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Old 18-03-2008, 02:47 PM   #1 (permalink)
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Paladin Specs

The Paladin Taken from Paladin builds - WoWWiki - Your guide to the World of Warcraft

The Paladin is a Holy Warrior hybrid class. Their primary role is a melee fighter and secondary healing class. Paladins have the ability to play a variety of different roles, including DPS (Retribution), Tanking (Protection), and Healing (Holy). They can cast auras and blessings that provide useful buffs for other players while withstanding heavy physical damage with plate armor and strong defensive abilities.

Paladin builds can be either Holy, Protection, or Retribution. Holy is towards healing, Protection towards tanking and Retribution towards melee DPS.


Holy

Healing Build (43/11/7) For those looking to be a healer, Holy is the only viable Talent distribution. In raids, a Holy Paladin (sometimes known as a "Healadin") can serve as the primary healer for his or her group.

Also there is element of doing damage while being in Holy build (called Shockadin by some) Dps/Healing Build (40/0/21). Getting gear with +Spell Crit% improves this build's DPS, as it focuses on Holy Shock and Seal/Judgement of Righteousness for DPS while still being able to adequately support a team with healing and debuffing. Compared to Retribution builds, the DPS is relatively weak, though the ability to heal remains intact, even in raids and PvP encounters.

Suggested PvP Healing Builds
: Holy build(48/13/0) PvP Healer (41/20/0)

(43/13/5) - This build works wonderful as either an arena healer or a Raid or Instance healer. This build works well because there's a bit of everything that could help out any situation. There are the 13 points into Protection which can help out in arena a great deal. The five points into Toughness increases the Paladin's Armor Value by a nice 10%, because Plate didn't have enough armor before, and as usual, Blessing of Kings is everyone's best friend in any situation.The points in Retribution increase your ability to buff other players.

Survivability Builds

This build concentrates more on survivability, if for some reason your Paladin doesn't have enough already. Survivability Build (47/14/0)

This build focuses on using Flash of Light healing more than Holy Light healing due to not having the Light's Grace Talent, the upside to this spec is Improved Concentration Aura for some boss fights and PvP. Raid/PvP/Survive Build (42/19/0)

End Game Healer

End Game Healer Build 42/19/0This build is similar to the survivability build, except for a few minor changes, more importantly, Light's Grace. It allows for maximizing Holy Light casts for Heroics & End Game Instances, such as Zul'Aman. Light's Grace being maximized cuts the casting speed of the next Holy Light practically in half. The build DOES require a high crit chance for holy spells at a minimum of 23-26%. A great combo is using a low rank Holy Light to gain Light's Grace, and then using a High Ranking Heal, not only preserving mana, but casting a faster Holy Light after. Also, this build has viable points equipped for Arena Paladins in teams of 2's and 5's. Overall, one of the best builds for End Game.

Arena Healer

This build has been designed as an optimized arena healer build along with being a more than adequate healer in most instances, as well as some Protection talents both for staying alive and buffing your teammates in the arena. If running heroics it's recommended you work in conjunction with a shadow priest for mana regen and extra VE healing to compensate, but it should otherwise be fine for non-heroics and even raids.

It is also adequate for soloing in Outlands due to the damage from Holy Guidance and enough Protection points to keep you in one piece while you heal yourself mid-fight - just remember your damage is in seals+judging, and don't try and go "warrior-style" and deal weapon damage - your best weapon is a mace with a ton of +spell damage, and your soloing gear should be full of intellect and +dmg/heal rather than STR/AGI/AP. You will not be able to grind as efficiently as a DPSer but at least you will not feel totally crippled either.

Blessing of Sanctuary has been included at the cost of being able to go to the bottom of the 41-point holy tree - for arena purposes this can either be used on yourself or on a more squishy member of the team (a priest healer for example). When used on yourself, in combination with the number of damage mitigation talents it hopefully will leave the opposing team wasting most of their DPS pounding on you while still allowing you to heal plus dealing some irritating holy damage to opposing melee classes. Rememeber that the longer they're hitting you as the healer, the more damage they're losing on your plate than on a squishy's cloth, so its in your interest (and your teams ofc) to stay alive as long as possible while taking that pounding - even if you're not getting that many heals off you make a great target dummy for the opposition to waste time on while your DPSers take out their healers.

Arena Healer Build (40/21/0)

Another good pure arena 2v2 build for survivability is Holy Arena Build/First Option. It is very important to get full Improved Concentration aura which reduces Silence and Interrupt spells by 30% at fully improved. This comes in handy when there is a Mage/Shadow Priest in the opposing arena team that silences you or Rogue/Warrior/Shaman and any other melee interrupts. It is not very wise to get improved Lay on Hands for an arena build because you cannot use Lay on Hands in the arena, even improved. It is also better to not have improved Blessing of Wisdom because you will have Blessing of Sanctuary all the time on you and if you have a mana user is your team it is better to use Blessing of Light, Blessings of Kings or Blessing of Sanctuary on them.

Holy Arena Build/Second option with Blessed Life. 14% less healing but 10% chance for all attacks to do less damage.


Healadin/Tankadin Co-Build

The idea behind this one is to have 2 paladins build their trees together in a such a way as to promote survivability. I started with our guild's healer and took her from strictly Holy to mostly Holy with some in Protection and Retribution to give better buffs and promote group survivability. I then took myself and build my tanking around her spec, allowing me to still get the important abilities like holy shield, but now i dont waste points on Blessing of Kings, especially when im going to give Blessing of Salvation anyways. This Co-Build just allows both the healer and I to get the absolute max out of our builds and work more efficiently together. Works great for us.

~Forceofarms, Korialstraz

The Healer half of the build (41/15/5)

The Tank half of the build (0/44/17)

Protection

Please see the Tankadin page for a large number of resources regarding 2.0 / XPAC Paladin tanking. The information there comes from the Blizzard official Paladin forums, and the ongoing support of the WoWWiki community.

Paladins are one of the three classes in the game that can be adapted to absorb damage like a sponge and keep others from harm. They are particularly famous for the ability to tank multiple (10+) mobs at the same time. Besides, Paladins are also well known for their ability to survive with their unique combination of invulnerability, plate armor and healing spells, which makes them very good for AOE farming.


Tanking Builds
These builds are optimized for tanking 5-man instances or raid. Since patch 2.3, there are more useful talents than the points we can spend, so we see a lot of tanking builds with some minor variation here and there. However, as long as it contains the following core talents, it should be viable: Redoubt, Toughness, Improved Righteous Fury, Shield Specialization, Anticipation, Blessing of Sanctuary, Sacred Duty, One-Handed Weapon Specialization, Holy Shield, Improved Holy Shield, Ardent Defender, Combat Expertise, Avenger's Shield, Benediction, Deflection. So a basic tanking build would look something like:

Basic Tanking build (0/44/10)

The last few points can be added to other useful talents, such as maxing One-Handed Weapon Specialization, Improved Seal of the Crusader, Spell Warding, Pursuit of Justice or Improved Judgement. For those who want to keep a bit more power for soloing and PvP, you can squeeze in Seal of Command or/and Reckoning but these two talents do not help much with maintanking.


The followings are some more common builds:

Option 1: Typical tanking build with all the core talents and Spell Warding and Improved Judgement.

Tank, option 1 (0/49/12)


Option 2: Similar to option 1, but maxed Pursuit of Justice for the extra protection against spells and the movement bonus.

Tank, option 2 (0/48/13)


Option 3: A semi-hybrid build which keeps most of the core talents for tanking, while also has points in Holy tree to provide healing capability in 5-man or raid with good healing gear. Not recommended for maintanking raid, but good for paladins who heal/tank 5-man a lot or off-tanking/healing in raid.

Tank, option 3 (15/46/0)


Common pitfalls:

* Divine Intellect is only as good as a space-holder for a tankadin who want to go deeper into the Holy tree. The reason is tankadins normally do not have much intellect, so the benefit from Divine Intellect is negligible. The various ways to handle mana deficit situations are mentioned in Paladins as tanks#Handling Mana Deficit.
* While Improved Devotion Aura offers some extra armor that may help during leveling, raiding tankadins normally do not benefit much from it because its armor bonus does not scale with gear. By the time a tankadin is geared enough for raid, the armor bonus from this talent is already negligible.
* Guardian Favor and Improved Hammer of Justice are excellent talents for PvP. However, both have very limited use in raid, especially when you are the tank.
* Divine Strength and Improved Blessing of Might are both useless for tankadins as we rely on holy damage to generate threat, not physical damage.
* Vindication may look wonderful at first. Unfortunately, most of the mobs (especially bosses) are immune to it.


PvP Protection

There is no good protection spec for PvP. The reason is most of the damage of protection paladins depends on reflective damage, which means you are not going to due much damage in PvP except against very stupid rogues, fury warriors or enhance shamans. Also, the healing is not as good as Holy paladins. Protection paladins still have use for (multi-)tanking bosses in Alterac Valley, holding flag in Warsong Gulch or Eye of the Storm, or defending bases in Arathi Basin (until help arrives or the offenders kill you eventually).

AOE Grinding

Aside from Mages, Paladins have the highest potential for AOE grinding, combining their incredible survivability against melee attacks with talent procs that occur when they are the victim of enemy attacks. This build is mainly viable against melee targets only, preferably those that don't disarm (a weapon chain is useful), crowd control, run, or use magic/non-physical ranged attacks. To make this spec viable, Holy Shield and its talent improvement must be obtained. A shield spike, and any other item that causes damage when struck, or extra weapon swings, is very useful as well. Paladins specced this way can singlehandedly take out 5-6 mobs (easily up to 10+ at level 70 with good gear) or 2-3 elites of equal level, and often with full health and mana, due to Seal/Judgement of Light/Wisdom. Only 33 points are spent here for the "core" AOE grinding talents. You can add the remaining points to whatever you like.

AOE grinding (0/33/0)


Leveling
It is not advised to start a Paladin off in the Protection tree. However, once the Paladin can cast and judge the Seal of Light at level 30, it is truly possible to level as a Protection-spec Paladin by AOE grinding and enjoy it.

First 17 points go in the Retribution tree.

* 5/5 Benediction
* 2/2 Improved Judgement
* 5/5 Deflection
* 3/3 Vindication
* 2/2 Improved Retribution Aura

The rest go into Protection.

* 5/5 Redoubt
* 3/3 Precision
* 2/5 Toughness
* 3/3 Improved Righteous Fury
* 1/1 Blessing of Kings
* 3/3 Shield Specialization
* 5/5 Toughness
* 1/1 Blessing of Sanctuary
* 5/5 Reckoning
* 5/5 One-Handed Weapon Specialization (Really, your preference if you want to go 3/5 one-handed and 2/2 Sacred Duty if you are soloing a lot.)
* 1/1 Holy Shield
* 2/2 Improved Holy Shield
* 5/5 Ardent Defender
* 1/5 Anticipation (Your choice, you could put this point into Stoicism, Spell Warding, or Guardian's Favor.)
* 1/1 Avenger's Shield
* 4/5 Anticipation (Or other talents, like improved Seal of the Crusader for instance tanking.)

Retribution (Holy Warrior)
Paladin Leveling (Solo) Build

This build maxes out the damage output of your paladin and reduces downtime, enabling fast leveling and soloing. Takes you all the way to 70.

5/5 Improved Blessing of Might

2/2 Improved Judgement

3/5 Benediction

1/1 Seal of Command

5/5 Conviction

2/2 Improved Retribution Aura

5/5 Benediction

3/3 Two-Handed Weapon Specialization

2/3 Crusade

5/5 Vengeance

1/1 Repentance

3/3 Sanctified Judgement

1/5 Deflection

5/5 Fanaticism

1/1 Crusader Strike

5/5 Divine Strength

5/5 Deflection

3/3 Vindication

5/5 Improved Devotion Aura

3/3 Precision

Level 70 (5/8/48)

PvP/Arena/Retribution

This is it. The cookie cutter, standard Retribution PvP build. You have a little flexibility in the retribution tree but you will always end up at 0/20/41.

Talent Calculator - World of Warcraft

This is a pure PvP build. You can shift some points around in the Ret tree but make sure you put the 20 points in the Prot tree. In PvP you need Stoicism and Imp HoJ. You can also trade Imp Dev for Redoubt if you actually carry a shield for emergencies.

Other key points about this build: Skip Imp BoM because BoF and enemy dispel make this a waste of points. Pursuit of Justice is often underrated but a must have for PvP. Skip Fanaticism as it is a PvE talent. Very little damage comes from judgements.

Retribution
This spec is heavily in-debt to Judgments and Seals, since Fanaticism adds +15% crit to all Judgments. Sanctity Aura helps with Holy Damage. The idea is, more or less, to go in from afar and use Repentance, Judgment of Crusader, Crusader Strike, Seal of Command, Hammer of Justice, Judgment of Command, Crusader Strike. This should devastate an opponent or mob whether it be PvP or PvE.

As a Retribution Paladin in a raid group make sure to have Improved Sanctity Aura for the +2% to all damage done for the group, and Sanctified Seals for the +3% to crit the Judged opponent from all sources. The passive ability Spiritual Attunement helps with mana conservation. Don't forget to also use Righteous Defense to peel off any mobs the healers have drawn. We're made of plate so we can take more punishment than they, until a proper tank comes along to deal with it. This build should hold its own in PvP and PvE alike.

Basic Ret Build
(5/8/48)
PvE/Raiding Retribution

Unlike most typical Retribution talent specs, the target of this spec is to maximize your paladin's efficiency in 5-man instances and raids, rather than leaning towards PvP with talents such as Eye for an Eye and Divine Purpose which are not included in this spec.

Blessing of Kings, Improved Seal of the Crusader and Improved Sanctity Aura are your raid-friendly talents, giving you the chance to benefit not only yourself, but your entire raid's efficiency.

Talent Calculator - World of Warcraft

Note that Pursuit of Justice is merely a suggestion since many bosses in raids have a variety of AoE spells which would make any additional spell resistance handy. This talent is typically replaced with Vindication but note that many mobs and bosses, especially in raid instances, are immune to it, narrowing its effect to mostly solo'ing needs.

Critadin

This spec's main focus is on the Retribution Tree, although it invests in the early talents of the Holy Tree and Protection Tree to gain both a strength and armor bonus. This build is meant for Paladins who are more interested in dealing damage rather than playing a great role in a group or in PvP. While this build does have its weaknesses, it does make the Paladin have a much greater chance to be a threat on the DPS scales. This build is now a PvE and PvP build since the release of patch 2.3.

Heavy Ret (5/8/48)
Heavy Critadin

This spec's main focus is on the Retribution Tree while using either 2-Handed weapons, or 1-Handed weapons with a shield. It invests (like in the Critadin tree) in the early talents of the Holy Tree and Protection Tree to gain both a strength and armor bonus. This build is meant for Paladins who are more interested in dealing damage with or without shield. The tree with a shield gives the paladin good crit damage with a good tanking ability (redoubt bonus). The tree without a shield offers the paladin good crit damage and the toughness talent makes the paladin last longer while still dealing heavy damage.

Heavy crit(with shield/1h weap) (5/13/43)
Heavy crit (without shield / 2hand weap) (5/12/44)

Rekabution Paladin


This spec uses an almost equal balance between the protection tree and retribution tree. This build give a lot of armor, but at the same time lets the paladin deal damage effectively. This build makes it so you don't have to stop your damage dealing to heal as often. It is best against non-caster players, and even more specifically rogues. Reckoning is the main bonus of using this build, and a lot of the talents leading up to the abilities at the end of the tree are variable, such as 2h weapon specialization if you decide to use a 1h.

This build will almost guarantee you a win in any evenly matched 1 on 1 PvP battle. Drop Judgment of the Crusader, activate Seal of Command and wait for reckoning to activate. Once it does, bubble (due to Sacred Duty you are free from any attack slowing effects.) and just lay waste to your opponent. If they aren’t finished by the time your bubble is over, pally stun them and if they are still alive wait for your health to drop, use Repentance and heal. The primary judgment you will use is Crusader, the primary blessing Might, the primary aura Devotion and the primary seal is Command. This spec works better with a faster weapon, as you would get all 4 reckoning strikes. (Note that with the primary seal being Command, this tree is not valid, because 1) Seal of Command can only proc on the first hit of Reckoning, so Reckoning doesn't raise the proc chance, 2) This tree doesn't go far enough into Ret for Crusader strike, which actually makes Seal of Command valid, due to giving an extra attack, aand therefore more proc chance, and 3) Reckoning only works effectively with a fast weapon, and Seal of Command generally likes slower weapons, due to raising the proc chance. Also without Seal of the Crusader on, it's hard to find a 2h weapon with a 2.0 or faster speed.)

Rekabution Build (0/27/34)
PVP/PVE/Raid/Arena/Battleground Retadin

This build consists of mostly retribution talents. With vital talents in Holy for healing spell interruption and fear resist, 10% Strength, and 4% Intellect, slightly increasing mana reserves and spell crit.

The talents in retribution are pretty standard, though with sanctified judgment to basically give you free judgments.(No cost of MP so long as they aren’t resisted.) Then Imp Judgment to decrease the cool down by two seconds, which may not seem like a lot, but in battles that 2 second cool down decrease, can be the difference between life and death.

Buff up with improved might. Starting a battle with a stun a judgment of the crusader, crusader strike, then stun, then seal of command is a pretty good idea, you will most likely get them down to half, unless they are stocked on Health, or they are a clothie, in which case they are almost dead. You can stack your stuns with the Seal of Command judgment quite well, as Seal of Command judgment does the most damage when target is incapacitated. Its best to try to stun target or repentance before you judge with Seal of Command, if the target has Judgment of crusader on them, the damage will be huge, especially with imp sanctity aura, not to mention a stack of 3 vengeance (+5% Damage dealt x3 = +15% damage dealt) thats if your crit rates are high enough to get you those fast enough in a battle (within the first one or two attacks.) You'd be surprised at how hard it can be to get that combo in though (Stun, SealofCrusader, Judge, SealofCommand, Crusader, Stun, Judge.) especially on warlocks and other heavy CC and stunning classes. But the bubble solves that. Sometimes I haven't bothered with Seal of Crusader judgement, and will open a fight with a stun and Seal of Command judgement, to build up my Vengeance faster.

Add up all those % Damage done and you get +57% To all damage (holy+physical) dealt, with a good critial strike rate, good strength, you will hit EASILY for 1000+ damage PER melee attack or 2k+ crit (granted you have a decent 2H Weapon.) So, taking this into account, a crusader strike, with a standard melee attack at nearly the same time, with a stun and jugement straight afterwards, can seriously add up to around 8000 damage IF everything crits (2k for each melee hit, 1.5k for the additional effects of Seal of Command, and Crusader strike, and 1.8k+ for the Judgement of Command on the stunned target 2k+2k+1.5k+1.5k+1.8k = 8.8k damage.) (20% chance to crit on melee and spells if you are the best pally ever, and 5 chances to crit, so 0.2x5=1...>_> 1% chance of this happening every 30 seconds average when your stun and judgement are both up, along with Crusader Strike. Also don't forget command has to proc, cutting the chances down to about 0.15ish. This may happen once a month if you're lucky. Go do something less risky, like soloing 2 70 plate wearing elites at once. As an unspecced rogue.) Rare, but it happens. Will one shot most classes. Having said that it does average out, it depends on the stacking of vengeance, thier resilance, armor, etc, and whether or not you use Avenging Wrath, the average is more like 2-4k per burst of damage.

However with this build, and at least GOOD gear, you will be able to take ANYTHING down in 1v1 if you do it right, and even take two people on if your getting double-teamed in a battleground. Hence the spell interruption talents. The idea of this build is to charge in there, deal massive burst damage, and be able to sustain yourself, or even others (especially in 2v2 arena) and survive.

To PVE / Raid with this spec, its incredibly easy, use the same tricks, except replace the Seal of Command with Seal of Vengeance. (Paladins answer to PVE) The difference is the damage is less bursty, and therefore pulls less agro. Though you can still stack vengeance 3 times very easy, and do impressive damage. Also, its effect of dealing YOU the user damage each time you DEAL damage is a good way of chipping health off to make you eligible for small or chain heals, with spiritual attunement, thus giving you a steady flow of MP to throw seals and so on at the targets. In PVE also as you do not need to stun to do extra damage, reserve your stuns for trouble, or CC.

Retadin Build (14/0/47)
SotC/Reckoning Warrior Gear Build

IMPORTANT: GET A WEAPON WITH 3.3 OR FASTER SPEED This spec is based completely around attack power, melee damage, and attack power, because Holy damage takes a lot of mana. The downside is it's Ret, and people won't be delighted to have you in instance with them. For Soloing and PvP, though, it's fine. Alright, the basic strategy with this spec is to start by using the proper defensive (Devo or a resistance) aura for the situation, then Judge Crusader for crit chance, then judge widom later, for when you're healing, then put on Seal of the Crusader, which is most likely the most underrated Seal, and possibly most underrated move in game. When Reckoning procs, your 2h if you got a 3.3 or faster weapon with Seal of the Crusader, you should hit all 4 times. When you're out of range, you can close distance with Repentance, then Hammer of Justice to have a few seconds to tear your target apart. The only time you should use a seal other than Crusader is to quickly Judgement of Rightcheousness to finish people off if Hammer of Wrath fails for any reason. In instances (if you're accepted), buff like there's no tomorrow, that's why they accepted you most likely, and just keep Judgement of Crusader on your target (unless the groups is all shadow priests and afflicty warlocks) and use Seal of the Crusader. Soloing, Judge Crusader, Seal of the Crusader, and Hammer of Justice if you feel like it. With Imp Devo Aura, Deflection, and Toughness, you should last a while, and you can always heal if your health actually gets low.

Crits: Improved Seal of the Crusader (when judged), 3%, Sanctified Seals, 3%, Conviction, 5%. 11% crit chance gets thrown on top of your gear. I think it's a good idea.

TALENT CHOICES: Imp Devo Aura: The auras as I stated should be defensive, and with improved you'll last longer, and people in instances actually like you. Precision: We all know that the only time you miss is when you really don't want to miss. This remedies it a bit. Toughness: Once again, defensive stuff. Kings: If you skip over it everyone hates you. Trust me. Imp Rightcheous Fury: Reduces damage taken, so more defensive stuff. Imp Hammer of Justice: Very nice to have in pvp. Reckoning: Come on, attack twice with a 2 hander that has plus attack power from Seal of the Crusader, what's not to love? Imp Blessing of Might: This tree is based around Seal of the Crusader attack power and Blessing of Might attack power, so it's a good idea to have more attack power. Also rogues and dps warriors will like you a lot. Imp Seal of the Crusader: MORE ATTACK POWER, also when 2.3 comes out it will raise crit chance, which is nice. Deflection: More defensive soloing/pvp stuff. Vindication: Good at everything except bosses that are immune to it, because it makes them hit not quite so hard. Conviciton: Melee crit chance is nice when your specced for melee dps only. Crusade: 3% extra damage against humans is very good I'd say. 2 hander spec: With a mainly melee DPS tree, this is very nice. Vengence: Extra damage when you crit, supplemented by Conviction earlier. Sanctfied Seals: +3% crit and makes it so your seals don't get dispelled. It may not sound like much unless you've gone against a dispell happy priest or purge happy shaman. Even without that, it still has 3% crit, which is awesome. Repentance: VERY USEFUL in closing distance, because Pallys aren't a great ranged class, and you can use it then heal.

TALENTS I DECIDED AGAINST: Benediction: Because you won't be spamming judgements and seals, except to start a battle, or to recast Seal of the Crusader every 30 seconds. Imp Judgement: Once again you aren't spamming judgement. Seal of Command: The spec is about Crusader, and Seal of Command sucks without Crusader Strike anyway. Also Command doesn't work with Reckoning, as it only procs on the first hit of the double swing. Pursuit of Justice: It's good, but not worth the 3 points. Eye for an Eye: It kind of sucks. Imp Ret Aura: This talent is mostly useful for tanking, and not much else. Sanctity Aura: You won't be doing any holy damage, and smite priests are very rare.

GEAR: Most important is attack power. With decent gear, and Blessing of Might plus Seal of the Crusader, you can get close to or over 2000 AP (I've seen over). After that go for Crit rating, because it's nice for melee, especially with Vengence. Go for Stam next, because it gives you more health. Hit rating's okay, but once you get 99% chance to hit on 72, you can stop. (In other words, pretend you're a fury warrior.)

(WotLK will bring Pursuit of Justice, a point in Benediction, Crusader Strike, and Divine Strength.)

Without further ado, here is the spec: 0/25/36

Raiding Retribution
5/8/48

This build goes for the maximum personal dps and raid benefit possible, ignoring things that will not help you nor anyone else dps in any fashion. (IE: Deflection). This build helps you and your raid dps harder in the following ways:

Lowering the mana cost of your Judgements and Seals will allow you to do full on damage for longer.
Improved Judgement lowers the cooldown on judgement, letting you judge 20% more often.
Improved Judgement of the Crusader boosts the crit of every dps in the raid by 3%.
Improved Sanctity Aura boosts your groups damage by an additional 2%.
Sanctified Judgement allows you to get much more use of your seals and judgements.
Fanaticism boosts the critical chance of your judgements by an additional 15%, giving even poorly geared paladins roughly 35% on their judgements.
Divine Strength so your gear scales a bit better.
Precision so you don't have to outfit yourself with as much hit rating.
Crusader Strike, as it is completely necessary to even consider calling yourself a dps paladin.

All other talents are subject to personal choice and opinion, but these are necessary to justify any dps paladin's raid spot.
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Last edited by Cabe Bedlam; 25-03-2008 at 10:34 AM.
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