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There is Paladin Class Guide - Playing a Paladin.
In many ways, playing a Paladin is a balancing act. You can heal, tank or DPS, but you can’t so any of them especially well unless you specialize in one of them through gear and talents. By doing so, you give up much of your flexibility by becoming weaker in the other two areas. Part of playing a Paladin is finding the balance point that suits your play style.
Some useful tactics which are helpful in the daily life of a Paladin are here. Nothing can beat out experience, but some helpful advice can really improve your play style!
Choosing a Play style, but be prepared to play an alternate one when needed
Playing a Paladin involves a lot of choices. As soon as you get past level 10 you will have to start making those choices as you collect talent points. From that point on you should start focusing on your style and collecting gear that will enhance it. Between talents and gear you can be formidable at whatever you choose to do. Be prepared though for those times when you want to play in a group and they need something other than your primary role.
For those times you need to do something else, make sure you have a collection of gear either in your bank or bags that allow you to fulfil other roles. If you are mainly a DPS based Paladin for example, make sure you have a set of healing gear for those times when you might need it. Doing this will allow you to join far more groups that you could normally find if you just had gear for one thing. Even though you are not specialized in what that group is looking for, with the right gear you can be competent.
There are several basic pieces of information and skills that you need to play a Paladin well.
Staying Alive
Few other classes that can take as much of a beating as a Paladin and none can do it as well on their own. Sure a warrior or Druid in bear form can have as much or more armour and health, but neither can heal themselves (unless the druid drops to normal form and takes a beating). As soon as you hit level 40 you are the only class other than warriors that can wear plate armour.
Between good armour, a shield, stuns, heals and your bubbles you can survive or escape almost anything within several levels of you.
When you get in a tight situation focus on mana and health as a priority and don't worry about doing a ton of damage. Wear the opponent down over time. This should include having a seal of light or wisdom judged on them and the opposite up on you. Use one of your bubbles or stuns whenever you can and bandage yourself during that time to conserve mana. Drink mana potions instead of healing potions as you can heal yourself with mana.
Run as a last resort. However if you use the above method you can generally survive an enemy several levels higher than you quite easily. The fight will not be quick (sometimes 5-10 minutes) but you will survive.
Blessings and Auras
Blessings are 10 minute buffs that you place on players (30 minute buffs for the later level raid versions) that grant solid bonuses. You are able to put one blessing on each player in your group or raid. If using the high level raid buffs it is one buff per class.
Using the proper blessing is critical and sometimes complicated. As a basic tactic you should apply them as follows:
Blessing of Might - Hunters, Rogues, DPS Warriors, Enhancement Shaman, Feral Druids, Retribution Paladins, Death Knights
Blessing of Wisdom - Priests, Shaman, Mages, Restoration Druids, Holy Paladins, and Warlocks (if you do not have Blessing of Kings)
Blessing of Kings - Tanks of all Classes, Warlocks, and any other class that already has one of the above or that will be taking damage
Blessing of Sanctuary - Protection Paladins that are over geared for content and are having mana issues
Blessing of Kings is sometimes preferred over Blessing of Might or Blessing of Wisdom. If you have Blessing of Kings (which is a talent) then you should ask what each person in the party prefers.
Auras are like blessings but apply to the whole group. You can have one aura up at any given time and it will affect everyone in your group within 30 yards of you (40 yards with talents). Auras should be used based on the enemy you are fighting and who is in your group. For instance, if you are fighting melee damage MOBs then Devotion Aura would be the best aura possible at the time. If you are fighting caster MOBs who are using Frost based spells, then the Frost Resistance Aura would be the best possible aura to use (this aura comes at later levels, this is just an example). Retribution Aura is good against lower level enemies (and swarm MOBs) where you need the damage over the defence (or while you are tanking and need the holy damage to help hold the enemies attention). Concentration Aura is great in a group with more than one caster (although Devotion Aura will provide a great benefit in keeping them alive) or when multiple enemies are hitting you and you need to heal.
Multiple Paladins complicate things by making you coordinate who is casting what as each paladin can have a different Aura and Blessing affecting the players. Make sure you spend the time beforehand to ensure there is no overlap and you maximize your bonuses.
Divine Intervention
This is an often overlooked ability since no one "wants" to die. It is however a very powerful ability and one that should not be forgotten about. This ability allows you to select one member of the group and remove them from combat and place them in a bubble. It does so at the cost of your life though!
This is an amazing little ability though as by removing another player that can rez people, you can prevent a group wipe. Just make sure you target the correct player and that they will be out or aggro range from the MOBs or Boss when they release from DI. Also make sure you always carry the reagent to cast this ability. While you don't want to die, you will be praised by your party members and resurrected right away. You prevent the whole group from having to run back from the graveyard.
Knowing When to Switch
This is another very often overlooked skill that truly separates the good players from the herd. Many normal players get focused just on what they are doing and lose track of what else is going on. As a multipurpose class you cannot afford to do that, if you want to be great as a group PvE player. There are times you need to be able to switch from what you are doing to do something else. For example, even though you may be in a group as DPS, realizing a healer went down, and dropping out of the attack to heal (even though they will be small) could make all the difference. Being a tank and knowing when to bubble another player (especially a healer) can make all the difference as well. Recognizing the times that you should switch roles and acting those takes practice and can make all the difference in a group.
For longer changes it may mean carrying gear for different purposes and being skilled at using it. For instance many Paladin tanks carry full healing sets for raids, so that when they are at a fight that requires fewer tanks than they have in the group they can switch gear and help heal.
U.I. Set-Up
Mostly you’ll want to organize your bars into different sets. You’ll want a bar for your combat abilities or tanking abilities, one for healing and one for buffs. And then a bar for various skills likes your non-combat trinkets and abilities. One each bar you should ensure that you have the most used skills bound to your 1-5 slots so that while you are controlling with the WASD keys you can access them quickly with the same fingers.
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