Palasyn (Blood Elf Paladin 50)
Mining 257 and Enchanting 303
I lost my notes on specifically where I leveled for each of these levels, so I am going to give you a summary here instead specific level notes as I did in Palasyn’s last post.
And for one quick note about the paladin from my play on a new Prot Pally on a different server Knucklerot and Luzran were easily soloed at level 18, further showing the strength of the paladin.
AoE: Level 30 – 36
During this particular run, I do remember that I focused my efforts in Hillsbrad doing AoE grinding runs on the yetis that you find in the caves west of Tarren Mill. I also did a good amount of mining there in that cave as well as the surrounding are.
I would highly suggest going here at level 30 to grind these yetis. Go ahead and start off a little slow pulling just one, then two, then three, etc. Get a feel for how hard they hit, take note of the fact that they will almost always enrage on you, and just keep an eye on what you are doing. They aren’t hard to take out with a Prot Paladin, you just want to make sure that you do not overpull right off the bat.
After I got to about level 34 I stopped being cautious and just pulled as many as I possibly could. The most I ever managed to get into a single group was 6, though if I had used Consecration to kite them I could have done better. But at the time, I was not aware that using Consecration would allow me to kite mobs far beyond their spawn locations.
This one we ran with a group a couple of times before running it with just Stevetehcow and I. This instance was not one we enjoyed a whole lot, so we did not bother staying with it for very long. The drops were mediocre, the experience was decent, and the mobs had a tendency to be a bit annoying in places. All in all it was a decent place to go, we just did not prefer it over any others. Even with the annoying mobs in there, the place was really rather boring with how easy it was to tank all of the mobs in there. The druid actually did a /sleep on almost every single fight just to emphasize how little work he had to do to keep me alive.
Uldaman (started at level 36)
We ran through Uldaman quite a bit. I think the first day we hit it probably 4 times, followed by another 3-5 the next day. This is another instance where the healer was incredibly bored, so we started pulling several rooms at a time to give him something to do. Again, we had no difficulty at all, even when pulling up to four rooms worth of mobs, save for one area.
There is one mini-boss in Uldaman called the Ancient Stone Keeper where there are several Silence effects thrown around. While this is obviously bad for your healers and mana-based DPS classes, it is also very bad for the Paladin tanking. When a Paladin has no mana, or he cannot cast his spells, his ability to tank nearly vanishes; your ability to generate threat is greatly diminished, and it can easily lead to party members dying.
We tag teamed the instance twice and every other time was with groups of sizes varying from 3 to 5 members. We also did all of our runs here prior to hitting level 40, including the two-man runs with just Steve and myself.
Zul’farak (started at level 40)
This instance was a great deal of fun, and also horribly annoying. All together we ran through here four times, and we only did the ones after the first because of the gear that we wanted. I only got one of the drops I was hoping for and Steve got, I believe, two items that he wanted.
The big problem with this instance is a ridiculously annoying Witchdoctors. They love to cast this wonderful spell called Hex, which turns you into a frog. They also like to cast it on the tank, and they do it every chance they get. Hex can be removed by a few different classes, but unfortunately for us those classes were never available when we wanted to run it. When the tank gets hexed, he looses his agro and everyone else gets to take on those 14 mobs I had rounded up all by themselves.
Since the druid healer has no way of removing Hex from me, we decided not to do this one with just the two of us, but we did do it with a third that was able to dispell Hex.
The one thing that made going here worth it was the big battle you fight near the end where mobs constantly rush up at your group and you have to burn constant AoEs to keep them all off of you. Every time I had run this before we just stayed up on the stairs and waited for them to come, taking advantages in breaks to drink while we could. With these runs though, knowing my healer as well as I did along with having such confidence in my tanking, we ran right down to where the spawn and slew the whole crowd at once. It was an epic battle every time, never a single death, and always a ton of fun.
Maraudon (ran a couple of times around 45-46)
Maraudon was attempted four times in all. The first time we tried it with just the two of us, and while we did not have any trouble surviving, we did have trouble bringing down the mobs with such large hit point totals. It was not hard, it just took forever to kill things. After clearing a couple of rooms we decided to drop it for now and come back with more dps.
The second time we came here half the group went one way, and the other half went another way, with both thinking they knew how to get inside the instance. The problem was, both groups knew how to get in, they just knew different doors. We ended up getting split up and then the party broke apart instead of trying to find each other. We cleared a few rooms with myself, Steve, and another paladin before calling it quits again for lack of dps.
The third and fourth times we had a full group and had no problem clearing it all. The first of these was done in the Orange side, and the second in the Purple. Once we had the dps added in there to take down the mobs it was just a matter of running from one group to the next, killing as we went.
AoE: In the level 40-50 range
In between instances I focused almost exclusively on AoE grinding and mining. Most of my grinding at this point was done on the pirates on the coast east of Gadgetzan. The first group of pirates here (the ones in near the tents) like to use guns which is a little annoying for Consecration’s sake, but not much of a challenge. The second group of pirates though (the ones near the boats and lodges) are wonderful for grinding as they are almost exclusively melee.
When I came here I simply jumped on my mount, rounded up anywhere from 8-22 mobs, and then just AoE until they all run away from me. Then I throw a single Holy Light spell to heal myself, wait a couple more seconds, and then throw another Consecrate. After another second or so the mobs would meet back up with me and die either from Consecrate or my Retribution Aura. After one group is cleared, I just hop back on the horse and go pull another area the same way.
The respawn rate here is very nice and you can pretty well constantly stay on the move. When you pull the exceptionally large groups, some of which I used Consecration-kiting for, you may have to bubble and/or use your Lay on Hands to survive, but a single heal is usually sufficient to keep you going in this area.
New 3.1 Talent Placement
With 3.1 being released last night, I had to redo Palasyn’s spec since they gave us all a free respec and changed up some of our talents. When I do a respec, I do it like I would if I were going through level by level with the character, so here is the breakdown of how I would spec a paladin up through level 50 as of patch 3.1:
- Divine Strength 5/5 Adds 3/6/9/12/15% Strength.
- Anticipation 5/5 Increases Dodge by 1/2/3/4/5%.
- Toughness 5/5 Increases Armor from Items by 2/4/6/8/10% and reduces duration of movement slowing effects by 6/12/18/24/30%.
- Improved Righteous Fury 3/3 When RF is active, reduces all damage taken by 2/4/6%.
- Divinity 2/5 Increases healing done by you, and to you by 1/2%. (this point can go anywhere)
- Blessing of Sancuary 1/1 Blessing reduces damage taken by 3%. When you block, parry, or dodge melee attacks you gain 2% of your maximum mana.
- Reckoning 4/5 Gives you a 2/4/6/8% chance after being hit with an attack, that your next 4 weapon swings will generate an extra attack.
- Sacred Duty 2/2 Increases your Stamina by 4/8%, and reduces the cooldown of Divine Shield and Divine Protection by 30/60 seconds.
- One-Handed Weapon Specialization 3/3 Increases all damage you deal when wielding a one-handed weapon by 4/7/10%.
- Holy Shield 1/1 Increases your Block chance by 30% for 10 seconds and deals 247 Holy damage for each attack you block while it’s active. HS has 8 charges that can be expended during its duration.
- Spiritual Attunement 2/2 (Passive) Grants you mana when healed equal to 5/10% of the amount healed.
- Ardent Defender 2/3 When you have less than 35% health, all damage you take is reduced by 10/20%.
- Redoubt 3/3 Increases your Block Value by 10/20/30% and damaging melee and ranged attacks against you have a 10% chance to increase your Block by 10/20/30% for 10 seconds or until 3 blocks are made.
- Combat Expertise 2/3 Increases your Expertise by 2/4 and your Stamina and Chance to Critically Hit are both increased by 2/4%.
- Avenger’s Shield 1/ 1 Hurls your shield at an enemy, dealing 1100 to 1344 Holy damage, dazing them for 10 seconds, and jumping to up to two additional targets.
This is the build that I use right now at level 50, and I have no trouble at all dealing with the mobs that I face up to 4 levels higher than me while solo grinding, or when tanking mobs in instances that are even higher than that.