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Category Archives: Paladin

Leveling Overview: Cataclysm 1-10

Beta Build: 4.0.1.12942
Spoiler Types:
– New features
– Low level class abilities or traits
– General impression of starting areas (no specific lore)

With my beta key firmly in hand, and the client downloaded and installed (after 38 hours), a lot of my leveling now is done in the beta rather than the live, and it’s most likely going to stay that way. I don’t want to leave the blog hanging or go off in another direction with it, so I’m going to keep right on blogging about leveling, just with a Cataclysm touch in mind instead.

I’m going to stay away from spoilers as far as the game itself goes, but I am going to talk about new abilities, where you get them, how you get them, and so on and so forth. There will be some small spoilers in relation to those topics, so if you don’t even want to know what abilities are changing and such, then you’ll probably want to ignore me for a couple more months until it comes out live. I’ve said it since Cataclysm was revealed to us in BlizzCon 2009, that it will launch in November and I still believe that that is true.

Each post that I make in relation to Cataclysm prior to its actual launch will have a disclaimer at the top noting which type of spoilers (if any) you’ll find in the post, along with the beta build number associated with the information in the post.

For this post I’m going to talk about leveling for all of the races and classes up to level 10, just to give you an idea of how they’re going to feel coming right out of the box.
Turn the page to find out more…

 

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Guide to Heirloom Purchases

Today we’re going to look at which heirlooms you should purchase for your leveling alts. A couple of weeks ago I covered Enchanting Your Heirlooms, so I’ll refer you back to that post if you have already purchased heirlooms and would like to look into the various ways that you can enhance their performance via enchants and item enhancements.

Equipment Lists
I’m going to make a list of heirlooms for each class individually, and I will mention certain items that would work better for certain specs as well. I will tell you right now though, that while I have leveled most classes to a significant leveling milestone, I have not played every class and every spec. So if you see me suggest an item for your class because I know you’re looking for Spell Power, but you feel it would be better for you to go with another because it has Spirit as well as Spell Power, then go with your gut as you may very well know that particular class better than I do.

What I am going to have is a list of weapons, chests, and shoulders for you to use in each of your different specs, and a (hopefully) short explanation of why. In some cases there may be multiple suggestions made for a particular slot, particularly when it comes to weapons. The reason for this will generally be because there are multiple builds that people use for that class, or because certain equipment options aren’t available until a higher level. A good example of this is the Enhancement Shaman who benefits more from a large two-hand weapon until level 40 when they can dual wield one-handers, or the Warrior who may dual wield one-handers until level 60 and then dual wield two-handers from there on.

Under each class header you’ll find the list of gear that I suggest and prefer. There will also be a Substitutions list which are items that I consider to be reasonable replacements for the items I suggest in case you already have some of those and would rather not purchase others, or in case you have more of one currency than another and can’t afford all of the recommended pieces.
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Dealing with “Superstars” in Low Level LFG



We’re going to talk about some “Superstars” today in relation to low level random dungeons. Random dungeons are referred to in several different ways, including but not limited to: LFG (looking for group), LFD (looking for dungeon), PUG (pick up group), Randoms.

We’re not going to talk about specific individuals as I have in my Real Men of Failure posts, instead we’re talking about types of people and how to deal with them. In order to talk about these “Superstars” we first need to define what a “Superstar” actually is.

Superstar: [soo-per-stahr] –noun
1. a person, as a performer or athlete, who enjoys wide recognition, is esteemed for exceptional talent, and is eagerly sought after for his or her services.

Oh, my bad. That’s the definition of a Superstar. What we’re looking for is the definition of a “Superstar”.

“Superstar”: [uh-noi-ing puhngk] –noun
1. a player, as any class or role, who enjoys wide recognition, who believes themselves to be esteemed for exceptional talent, and who eagerly seeks to show off his or her (lack of) skills.

Roleless “Superstars”
The problem we see most often in the low level LFG is when one or more “Superstars” just throw their roles out the window and go crazy on everything expecting to live through it all.

They’re the level 15 Paladins who have no taunts, no AoE threat generation, and basically only a single ability to use in addition to their auto-attack and yet they still pull large groups of mobs and then wonder why the whole party wipes. They’re the Mages who think that they can go ahead and pull all of the mobs because they have Frostbolt and Frost Nova that will give the tank plenty of time to establish agro before anything bad happens. They’re the Hunters that leave Growl active on their pets and don’t bother calling their pet back when it chases a single mob through five other groups.



The most common offenders in this area are Hunters and Warriors, generally in that order. Hunters are a very strong class in lower levels because they deal high amounts of damage in a fairly short amount of time and their pets provide them with most of the security that they would otherwise need. It’s actually quite rare to end up in a pre-30’s LFG group where the hunter doesn’t try pulling the mobs at least once. (Un)Fortunately, Hunters are one of the few classes that can actually pull off soloing instances at level in the 15-25 bracket if they have some decent gear and know how to manage their pets. Because of that it’s often hard to get them to stop doing that and start working as a team.

Warriors are similar to Hunters in that they can do a lot of damage and spread it around nicely. The more damage they deal and the more damage they take, the more Rage they generate which allows them to be more active and more aggressive. For some odd reason a lot of Warriors take that to mean that if they have eight mobs bashing their face in, then they’ll be unstoppable. What they don’t seem to realize is that the damage they’re taking while doing that is usually way more than they can take without a solid healer who has the mana and the patience to put up with it. If the warrior is the tank, then the healer usually will put up with it, but if he’s DPS…

Where Hunter’s are classified as “Superstars” generally for pulling whenever and whatever they want to, Warriors are generally classified as “Superstars” for stealing threat from the tank or for using high threat generating abilities when they’re filling a DPS role instead of the tanking role.

GogoGoon “Superstars”
Another type of “Superstar” is one that feels that you’re going too slow or not doing good enough in your role and decide to take over. They’re the ones that are in a big rush to get through the dungeon and often try to talk the group into skipping bosses that aren’t required just to speed it up.

I’ve never seen the take-over happen to a DPS, and only twice have I seen it happen to a healer, but it happens to tanks a lot. This type of “Superstar” doesn’t have to be the one that actually takes your role, they can also be one that asks or tries to force another player to take over the role in question. Because of that they can also be of any class.

Sometimes the take-over is somewhat essential, like when I had a level 15 Paladin as my tank who was wearing a grey cloth robe with 45 Armor on it, was wielding a two handed grey kobold mining shovel, and had points in both the Prot and Ret trees. At that level the Paladin has no threat abilities, no taunts, nothing. The only thing he could do was auto-attack and Judgement. If the tank was simply doing it wrong, like pulling with his taunt or not using certain abilities or something, that’s one thing. But at his level he literally has no tanking abilities at all.

Another type of GogoGoon is one who has a completely wrong spec and/or wrong gear for the role that they signed up for, but insist that anyone and everyone but themselves are to blame for any problems that arise.

The single-most blatant offender in this area is the Ret Paladin. A lot of people don’t like leveling up as Prot, and they aren’t about to try leveling as Holy, so they’ll go with a Ret spec instead. But when it’s time to queue for random dungeons they’ll select the Tank role as well, hoping to get a faster queue time. To be fair, I have seen some Ret Pallies successfully tank lower level dungeons up through Scarlet Monastery: Library, but nothing beyond that. But just because something is possible, does not mean that it’s the way it should be done.

The Paladins aren’t the only ones doing this, they’re just the most common. You’ll see plenty of healers who actually have a DPS spec instead of healing, but they’re generally just fine doing that up through the mid-40’s or so. The most common class that does this and then fails at it is the Paladin, followed by the Shaman. Druids and Priests can both do pretty well as healers in the wrong spec because of how their heals work and how their class heals.



Dealing With “Superstars”
When you’re having to deal with people doing stupid crap, you only have so many options. You can try to help, you can insult them, you can hope they leave the group, you can try to vote kick them, you can leave the group yourself, you can /ignore them, you can just let them keep doing it, you can let them die (repeatedly), and maybe a few other things as well.

The best thing you can do is teach them, but teaching and learning is a two-way process. If they’re willing to listen and take some advice then you’ve found one of the rare few. More often than not, from my experience at least, you’ll end up either getting ignored or having them take offense. You’ll also frequently run into people that tell you not to worry about it, ignore it and go on, and so on. The two people that get frustrated with “Superstars” the most are the tanks and healers, but even they can be the ones telling you not to worry about the bad ones.

If they leave the group on their own or you kick them then maybe your run goes a bit better but the problem itself isn’t solved. If you take the time to tell them why you’re going to kick them out of the group, in a constructive manner rather than insulting, then they might learn and try to fix the problem on their own. If the guy’s a punk then he’s going to keep doing what he’s doing and there’s nothing you can do about it. Some people just can’t take a hint, and some have very thin skin and don’t take well to advice.

There’s another side to these “Superstars” though, so we’re going to keep on going.

Super-Duper-Stars!!!
Another type of “Superstar” is the Super-Duper-Star (SDS from here on), which is a “Superstar” that you come to find out is actually a real Superstar. They’re the ones that you initially get really frustrated with because they’re not doing what they’re supposed to do, but after watching them for just a minute you’re actually somewhat impressed and may even think it’s pretty cool that they’re doing that.

Your first impression is to get frustrated because you immediately see them as Roleless and just can’t wait to kick them out of the group. As I mentioned above though, sometimes they actually pull it off. A level 18 Rogue soloing Ragefire Chasm? Not a problem. Level 20 Mage soloing Deadmines? Not a problem. Level (anything) Hunter soloing (anything he can queue for)? Not a problem. So when a low level tank and healer are trying to go through and get into their roles and get used to working through dungeons with a group they find nothing but complete chaos.

With recent changes to the game like BoA gear being introduced and old world content being made easier after various patches, it’s not really that hard for some people and some classes to do things that they generally shouldn’t be able to do, like tanking instances as pure DPS classes or even soloing them at level. Most of these are twinks, whether they be simple BoA twinks with just a few pieces of “twink gear” or actual PvP twinks that have best-in-slot items in every slot.

There are two classes that particularly stand out as being SDS: Druids and Warriors. Druids are the single most versatile class in the game and even when they have the wrong spec and maybe even only a single gear set, they can still pull off a decent job by simply switching their form. A Resto Druid can easily switch to a DPS role and they can do a fair job of Bear tanking in a pinch. If they have a second set of gear that they’re carrying around then they can pull it off to great effect.

The Warrior is in a similar situation where they can simply switch their stance and step in to fill the role of tank/dps. If they switch to tanking then hopefully they have a shield and a one-hander in their bags that they can switch to, but the lower your level the less important that is. If your shield blocks are only stopping 4 damage per hit then it’s really not all that important that you have one.

Just because someone is using one spec but filling the role of another doesn’t mean they’re going to suck at it; especially at low level.



Super-Impostors
Sometimes you’re going to stumble across Super-Impostors. These guys are the ones that look like they’re being complete idiots, they aren’t following advice and they aren’t following their role. They frustrate the heck out of you, they steal your threat, they pull mobs when you’re not ready, and you want to just reach through the screen and choke the player on the other side. And yet – nobody is dying.

When you find yourself in this situation you need to step back for a second and think about the situation. You need to ask yourself if there is a real problem here or if you’re just frustrated. Take a second to really look at what all is going on.

The Bear tank is fighting five mobs with a Mage giving him some AoE backup, the Arms Warrior is fighting three mobs on the other side of the room, and the Hunter and his pet are fighting two other mobs on the path leading up to the next area. Meanwhile the Druid healer is /dancing in the center of the room with 85% mana and everyone is above 95% health.

You’ve got two DPS players being tanks while your actual tank has his hands full. In a level 80 heroic that means somebody’s about to die or you’re about to wipe, but in a level 18 RFC run that means that you need to calm down and realize that the situation is well under control. If the tank is alive, the healer has mana, and everyone is holding their own then it doesn’t matter whether the tank has threat on every mob or not. My level 17 Warrior who can two-shot everything in this instance except for the boss doesn’t really need the tank’s help with three mobs. Give me 5 seconds and the problem will be resolved; Trust me.

For most of us in the blogging community, whether we’re the authors or the readers, we have high level toons that are running heroics or raids or who have at least been there before. And since we tend to spend more time in those settings and we have to follow our roles in order to succeed, we take that mindset with us when we get on our low level alts as well. Level 18 is not level 80.

If you see somebody that you think is doing something stupid, then take a minute to inspect them. Gear is the first indication of whether or not a low level character is controlled by a high level player. Are they wearing trash gear or are they wearing BoA’s? Are they wearing quest rewards or crafted gear? Can you tell whether or not they have professions and are using them? Are they using their racial abilities?



 

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Siege-Cow?

Sorry, Regis. I don’t think so.

 
3 Comments

Posted by on June 4, 2010 in Class, Paladin

 

Final Edition: Prot Paladin AoE Grinding (Part 1 of 2)

The last installment of the Protection Paladin AoE Grinding Guides has waited quite a while for the final piece of the puzzle. It has been asked for several times by my readers and while I took the request seriously I’ve certainly failed to deliver on that promise. At least until now. Well, sort of.

I am going to start off with some updates from the previous guides as recent patches have changed the way some things work. After the updates we’ll get into the juicy part and start talking about the portion we’ve left uncovered so far; AoE Grinding in Northrend.

As you read, keep in mind that the whole point of this post is tell you how to AoE Grind. This isn’t a tanking guide to tell you how to tank Heroics and Raids. Even once we reach level 80 and I begin discussing that, I’m still focusing the information here on AoE Grinding whether it be for mat farming, reputation farming, gold farming, elite mob solo thrill seeking, or showing off your greatness to those around you.

Part 1 here is going to cover the technical side of things, what you need to do with your character. Part 2 is going to cover specific areas for you to grind in. I’m splitting this post into two because I’ve had this portion written for weeks now, waiting only for me to get together a full list of specific locations across all of the zones in Northrend for you to grind. Rather that keeping you in the dark even longer, I’m just going to give you what I have right now and then write another post for the rest of it at a later date.

Update: Glyphs
In the AoE Grinding: Glyph Edition post I gave you what I felt at the time to be the best glyphs for helping you while you leveled. Since that time though, we’ve had some changes that definitely impact those choices.

I will break down the glyphs by level here, listing Majors first, then Minors, and each of those sections will have glyphs listed in the order that I would recommend them. Also, take note as you read this section that these glyphs I recommend primarily for the sake of solo leveling, not necessarily for raiding.

Level 15 1 Major: 1 Minor
Major Glyphs Minor Glyphs
Glyph of Consecration Glyph of Lay on Hands
Glyph of Judgement Glyph of Blessing of Wisdom
Glyph of Divinity Glyph of Blessing of Might
Glyph of Exorcism



If you like using Exorcism to pull at low levels then you might want to go ahead and use it’s glyph over Consecration. With Exorcism now having a cast time where before it did not, I’m not sure how much I would use the spell while leveling up, and so I’m not sure I could justify devoting a slot to a spell I use once per encounter instead of one such as the Glyph of Consecrate which will be used constantly.

Level 30 2 Major: 1 Minor
Major Glyphs Minor Glyphs
Glyph of Consecration Glyph of Lay on Hands
Glyph of Judgement Glyph of the Wise
Glyph of Divinity
Glyph of Exorcism



By this point the only Blessing you should be casting on yourself is Blessing of Sanctuary, so the glyphs for Might/Wisdom are now worthless. You probably aren’t going to have to recast Seal of Wisdom (SoW) very often, but just in case you find yourself cycling through SoW/SoL during combat, this is the best way to save your mana through the use of your Minor glyphs.

Level 50 2 Major: 2 Minor
Major Glyphs Minor Glyphs
Glyph of Hammer of the Righteous Glyph of Lay on Hands
Glyph of Consecration Glyph of the Wise
Glyph of Holy Wrath Glyph of Sense Undead
Glyph of Judgement
Glyph of Exorcism



I’m slipping Glyph of Sense Undead into the mix here because during your run through Eastern/Western Plaguelands you’re finally going to start fighting enough undead that having this increase in your damage is going to start paying off. Using this glyph prior to level 50 is going to be a bit of a waste in most cases, but where you level is what decides that. At the same time it’s usefulness takes another dip when you get to Outlands, but surprise surprise it picks back up in Northrend.

If you don’t like the idea of buying and replacing glyphs, then go for GotW over GoSU until you hit Northrend.

Level 70 2 Major: 3 Minor
Major Glyphs Minor Glyphs
Glyph of Hammer of the Righteous Glyph of Lay on Hands
Glyph of Divine Plea Glyph of Sense Undead
Glyph of Consecration Glyph of the Wise
Glyph of Holy Wrath



Divine Plea is going to help keep your mana topped off while using the glyph will help keep your health topped off. Once you hit level 71 I suggest you finally replace GoC with GoDP. You are also going to finally have enough attack spells on your action bar that you will find using the 969 rotation is the smoothest way for you to grind, so having an extra 2 seconds on Consecration is going to throw you off instead of helping you out as it did before, so I suggest dropping it for Holy Wrath instead. While the 969 rotation is used to describe the preferred rotation for tanking, it’s use applies the same to grinding.

As for minor glyphs, I suggest you stick with those three until Blizzard introduces some more minor glyphs to us, but only LoH and SU have any real importance, and SU only when you actually activate the ability associated with it and with the assumption that there are Undead for you to fight in the area.

Level 80 3 Major: 3 Minor
Major Glyphs Minor Glyphs
Glyph of Hammer of the Righteous Glyph of Lay on Hands
Glyph of Divine Plea Glyph of Sense Undead
Glyph of Shield of Righteousness Glyph of the Wise
Glyph of Holy Wrath



HotR and DP are your two primary glyphs that you don’t want to give up at this point. SoR and HW are interchangeable here though based on where you are going to grind. If you want to grind undead mobs then you’re better off with HW, otherwise you’ll get more use out of SoR.

I want to emphasize once again that these glyphs are for leveling and grinding, specifically here at level 80. If you want to tank dungeons and heroics then you’re going to have a different setup on your major glyphs when you hit 80 so that you can maximize your threat generation.

Update: Talent Points
There hasn’t been a whole lot of change in the talent department, but to give you a single glimpse at how you should spend your points, here you have it.

Level 10-30
Divine Strength 5/5: Increases your total Strength by 15%.
Anticipation 5/5: Increases your chance to dodge by 5%.
Improved Righteous Fury 3/3: While Righteous Fury is active, all damage taken is reduced by 6%.
Toughness 2/5: Increases your armor value from items by 4% and reduces the duration of all movement slowing effects by 12%.
Improved Devotion Aura 3/3: Increases the armor bonus of your Devotion Aura by 50% and increases the amount healed on any target affected by any of your Auras by 6%.
Toughness (+2) 4/5: Increases your armor value from items by 8% and reduces the duration of all movement slowing effects by 24%.
Blessing of Sanctuary 1/1: Place a Blessing on a friendly target, reducing damage taken from all sources by 3% for 10 min. and increasing strength and stamina by 10%. When the target blogs, parries, or dodges a melee attack the target will gain 2% of maximum displayed mana.

Level 31-60
Toughness (+1) 5/5: Increases your armor value from items by 10% and reduces the duration of all movement slowing effects by 30%.
Reckoning 3/5: Gives you a 6% chance after being hit by any damaging attack tht the next 4 weapon swings within 8 sec will generate an additional attack.
Sacred Duty 2/2: Increases your total Stamina by 8%, reduces the cooldown of your Divine Shield and Divine Protection spells by 60 seconds.
One-Handed Weapon Specialization 3/3 Increases all damage you deal when a one-handed melee weapon is equipped by 10%.
Holy Shield 1/1: Increases chance to block by 30% for 1-0 sec and deals 274 Holy damage for each attack blocked while active. Each blog expends a charge. 8 charges.
Ardent Defender 3/3: Damage that takes you below 35% health is reduced by 20%. In addition, attacks which would otherwise kill you cause you to be healed by up to 30% of your maximum health. This healing effect cannot occur more than once every 2 min.
Reckoning (+1) 4/5: Gives you an 8% chance after being hit by any damaging attack tht the next 4 weapon swings within 8 sec will generate an additional attack.
Redoubt 3/3: Increases your block value by 30% and damaging melee and ranged attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks.
Combat Expertise 2/3: Increases your expertise by 4, total Stamina and chance to critically hit by 4%.
Avenger’s Shield 1/1: Hurls a holy shield at the enemy, dealing Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec.
Touched by the Light 3/3: Increases your spell power by an amount equal to 60% of your Strength and increases the amount healed by your critical heals by 30%.
Guarded by the Light 1/2: Reduces spell damage taken by 3% and gives you 50% chance to refresh the duration of your Divine Plea when you hit an enemy. In addition, your Divine Plea spell is 50% less likely to be dispelled.
Shield of the Templar 3/3: Reduces all damage taken by 3% and grants your Avenger’s Shield a 100% chance to silence your targets by 3 sec.
Combat Expertise (+1) 3/3: Increases your expertise by 6, total Stamina and chance to critically hit by 6%.
Guarded by the Light (+1) 2/2: Reduces spell damage taken by 6% and gives you 100% chance to refresh the duration of your Divine Plea when you hit an enemy. In addition, your Divine Plea spell is 100% less likely to be dispelled.
Hammer of the Righteous 1/1: Hammer the current target and up to 2 additional nearby targets, causing 4 times your main hand damage per second as Holy damage.

Level 61-80
Deflection 5/5: Increases your Parry chance by 5%. (Retribution Tree)
Improved Judgements 1/2: Decreases the cooldown of your Judgement spells by 1 sec. (Retribution Tree)
Benediction 4/5: Reduces the mana cost of all instant cast spells by 8%. (Retribution Tree)
Vindication 2/2: Gives the Paladin’s damaging attacks a chance to reduce the target’s attack power by 46 for 10 sec. (Retribution Tree)
Pursuit of Justice 2/2: Reduces the duration of all Disarm effects by 50% and increases movement and mounted movement speed by 15%. This does not stack with other movement speed increasing effects. (Retribution Tree)
Crusade 3/3: Increases all damage caused by 3% and all damage caused against Humanoids, Demons, Undead and Elementals by an additional 3%. (Retribution Tree)
Reckoning (+1) 5/5: Gives you a 8% chance after being hit by any damaging attack tht the next 4 weapon swings within 8 sec will generate an additional attack.
Benediction (+1) 5/5: Reduces the mana cost of all instant cast spells by 10%. (Retribution Tree)

Update: Pulling Mobs for AoE
At level 16 you get your first taunt that you will also be using to pull mobs, called Hand of Reckoning. It will taunt a target for you, though it can miss, and if the target is not already targeting you then it will deal Holy damage to them as well. This should be your primary method of pulling mobs throughout the game in order to take advantage of the damage that it deals (1 + half of your Attack Power) to mobs that aren’t already targeting you. You can use this spell to pull additional mobs to you after you’ve already started your AoE grinding, but be sure to use it on mobs that do not already have you targeted so that it will deal damage to them.

At level 20 you get a spell that can be used to pull, called Exorcism. You will generally deal more damage with Exorcism than you will with Hand of Reckoning, but it does have a cast time and using it does remove your ability to damage mobs with HoR if they target you from your Exorcism cast. It’s a ranged spell with a 1.5 second cast, so it’s fairly easy implement its use for pulling as long as you don’t try to cast it during combat which removes all of your avoidance.

The best way I have found to use both Exorcism and HoR in a single pull is to cast HoR on the first target followed by Exorcism either on the same target or an additional target. Personally I would target a second mob for the Exo cast so that I had two mobs that had already taken damage before I start my AoE rotation, but you can do it either way.

At level 50 (assuming you’ve spent your talents as I suggested above) you get your big pull spell which is Avenger’s Shield which will hit up to three targets and dazing them in the process. If you spend talent points in Shield of the Templar as mentioned above, then you also silence those enemies when you hit them which will help you in pulling caster mobs which are usually the bane of your Paladin existence.

Both Avenger’s Shield (AS) and Hand of Reckoning (HoR) can be used while in combat without sacrificing your ability to dodge, parry, and block enemy attacks. HoR needs to be cast on mobs that are not already targeting you to be of any use, but AS can be cast on any mob that is within range and still be beneficial. You can either use it to help kill the mobs you are already fighting, or to pull additional mobs to you.

If you wish to use all three of your pulling spells in a single pull then the best way to do it is to cast HoR on the first mob followed by Avenger’s Shield on either the same mob or one close to it, and then take advantage of the Dazing property of AS to cast Exorcism on another target. If you can use each of the three spells on different mobs then you can get the best results for killing the group quickly. If you have three groups of mobs, or one or two groups along with a pathing mob or two then you’ll have the best setup you can get. It’s alright to cast Exo when you’ve only got one or two mobs on you and they aren’t hitting you hard, but any more than that and you’ll be better off sticking to just HoR and AS.

New Spells: 68-80
Alright, enough with the updates; it’s time to move on to something new. First up on that list is our new spells that open up after level 68.

Avenging Wrath (Level 70) Increases all damage and healing caused by 20% for 20 sec. Cannot be used within 30 sec of being the target of Divine Shield, Divine Protection, or Hand of Protection.

Divine Plea (Level 71) You gain 25% of your total mana over 15 sec, but the amount healed by your Flash of Light, Holy Light, and Holy Shock spells is reduced by 50%.

Shield of Righteousness (Level 75) Slam the target with your shield, causing Holy damage based on your block value plus an additional 390.

Sacred Shield (Level 80) Each time the target takes damage they gain a Sacred Shield, absorbing 500 damage and increasing the paladin’s chance to critically hit with Flash of Light by 50% for up to 6 sec. They cannot gain this effect more than once every 6 sec. Lasts 30 sec. This spell cannot be on more than one target at any one time.

Avenging Wrath is what is often referred to as our “Angel Wings” because that’s the animation put up when you use it; a couple of wings that pop up behind the paladin. It’s a 20% damage increase for 20 seconds that also cuts your healing spells in half while it’s active. If you’re just grinding then you might as well use this whenever it’s not on cooldown just to help you clear the mobs faster. The cooldown is only 3 minutes, which is pretty standard for a cooldown buff.

Divine Plea becomes one of the most welcome additions to your arsenal, providing you with a near constant resupply of your mana while in combat (25% of your mana over it’s duration). It has a 1 minute cooldown and a 15 second duration, but if you’ve spent talent points in Guarded by the Light then you will refresh it’s duration every time you make an attack. “Attack” in this case refers to a melee attack, not a spell. So Judgement of Light will not reset your cooldown, but a melee attack will. This spell should be on you at all times. Use it right before a pull, shortly after a pull, or whenever you are not in combat and need to get some mana back.

Shield of Rightousness is a strong single target attack spell that fits nicely into your rotation. Use it to take down the mobs that you’re fighting even faster, but as a single target spell it’s not as important as other attack options if you find yourself low on mana unless you have only one mob to fight.

Sacred Shield is our reward for reaching the current (as of 3.3) level cap of 80. It’s generally considered more of a healer’s spell than a tank’s, but since we’re soloing here and it does have a useful effect we’ll count it as another tool regardless. It absorbs 500 damage by default, and the amount is increased by our spell power. As I write this my own paladin is only level 78 so I have no personal experience using this spell. As I ponder it though, I don’t think that I would include it in my default grinding rotation, simply because I don’t take much damage right now as it is. It certainly still has it’s place as a damage absorbing spell, but with so many other options available to us for healing and damage prevention I’m not sure that it will matter. Perhaps one of my readers can enlighten us though. (I know Cassinni’s out there somewhere.)

Grinding Locations: Northrend
Once you reach level 68 you have two options open to you. You can either stay in Outlands where your best AoE Grinding will likely be found near the entrance to the Black Temple raid entrance, or you can head on to Northrend. You will have an easier time handling the mobs near black temple, but you will get better rewards overall if you just head straight to Northrend.

If you reach Northrend at 68 then either of the starting zones in Northrend will suffice, otherwise you will do better in Dragonblight though you may have have some gear issues if you’ve skipped questing in Borean Tundra or Howling Fjord.

I will get into further detail on where to go and which mobs in particular you should be grinding on in Part 2.

 
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Posted by on January 25, 2010 in Guide, Leveling, Paladin

 

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