35). People will be most likely selling these for cheap. Alternatively, you can easily craft it yourself.
  • Level Required: 8
  • Weapon Stats: Speed 3.20, 23-35 Damage, 9.1 DPS
  • Weapon Type: Two-Handed Axe
Clymore
Clymore
  • Source: Weapon Vendors in all Alliance Capital Cities
  • Level Required: 10, get this if the Copper Battle Axe is unavailable.
  • Weapon Stats: Speed 3.20, 23-35 Damage, 9.1 DPS
  • Weapon Type: Two-Handed Sword
Edge of the People's Militia
Edge of the People's Militia
  • Source: "The People's Militia" Quest available from level 9 from NPC Gryan Stoutmantle, Sentinel Hill, Westfall.
  • Level Required: It is a level 17 Quest reward that can be acquired earlier easily, when in a group.
  • Weapon Stats: Speed 2.90, 26-39 Damage, 11.2 DPS
  • Weapon Type: Two-Handed Sword
Ironwood Maul
Ironwood Maul
  • Source: Weapon Vendors in Loch Modan (NPC Nillen Andemar, located on the west side of the dam; unlimited supply) and Elwynn Forest/Westfall (NPC Antonio Perelli who patrols a road from Duskwood to Westfall in Elwynn; he has a limited supply of the Item)
  • Level Required: 13
  • Weapon Stats: Speed 2.80 26-40 Damage, 11.8 DPS
  • Weapon Type: Two-Handed Mace
Miner's Revenge
Miner's Revenge
  • Source: "Oh Brother..." Deadmines Dungeon Quest available from level 15 from NPC Wilder Thistlenettle, Dwarven District, Stormwind City.
  • Level Required: It is a level 20 Dungeon Quest reward, so a 5 man group will be required. The Quest objective is located outside the instance.
  • Weapon Stats: Speed 3.50, 36-55 Damage, 13.0 DPS
  • Weapon Type: Two-Handed Axe
  • Fun Fact: This also doubles as a Pickaxe for Ore Mining.

Executioner's Sword
Executioner's Sword
  • Source: Weapon Vendors: NPC Barak Durnad - Menethil Harbor, Wetlands. NPC Antonio Perelli - Elwynn Forest/Westfall (the same NPC sells before-mentioned Ironwood Maul). 
  • Level Required: 19
  • Weapon Stats: Speed 3.40, 43-65 Damage, 15.9 DPS
  • Weapon Type: Two-Handed Sword
Verigan's Fist
Verigan's Fist
  • Source: Paladin Class Quest "The Test of Righteousness", available from Level 20. Look for NPC Daphne Stilwell near the Deadmines entrance in Westfall and pick the "The Tome of Valor" Quest from her to start the chain.
  • Level Required: This is a reward from level 22 Quest, that has stats appropriate for a level 30 Weapon.
  • Weapon Stats: Speed 3.20, 65-99 Damage, 25.6 DPS
  • Weapon Type: Two-Handed Mace
Strike of the Hydra
Strike of the Hydra
  • Source: Aku'mai Boss in the Blackfathom Deeps. Entrance: Zoram Strand, Ashenvale. Drop Chance: ~20%.
  • Level Required: Weapon requires level 26 to wield and the Boss is a level 28 Elite.
  • Weapon Stats: Speed 3.30, 67-102 Damage, 25.6 DPS
  • Weapon Type: Two-Handed Sword
Corpsemaker
Corpsemaker
 
  • Source: Overlord Ramtusk Boss in the Razorfen Kraul. Entrance: South part of The Barrens, close to Thousand Needles Elevators. Drop Chance ~50%. 
  • Level Required: Weapon requires level 29 to wield and the Boss is a level 32 Elite.
  • Weapon Stats: Speed 3.80, 88-132 Damage, 28.9 DPS
  • Weapon Type: Two-Handed Axe
  • Note: RFK is located in The Barrens, which is a Horde Zone. Finding a group might be quite difficult, as getting to the dungeon takes a rather long time.

Bonebiter
Bonebiter
  • Source: Dungeon Quest "In the Name of the Light", Scarlet Monastery, Tirisfal Glades.  Available from level 34 from NPC Raleigh the Devout, Southshore, Hilsbarad Foothills. The Quest becomes available after completing "Down the Scarlet Path" Quest - go to the Stormwind Cathedral.
  • Level Required: This is a Level 40 Dungeon Quest that can be done in a 5 man group around level ~38 rather easily. 
  • Weapon Stats: Speed 3.40, 105-159 Damage, 38.8 DPS
  • Weapon Type: Two-Handed Axe
Beastslayer
Beastslayer
  • Source: "The Mighty U'cha" Quest available from level 50 from NPC Torwa Pathfinder, the south-east part of Un'Goro Crater. The Quest becomes available after completing "The Apes of Un'Goro" Quest.
  • Level Required: This is a Level 55 Quest that can be done solo around level ~52 rather easily. 
  • Weapon Stats: Speed 3.30, 112-169 Damage, 42.6 DPS
  • Weapon Type: Two-Handed Axe
Headspike
Headspike
  • Source: Atal'alarion Boss in the Temple of Atal'Hkkar (Sunken Temple). Entrance: Middle of the lake in the Swamp of Sorrows. Drop Chance ~33%.
  • Level Required: Weapon requires level 46 to wield and the Boss is a level 50 Elite.
  • Weapon Stats: Speed 3.00, 106-159 Damage, 44.2 DPS
  • Weapon Type: Polearm
Force of Magma
Force of Magma
  • Source: Bael'Gar Boss in the Blackrock Depths. Entrance: Below the Blackrock Mountain; enter the Mountain, jump on a chain and follow the path down. Drop Chance ~25%
  • Level Required: Weapon requires level 51 to wield and the Boss is a level 54 Elite.
  • Weapon Stats: Speed 3.20, 123-185 Damage, 48.1 DPS
  • Weapon Type: Two-Handed Mace
Ice Barbed Spear
Ice Barbed Spear
  • Source: "Hero of the Stormpike" Alterac Valley PvP Quest available from level 51 from NPC Prospector Stonehewer, located in the Hilsbrad Foothills at the AV Battleground entrance. The Quest becomes available after completing "The Battle for Alterac" Quest. 
  • Level Required: This is a reward from level 60 PvP Battleground Quest. It can be done at level 51 (minimum required for entering level 60 bracket AV). All you need to do is be a part of the Winning Team.
  • Weapon Stats: Speed 3.60, 155-233 Damage, 53.9 DPS
  • Weapon Type: Polearm

 

Rotations

Your rotation will greatly depend on your level and will get gradually more complex as you progress through content and get access to more tools. 

Let us look at basic DPS rotations for different level ranges:

Early Levels (Below level 10-30)

At the beginning of your journey, your rotation will change rapidly as you will gain access to new abilities very quickly. You should try to implement every new ability to your rotation.

Things to remember (at all Levels):

  • Dropping Blessing of Might in favor of Blessing of Wisdom will help with your sustain problems.
  • Seal of Command works best with very slow weapons. If your current weapon has a speed of 3.4 or higher, use Seal of Righteousness instead. Other Seals can be used if a situation warrants it.
  • Remember to use Exorcism against Undead/Demon enemies.
  • Avoid pulling multiple enemies at a time.
  • Retribution Aura can be useful when fighting multiple enemies at once.
  • Use the Swing Timer Addon and avoid clipping your Auto attacks in order to maximize Damage output. 

Basic Rotation:

Seal of Command/Righteousness*  ⇒ Weapon Swing Hammer of Justice ⇒ Judgement ⇒ (Weapon Swing)n** ⇒ Judgement ⇒ finish the enemy with Weapon Swings

Depending on the Speed of your Weapon
**At this point, you are pretty much Auto Attacking until Judgement comes back up (this also enables you to regenerate some mana during Combat). 

Higher Levels (31+)

At higher levels, Seal of Command starts to outvalue Seal of Righteousness. You also get aces to more Tools that you can weave into your basic rotation if needed.

Basic Rotation:

Seal of Command ⇒ Weapon Swing Hammer of Justice ⇒ Judgement ⇒ Seal of Command ⇒ Weapon Swings (while Judddgement on Cooldown)  Judgement   Hammer of Wrath

  • Use Consecration after Vengeance procs, or when against multiple enemies (it will reset your Swing Timer, so time it after your Auto Attack).

Professions

First Aid
First Aid
As a Paladin, you have access to very powerful Healing Spells but still, you should strongly consider leveling up First Aid, as it will help with your Sustain and reduce your downtimes by quite a bit. Bandaging up after a fight instead of using a Spell to heal yourself will allow you to maintain your mana regeneration and take advantage of the 5-second rule.
Engineering + Mining
Engineering + Mining

Engineering provides various useful (and sometimes quite dangerous) gadgets from its earliest levels, but the best Engi items come into play in the End-Game. During leveling, Engineering will provide you with some much-needed utility in a form of Grenades that will be very useful as additional source of AoE Damage and CC, and will be irreplaceable in Open World PvP (well-aimed Grenade can interrupt Spellcasting, stop fleeing opponent dead in his tracks or give you a head start if you decide to leg it). It is also a source of many very powerful gadgets that will make your life easier and much more... explosive. Items like Gnomish Battle Chicken, Mind Control Cap, Goblin Rocket Helmet, Rocket Boots, and Spell Reflectors will all be a worthy addition to your toolkit during both leveling and the End-Game

Mining is necessary here as it will provide you with materials for Engineering (you can also sell Bars on the Auction House if you need some additional Gold).

Blacksmithing + Mining
Blacksmithing + Mining

Blacksmithing + Mining is the true Classic choice for Paladins, as they are one of only two classes that can equip Plate Armor. This combination will allow you to craft yourself some nice Items that will smooth out your gear progression. You will also make some additional Gold from selling Crafted Uncommon items, Rods needed by enchanters, and from charging Crafting fees from people who want to have a specific item made (this will come into play at later stages and you will most likely have to grind for some in-demand recipes).

Mining is necessary here as it will provide you with materials for Blacksmithing (you can also sell Bars on the Auction House if you need some additional Gold).

If you want to know more about all professions available in WoW Classic, please check out our WoW Classic Professions Guide.

 

Tips and Tricks for Paladin leveling

  1. As a Paladin, you have access to a "free" level 40 Mount and a cheaper level 60 Mount (350g + some expensive Trade Goods, which will still amount to something around 450-500g in total), but still, you should preserve your Gold. Ideally, you should be able to progress through levels without any Auction House purchases (if you spot a great Weapon upgrade, do not hesitate if it is cheap, however). When it comes to Skills - you should learn just the essentials from Class Trainers.
  1. You can Heal 5-man Group content while in DPS Talent specialization as long as you bring Healing Gear with you. This means that you should assemble a Healing Set and try to keep it up-to-date - doing this will make finding a Dungeon group much easier.
  1. This is a basic thing that often gets overlooked - Summoning your Class Mount will stop your natural Mana regeneration, as it is considered as a spell-castand as such will trigger the 5-second rule. This means than sometimes it might be more beneficial for you to run between mob packs on foot instead of cutting a few seconds of travel time by using a Mount (if the distance is quite short).
  1. If you get your hand on a Cloth/Leather/Mail (at level 40+) item with appropriate stats, use it. Good equipment can be very hard to come by while leveling and even a minor upgrade can make a difference.
  1. Keep your Weapon up to Date. Try to follow the Weapon Progression route and remember that most of your Damage comes directly from your Weapon (better Weapon = faster kill times = faster leveling), and remember that Weapon Damage is more important than Weapon DPS, which means that Slow Two-Handed Weapons are the best for you.


Buying WoW Gold with real money is a hassle-free way to get all the items you need for your character.

 

END NOTE

Leveling process in the Classic World of Warcraft is different from leveling in the current game versions. This Guide should help you to prepare yourself for that legendary Vanilla Experience and allow you to progress through levels efficiently and with a good amount of fun.

We hope that you have found this guide useful and informative.  If we have missed a piece of information that is important to you, please let us know! 

Please do note that this is an early version of our guide, and we will be happy to receive constructive criticism, that will help us improve it, so leave your suggestions in the comments section below.

Pictures used in this article are the intellectual property of Blizzard Entertainment Inc.

Buy WoW Classic Gold

Sours: https://odealo.com/articles/wow-classic-paladin-starter-build-and-leveling-guide
Classic WoW: Holy Paladin Leveling Guide - Alternative Build

1.

Foreword

While Paladins are not exceptionally fast levels, they do offer a steady leveling pace combined with a free mount at Level 40 for a consistent, albeit slow experience. As a Paladin, you are going to want to level as Retribution for the damage since Holy and Protection just do not offer the same level of consistent damage that retribution will. While slow, Paladins do have self-healing, powerful cooldowns, and strong utility that make them relatively safe while leveling, and able to engage in world PvP when needed to protect themselves. They also will get access to some of their important buffs like Blessing of Wisdom IconBlessing of Wisdom and Blessing of Might IconBlessing of Might early on, which make them great when paired with other people.

2.

Spec Options

Paladins have uses for all the different specs, but Retribution will be the best by far for solo leveling while also allowing you to off heal when needed.

Retribution Paladin leveling guide

If you are planning to play in a group, Holy is a great option. You gain Consecration IconConsecration early, you can heal and support the DPS, and you bring powerful buffs.

Holy Paladin leveling guide

If you want to tank, you can choose to play Protection Paladin. This will feel slow and clunky for solo leveling, but can be strong in dungeons.

Protection Paladin leveling guide

3.

Weapons and Quests for Leveling Paladins in WoW Classic

To guide you in your weapon upgrades and the class-specific quests you can do while leveling up, we have two guides that you might find useful.

Paladin Weapons guide

Paladin Quests guide

4.

Leveling in a Group as a Paladin

Contrary to popular belief, leveling in a group can be extremely efficient, even better than solo leveling in some cases. While Paladins are on the slower side for solo leveling, they are considered to be a top tier leveling class when put into a duo or group. If you can find a Warlock or a Warrior to level with, you can support them without powerful buffs and healing while combining for a much higher kill rate than either of you would have been able to get alone.

4.1.

Dungeon Grinding

One popular leveling strategy that has been developed in the beta over the last few months is dungeon grinding. Dungeons are much easier than people have historically been used to for Classic content, and with a solid group, dungeons can match or even beat the experience per hour that questing gives. Starting from Level 15 as Alliance for Deadmines, you can get into a group and potentially grind dungeons all the way to 60, if that is what you wanted to do. The ideal group comps fall into one of two categories. The first option is a spell cleave group that utilizes multiple Mages and potentially Warlocks to pull large groups of mobs at once, to AoE them down with longer recovery times between pulls. The second option is a melee-based group, mostly utilizing Warriors, that aims to pull consistently with little to no downtime due to the Warriors not needing Mana between pulls. You can make a dungeon group with any combination of classes and specs, but these two have proven to be the most efficient if that is your goal.

5.

Paladin Abilities

Paladins do not have many useful abilities that will be part of your "core" rotation while leveling. This means that you can choose to skip many more abilities than you normally would on other classes, but you will find that it is not needed and could potentially be a bad choice. Since Paladins get a free mount at Level 40 as a class quest, they do not need to save up money early for a mount, meaning they are free to buy more skills. It is better to ensure you have more skills, such as healing and utility spells, to ensure a smoother 1-60 experience than to try to save money early on.

5.1.

Recommended Skills to Upgrade as a Paladin

5.2.

Auras

While leveling, you will either want to use Devotion Aura IconDevotion Aura or Retribution Aura IconRetribution Aura. Generally, Retribution Aura will be better and result in more damage, thus increasing your leveling speed. However, Devotion Aura is still nice to have for if there comes a time where you feel like you need the extra armor, so is generally worth taking the later ranks of. You can skip Devotion Aura if you want to save gold, however.

Eventually, at Level 30, you will get Sanctity Aura IconSanctity Aura, which will become your best aura while killing a single enemy. With multiple enemies attacking you, Retribution Aura will be superior.

5.3.

Blessings

Early on you will use Blessing of Might IconBlessing of Might as it is the first Blessing that you will get. At Level 14 you get Blessing of Wisdom IconBlessing of Wisdom, which will be better until you decide that Mana is not an issue anymore. This probably will not happen until the 30s or 40s, but eventually, you will want to swap back to Blessing of Might to get the extra Attack Power. Remember that a big part of leveling speed is minimizing downtime, and the extra Mana provided from Blessing of Wisdom can save you more time than the extra Attack Power from Blessing of Might, so it is up to you to decide when you want to make the switch.

5.4.

Seals

One of the most common questions that Paladins have is which seal to use, as there is generally lots of confusion around seals, specifically Seal of Command IconSeal of Command. Seal of Command is a great seal, but does damage based off your weapon damage. Additionally, it only can proc 7 times per minute. This means that if you have a faster 2H weapon with a lower damage range, Seal of Command is not worth using. In that case, Seal of Righteousness IconSeal of Righteousness becomes better due to its flat damage added per hit. With a faster weapon, you will proc the extra damage from Seal of Righteousness more often, making it much better. The specific cutoff you should be looking for is a 3.5-second weapon speed. If your weapon is slower than 3.5, then Seal of Command is better. If your weapon is faster than 3.5, then Seal of Righteousness is better. While using these seals you should always use Judgement IconJudgement on cooldown for the on-demand damage. On longer fights, specifically if you think an enemy will take more than ~30 seconds to kill, you can swap to Seal of the Crusader IconSeal of the Crusader just to use Judgement and then promptly swap back to your previous seal. This will place a 10-second debuff on the target that increases their Holy damage taken, but will be refreshed be melee attacks.

6.

Leveling Strategy as a Paladin

Your leveling strategy as a Paladin is quite simple, just auto-attack enemies to death while using Judgement IconJudgement on cooldown. If you are too low, use Flash of Light IconFlash of Light or Holy Light IconHoly Light between enemies to get yourself back up before going again. When your Mana is too low, drink. There is not a ton of nuance to the Paladin leveling gameplay while soloing, and the best way to level is to focus on just keeping your leveling speed consistent while minimizing downtime. If you find yourself using too much Mana you can delay Judgement slightly to make more use of your natural Mana regeneration between casts.

6.1.

Basic Leveling Strategy

As stated above, the main thing to focus on is consistency to try to minimize downtime. Use Judgement IconJudgement on cooldown, keep your seal of choice up, and heal when you need to. Try to maximize your use of your natural Mana regeneration between Judgement casts, but sometimes you will need to drink. If you are going to heal, always do it in bursts to not affect your natural Mana regeneration as much. Remember that you should be following the 5-second rule, which is that you will only start naturally regenerating Mana after not casting for 5 seconds, meaning you can delay casting for longer if you feel like you are consuming too much Mana and need to regenerate more.

7.

Professions While Leveling

If your goal is to hit Level 60 as fast as possible, it is not recommended to pick up professions while leveling. However, some professions are very useful for either leveling or at Level 60 and can be worth the time investment while leveling. First Aid is a must-have profession at max level due to the no Mana cost healing it provides and learning it early on can be useful while leveling. Herbalism, Mining, and Skinning all are great choices for making gold towards your first mount, and can also be useful for helping to level other important professions later on, such as taking Mining to help level Engineering.

If you are going Holy at Level 60, it might be advisable to take professions that you can level without needing to kill enemies, such as Herbalism and Alchemy.

8.

How to advance as a Paladin at Level 60

By the time you hit maximum level, it will be very helpful to read the rest of our guides. Pick Holy Paladin if you intend to heal at maximum level, which is the preferred specialization for a Paladin looking for a raid group, but Retribution Paladins are also viable raiding options. Protection Paladins are not as popular or as strong at 60, but can be useful to tank dungeons.

You are also welcome to catch up on what to do in PvP combat with our PvP Paladin Guide, and to start you epic mount grind with the help of the Goldmaking Guide for Paladins!

9.

Changelog

  • 29 Aug. 2019: Improved presentation of talent picks by level.
  • 14 Aug. 2019: Page added.

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