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The Paladin: -Last Updated 4-18-2004

Available to: Human, Dwarf
Best For: Dwarf
Primary Attribute: Stamina, Intelligence
Damage Bonus From: Strength
Skills Require... Mana

Allowable Armor: Cloth, Leather, Mail, Plate (After Training)
Starting Weapons Proficiencies: Maces, Two handed Maces

The Paladin is a defensive warrior that couples great tanking ability with a range of buffs and healing spells. While they have a very limited selection of offensive abilities, their Auras and Seals are a boon to any Party.

Compared to the Warrior, the Paladin has very few deadly attacks at higher levels, and as thus, deals significantly less damage. This,together wtih the fact that most of their spells are designed to be used before combat, makes the Paladin one of the easiest characters to play.

To compensate for the lack of offensive capability, the Paladin is armed with a huge range of buffs, each ideal for different situations and party members. He also has aura's, that allow him to boost the performance of a party immensely. These combined with his ability to heal and ressurect fallen comrades, make the Paladin very popular in parties.

If you plan to the play Paladin, be prepared to join parties a lot. For the Paladin is a very one-dimensional class to solo. It's in parties where the class really shines. That's not to say that a Paladin in bad at soloing, just that he's not as fun!

Spell Mechanics:

The spell system of the Paladin works in a very similar fashion to that of the mage. Instead of allocating skill points to spells at each level, the Paladin purchases his spells from Paladin Trainers. This ensures that a player is not penalized for casting a wide range of spells over specializing in a certain type.

Indeed, it would be extremely foolish to do the latter. Each school of magic for the Paladin is designed for one special purpose.

Spell Types
The Paladin has several schools of magic, with effects far ranged and varied. However, their spells basically boil down to the following types:

Sorcery Spells:
Take time to cast, but have no cool down. They can be used as much as casting time allows. However, if the caster is struck while casting the spell, the casting time increases and the spell may be disrupted altogether. Thus casting sorceries while under attack is questionable. Fortunately, no Paladin spell costs more than 2.5s to cast, are thus all at least feasible in melee combat. Eg. Holy Light

Instant Spells:
No casting time, but have a cooldown timer. They are great in mid combat as there's no chance they will be disrupted. In addition, you can cast them immediately after a sorcery, or even between two attacks! Their drawback is that you have to wait a while to use them again. Note that, different instant spells have separate cooldown timers, so you can cast two different instant spells one after the other for brutal damage. Eg: Fist of Justice

Next Attack Spells:
These spells do not have a specified casting time, and are instead cast when the next attack is struck, usually to enhance the attack in some fashion. Such spells act like ordinary attacks, and thus cannot be dirupted in melee combat. However, unlike instants, they can't be used between attacks. Often, Next Attack spells will also feature a cooldown timer, to prevent them being used on every attack. The effects these spell cause are in addition to the damage that the weapon does, and if a player misses, then the Spell is wasted. Eg: Holy Strike

Being a melee fighter, Paladin spells are very quick to cast compared to any of the spellcasting classes. Most of their spells are either tagged on to the next weapon attack, or instant. In fact, the observant read will notice that Paladin Healing spells are more mana efficient than that of the Priest, and have a quicker casting time too! Fortunately, this is compensated by the fact that a Paladin will usually have far less mana than that of the Priest.

Holy Magic

The Paladin's arsenal of Holy Spells are all defensive in nature, dealing with preserving the life of oneself or a fellow party member. Unlike those spell's of the Priest, the Paladin's healing spells have much shorter casting times to reflect the fact that he'll need to be in combat a lot more often. Thus, the Paladin can act as a valuable healer, especially in the thick of battle.

Holy Light: -Sorcery
Cooldown: None
Target: Self or Ally
The basic healing spell for the Paladin, at lower levels, it is comparable the Priests healing, where it heals for slightly less, but with for far less mana. At higher levels, Holy Light is much more efective than the Priest heal for quickly saving people due to its low casting time. However, it doesn't heal nearly as much. Typially the spel is used in parties to save a person from instant death, or to heal low hp spellcasters. It is very effective when used in conjunction with divine Aura, allowing the Paladin to heal himself in battle and fight on.

Rank Required Level Cost Mana Casting Time Range HP Healed HP Healed/Mana
1 6 0 0 30 2.5s 40 yrd 37-45 1.37
2 10 2 55 2.5s 40 yrd 73-87 1.45
3 14 13 105 2.5s 40 yrd 157-181 1.61
4 22 49 165 2.5s 40 yrd 272-312 1.77
5 30 80 240 2.5s 40 yrd 434-492 1.93
6 38 1 80 315 2.5s 40 yrd 619-697 2.09

Divine Favor: -Instant
Casting Time: Instant
Target: Self
Devine Favor is the ultimate life save spell for the Paladin. When activated, he becomes immune to all spells and physical attacks. The only drawback in while the spell is the Effect, the Paladin may not attack or casting any offensive spells. Note that unlike Divine Shield in Warcraft 3, enemies who attak the Paladin will continue to do so even when the shield is operating, making the Paladin the ultimate tank.

While the obvious use for the spell is to escape enemies, it can also be used to give you the respite you need to casting healing on yourself. Effectively this makes a Paladin's max hp his max hp plus the amount he can heal for. Not bad! The final use is for the Paladin to absorb high damaging attacks in a party. For instance, when aganst spell casters, charge forward first, and let all your enemies waste their mana on your shield!

To reflects its power, this spell has a long cooldown, and can only be used once in a battle.

Rank Required Level Cost Mana Cooldown Duration
1 4 80 12 150s 6.0s

Purify: -Instant
Casting Time: Instant
Target: Self or Ally
A weaker version of the Priest's Remove Dease spell that costs less mana to cast. Purify removes one desease and one poison effect from the target unit, but does not bestow desease immunity. Typically though, this suffices.

Rank Required Level Cost Mana Range Cooldown
1 6 2 25 10 yd 1.0s

Lay on Hands: -Instant
Casting Time: Instant
Target: Self or Ally
Lay on hands is an extrenely powerful healing spell that heals to target for the maximum amount of hp the Paladin has.The instant casting cost means that that it's convenient to use in battle, and effectively doubles the Paladin's health.

The spell should however, be used only in emergencies. It has a huge cooldown, and thus should ve saved for very tough opponents, such as bosses. Use it on yourself, or high hp allies after your mana for healng has run out for maximum effectiveness. Nothing like healing your fellow warriors who's taunting all the way back up to full. Higher levels as this spell restore mana in addition to health.

Rank Required Level Cost Mana Range Cooldown Health Restored Mana Restored
1 10 7 50 All Mana 10 yrd 1 Hour Paladin's Hp 0
2 30 80 All Mana 10 yrd 1 Hour Paladin's Hp 250

Resurrection -Sorcery
Cooldown: 0
Target: Ally
Brings a target ally back to life. This spell is quite mana intensive, and has a casting time that makes it almost impossible to cast in battle. However, many players will be thankful that they don't need to make another corpse run. Resurrection isn't as essential as it sounds, however, since resurrected players will suffer resurrection sickness of several minutes, where all their attributes are severely decreased. Consequently, some players may prefer to do a corpse run over being resurrected.

Resurrected players return to life with a fraction of their life. The higher ranked the spell, the more life players begin with. Compared with the same spell for the Priest, the Paladin's version is slightly weaker.

Rank Required Level Cost Mana Casting Time Range Starting Life/Mana
1 12 10 100 10.0s 40 yrd 1%

Divine Shield -Instant
Cooldown: 0
Target: Self Only
An improved version of divine Fervor that blocks all attacks, and yet allows the Paladin to attack back, though at a slowed attack rate. While the ability to attack back may sound like a huge bonus, a player usually won't get more than two attacks in with this spell. However, it's great for that little breath you need to kill monsters that are fighting you neck to neck. For other purposes such as healing, divine Fervor will suffice. The spell has a huge cooldown, and should only be saved for bosses.

Rank Required Level Cost Mana Cooldown Duration
1 20 30 30 150s 10.0s

Cleanse -Instant
Cooldown: 0
Target: Ally or Self
An imrpvoed version of Purify that removes 1 magic effect in addition to one desease and one poison effect. Needless to say, it is extremely useful against debuffs.

Rank Required Level Cost Mana Cooldown
1 26 30 40 1.0s

Redemption -Sorcery
Cooldown: 0
Target: Ally Only
The paladin is able to to cast a much improved version of Ressurection, which causes plauers to ressurect in 100%. Due to this, it is actually useful in combat despte its huge casting time. Cast divine Davine on yourself and ressurect right away!

Rank Required Level Cost Mana Casting Time Range Starting Life/Mana
1 12 10 150 10.0s 40 yrd 100%

Justice Spells

Currently the Justic skiltree currently has only one spell in it, and one wonders why Blizzard created a completely separate skill for it. Perhaps more spells will be added in future. While Justice may only contain one spell, you'll find yourself using it whenever cooldown allows. Thus, people can still get quite skilled at the spell.

Fist of Justice -Instant
Target: Enemy
Fist of Justice is a powerful shot ranged instant attack ability that stuns the opponent. Being instant, it can be cast at any time, and is thus a superb way of stopping the enemy from casting spell. Due to its high cooldown time, the ability can only be used once in each battle. Thus it should be saved for critical times, such as when the enemy attempts to heal himself, or about to kill a friendly ally. With a short range, the ability is also great are stopping fleeing troops right on their tracks.

Rank Required Level Cost Mana Cooldown Range Stun Duration
1 10 7 50 30 40s 10 yrd 3.0s
2 24 50 50 40s 10 yrd 6.0s
3 34 1 20 80 40s 10 yrd 8.0s

Seals

The Paladin true power in parties come from his seals, and using them, he has the most versatile range of buffs for allied party members. Only one seal per Paladin may be in effect one any one player, and hence multiple Paladins in a Party is always welcome. A Player will also need to decide which Seal is most useful for each member of the Party, and that's where the depth comes in.

Seal of Might -Instant
Target: Ally
Seal of Might increases the damage a player deals. For fighters, paladins and rogue, the increase is significant. However, it's not much for spellcasters. This spell lasts for decent amount of time, and thus should be used before battles on melee members of your party before battle.

Rank Required Level Cost Mana Cooldown Range Duration Damage Increase
1 8 3 50 25 1.0s 30 yrd 5 min 4
2 8 30 60 1.0s 30 yrd 5 min 8
3 8 30 100 1.0s 30 yrd 5 min 12

Seal of Wisdom -Instant
Target: Self or Ally
Increase the Mana Regeneration of the target. While most players cast this spell on the mage, the amount of mana regenerated is actually not very significant when they have nearly 1000 mana and can conjure their own food. This spell should be reserved to be used on fighter mage classes suchas the Shaman or the Paladin, who s spells are significantly more mana efficient. It is best used outside combat, to minimise downtime.

Rank Required Level Cost Mana Cooldown Range Duration Mana Regen Increase
1 12 10 40 1.0s 30 yrd 5 min +1mp/s
1 24 50 40 1.0s 30 yrd 5 min +5mp/s

Seal of Salvation -Instant
Target: Self or Ally
An exccelent Seal for allied spellcasters, especially the Mage, Rogue and Warlock. The problem with offensive classes has always been that while they can deal massive damage, but a physically fragile when attacked, and their attacks is great at goading enemies to chase after them. Casting this spell will allow your mages to nuke the enemy afar, without being chased down.

Rank Required Level Cost Mana Cooldown Range Duration Threat Decrease
1 14 13 50 1.0s 30 yrd 5 min -20%

Seal of Righteousness -Instant
Target: Self or Ally
Target ally deal extra damage to undead when using their weapons. This is a specialised seal that should be used instead of Seal of Might when attacking undead. It's duration is quite short, and thus must be cast whenevr you face an enemy undead, rather than as a permanent buff. Fortunately, it's low mana cost makes this a breeze.

Rank Required Level Cost Mana Cooldown Range Duration Damage Decrease
1 16 18 20 1.0s 30 yrd 1 min 10
2 26 60 20 1.0s 30 yrd 1 min 15
3 36 60 20 1.0s 30 yrd 1 min 20

Seal of Protection -Instant
Target: Ally Only
Target unit becomes invincible to physical attacks for a short period of time. This spell is like a divine Shield that can only be cast on allies. it's short duration and long cooldown means that'll you'll want to save this spell for emergencies only. Ideal situations include when an allied Priest is being chase by an Ogre, and you need to quickly erect a shield around her, buying you enough time to cast a healing spell.

Rank Required Level Cost Mana Cooldown Range Duration Damage Decrease
1 18 25 25 300s 30 yrd 5.0s 10
2 30 80 40 300s 30 yrd 10s 10

Seal of Sacrifice -Instant
Target: Ally Only
Similar to Spirit Link in Warcraft 3. The target ally shares 50% of the damage he takes with the caster. Unfortunately, since this spell is intended to be cast on fragile spellcasters, who tend to have low armor as well, the Paladin may find that he takes more damage per attack than if the monster just attacked him instead. Thus, the seal is of limited use, and Salvation is generally more preferable.

Rank Required Level Cost Mana Cooldown Range Duration Damage Shared
1 30 80 55 1.0s 30 yrd 30s 50%

Seal of Wrath -Instant
Target: Self or Ally
A powerful seal that causes the target ally to be healed by 15hp whenever they deal a melee atack. This is an excellent spell to use on fast attackers, such as the Rogue, or Tough Warriors who can heal more than they get damaged. The short duration means that the spell should be cast once the target has engaged combat.

Rank Required Level Cost Mana Cooldown Range Duration Hp Gain/Hit
1 30 80 55 1.0s 30 yrd 30s 15
2 40 2 140 1.0s 30 yrd 30s 25

Seal of Fury -Instant
Target: Self or Ally
Increases the Threat generated by a target member. This is another tactical spell that can very powerful when used correct. Best cast on a tank warrior with massive armor, or on yourself in conjunction with divine Aura/Shield. The spell increases the threat generated by the target party member by a huge amount, causing enemies to attack them.

Rank Required Level Cost Mana Cooldown Range Duration Threat Increase
1 36 1 50 90 1.0s 30 yrd 15s 50%

Undead Mastery

While the Paladin is most a defensive fighter, he really shines when it comes to undead. Against this specific class of units, the Paladin has range of offensive spell available. However, not that as the first Undead Mastery spell occurs at Level 18, a Paladin never gets any training in this line of work. Thus be prepared to spend half an hour training up your skill people enemies stop resisting it.


Excorcism -Instant
Target: Enemy Undead
Sends a nasty bolt of holy magic at an enemy undead. Note that while the direct damage spells are quite mana efficient, a Paladin does nowhere near the damage with each as spell as that of a mage. Still, they're instant cast, which means a Paladin can attack just as fast, and the extra damage is a significant bonus.

However due the lack of Mana a Paladin usually has, he probably would not want to cast this spell as much as cooldown allows all the time, only when facing tough opponents. The spell is also one of the few ways a Paladin can pull an enemy mob.

Rank Required Level Cost Mana Cooldown Range Damage Damage/Mana
1 18 25 80 15s 30 yrd 81-93 1.09
2 28 70 140 15s 30 yrd 157-159 1.13
3 38 1 70 195 15s 30 yrd 240-270 1.36

Sense Undead -Instant
Casting Time: 0
Target: Self
Gives the Paladin the ability to detect undead. That is, undead units will show up on the minimap. Not very useful, but slight advantageous when you've got a quest that requires you hunt down undead, or when you wish to avoid them. It costs no matter, so its just a case of remembering to click the button.

Rank Required Level Cost Mana Cooldown Damage/Mana
1 20 30 0 2.0s 3 Min

Turn Undead -Instant
Casting Time: 0
Target: Self
Causes a target undead to flee. This isn't as useful as Fear for the Warlock as a Paladin lacks any Damage over times spells as the Warlock, and Excorcism has a high cooldown and thus a very low damage output alone. The spell, however, is instant cast, and thus is useful for getting the Paladin or one of hi allies out trouble. Good spell to use when allied with a Warlock, who's fear does not work on Undead.

Rank Required Level Cost Mana Cooldown Range Duration
1 22 40 33 60s 20 yrd 10s
2 34 1 20 33 60s 20 yrd 20s

Judgement -Instant
Casting Time: 0
Target: Self
A deadly area of effect spell that costs very little mana, it should be cast whenever cooldown allows when against undead. All undead within 10 yards of the Paladin takes a significant amount of Holy Damage, though its cooldown limits this spell to one casting per battle.

Rank Required Level Cost Mana Cooldown Damage Damage/Mana
1 40 2 37 60s 111-136 3.33

Auras:

In addition to traditional spells, the Paladin may also activate one aura at any time tha affects all nearby friendly units. Aura's cost no mana or time to activate, nor do have any maintenance cost. Thus, a Paladin should always have some aura aorund. While the same aura does not attack, Multiple Paladins may give a Party even greater power by using two different auras.

Devotion -Aura
Increases Defense of surrounding allies. Useful for general combat against Melee and Ranged Creeps. The Bonus is huge, especially for spellcasters, who's protection spells like Frost Armor bestow only about half the bonus. A paladin can only have one aura activated at any one time, and thus, its a tactical decision on which aura's most appropraite. The same aura from two different Paladin's do not stack.

Rank Required Level Cost Armor Boost
1 1 10 50
2 20 10 80
3 40 2 110

Healing Aura -Aura
This Aura can only be used in non-combat situations. That is, it automatically switches off in the Paladin is attacked, or makes an attack. It increases the Hp regeneration of all players and is useful for reducing downtime, especially when you've lost a small amount of health that you don't want to waste a piece of bread on.

Rank Required Level Cost HP Regeneraion
1 4 80 +2hp/s
2 16 18 +4hp/s
3 26 70 +6hp/s

Retribution Aura -Aura
Acts like Thorns Aura in Warcraft 3. Any enemy who strikes a nearby part member will take a small amount of damage with each attack. The damage, however, is fairly insignificant, and thus the Aura is rarely use alone. It is however, great for soloing when used with Crusader Strike, where by the Holy Damage taken is more than quadrupled.

Rank Required Level Cost Damage/Strike
1 4 18 3

Healing Aura -Aura
This Aura can only be used in non-combat situations. That is, it automatically switches off in the Paladin is attacked, or makes an attack. It increases the Hp regeneration of all players and is useful for reducing downtime, especially when you've lost a small amount of health that you don't want to waste a piece of bread on.

Rank Required Level Cost HP Regeneraion
1 4 80 +2hp/s
2 16 18 +4hp/s
3 26 70 +6hp/s

Resistance Aura -Aura
Increases the Magic Resistance of all allies. This is an execellent aura against enemies who're primarily spellcasters.

Rank Required Level Cost Magic Resistance
1 26 60 10
2 38 1 70 20

Holy Strikes:

Holy Strikes compromise the main offensive skills for the Paladin, increasing the power of their melee ability. These 'Spells' have a very low mana cost for their cooldown, and can thus be used whenever possible.


Holy Strike -Next Attack
Increases the damage dealt to the enemy with the next blow. This spell has extremely low mana cost, and a Paladin can usually regenerate the mana lost performing this feat before cooldown allows you to use it again! Thus, use this on anything, regardless, it works! All damage deal with blo (include those causes by the weapon) are considered as Holy Damage, and thus ignores armor.

Rank Required Level Cost Mana Cooldown Extra Damage Damage/Mana
1 1 0 15 10s 10-12 0.73
2 8 18 50 10 10s 20-24 0.75
3 16 18 45 10s 37-43 0.89
4 24 55 60 10s 55-65 1.00
5 32 1 70 10s 73-87 1.00
6 40 2 80 10s 92-108 1.25

Crusader Strike -Next Attack
Duration: 30s
Target: Enemy
The next strike causes the target to be more vulnerable to Holy Magic, increasing their damage taken from all holy attacks by a certain amount. Furthermore, up to five Crusader Strike stacks. Thus, 5 strikes of Level 1 Crusader Strike will increase the damage the enemy takes to Holy Magic by 25!

This is great with Retribution Aura, where each attack from the enemy now causes them 10 times more damage! It gets even better at Rank 2, where retribution will do 53 damage to theenemy whenever he attack you!

The spell also boosts the damage you do with teh next attack by a little.

Rank Required Level Cost Cooldown Mana Aditional Damage Damage Increase to Holy Attacks
1 10 7 50 1.0 25 5 5
2 22 40 1.0 40 15 10
3 22 1 40 1.0 55 25 15

Character Development:

The Paladin really has really two options. For soloing, you will find that he's spells and seals cost so little mana in comparison to their cooldown time that mana is almost never a problem, except when casting Excorcism vs undead. Thus, it is fine to boost up strength and stamina.

In parties however, a Paladin's mana can run out very fast when he tries to buff every member of the party, and then cast healing spells in mid battle. Thus, if you are frequently in parties, you'll want to invest more to intelligence. In any case, intelligence items are very useful, since the Paladin's spells are actually very mana efficient.

Trade Skills:

A Paladin has a way to heal in combat, and since his mana can't be used for much else, can heals his way to full out of combat. Thus, they don't need health regenerating trade skills nearly as much as the Warrior. However, Paladin's lack a way to pull anything except Undead, and thus, a skill that complements this is very useful.

Useful trade skills include:

Mining: Provide Materials for Engineering and Smithing.
Smithing: Make your weapons and armor.
Engineering: Give Paladin offensive power and pulling.

Avoid getting skills that are made redundant by your spells, or make equipment that you do not wish to use. Eg: First Aid, Tailoring.

Combat Strategies:

In Solo, use Holy Strike cooldown allows, and just hack at the enemy. When you're damaged significantly, cast divine Aura, followed by Heal. Remember to use Devotion Aura and the appropraite Seal on yourself. At higher levels, use Retribution Aura in combination with Crusader Strike.

When in Party, make sure to assign the appropraite seal of each member of the part before large battles. As a Paladin, you're expected to be a tank, so charge into the heat of battle. If you get heavily injured, use divine Aura/Holy Light to heal yourself. Keep an eye out on friendly players, casting Holy Light, Seal of Protection and Seal of Salvation whenever needed.

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