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Free Games Forum: Game Forums: World of Warcraft:
Paladin guide.

 

 


moonshadow
Senior Member


May 31, 2006, 7:32 PM

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Paladin guide. Can't Post

 Disclaimer: Not my guide, not taking credit for it.


--------------------------------------------------------
World of Warcraft Paladin Strategy Guide by Alasdair Lo
System: PC, CD-ROM

Date: 11th May, 2006
Version 1.7.3
--------------------------------------------------------
Table of Contents:
1. Introduction
---a. Reasons why I Chose a Paladin
---b. Getting Started
2. Updates
3. Racial Characteristics
4. Proper Tools and Physique for the Job
---a. An in-depth look at Stats and what they do to you
---b. Equipment
---c. Auction House
---d. My current equipment
---e. Paladin Armor Sets
5. Paladin Skills
---a. Blessings
---b. Auras
---c. For the Undead's Eyes Only
---d. Seals and Offense
---e. Healing and Protection
6. What you should do for a Living
---a. Recommended Professions
---b. Talents
7. The General Strategy
---a. Going Solo
---b. Partying in an Instance
---c. Hoarding Horde Kills
---d. High Level Instance Tips
8. Some Interesting Tidbits
---a. How I got my Charger
---b. About Earning Money in Detail
---c. Letters from Readers
9. Conclusion
Appendix I. Feedback Information

----------------
1. Introduction
----------------
World of Warcraft is Blizzard Entertainment's first foray into the
world of Massively Multiplayer Online Role Playing game, or MMORPG for
short. This game allows the player to create his own character, either
of the Alliance Side or the Horde Side and play in a virtual world
filled with other characters created by other players. The game is set
in the continuing conflict between the Alliance of Humans, Dwarves,
Gnomes and Night Elves, and the Horde of Orcs, Trolls, Tauren and
Undead. So, if you create an Alliance Character, not only you can
complete quests for the 4 races, you can also engage in combat with
other Horde players, in a Player versus Player (PvP) Combat. (Of course,
a truce had been signed between the Alliance leader and the Horde Chief,
but tension is still existent.)

As for most MMORPGs, there are plenty of servers that require
maintenance. Therefore, a dedicated staff will have to be used to fix
errors, a team of gamemasters are to be hired to monitor all channels
in order to help players and enforce the terms of service. All of this
requires money, and hence a monthly subscription is required for all
who wish to play. Subscription policies may wary from country to
country. In the UK, where I am currently living in, you should pay
£8.99 a month to pay the game. (In Hong Kong, where I came from, things
are nastier. This is because you have to PAY BY THE HOUR!)

In World of Warcraft, as of now, there are a total of 8 races, and 9
classes. They are the Warrior, Rogue, Hunter, Mage, Paladin, Priest,
Shaman, Druid and Warlock. Each class has their own distinctive
fighting styles, and it is hard to judge each class in a short period,
since it may take weeks to raise a character up. This is why I decided
to choose one single character, and focus on it, like many other
gameFAQs writers have done before. That class is the Paladin. (Oh, and
I am currently playing with my Paladin character, that should help me
in my writing.) Let's begin, and stop with the chatting.

I have now added information on how a Paladin should play in a raid.
Please note that what I am stating contradicts with what most players
think about the Paladin after the 1.9 patch.

*****IMPORTANT!*****
I will appreciate it if any experienced Paladins share their thoughts
about the class in emails. They may be added. What I am interested in
the most are e-mails concerning:

* How to Maximize a Paladin's front line capabilities
* The good equipment that a Paladin should get after
* Defeating all classes in PvP combat
* Why so many Paladins whine in the World of Warcraft Class Forums

---------------------------------
a. Reasons why I chose a Paladin
---------------------------------
The first time I heard of the term "Paladin" was when I played the Age
of Empires II: The Age of Kings (A Real Time Strategy game made by
Ensemble Studios and Microsoft). In that game, a Paladin is the most
powerful cavalry character. I also came to the Paladin in Command and
Conquer: Generals (An RTS game made by EA GAMES). This time, it's a
tank of the American Army. Their motto is "Preserving FREEdom" and
"Doing what's right". This type of honorly mood is why I want to become
a Paladin. I just like to play as the good guys, after all.

Another reason I chose the Paladin is due to his melee abilities. The
Paladin can wield the most powerful melee weapons like maces, swords
and polearms. At the same time, they can wear considerably heavy armor.
Starting from Mail in the lower levels, they can learn to wear heavy
Plate Mail in the later levels. This gives them all the edge they need
to survive. In fact, the Paladin is one of the two classes in the World
of Warcraft who can use Plate Armor. (The other class is the Warrior, a
pure blood and guts fighting class) At the same time, they are also one
of three classes that use Shields in Combat. Shields are held Off Hand
and many give a large chunk of armor protection to the person equipping
it. So, it's always good to look out for shields. For all I know, only
Warriors and Shamans can learn to use Shields aside from the Paladins.

At this point, one may ask, if you like direct combat that much, why
not pick a Warrior or a Rogue? Sure, I will explain myself to you.
Paladins may have less damage potential than the Warrior or less attack
speed and versatility than the Rogue. At the same time, Paladins cannot
learn to use ranged weapons like Bows, Crossbows and Guns.

However, they do have some things that Warriors and Rogues cannot do.
Those features come in form of their holy spells. Paladins get the
ability to give abilities that enhance themselves and others (they are
known as buffs in the in game jargon). If you are fighting as a Warrior
or Rogue, many special moves can only be executed at certain conditions
For instance, you may have to be behind the enemy, or you have wait
until the next melee hit before it takes effect! The Paladin's
offensive spells often work instantly and regardless of the direction
you face. At the same time, they get to heal and resurrect.

Now, whenever a Warrior or Rogue takes damage, the best way to heal
themselves fast is to rely on perishable items, like food, potions and
bandages. And even so, potions and bandages cannot be applied that
often, and they all tend to run out! Mana, on the other hand, can
regenerate over time, and thanks to a certain buff, they can regenerate
even faster! So, Paladins are really self sustaining people, and can
solo very well. Their battle of attrition techniques is why I can
survive very long battles against 2 to 3 enemies at once, which other
classes often cannot handle.

Another interesting feature of the Paladins is that they get a FREE
warhorse at level 40. Other classes but the Warlocks don't have this
luxury. They have to spend a lot of Gold at that stage to buy the mount
(I remember it's around 100 Gold!) With the Paladin, all you need to do
is to walk up to someone with a yellow exclamation over their head in
the Cathedral of Stormwind and the warhorse is yours to summon! With
all that money saved, have fun buying tough armor at the auction house.

Some people are concerned that when selecting people for a group,
people will pick the Warrior as the main tank over you and the Priest
as the healer over you. This is because "people prefer specialists to
all balanced but average". However, whenever I have to play an instance,
I never seem to get left out. So, that really is not a concern for me.

In conclusion, the Paladin is a hybrid warrior/priest that leans
towards the warrior side. (Unlike the Shaman, that leans towards the
mage side). Their considerably balanced traits are what drove me to
choose them. I myself have a tendency to choose the class that is the
most all rounded in GAMES that provide such options. (eg. The Clavat in
Final Fantasy: Crystal Chronicles) If you prefer this type of fighting
style over "specialists", then the Paladin is for you. But if you lean
towards one trait, then select some other class, understand?

IMPORTANT NOTE:
If you choose the Paladin class to play a class that fights like a
warrior with heals and weaker physical damage to balance it out, you
are VERY LIKELY to be disappointed. In fact, the fighting styles can be
very different.

-------------------
b. Getting Started
-------------------
This section concerns how you set up your World of Warcraft game for
you MMORPG experience.

Now, assume that you have just bought the World of Warcraft game disk
from the store. You take it home, and open the box. Inside, is the
instruction manual. You should find a CD-Key on the manual. You will
need to use this key to create your account. But let's not worry about
that first. First install the game. Go through the wizard and follow
the instructions. It takes a considerable amount of time to install
World of Warcraft. It is so big that it has 5 whole disks! While it's
installing, you can create your account.

Go visit World of Warcraft's Europe website. It is at: http://www.wow-
europe.com. You will find the latest news about the game on the main
page. To the right is a series of options. One of them is "Account
Creation". Click it to create your account. There are a total of 7
steps to take in order to create a new account.

Firstly, you must accept the Terms of Use. At the same time, you will
be informed that Blizzard reserves the right to scan your computer for
any cheating devices at all times. If you accept that, check the box.
(You HAVE to check it to proceed anyway!)

Then, you will be asked to input your authentication key. The key can
be found on the game manual. Copy it character by character into the
space. At the same time, if you are using a Guest Pass from a friend,
input that key from the small slip of paper you have and click next.

In the third step, you will be asked to provide your contact
information. This is the usual step you take to register for many
online accounts. You should write down you name, address, e-mail and
other mumbo jumbo there. Next step.

Afterwards, you will be asked to choose your payment method. You get to
pay using credit cards or debit cards. You get to use MasterCard, Visa
and American Express for Credit Cards. At the same time, you can pay
using Delta and Visa Electron. If you are a UK customer, then you get
the choice of using Switch or Solo. (Note: Users of Maestro Cards
should select Switch, since Switch has been acquired by the MasterCard
company.) Click next to proceed.

In Step 5, Payment Details, you get to write down the details of your
payment methods. You have to write down your Card Number, its Expiry
Date, and its issue number, if there is any. You also get to choose the
subscription duration. There are 3 choices currently available. If you
take a 1 month subscription, it will cost £8.99, if you take a 3 month
subscription, it will cost £25.17, on the other hand, if you are a die
hard player, you might as well subscribe for 6 whole months for £46.19.
Please note that the game comes with 1 month FREE subscription out of
the box. So, your bank account will be debited after 1 month.

It's obvious that the more months you subscribe for at once, the
cheaper per month it is. Then, you will come to the account creation
page, where you set the name of your account, and its password. You can
also create a password reminder question, like what your mother's
maiden name is. However, many people do know your mother's maiden name,
(like your evil cousin). To thwart such attempts, consider encrypting
your name. (eg. Writing it in leetspeak, or alternating capital letters
for instance). The last step is to confirm everything, when it's
confirmed, you are ready to play!

Well not, actually, you must ALWAYS be at the latest version of the
game to play. And, so, you must download the patch, either by the
Blizzard Downloader or a mirror site. I do not recommend the Blizzard
Downloader, since it is horribly slow! Instead, go over to
http://www.filefront.com and search for the World of Warcraft patches.
As of now, the latest update is version 1.10 patch. Download that, and
install.

Double click the World of Warcraft icon on the desktop, and you will
first be provided with the latest in game news. Then, click play and
you are in. Type in your login name and password and login. You will be
asked for your preferred language and playing style. There are a total
of 4 realms (servers). Normal, PvP, RP and RPPvP. Normal realms allow
you to choose when to participate in Player versus Player combat. When
it's turned on, players of opposing factions can attack you, and you
can attack them. If it's turned off, then you are safe. For PvP servers,
you must always be on the lookout, since players of opposing factions
can ALWAYS attack you! (In particular, when you are in Contested
Territories or Horde Territories) Hence it's a Player versus Player
realm. Role Playing Realms are purely single player. You are to
complete quests, and quests, and quests. Nothing more, you can NEVER
attack any players of opposing factions. At the same time, you must
invent a background story for your character, and behave as such.
Choose this if you are the people oriented towards single play, and
that you enjoy speaking like someone from a medieval film! As for RPPvP,
it's a hybrid realm.

I personally recommend Normal Realms, since you get to choose, and it's
the most flexible of all realms. You should be automatically assigned
to a realm. If you are not satisfied, you can always click View Realm
List to change Realms. Then, you can click Create New Character to
create your character.

If you want to create a Paladin, you must either select a Human or
Dwarf. Then, you can customize their gender, looks, and such, and make
a name for them. Then click Create Character to create it. With your
new character selected. Click Enter World and you are all ready!

---------------
2. Updates
---------------
Version 1.7.3:
I have finally completed my Lightforge Set!

Version 1.7.2:
Added information regarding my alternate equipment.

Version 1.7.1:
Updated my gear, and added the guide for the Paladin Epic Mount Quest.

Version 1.6.4:
Added some tips in doing high level instances like Scholomance,
Stratholme and Blackrock Spire.

Version 1.6.3:
Added another interesting letter from a reader.

Version 1.6.2:
Added information about the Lawbringer and Judgement sets. Also rated
each set with a score.

Version 1.6.1:
Added information about the Lightforge and Soulforge armor sets.

Version 1.55:
I have added the walkthrough for a solo run of the Scarlet Monastery
Library in Chapter 9b.

Version 1.5:
Added some specific information on killing Mages.

Version 1.45:
Added the description of my shield in the equipment chapter, and added
a new letter from a reader.

Version 1.4:
Added a new section that talks about earning money in detail. Also
mentioned that you can make Elemental Reflectors as an engineer.

Version 1.35:
I have started to list out my own Paladin equipment.

Version 1.3:
Added a small section on raids.

Version 1.2:
Added some formulas when it comes to stats, and made an adjustment to
one of the suggested talent builds. Also added letters I received from
readers.

Version 1.1:
Added the PvP section.

--------------------------
3. Racial Characteristics
--------------------------
As I said in Chapter 1b, you must either choose the Dwarven or Human
Race to make a Paladin. Since different races have different
characteristics, the Paladin you make can be slightly different than
the one of the other race. Here's the lowdown on the racial
characteristics, and see whether they can benefit your Paladin.

---------------
Dwarves
---------------
Frost Resistance: Frost Resistance by default is 10 (passive)

Gun Specialization: Your Maximum Skill for guns is always 5 points
higher than the other races (passive)

Stoneform: A technique that gives you immunity to poison, disease and
bleeding. At the same time, you will get 5% more armor. This effect
lasts for 20 seconds and takes 3 minutes to cool down.

Treasure Finding: When active, this ability shows the positions of all
nearby Treasure Chests on you mini-map. This thing stays active when it
is on.

Of all the 4 characteristics of dwarves, only 2 of them are really
beneficial. They are the Frost Resistance and the Stoneform. After all,
many enemy mages use Frost attacks, and a little more resistance goes a
long way. At the same time, it is important that you can be made to be
immune to effects that can cause gradual health loss.

However, I find Gun Specialization to be completely useless. Why? It's
because Paladins can't use ANY ranged weapons. What's the purpose of
specialization if you can't even use it huh? As for Treasure finding, I
don't think it's a good specialization. The only thing that can really
help is to help you get rich quick. (The chances of finding rare items
or above are just so remote, that you have to shuffle through a bit too
many of them to get what you want!)

---------------
Humans
---------------
Perception: This technique allows you human player to be more alert of
stealthy enemies. This lasts for 30 seconds and has a cool down time of
3 minutes.

Human Spirit: Humans get a 5% bonus on their spirit. (Passive)

Diplomacy: Whenever humans do things or complete quests that benefit a
particular faction, their reputation will rise 10% faster than the
other races. (Passive)

Mace Specialization and Sword Specialization: Humans get 5 more
proficiency points for their Mace and Sword skills, no matter whether
they are for the 1 handed weapons or 2 handed weapons. (Passive)

Judging by all of this, I find the characteristics of humans much more
beneficial, as nothing is useless. Paladins are a class that is a tank,
and caster in one. Hence maintaining high health and mana is important.
If they can get back to fighting fit status faster, every bit helps.

Reputation is important for certain factions, since when you reach a
certain status in their eyes, you can get a discount on all goods, and
even purchase some new rare items! The faster you reach at least
Honored Status, the better it will be for you.

Now, Paladins are fighting characters that usually use Swords and Maces.
In fact, you should start with a 2 handed mace. Now, due to some
fortunate coincidence, Humans just get what they need for their weapons.
This is just a great deal. Sure, it may seem little late in the game,
but it can always make all the difference.

I don't really care about Perception. Since you can detect most
stealthy enemies just by hearing their characteristic hum. But if you
want to ambush one, Perception is the way to go.

---------------
Conclusion
---------------
Judging by such characteristics, I find Human Paladins to be a better
choice, even though at the start, the Human Paladin has less Strength,
Stamina and Power than the level 1 Dwarf Paladin.

-----------------------------------------
4. Proper Tools and Physique for the Job
-----------------------------------------
In any MMORPG, or any RPG game in particular, stats of a character
determine how strong he is and what his role be in a group. One of the
official weaknesses of a Paladin is that he is a "Gear Dependent" class.
Owing to this, playing a Paladin is like playing Rainbow Six. You must
plan in advance in order to win. In fact, having the wrong stats will
mean defeat even before you have started!

In the World of Warcraft, a character generally has 5 stats. They are
Strength, Agility, Stamina, Intellect and Armor.

-----------------------------------------------------
a. An in-depth look at Stats and what they do to you
-----------------------------------------------------
Strength:
Strength is the strength of the character, and determines how well he
can hit the enemy target, and directly affects how much damage will be
dealt as well. To be precise, each unit of Strength constitutes 2
attack power to the Paladin.

At the same time, a stronger Paladin will block more damage than one
with less Strength. Please note that the overall attack power of a
Paladin is given by: (Level*3) + (Strength*2) - 20. Divide attack power
by 14 to obtain the damage dealt per second. Now you know.

Agility:
Agility is the speed of the character. It determines on how well he can
dodge the enemy attacks. At the same time, Agility also increases your
armor and determines the chance of you performing a critical strike on
the enemy.

Each unit of Agility is equivalent to an extra 2 points of Armor. For
every 20 units of Agility you have, you have 1% base critical hit
chance. That is barring your weapon skills. At the same time, for every
20 units of Agility you have, you will have 1% extra chance of dodging
an enemy's attacks.

Stamina:
Stamina is directly related to the Paladin's health bar. Each unit of
Stamina is the equivalent of the Paladin having 10 more health points.

Intellect:
Intellect determines how much mana he has. Each unit of Intellect is
equivalent to 15 Mana Points. Intellect also determines the critical
hit chance of the Paladin's Holy abilities. Each 28 Intellect is
equivalent to 1% spell critical chance. Intellect also determines how
fast you improve your weapon skills.

Spirit:
Spirit increases your health and mana regeneration. Health is
regenerated outside combat. Each 4 units of Spirit equal 1 unit of
health restored every 2 seconds. At the same time, mana regeneration
every 2 seconds is given by the formula: (Spirit/4) + 8.

Armor:
Armor is the measure of the Paladin's defense. Of course, the higher
armor he has got, the less damage he will take from the enemy,
physically, at least.

The percentage of physical damage reduced is equivalent to:
(Armor/(Armor + 85*(Level of Enemy) + 400))*100%. This value is capped
at 75%. So, no matter how strong your armor is, you can't possibly suck
up more than 75% of the damage the enemy would have dealt you.

Magic Resistance:
Armor is used in defense against magic attacks. When it comes to magic
users like Mages, Shamans, Warlocks and Priests, elemental resistance
matters. There are 5 elements in World of Warcraft. Arcane, Fire,
Nature, Frost and Shadow. Magic Resistance can be obtained by equipping
proper gear, and by applying auras.

The average percentage of damage resisted from an attack is given by
the formula: (Your Resistance/The enemy's level*5)*0.75*100%. This
means that in order to suck up half of the damage dealt by a spell by a
level 60 enemy, you will need 200 Resistance.

Since a Paladin is a melee combat class, it is recommended that
whenever you find armor with stat boosts, you should aim on ones that
improve your strength and stamina.

---------------
d. Equipment
---------------
Whenever you pick an item up, they can be judged by their rarity, with
their colours as a guide. Grey Items are inferior and best sold to
vendors for cash, no matter whether they can be equipped or not. White
Items are the common items, and many can be bought at vendors. Green
Items are the Uncommon Items. They are rarer than white items, and have
better attributes than the white items. Vendors usually have a limited
stock of Green items for sale.

Blue items are where it starts to get pretty rare, most enemies have a
low chance to drop blue items, probably less than 1%. However, most
instance bosses drop Blue Items, and they are much more powerful than
Green Items. Blue Items can be purchased from people of certain
factions, if you get a high enough reputation with them. Blue Items may
be crafted, but they require many obscure materials and sometimes a lot
of the same item.

Purple Items are the Epic Items, even more powerful and rarer than blue
items. It's even harder to craft a Purple Item than a Blue Item! I wish
you the best of luck in getting them, since even bosses rarely have
them. These things sell for tons in the Auction house, but if you can
use them, use them!

---------------
Armor
---------------
Paladins, like the warrior, are quite privileged in the armor
department. At the get go, they get to wear cloth, leather and mail
armor. Of course, the tier of armor that gives the most protection is
the mail armor, and hence you should wear this all the way from the
start, at least for the first 40 levels. Whenever you want to use mail
armor, make sure that it has boosts in your strength and stamina.

Like the Warrior, the Paladin can use shields. Shields provide
additional armor, and are held in the off-hand slot of the Paladin.
With the Shield Equipped, you cannot equip 2 handed weapons.

For the first 20 levels, you should consider buying the standard
generic armor from the shops, since uncommon armor items are hard to
come by.

In many quests that you can find in the game, you will have the
opportunity to get various pieces of armor as a reward, whenever mail
armor is offered, you should complete that quest. These sets of armor
are typically Green and hence are much better than the stuff you will
find in the shops.

At level 40, your Paladin can learn to wear the highest tier of armor
in the game, the Plate Armor. To learn Plate Armor, please go and speak
to any Paladin Trainer in Goldshire or inside the Stormwind Cathedral.
A small price is paid, and then you can use it. Decent Plate Armor can
be purchased at around 1 Gold a piece at the Auction Houses, located in
all major cities. All of them tend to be Green Items, so go and take
your pick.

At the same time, as you level up, Plate items that offer increases in
Intellect should always be among your highest priority. In fact,
Paladins are the only class in the game that wears plate AND uses Mana
as a measure of their special abilities.

---------------
Weapons
---------------
Paladins are a melee fighting class, but their starting weapons differ
from the warriors. Paladins start with the ability to use Maces, and
maces include items like clubs, maces and hammers. You will most likely
be holding a wooden mallet to start off in the early parts of the game!
This really is silly, isn't it? But still, maces will have 2 variants,
1-handed maces and 2-handed maces. You can use both types right off.

Once you reach level 10, you would have the benefit of extending your
range of weapons. In Stormwind, you can go and find a Weapons Trainer
inside the weapons shop in the Trade District. He will teach you how to
use 1 handed swords and 2 handed swords for 10 Silver each. You better
learn them, it's cheap for that period, and swords are quite powerful
and popular, and deal more damage than maces.

Meanwhile, at Ironforge, the Weapon Trainer inside Ironforge will teach
you how to wield an axe. Both 1-handed axes and 2-handed axes will be
taught to you, and they both cost 10 Silver Each.

At level 20, you will learn how to use a Polearm. Polearms are weapons
that are sort of on a stick, like the spears. It costs 2 Gold to learn
Polearms, and after that, you have learnt all possible weapons a
Paladin could use. (No guns allowed, sorry.)

Note that for each weapon, there is a skill bar for them. The higher
the skill you are at using each weapon, the more damage you can deal
and the more accurate you can hit. 1-handed weapons and 2-handed
weapons have separate skill bars. So, at the start, you will find that
you have separate skill bars for one-handed maces and two-handed maces.

Different weapons increase in skill levels at different rates. I find
that maces increase the fastest, followed by swords, axes and Polearms.
I also discovered that if you were to maximize the skill levels of all
you weapons within a level, you could only have time to use both maces,
the polearm, and either both types of swords or both types of axes. So,
if you want to stay up to date, either stick with swords or axes.

Still, learn all the weapons that can be wielded. You don't know when
you will pick up a nice weapon that you CANNOT use. The best way to
catch up will be to grind on enemies with much lower levels than you.
You may not gain experience by defeating those enemies, but you will
still gain proficiency in your weapon skills.

1 handed weapons tend to hit faster than 2 handed weapons, but they
deal less damage. (even if you take the Damage per second into account).
However, you can hold a shield off hand if you were to do so. Since
Shields provide more and more armor as you progress in the game, you
should take care when to use either type of weapon. If you are fighting
an enemy one on one, it's better to deal more damage per hit to end the
battle quickly, and hence 2 handed weapons are a better choice.

At the same time, if you are fighting several enemies at once, which a
Paladin is quite good at doing so, it is much better to sacrifice
damage for extra protection. (I do mean it, shields can provide over
1000 extra armor late in the game!). Use a One-Handed Weapon and a
Shield to fight your way through.

Like the Armor, stick with the stuff purchased from vendors. From
Levels 20 to 30, you will start to find weapons, in particular Green
weapons from quests. So, you should always look for those things over
what you will find from the vendors. You will be pleased to know that
there is a Paladin Quest that is quite laborious, but will result in
you earning a very powerful Blue Two-Handed Mace in the game, so you
must go to the Stormwind Cathedral, and follow through with all the
quests given to you by Dauthorian Rall.

In the mid level 30s onwards, you should go to the Auction House in one
of the major cities and start searching for Blue Items. I would suggest
that you purchase a Blue Polearm, One-Handed Mace and Two Handed Sword.
The reason why I will pass on One-Handed Swords is because you will get
something much better in a quest at the late 30s. I will talk about
that quest later.

-----------------
c. Auction House
-----------------
Don't think the vendors are selling things up to scratch? Then it's
always good to buy things at places where people do meet you needs,
that place is the Auction House. Before the well awaited v1.9 patch,
Auction Houses are found only in Ironforge and one of the Steamwindle
Cartel ports. But now, they can also be found at Stormwind, Darnassus
and Booty Bay. All Auction houses are linked and you can buy stuff
according to what you need. So, if you are looking for a powerful
Polearm, please click weapons, and at the subcategories that follow,
click Polearm and click Search.

The catalog of goods will appear. You can arrange the items by name,
rarity, level or length of auction. I would suggest rarity. A Buyout
option is available for most auctions, and you can buy the good out
instantly with that. Consumer protection really is important, if you
are not careful, you will end up wasting a lot of money on equipment.

---------------
Armor
---------------
I would suggest that unless you are desperate, you should not go buying
armor, even if it is a Blue Item from the auction house until you are
level 40 and are using Plate Armor. This is because basically all Mail
Armor is inferior to Plate Armor, and all that spending will be for
nothing, nothing at all, I say!

Once you reach level 40, it is time for a major revamp of your armor.
Go to the Auction House and buy Plate Armor for bargain prices. (All of
them are Green items, so they do give some nice boosts to you stats.)
Cover yourself from head to toe, well, except the legs, with Plate
Armor. (I will explain this later.) Each piece of Plate Armor typically
sells for around 1 Gold and 50 Silvers (hereby known as 1 G 50 S), so
to cover up your head, shoulders, hands, chest and feet with Plate
Armor, expect to spend around 7 G 50 S. Hey, don't be sad, remember
that you have saved 100 G from buying a horse (or ram!)!

---------------
Weapons
---------------
As I said earlier, you should go to the Auction House in one of the
major cities and start searching for Blue Items when you reach the mid
level 30s, at around level 35. This is when the market begins flooded
with blue items. Since Blue Items typically provide powerful attack and
stat bonuses, I doubt if you would want to be left out. In my
experience, the typical blue weapon sells for around 15 G each, so if
you want to get a Blue Polearm, a Blue Two Handed Sword and a Blue One
Handed Mace, expect to spend 45 G! But fortunately, there are many
places to grind in, for you to get the cash by then.

-----------------
Guide to Selling
-----------------
Besides buying, you can also go out to sell the stuff you get. Things
that you should sell most of the time are crafting materials. For
instance, there are many people who are so desperate for Silk Cloth
that they are willing to pay loads of Silver, or even Gold just to have
a stack of 20 instead of fighting enemies again and again. So, whenever
there is a demand, meet it! Most reagents can be sold at a much higher
price than they sell to the vendors. But whenever you sell, make sure
that your item has taken up its capacity on you slot, so consider
selling an entire stack of 20 copper bars at once, for example. This is
why all gathering professions are just so profitable!

Another thing that sells so well are Blue Items and Above. There are so
many enemies, and very occasionally, they drop the rare items, known as
the Blue Items, judging by the text color they appear in. Can't use it,
or is it just too weak to be equipped? Simple, sell it! Most Blue Items
can sell at 10s of Gold at the Auction House, and it is crucial that
you provide a Buyout Price for the item at that price. Oh, and you must
be careful not to be a curious person and equip the item. All Green,
Blue and Purple Items are bind on equip at least. This means that
whenever you wear the item, it cannot change hands again, which means
that it cannot be sold at all.

As for the Blue Items that are Bind on Pickup, well, if you can equip
it, do so. If not, just sell it to a vendor, and if you are in a group,
do not roll for it at all! (Explained later.) Whenever you have a rare
item, you must be careful of any additional requirements that are found
on them. For instance, an Engineer can make many Blue Items later in
the game, however, they all require a certain degree of Engineering
Skill, so, it's not very profitable to sell those things at the Auction
house, since you will attract a limited number of customers.

------------------------
d. My current equipment
------------------------
Paladins are a gear dependent class. Yes, this is right, but to what
extent? Well, now, I will show the equipment of my own Paladin in World
of Warcraft, and show you how my equipment affects my stats. Of course,
I will show you exactly how I got every single piece of equipment.
Please note that the type of armor is indicated in round brackets,
while the rarity of the items mentioned is shown in the Square Brackets.

For your information, this is taken from my level 60 Human Paladin.
(Yep, you see it, it is a level 60 Paladin now.) You will find that I
have collected EVERY SINGLE ONE of the 8 pieces of the Dungeon Set 1
Armor, which is the Lightforge Armor, and am currently reaping all 4 of
the 4 set bonuses.

You will notice that for the comments regarding the Lightforge pieces,
I have included the number of successful kills of each boss before I
got the item. Please note that they do not necessarily equate to the
number of runs before I got them. This is because, for all of the runs,
I entered through Pickup Groups in a capital city. Not all of the
players are skilled or have superior determination. So, there were also
a considerable number of failed runs which I have lost count of!

I also must admit that I have more than one piece of armor of each slot
that I would consider viable. Hence, I will list them out as well.

*****MY MAIN ARMOR AND TRINKETS*****
---------------
Head
---------------
Lightforge Helm (Level 57 Plate, Bind on Pickup)
Armor: 526
Stats: +13 Strength, +20 Stamina, +6 Agility, +14 Intellect, +10 Spirit

Where I found it: Darkmaster Gandling, Scholomance (5% drop rate)
Number of Darkmaster kills it took me to find it: 1

Lightforge Helm is the Helm in the Paladin's Lightforge Helm. It is one
of the better pieces in the set, since it provides 4 different stats at
the same time. This particular goes for its Stamina, a massive 20
Stamina, as well as its Intellect. To share my experiences with you, in
an attempt to get this helm, I have tried so many times. This is due to
all the new instance caps introduced into the game.

Now, for the instances that give the Dungeon Set 1, the caps have been
lowered. For instance, Scholomance, where I found this helm, now can
only accommodate 5 people! (Down from 10!) As a result, only the truly
skilled can prevail. For the first few runs, even though we are all
level 60 characters, several group members always quitted because they
can't bear to pay gold to repair their items!

Anyone, one day, me and my friend (a hunter) teamed up with a Rogue,
Priest and another Paladin (who already had the helm) to Scholomance.
We fought our way through, and the group wiped something like 5 times,
and I died something like 8 times the whole run. So, in the process, we
actually have to go back to the Chillwind Camp to repair our gear and
continue. Yep, we may have wiped, but we still went on, and fought all
the bosses we find, like the Barovs and Ras Frostwhisper. Finally, we
reached Darkmaster Gandling. The whole process is so hard, since you
have to clear all the minibosses to summon him out. Eventually we won,
and the Helm dropped! Of course, I rolled Need for it straight away,
and won! And do you know how many hours did it take us? 2? No. 3? No.
75? No! It took us 5 WHOLE HOURS just to finish this place.

Meanwhile, my friend, the hunter got a consolation prize from the run.
He managed to win the greed roll on the Purple plan on the Hide of the
Wild. He first thought that he could see this plan for a fortune, but
guess what? It's Bind on Pickup, so he can only gain 1 Gold 50 Silvers
from selling it! So, if you really want the Lightforge items, I would
recommend that you know some people who have ENORMOUS will power and
determination, or you can never pull it off! Good luck to all!

Grand Crusader's Helm (Level 58 Plate, Bind on Pickup)
Armor: 584
Stats: +16 Strength +16 Stamina +12 Spirit +15 Shadow Resistance
Where I found it: Balnazzar, Stratholme (10% drop rate)

As you can see, on my numerous Stratholme (Scarlet Side) runs, I got
other stuff rather than the one I really desire. The Grand Crusader's
Helm is an example, found the second time I have beaten Balnazzar. The
Stamina is 4 points lower than that of the Lightforge Helm, attributing
to a 40 health point loss. However, it does have 3 more points of
Strength. Most importantly, it gives me an extra 15 points of Shadow
Resistance. Thus saving me the trouble of buying a Darkrune Helm! Since
the Baron Rivendare in the Undead Side has an Unholy Aura that deals
Shadow Damage, every little resistance helps. I consider this as a
prerequisite gear before fighting him up close.

---------------
Neck
---------------
Gemshard Heart (Level 49, Bind on Pickup)
Stats: +10 Stamina +10 Intellect +6 Spirit
Where I found it: Princess Theradras, Maraudon (15% drop rate)

The Gemshard Heart is one important intellect gear I found during a
Maraudon instance run. I defeated the princess boss (the final boss)
with my group, and she dropped this necklace. It is time to roll for
the item, and for some reason, I was the only player in the team to
roll Need for it. Therefore, I won the item without competition, much
to the dismay of my teammates (including a Hunter, a Priest and a Mage!)

Diana's Pearl Necklace (Level 56, Bind on Pickup)
Stats: +8 Stamina +8 Intellect
Equip: Improves your chance to hit with spells by 1%
Equip: Increases damage and healing done by magical spells by up to 9
Where I found it: Cannonmaster Willey, Stratholme (13.6% drop rate)

Although the Cannonmaster of the Scarlet building of Stratholme does
not drop any attractive stuff for me, I still went forth with my group
to him at the Rogue's request (He may drop Shadowcraft gear, it seems).
However, much to the Rogue's disappointment, there is no Shadowcraft
gear. Instead, this necklace. Hmm... Who's this Diana, Willey? Your wife?
Anyway, a Priest and I both rolled Need and I won the roll. There is
nothing wrong with me rolling, but I will only equip this when I feel
like doing a little more damage with my Holy Shock, and other judgments!

---------------
Shoulders
---------------
Lightforge Spaulders (Level 55 Plate, Bind on Pickup)
Armor: 470
Stats: +9 Strength, +4 Agility, +15 Stamina, +11 Intellect, +5 Spirit

Where I found it: The Beast, Upper Blackrock Spire (13.6% drop rate)
Number of times I killed the Beast before finding it: 1

Well, I must say that I was really not prepared for a 10 man raid, in
this state. But one night I was bored, and saw someone right "LF2M UBRS,
need rogue, pala, hunter". Of course, out of curiosity I decided to
whisper the person who wrote it, and was invited on the spot. In this
ten men raid, things were not as hard as I predicted as before. We
actually managed to breeze through the instance. Of course, a number of
players died when we confronted the Beast, which is some giant 2 headed
monster. But in the end, the Master Looter announced that the
Lightforge Spaulders are available for collection. Of course, I yelled
Need, and since the other paladin in the raid already got it, I got the
prize! And to make things sweeter, it is my first kill of the Beast!

The Lightforge Spaulders is another all round armor piece with many
stat increases. It has all 5 main stats a Paladin should worry about.
It also looks quite nice, albeit like a layer of 3 pancakes for some
greedy people. Well, in that run, we made it to General Drakissath
without any wipes, but that's where it gets so hard. In spite of me
healing to help the ONLY priest in the raid, we died so many times over,
that we had to call it quits. But I guess I will just have to try it
some other time, right?

---------------
Back
---------------
Sergeant's Cape (Level 58, Bind on Pickup)
Armor: 117 Stat: +17 Stamina Requires: Sergeant

Where I found it:
To get the Sergeant's Cape, you must play PvP until you get rank 3,
Sergeant. Then, you can go to the Stormwind barracks and buy this cape
off the quartermaster at the entrance.

Pale Moon Cloak (Level 57, Bind on Pickup)
Armor: 44 Stats: +8 Strength +12 Stamina +10 Shadow Resistance
Where I found it: Maleki the Pallid, Stratholme (13.2% drop rate)

Well, the Pale Moon Cloak is one of the few high level cloaks in the
game that provides me with extra Shadow Resistance. It is also one of
the first drops I received from that Frost Mage Maleki inside the
undead side of Stratholme. The extra Shadow Resistance will help even
more, when I face the Baron Rivendare and his Unholy Aura. Well, I
might as well ask an enchanter to add another 15 points of Shadow
Resistance in the near future, I bet.

Archivist Cape (of the Whale) (Level 56, Bind on Pickup)
Armor: 43 Stats: +10 Spirit +10 Stamina
Equip: Restores 4 mana ever 5 seconds
Where I found it: Archivist Galford, Stratholme (18.1% drop rate)

It's really amazing that they still have those pieces of equipment with
random attributes at this level. But anyway, the first time I got the
cape, it was the one of the Owl, which adds Spirit and Intellect, which
is not so good. So I rolled need when this version came out, and dumped
the other cape. (Although ideally, I would like the Eagle cape, since
it adds 10 Intellect and Stamina at the same time.) Note that the 18.1%
drop rate is the chance of the cape to drop as a whole, but not this
particular cape.

---------------
Chest
---------------
Lightforge Breastplate (Level 58 Plate, Bind on Pickup)
Armor: 567
Stats: +13 Strength +21 Stamina +16 Intellect +8 Spirit
Where I found it: General Drakkisath, Upper Blackrock Spire (4.4% drop
rate)
Number of times I killed General Drakkisath before finding it: 1

It was one Thursday afternoon. I have returned home after a session at
the University. I decided to play some World of Warcraft to relax. I
was in Ironforge, and discovered that someone was looking for 2 more
for Upper Blackrock Spire. They actually needed a Paladin! Of course I
joined up for the fun. Sometime later, we made a full 10 man raid and
entered Blackrock Spire, the upper part. In the Raid was another
Paladin, who only needed the Lightforge Spaulders. So, I was safe.

We downed Pyroguard Emberseer and Warlord Rend Blackhand without much
trouble at all. At this point, the Hunter in the raid made a foolish
pull and cause the entire raid to wipe out. The Priest, who failed to
win a single blue item left the group in protest. Fortunately, the
Raid's determination was superior, and we quickly found the Priest and
summoned her in. The run then was uneventful at large, and we downed
the Beast next. The Lightforge Spaulders dropped. The other Paladin won
it without competition. I expected my jig to be up, since it is highly
unlikely for both set pieces to drop at the same time.

We eventually arrived at General Drakkisath's throne room. Having
killed all the guards, we engaged Drakki. The other Paladin decided to
dedicate his healing to the warrior who is holding Drakkisath in his
place. Meanwhile, the Warlock continuously feared one of his
subordinates, while the other Warrior and I tanked the other minion.
Eventually, the 2 minions were killed. The focus was on General
Drakkisath. We got him down to 40% health, and the first Warrior died.
This is when I decided to help keep the other Warrior up until he is
down to 20% health. At that point, I started hitting Drakkisath again
and he was eventually down. We resurrected any dead members in our
group, and the Raid Leader looted the corpse. Guess what? Lightforge
Breastplate dropped! This was my first successful General Drakkisath
kill, and the Breastplate already dropped! I am such a lucky devil.

Now, my Lightforge set is complete. This new Breastplate does not have
a single point of Agility in it, and I lost 10 health by equipping it
over the Carapace of Anub'shiah. However, it's still worth it. This is
because of the large Intellect increase. With this on, I get 16 more
Intellect points, which translates into 240 mana points. Now, My health
and mana points really can be extremely close!

---------------
Shirt
---------------
Stylish Green Shirt

Why I bought it:
I was stuck with Captain Sander's shirt for a long time since I have
completed that quest in Westfall. I noticed that my character appears
to be wearing nothing but his breastplate! Naturally, I want my paladin
to look a little better, so I bought this shirt in the auction house
for 70 Silver. After all, I love the green color!

---------------
Wrist
---------------
Lightforge Bracers (Level 52 Plate, Bind on Equip)
Armor: 261
Stats: +7 Strength +4 Agility +10 Stamina +8 Spirit
Part of set: Lightforge Armor (8 pieces in total)
Where I found it: Auction House, 12 Gold

Lightforge Armor is the armor set, designed for Paladins that are in
the 50s. (It can be used by Warriors too) There are 8 pieces in total
in the set. The Bracers and Belt can be purchased in the Auction House,
but the remaining 6 pieces must be obtained by high level instances
like Stratholme, Dire Maul, Blackrock Depths and more! (The breastplate
requires level 58 to use!) For you to benefit from additional effects
besides the ones described in each piece, you need at least 3 pieces. I
must say I found these bracers by chance in the auction house. Some
idiot was selling it at a knockdown price of 12 Gold, while it should
have been sold for 30+ Gold!

Vambraces of the Sadist (Level 54 Plate, Bind on Pickup)
Armor: 270 Stats: +6 Strength +7 Stamina
Equip: Increases your chance to get a critical strike by 1%
Where I found it: Timmy the Cruel, Stratholme (14.1% drop rate)

Timmy the Cruel is that lonely ghoul found outside the Scarlet
headquarters of Stratholme. He will appear once you kill all the
Scarlet enemies outside. He's not that hard to beat, and may drop these
bracers. Although I was not very interested in it at that time, I
rolled, a 14, over the other Paladin's 13. So I got it. So, whenever I
feel like playing around in an instance, there is always this to
improve my crits! (By 0.8% over the Lightforge Bracers, by the way.)

---------------
Hands
---------------
Lightforge Gauntlets (Level 54 Plate, Bind on Equip)
Armor: 318
Stats: +14 Strength +9 Stamina +14 Spirit
Where I found it: Auction House, 20 Gold
Where to find it in an instance: Timmy the Cruel, Stratholme

After the 1.10 patch of World of Warcraft, all Dungeon Set 1 gloves
will be bind on equip, and their drop rates would have increased. For
the Lightforge Set Gauntlets, it is now dropping off Timmy the Cruel.
He is one of the minibosses you will fight when you are about to enter
the Scarlet building inside Stratholme. However, I decided to take a
different path. It is to simply buy it off the Auction House! Please
note that at the time of purchase, people were simply unaware of the
value of the item, so I bought it cheap. Nowadays, expect to pay over
100 Gold if you really want to buy it!

Death Grips (Level 57 Plate, Bind on Pickup)
Armor: 404 Stat: +22 Strength
Equip: Immune to Disarm
Where I found it: Magistrate Barthilas, Stratholme (15.39% drop rate)

I really cannot say much for these gauntlets. I mean, being Immune to
Disarm is good, but honestly, why would you just add 22 points of
Strength to its stats? Anyway, this glove is used when 90 health points
don't seem to make much of a difference for my Paladin, and I am
fighting in places where people can disarm you.

--------------
Waist
--------------
Lightforge Belt (Level 53 Plate, Bind on Equip)
Armor: 336
Stats: +10 Strength +9 Stamina +15 Intellect +6 Spirit
Where I found it: Auction House, 25 Gold

Having reached a high level, I decided that it is time for me to
collect the Lightforge Set, which is known as the Dungeon Set 1. All I
had to do is to pay 25 Gold in the Auction House, and this shiny Golden
Belt is mine. This belt is about the Intellect. With it, I had to
sacrifice 9 points of Agility from the Girdle of Uther, but the set
bonuses kind of help a bit.

Deathbone Girdle (Level 56 Plate, Bind on Pickup)
Armor: 358 Stat: +15 Stamina
Equip: Increases Defense by 9
Equip: Restores 4 mana every 5 seconds
Where to find it: Anyone of the 6 minibosses just before Darkmaster
Gandling, Scholomance (0.5 to 1.5% drop rate)

The Deathbone Guardian set really is a set heavily specialized in
tanking. However, in my opinion, it is still far too specialized. It
gives you nothing but Stamina, increased Defense skills, and mana
regeneration. Nothing else! The 5 set pieces are found on the 6
minibosses in their separate rooms just before Darkmaster Gandling
appears. (At the end of Scholomance) Any of those minibosses may drop
any of the 5 pieces of this set, so keep your eyes peeled. There is no
reason why a Warrior should be able to roll this over Paladins, due to
all the mana regeneration.

---------------
Legs
---------------
Lightforge Legplates (Level 56 Plate, Bind on Pickup)
Armor: 557
Stats: +20 Strength +14 Stamina +8 Agility +12 Intellect
+9 Spirit
Where I found it: Baron Rivendare, Stratholme (4% drop rate)
Number of times I killed the Baron to find it: 15

Baron Rivendare is the Dungeon Set 1 trousers vending machine of
Stratholme. He may drop either 1 of the 8 Dungeon Set pieces for each
Alliance class when he's beaten. Hence the drop rates of each piece
will appear to be obscenely low. Anyway, it took me somewhat like 15
times before those things would appear.

Anyway, there was a little bit of drama involved in the run leading to
Baron. The Druid of my group was rather not concentrating on her job,
and I died 6 times before I reached the magistrate. Meanwhile, the
Warrior in the group was getting increasingly frustrated due to the
lack of plate drops. Eventually, I won the Death Grips over him, and he
became even more bitter. We then killed Ramstein the Gorger, and the
mobs of skeletons that come out. We wiped again at the 5 elite
Skeletons, and had to fight through the respawns of the first street
before we could get back here again.

Then we faced the Baron. I expected the warrior to hold aggro, so I did
not turn on Righteous Fury. But the Warrior lost it immediately after
one single critted shot from the Hunter, and we wiped. At this point,
many of my gear are damaged to 0 durability and hence I had to get out
and repair. I went back, and walked back to the Baron. This time, I
told the Warrior to Sunder, but we failed again due to the Druid being
healing not fast enough.

Third try, everyone but me went out for repairs. We made our way back.
This time, our group, but me aggravated one of the groups of enemies
that we skipped, and 4 of them died. I resurrected them all, and went
to Baron again. This time, I did not attack until the Warrior has
Sundered Baron 4 times. It all worked according to plan, this time, and
the Baron fell. I looted the corpse. Lightforge Leggings dropped.
"Yes!" I exclaimed. The Warrior felt even more bitter at this point,
and immediately hearthed away! So, I was the big winner of this run,
and he's the big loser, since he could not win anything of value in
Greed Rolls, and he will be spending 5 or 6 Gold in repairs!

--------------
Feet
--------------
Lightforge Boots (Level 54 Plate, Bind on Pickup)
Armor: 417 Stats: +8 Strength +18 Stamina +9 Spirit
Where I found it: Balnazzar, Stratholme (11.2% drop rate)
Number of times I killed Balnazzar to find it: 11

The Lightforge set pieces are really the hardest to find, when the Bind
on Pickup items are concerned. 3 of the pieces, like all other classes'
are found in the final bosses of the 3 famous level 60 Instances. As
for the other 2 pieces, they are usually found on certain minibosses.
As for the Paladins, they have no such luck. The shoulders are found in
a "not so much of a mini" boss in Upper Blackrock Spire, while these
boots are found on the final boss of one extreme end of Stratholme, the
Scarlet side, known as Strat Light. The drop rate, according to
Allakazam, is 11.21%, however, it took me 2 more tries to get it! What
luck. Anyway, these boots are nice for their Stamina. Having 18 of the
mentioned unit. Of course, I will take an Aquamarine and ask my
enchanter friend to improve its running speed for FREE. Now, with all
these pieces, my Paladin really is looking golden!

-----------------
Fingers (2 slots)
-----------------
Magni's Will (Quest Reward, Bind on Pickup)
Stats: +6 Strength +7 Stamina
Equip: Increases your chance to get a critical strike by 1%

Where I found it: Quest reward from King Magni Bronzebeard

When your level is high enough, you can talk to the Royal Historian
inside the Throne Room in Ironforge. Having listened to her story, you
can go to the Burning Steppes to collect some relics. With that, you
can return them to the historian, complete the quest. Then, the king
will tell you that his princess is missing. You will have to partake in
a quest chain which involves killing Emperor Thaurissan, and rescuing
the princess. Having completed the quest, you will be sent back to
Ironforge where the King will reward you with either this ring or the
songstone of Ironforge. Of course, I will always take the crit ring
over the other spell related stuff!

Band of Flesh (Bind on Pickup)
Stats: +6 Strength +3 Agility +16 Stamina

Where I found it: Ramstein the Gorger, Stratholme (8.5% Drop Rate)

Inside the Undead side of Stratholme (Strat UD), there is one final
cpen square that you have to clear that is infested with Abominations.
Once the last Abominations are killed, one more miniboss Abomination
called Ramstein the Gorger will come. Having defeated him, he may drop
this ring. It gives me significant health. This is one good ring for
front line fighters, only that its drop rate is so low.

Blood of the Martyr (Quest Reward, Bind on Pickup)
Stats: +15 Stamina +10 Intellect

Inside the Scarlet Side of Stratholme, there is an enemy called Malor
the Zealous who guards a chest. Inside his chest is a Medallion of
Faith. Giving the Medallion to someone in the house in the first street
of the Undead Side of Stratholme will cause him to fight Baron
Rivendare along with you. When the Baron is down, he will be mortally
wounded. Talking to him will complete a quest which nets you this ring
as a reward. Not bad, I must say. Not bad.

---------------
Trinket 1
---------------
Blazing Emblem (Level 38)
Stat: +15 Fire Resistance
Use: Increases Fire Resistance by 50 for 10 seconds
Where I found it: Off some troll in Stranglethorn Vale (By chance)

The Blazing Emblem is a fire resistance trinket, and allows you to
increase Fire Resistance for a further 50 for 10 seconds. This may help
to mitigate damage when in a very high level instance.

----------------
Trinket 2
----------------
Cannonball Runner (Level 56, Bind on Pickup)
Use: Summons a cannon that will fire at enemies in front of you
Where I found it: Cannonmaster Willey, Stratholme (12.3% drop rate)

This is one funny Trinket. Using it will cause a cannon to appear in
front of you. The cannon will fire a considerable number of blasts at
the enemies, as long as they are in front of it. Afterwards, it will
shatter. This really is quite a fun thing to use in PvP, since it
should help stop those blasted runners, with all those shots. It
doesn't work very well against enemies that are computer controlled,
however. I guess this is just one of the signature drops of the
Cannonmaster Willey, inside the Scarlet bastion inside Stratholme.

---------------
Shield
---------------
Crest of Supremacy (Level 51, Bind on Pickup)
Armor: 1930 Block: 36
Stats: +6 Strength +6 Agility +7 Stamina +7 Intellect +7 Spirit

Where I found it: Shade of Eranikus, Sunken Temple (19% Drop Rate)
One day, when we were still at level 58, me and my Hunter pal decided
to search for a group that will bring us to Stratholme. However, the
overall response is lukewarm, since people kept saying stuff like
"Stratholme is for level 60s only" and all that crap, so we decided to
do something to sooth our boredom. To do that, we went to the Sunken
Temple with 3 others. I did something I was never able to do before, I
defeated the Shades of Eranikus. And, guess what, this shield dropped!
No warriors in the group, and I won it without competition. Sure, the
Intellect is lower, but just look at all the stats it gives me!

*****MY GOLF BAG*****
The weapons listed below are the ones which I consider as up to date
with my corresponding level. Any other weapons I happen to have are not
listed below.

Sword
Dal'Rend's Sacred Charge (Level 58, Bind on Pickup)
81-151 Damage, Speed 2.80 (41.4 Damage Per Second)
Stat: +4 Strength
Equip: Increases your chance of getting a Critical Strike by 1%

How I got it: Warlord Rend Blackhand (6.9% drop rate)

In one of my Upper Blackrock Spire runs, I ran across Warlord Rend as
usual. He dropped this sword. For some reason, I was the only person in
the 10-man Raid to click Need for it. Therefore, I won it without
competition. Yippee! FREE crit gear for me. The relatively slow speed
of this one-hander makes it an ideal candidate for Seal of Command use.
Add that to the crit gear that I am looking for right now, well, I just
cannot imagine how powerful I can be with this on. Of course, this is
not something I would like to equip when I am tanking. (Need all the
health I could get!)

Two Handed Sword
Lightforged Blade (Bind on Pickup, Level 47)
118-178 Damage, Speed 3.30 (44.8 Damage Per Second)
Stats: +9 Strength, +9 Stamina, +10 Shadow Resistance, +10 Frost
Resistance, +10 Fire Resistance

How I got it: Quest Reward, Western Plaguelands
There is a Paladin specific quest that begins inside the Stormwind
Cathedral. You are to get to the Western Plaguelands, and report to
Argent Dawn. You will then be commissioned to collect Scourgestones for
them. Once you collect enough, complete the quest, and get another one,
which involves getting 6 feathers from the Troll priests inside the
Sunken Temple. Collect them all, turn them in, and you get to choose a
reward which includes this item. The biggest surprise is that it
actually is a resistance gear, so it will come handy when you fight
mages and the like of them.

Mace
Hammer of the Vesper (Bind on Pickup, Level 56)
70-131 Damage, Speed 2.50 (40.2 Damage Per Second)
Stats: +7 Strength +12 Stamina

How I got it: Lord Alexei Barov, Scholomance (6% drop rate)
I must be a lucky guy. On the same Scholomance run I mentioned above, I
managed to get this item on a Need roll from that undead Russian chap.
Since there are no one else rolling Need on it, I won it without
competition. The extra stats and the extra strength make it a potential
front line combat weapon. And it seems that Alexei Barov also drops
loads of other good stuff. And it's just my luck then. In fact, this
mace is now my primary weapon.

Two Handed Mace
Hammer of the Grand Crusader (Bind on Pickup, Level 58)
116-175 Damage, Speed 2.70 (49.7 Damage Per Second)
Stats: +10 Stamina +22 Intellect +9 Spirit
Equip: Increases healing done by spells and effects by up to 22.

How I got it: Balnazzar, Stratholme (11.40% drop rate)

While I was hunting for Lightforge pieces for my set, I happened to
come across Balnazzar. In one of the runs, he dropped this 2 handed
mace. Since it had Intellect, and an increase in healing done by spells
and effects on it, the warrior is willing to let me get it without
competition. Anyways, this two handed mace is a considerably decent
mace for a front line healing Paladin. (Assuming the Warrior(s) in the
group/raid are able to hold Aggro. Then, while you are bashing with
this hefty hammer, you can toss slightly stronger heals on them when
the situation requires (such as when the priests are low on mana!) This
mace is another first for me, since it is the first mace since the
Verigan's Fist that provides Intellect!

Axe
Bone Slicing Hatchet (Bind on Equip, Level 56)
48-90 Damage, Speed 1.70 (40.6 Damage Per Second)
Stats: +13 Agility +5 Stamina

How I got it: Maleki the Pallid, Stratholme (13.9% drop rate)

The Undead side of Stratholme is home to 3 minibosses, whom all must be
defeated, and their houses cleared before the gate leading to the
slaughterhouse is opened. Maleki the Pallid is the third one. The Bone-
Slicing Hatchet is an extremely fast axe with a high agility stat. This
provides an extra critical hit chance of 0.65%. It is definitely the
weapon that I will play around with. In fact, besides the Lightforge, I
have other gear that provides me with extra critical chances and more!
Of course, this is not my main weapon.

You will be interested to know about the reactions of my Stratholme
group when I won the roll without competition. I said, "Nice Agility
Axe. Good thing to play around with." This is what ticked the other
members of my group. One hunter asked, "WTF! You rolled on it so as to
play around with it?!" Well, it may not be better than the Hammer of
the Vesper, but it is certainly better than the Serathil!

Two Handed Axe
Lord Alexander's Battle Axe (Bind on Equip, Level 51)
123-185 Damage, Speed 3.20 (48.1 Damage Per Second)
Stats: +16 Strength, +17 Agility, +Stamina

How I got it: Auction House, 40 Gold
You will notice that for a long time, I have not included a Two-Handed
Axe in my main arsenal section. This is because I have basically
neglected that department long since I got Thermaplugg's Left Arm!
(That was obsolete long, long ago). Anyway, it seems that I have a
choice between this and the axe Brain Hacker . The latter is
just so expensive and offers 1 proc, although fast. Of course, the one
with stats is the better one to choose! The good news is that with the
additional Strength and Agility, Lord Alexander's Battle Axe will deal
more damage than the Frenzied Striker below. The 17 additional agility
also effectively provides for almost 1% extra critical hit chance.

Polearm
Frenzied Striker (Bind on Pickup, Level 51)
108-162 Damage, Speed 2.80 (48.2 Damage Per Second)
Equip: Increases your chance to parry an attack by 1%
Equip: Increases your chance to hit by 2%

How I got it: Trade Channel
I was wandering around Ironforge, and saw someone sell this. I paid a
price of 15 Gold, which is slightly lower than the median price on
Allakhazam. The good thing about this polearm is that it his quite fast
for a two handed weapon. In fact, it is only 0.1 second slower than 2
of the one handed weapons I am using! The increased chance to hit will
make life slightly easier. So will the damage.

*****MY STATS*****
Now, to show the gear dependence of my Paladin, I will show you my
stats. Note that each stat is preceded by a bracket with a sum. The
first number is the base value, and the following one is the bonus
value from items. The following stats are taken when my shield and the
Hammer of the Vesper are equipped. Also, Retribution Aura is on.

Strength: (116 + 122 =) 238
Agility: (65 + 53 =) 118
Stamina: (100 + 174 =) 274
Intellect: (70 + 57 =) 127
Spirit: (79 + 60 =) 139
Armor: (5763 + 200 =) 5963 (52.1% damage reduction against level 60
attacker)
Attack Critical Hit Chance: 11.87% (With Conviction Talents)

As you can see, almost half of my Agility and Spirit are obtained from
my gear, and more than half of my total Strength and Health is
contributed by my gear! So, it can really be seen that gear is what
makes or breaks the Paladin. If you want even more specialized, you
will have to find equipment that increases damage or healing done by
spells up to a certain amount. Certain gear will also increase your
critical strike chance by 1 or 2%, and those are also what you may need.

----------------------
e. Paladin Armor Sets
----------------------
All classes in World of Warcraft have their own armor sets. They are a
group of armor pieces, that when equipped together, will give
additional bonuses on top of the additional stats. Paladin armor sets
start to be available as you reach the higher levels, that is from
level 52 to 60. Also, item sets are ranked into tiers, which show how
powerful they are, and the relative difficulty to obtain them. The
Dungeon Set 1s should be usable before level 60, while the rest of them
will require level 60.

--------------------------------
Dungeon Set 1: Lightforge Armor
--------------------------------
Lightforge Helm (Level 57, Bind on Pickup)
Armor: 526
Stats: +13 Strength, +20 Stamina, +6 Agility, +14 Intellect, +10 Spirit

Lightforge Spaulders (Level 55, Bind on Pickup)
Armor: 470
Stats: +9 Strength, +15 Stamina, +4 Agility, +11 Intellect, +5 Spirit

Lightforge Breastplate (Level 58, Bind on Pickup)
Armor: 657
Stats: +13 Strength, +21 Stamina, +16 Intellect, +8 Spirit

Lightforge Bracers (Level 52, Bind on Equip)
Armor: 261
Stats: +7 Stamina, +10 Stamina, +4 Agility, +8 Spirit

Lightforge Gloves (Level 54, Bind on Equip)
Armor: 386
Stats: +14 Strength, +9 Stamina, +14 Spirit

Lightforge Belt (Level 53, Bind on Equip)
Armor: 341
Stats: +10 Strength, +9 Stamina, +15 Intellect, +6 Spirit

Lightforge Leggings (Level 56, Bind on Pickup)
Armor: 557
Stats: +20 Strength, +14 Stamina, +8 Agility, +12 Intellect, +9 Spirit

Lightforge Boots (Level 54, Bind on Pickup)
Armor: 424
Stats: +8 Strength, +18 Stamina, +9 Spirit

Set Bonuses
2 Pieces: You gain extra 200 Armor
4 Pieces: You gain extra 40 Attack Power, that's almost 3 extra DPS
6 Pieces: When you hit an enemy, there is a chance that your healing
and spell damage will increase by 95 for 10 seconds
8 Pieces: You get 8 extra resistance to all schools of magic

Set Stats
Armor: 3622(+200) Strength: 94 Stamina: 116 Agility: 22
Intellect: 68 Spirit: 69 All Resistances: 0(+8)

My comments:
Lightforge Armor is the first set of Armor that Paladins should go
after, and can be usable from level 52 onwards. All the bind on pick up
pieces are obtainable from Upper Blackrock Spire (10 man), Scholomance
(5 man) and Stratholme (5 man) instances.

The chest, helm and leggings are definitely the best pieces of the set,
since they cater more specifically to the Paladin's stats (Intellect),
while providing good overall stats. The shoulders are decent, but the
boots are so-so. As for the other 3 parts, they can be bought at the
Auction House, since they are bind on equip.

Of the set bonuses, I find the 2 piece and 4 piece bonuses the most
attractive. If you must wear only 4 out of the 8 pieces, I suggest that
you wear the Helm, Chest, Bracers and Leggings. However, this does not
mean you should neglect the other 4 pieces, since you must have all 8
Lightforge pieces in order to complete a quest chain that allows you to
upgrade your set to something even better! That is the new Tier 0.5 Set,
Soulforge Armor!

Score: 3.5/5

-------------------------------
Dungeon Set 2: Soulforge Armor
-------------------------------
Soulforge Helm
Armor: 556
Stats: +16 Strength, +17 Stamina, +17 Intellect, +12 Spirit
Equip: Increases healing and damage done by magical spells by up to 14
Equip: Increases your chance to get a critical strike by 1%

Soulforge Shoulders
Armor: 507
Stats: +10 Strength, +11 Stamina, +11 Intellect
Equip: Increases healing and damage done by magical spells by up to 12
Equip: Restores 4 mana every 5 seconds

Soulforge Breastplate
Armor: 684
Stats: +16 Strength, +17 Stamina, +17 Intellect, +12 Spirit
Equip: Increases healing and damage done by magical spells by up to 14
Equip: Increases your chance to get a critical strike by 1%

Soulforge Bracers
Armor: 296
Stats: +9 Strength, 10 Stamina, +9 Intellect
Equip: Increases healing and damage done by magical spells by up to 8

Soulforge Gauntlets
Armor: 393
Stats: +9 Strength, +10 Stamina, +10 Intellect
Equip: Increases healing and damage done by magical spells by up to 11
Equip: Increases your chance to get a critical strike by 1%

Soulforge Belt
Armor: 380
Stats: +10 Strength, +11 Stamina, +11 Intellect
Equip: Increases healing and damage done by magical spells by up to 12
Equip: Restores 4 mana every 5 seconds

Soulforge Legplates
Armor: 601
Stats: +16 Strength, +17 Stamina, +17 Intellect, +10 Spirit
Equip: Increases healing and damage done by magical spells by up to 11

Soulforge Boots
Armor: 380
Stats: +12 Strength, +13 Stamina, +12 Intellect, +10 Spirit
Equip: Increases healing and damage don by magical spells by up to 12
Equip: Restores 4 mana every 5 seconds

Set Bonuses
2 Pieces: You get 8 extra resistance to all schools of magic
4 Pieces: When you hit an enemy, there is a chance that your healing
and spell damage will increase by 95 for 10 seconds
6 Pieces: You gain extra 40 Attack Power, that's almost 3 extra DPS
8 Pieces: You gain extra 200 armor

Set Stats
Armor: 3797(+200) Strength: 98 Stamina: 106 Intellect: 104
Spirit: 44 All Resistances: 0(+8)
Increased healing and damage by magical spells: 94
Extra Mana Restoration every 5 seconds: 12
Increased chance of delivering a critical hit: 3%

My comment:
Having collected the entire Lightforge Set, you can go and find a woman
inside King Magni Bronzebeard's throne room in Ironforge in order to
partake in a chain quest. That chain will result in all you Lightforge
pieces upgraded into Soulforge.

When you put the 2 sets together and compare stats, you will find that
Soulforge gives you a little more Armor, Strength and a lot more
Intellect in the expense of a little Stamina. So, you would expect to
have 100 health less than when you have a full Lightforge set. However,
this is easily offset by enchanting one of your armor pieces to provide
for 100 HP.

Soulforge provides more bonuses that are set in stone. Wearing all
pieces will increase the amount of damage and healing dealt by spells
by up to 94. It is always a welcome addition to deal more damage than
normal. And just imagine what will happen when you judge your enemy
with Crusader! At the same time, such a fixed value increase in healing
value means that the spell that heals less to begin with will benefit
more. So, start using more Flash of Light, baby!

The extra 12 mana restored every 5 seconds will mean that the 2 talents
invested in Improved Blessing of Wisdom can be used in other places,
like Improved Lay on Hands or the Retribution Tree.

Some people have complained in the official class forums that this set
does not give a single point in Agility. However, you don't have to see
this as a bad thing. After all, they ARE giving you an extra 3% chance
in delivering critical hits. This is equivalent to having 60 extra
Agility points, only that you won't be able to dodge as much.

As I see it, Paladins have 5% base crit chance. Add the 3%, the 5%
obtained through the Conviction Talent, and the 60+ or so base Agility
that you have, you should have more than a 16% chance of delivering
critical hits. And this does not take in account your weapon skills and
Agility obtained through your finger, necklace or cloak!

Score: 4.3/5

-------------------------
Tier 1: Lawbringer Armor
-------------------------
Lawbringer Helm (Level 60, Bind on Pickup)
Armor: 608
Stats: +9 Strength, +20 Stamina, +24 Intellect, +10 Spirit,
+10 Fire Resistance
Equip: Restores 4 mana every 5 seconds
Equip: Increases healing done by magical spells by up to 22

Lawbringer Spaulders (Level 60, Bind on Pickup)
Armor: 562
Stats: +10 Strength, +22 Stamina, +15 Intellect, +8 Spirit,
+7 Shadow Resistance
Equip: Increases healing done by magical spells by up to 18

Lawbringer Chestguard (Level 60, Bind on Pickup)
Armor: 749
Stats: +8 Strength, +26 Stamina, +21 Intellect, +13 Spirit,
+10 Fire Resistance
Equip: Increases healing done by magical spells by up to 22

Lawbringer Bracers (Level 60, Bind on Pickup)
Armor: 328
Stats: +10 Strength, +11 Stamina, +11 Spirit, +8 Intellect
Equip: Restores 4 mana every 5 seconds

Lawbringer Gauntlets (Level 60, Bind on Pickup)
Armor: 468
Stats: +10 Strength, +15 Stamina, +15 Intellect, +14 Spirit,
+7 Fire Resistance
Equip: Increases healing done by magical spells by up to 18

Lawbringer Belt (Level 60, Bind on Pickup)
Armor: 421
Stats: +13 Strength, +15 Stamina, +20 Intellect, +8 Spirit,
+7 Fire Resistance
Equip: Increases healing done by magical spells by up to 18

Lawbringer Legplates (Level 60, Bind on Pickup)
Armor: 655
Stats: +7 Strength, +24 Stamina, +18 Intellect, +18 Spirit,
+10 Shadow Resistance
Equip: Restores 3 mana every 5 seconds
Equip: Increases healing done by magical spells by up to 22

Lawbringer Boots (Level 60, Bind on Pickup)
Armor: 515
Stats: +7 Strength, +20 Stamina, +13 Intellect, +10 Spirit,
+7 Shadow Resistance
Equip: Restores 2 mana every 5 seconds
Equip: Increases healing done by magical spells by up to 18

Set Bonuses
3 Pieces: Everyone has an extra 10% of getting healed if they hit an
enemy affected by your Judgment of Light
5 Pieces: You have an extra 1% chance of dealing a critical hit with
spells or normal physical attacks
8 Pieces: Every time you hit an enemy, there is a chance to heal every
member of your party for 189-221 health.

Set Stats
Armor: 4306 Strength: 74 Stamina: 153 Intellect: 134 Spirit: 92
Fire Resistance: 34 Shadow Resistance: 24
Increased healing by magical spells: 138
Extra Mana Regeneration every 5 seconds: 13
Increased chance of critting with magic and melee: 0(+1%)

My comment:
The Paladin's Tier 1 armor set can be found on many bosses in the
Molten Core (40 man raid!). Compared with Soulforge, the Lawbringer
Armor provides more Armor, Stamina and Intellect, but at the expense of
lots of Strength. The Fire Resistance is quite nice, though. One major
difference in the bonuses between Soulforge and Lawbringer is that
Lawbringer only increases the HEALING effect of your spells. So, your
Judgment of Righteousness and Holy Shock will NOT get a damage increase.
In return, you can heal more effectively, so Flash of Light is the way.

Like Soulforge, Lawbringer Armor does not provide any Agility points.
What you do get is a 1% chance of getting a critical hit with magic and
physical attacks by 1%. This is just peanuts compared to the bonuses
that Soulforge offers.

In conclusion, Lawbringer Armor is entirely focused towards a Paladin
who spends most of his time healing. One mitigating factor is that when
you have all 8 pieces, you may heal your group slightly when you hit
the enemy, and that the chance of Judgment of Light working on your
pals is increased. However, Judgment of Light works very frequently to
begin with, and dealing improved damage may just be more fun for many.

So, if you are more interested in magical ATTACKS while meleeing, you
might as well stick with Soulforge Armor until you get the ultimate
high-end set, the Judgement Armor.

Score: 1.7/5

------------------------
Tier 2: Judgement Armor
------------------------
Judgement Crown (Level 60, Bind on Pickup)
Armor: 696
Stats: +17 Strength, +18 Stamina, +23 Intellect, +6 Spirit,
+10 Frost Resistance, +10 Shadow Resistance
Equip: Increases healing and damage dealt by magical spells by up to 32

Judgement Spaulders (Level 60, Bind on Pickup)
Armor: 642
Stats: +13 Strength, +20 Stamina, +14 Intellect, +6 Spirit,
+10 Fire Resistance
Equip: Restores 5 mana every 5 seconds
Equip: Increases healing and damage dealt by magical spells by up to 13

Judgement Breastplate (Level 60, Bind on Pickup)
Armor: 857
Stats: +16 Strength, +21 Stamina, +21 Intellect, +5 Spirit,
+10 Fire Resistance, +10 Shadow Resistance
Equip: Restores 5 mana every 5 seconds
Equip: Increases healing and damage dealt by magical spells by up to 25

Judgement Bindings (Level 60, Bind on Pickup)
Armor: 375
Stats: +9 Strength, +21 Stamina, +9 Intellect, +8 Spirit
Equip: Increases healing and damage dealt by magical spells by up to 7

Judgement Gauntlets (Level 60, Bind on Pickup)
Armor: 535
Stats: +6 Strength, +15 Stamina, +20 Intellect, +6 Spirit
Equip: Restores 6 mana every 5 seconds
Equip: Increases healing and damage dealt by magical spells by up to 15

Judgement Belt (Level 60, Bind on Pickup)
Armor: 482
Stats: +8 Strength, +14 Stamina, +20 Intellect, +6 Spirit
+10 Shadow Resistance
Equip: Increases healing and damage dealt by magical spells by up to 23

Judgement Legplates (Level 60, Bind on Pickup)
Armor: 749
Stats: +10 Strength, +26 Stamina, +27 Intellect, +6 Spirit
Equip: Restores 4 mana every 5 seconds
Equip: Increases healing and damage dealt by magical spells by up to 20

Judgement Sabatons (Level 60, Bind on Pickup)
Armor: 589
Stats: +13 Strength, +20 Stamina, +14 Intellect, +8 Spirit
+10 Fire Resistance
Equip: Increases healing and damage dealt by magical spells by up to 18

Set Bonuses
3 Pieces: Your Auras' radii will be increased by 10.
5 Pieces: Your healing and damage dealt by magical spells will be
increased by up to 47.
8 Pieces: Every time you judge an enemy, you will deal 60 to 66 damage
in addition to the base effect of that spell.

Set Stats
Armor: 4925 Strength: 92 Stamina: 155 Intellect: 148 Spirit: 50
Arcane Resistance: 10 Fire Resistance: 40 Nature Resistance: 10
Frost Resistance: 10 Shadow Resistance: 30
Extra mana restoration every 5 seconds: 20
Increased healing and damage dealt by magical spells: 153(+47)
Extra damage dealt by Judgments: 0(+66)

My comment:
This is the ultimate Paladin set. It is obtained from various boss in
raid instances like the Molten Core and Onyxia's Lair. Of course, to
have any hope of getting this armor, you better find 39 more dedicated
players to come with you. The desperation of getting those items is why
certain guilds set up a Dragon Kill Points (DKP) system, so as to
guarantee that people who have played longer get it before the ones who
played less. However, this is against the spirit of the game. (This is
not Everquest, pals!) When you wear this set, you get some dark knight
style helm, and you will be wearing a plate robe like those crusaders!

Anyway, this set is superior to the Lawbringer in every possible. The
only downgrade is that you get less Spirit. Like Lawbringer, this set
has not a single point of agility, nor does it have any fixed crit
chance increases. However, it does have a large increase in spell
damage, in fact, it is something like up to 266 when you use Judgments
of Righteousness and Command, and 200 when you use Holy Shock. Of
course, these numbers are likely to increase when you judge Crusader on
the enemy first.

So, you can be an even deadlier plate caster than Soulforge, although
you will lose critical chances. This is also why I only give this set a
4.7 out of 5, due to this imperfection.

Score: 4.7/5

------------------
5. Paladin Skills
------------------
A Paladin is characterized by their melee attacks, and their holy
spells, namely the Auras, Blessings and Seals. Of course, there are
also abilities to heal others, to remove any status ailments and even
resurrect a fellow group member. So, let's look at each type of thing
in turn, shall we?

To train for most of the skills, one must consult a Paladin trainer.
Paladin trainers are located in Goldshire, and the capital cities of
Stormwind (Stormwind Cathedral) and Ironforge (Mystic Ward).

---------------
a. Blessings
---------------
Blessings typically are spells that temporarily enhance a character's
abilities. These types of enhancements are called buffs. Some blessings
are also used to protect fellow group members from bad effects. Each
Paladin can affect their group members with 1 Blessing at a time, so if
there are 2 Paladins in each group, each group member can be affected
by 2 blessings at once.

Blessing of Might
Ranks: 1 to 7 Levels Learned: 4, 12, 22, 32, 42, 52, 60
Mana Cost: 20, 30, 45, 60, 85, 110, 130 Range: 30 yards

This Blessing is symbolized by a fist with a blue background. It has
the effect of raising the target's attack power for 5 minutes. The
higher the rank of the blessing, the more attack power it gives out.
This buff is to be applied to the direct combat classes of the group,
notably the Warriors, Paladins, Rogues and Hunters.

Greater Blessing of Might
Ranks: 1 and 2 Levels Learned: 52, 60
Mana Cost: 220, 260 Range: 30 yards

This is a weird Raid Oriented buff. You will need a special reagent to
use it. It gives all the members of the raid or group that has the SAME
CLASS as the target an increase in attack power for 15 minutes. I mean,
how often will you party with 4 Rogues or 4 Warriors, say? But still,
this thing saves the hassle of casting individual members, and it
already pays off even if you cast it on yourself, since the mana cost
is twice as that of the Blessing of Might, but you get 15 minutes of
buffing, and not 5.

Blessing of Protection
Ranks: 1 to 3 Levels Learned: 10, 24, 38
Mana Cost: 25, 45, 60 Range: 30 yards Cooldown time: 5 mins

This Blessing puts up a shield on the target, allowing him to be
invincible for an amount of time. The amount of time increases with
rank. Although he is protected, the target cannot use any attacks.
However, they can apply buffs to themselves. Please note that whenever
you use this effect on anyone, they cannot be affected by Divine
Protection, Divine Shield or Blessing of Protection for a minute.

Blessing of Wisdom
Ranks: 1 to 6 Levels Learned: 14, 24, 34, 44, 54, 60
Mana Cost: 30, 45, 65, 90, 115, 125 Range: 30 yards

This is more like a "healing" effect. Only that is long term, lasting
for 5 minutes. This blessing allows the target to regain a certain
amount of Mana every 5 seconds. The higher the rank, the more mana is
recovered. Mages, Priests and Warlocks are the prime targets, and if
you are to act the healer in your group, buff yourself.

Blessing of Salvation
Level Learned: 26 Mana Cost: 88 Range: 30 yards

Blessing of Salvation protects the user. Well, it means that anyone who
is blessed with this move will be 30% less likely to attract the
enemies' attention when they attack them. Since Mages and Priests are
supposed to cast at the back of the pack, as the artillery, they might
as well be blessed with this so they are not likely to be killed.

Greater Blessing of Salvation
Level Learned: 60 Mana Cost: 176 Range: 30 yards
This Raid Oriented blessing protects the target, as well as any
character the same class as it. It allows them to receive 30% less
threat from enemies, whatever that means. Well, it means that anyone
who is blessed with this move will be 30% less likely to attract the
enemies' attention when they attack them. It lasts for 15 minutes, and
hence is a better deal for your mana. What a pity that you have to wait
until you are at level 60 in order to learn this. (And also you need a
reagent!)

Greater Blessing of Wisdom
Ranks: 1 and 2 Levels Learned: 54, 60
Mana Cost: 230, 250 Range: 30 yards

This Blessing gives all the members of the raid or group that has the
SAME CLASS as the target mana generation of a certain amount every 5
seconds for 5 minutes. I don't seem to get it. The only sensible time I
could think of to use this is when you have 2 Mages in your group at
once. I just cannot think of times when there will be 2 Warlocks or 2
Priests! (Let alone a large 3!!!) But still, it already pays off even
if you cast it on yourself, since the mana cost is twice as that of the
Blessing of Wisdom, but you get 15 minutes of buffing, and not 5. (You
also need a reagent to use it)

Blessing of FREEdom
Level Learned: 18 Mana Cost: 10% of Paladin's Total Mana
Range: 30 yards Cooldown Time: 20 seconds

This Blessing may only have one rank, but it really is worth its weight
in Gold. The reason is that it allows your target, or in particular,
yourself to be immune to all movement impairing effects for 10 seconds.

This is particularly effective in PvP combat against Horde Hunters and
Mages. Most of the time, they will try to use moves like Concussive
Shot (slowing down effect) or Frost Nova on you (FREEzes you in place).
Whenever you cast this on yourself, you will break FREE of that effect
instantly, and go forward to hack the enemy down! Please note that this
Blessing has a 20 second cooldown time, so you will be vulnerable for
10 seconds. But fortunately, as long as you are playing one on one, the
cooldown time of their slow down ability is also similar!

For some strange reason, this Blessing is not so effective in PvE
combat. Moves that leave you dazed will not be removed when you cast
Blessing of FREEdom on yourself. Weird.

Blessing of Kings
Level Learned: 20 Mana Cost: 75 Range: 30 yards
Prerequisite: 10 points in Protection Talents

This Blessing is learnt by first applying 10 Talent Points in the
Protection branch of Paladin Talents, and then spending another Talent
Point on the Blessing. After that, the move will be learnt instantly.
This buff increases the stats of its target by 10% for 5 minutes. I do
mean ALL of the stats, so this really is a hot one. If only you could
spend that many points in the Protection Tree.

Greater Blessing of Kings
Level Learned: 60 Mana Cost: 150 Range: 30 yards
Prerequisite: 10 points in Protection Talents

This Blessing raises the stats of all characters of your group that are
of the same class as your target by 10% for 15 minutes. If only it
raises the stats of all characters of your group, no matter what class
they are for 15 minutes. But still, the 15 minute buff duration is
better than the 5 minute duration of the standard Blessing of Kings. So,
it may still pay off in the long run. (But buy the reagent!)

Blessing of Light
Ranks: 1 to 3 Level Learned: 40, 50, 60
Mana Cost: 85, 110, 135 Range: 30 yards

If there were any "food additives" for the Paladin, this is it. Any
member of your group targeted will receive a bonus effect by the Holy
Light and Flash of Light healing spells. The bonus healed amount
increases with rank. But still, unless you are the healer of you group
(which is not much fun), you wouldn't be applying this Blessing to
anyone, I believe.

Blessing of Sacrifice
Ranks: 1 and 2 Level Learned: 46, 54
Mana Cost: 80, 100 Range: 30 yards

This Blessing is a damage absorber. Whenever you apply this Blessing to
a fellow group member, a small portion of the damage taken (45, then 55)
will be transferred to you instead of him! This blessing lasts for only
30 seconds though. This Blessing should only be used whenever you are
the designated healer. It's not a good idea to use it whenever you have
to fight yourself, or you really will suffer. And don't even think
about applying this to all other 4 members of your group, I do mean it!

--------------
b. Auras
--------------
Devotion Aura
Ranks: 1 to 7 Level Learned: 1, 10, 20, 30, 40, 50, 60

This Aura, signified by its shield logo, provides additional armor to
the Paladin that uses it, as well as all group members within 30 yards
of the Paladin. The extra armor provided increase with rank, from 55 in
rank 1 to 735 in rank 7. This is definitely the most commonly used Aura
for a Paladin to use, and hence when you are not really up to anything,
keep this turned on at all times!

Retribution Aura
Ranks: 1 to 5 Level Learned: 16, 26, 36, 46, 56

This Aura affects the Paladin and any group member within 30 yards of
him. Anyone in its area of effect will definitely not be attacked with
impunity. This is because any attacker who strikes a member will
receive a small amount of Holy Damage for each hit they make on you.
This may seem small, but adds up as time passes. The Holy Damage
increases from 5 in rank 1 to 20 in level 56.

Concentration Aura
Level Learned: 22

The Concentration Aura gives the Paladin and all group members within
30 yards of him a 35% chance of ignoring spell interruption when taking
damage. This is particular effective if you want to ensure that fellow
mages and priests can cast their spells even when they are attacked. At
the same time, there is a Talent for the Paladin that enables him to
have an extra 70% chance of avoiding spell interruption! So, with that
in conjunction with this aura, you can never be stopped!

Shadow Resistance Aura
Ranks: 1 to 3 Level Learned: 28, 40, 52

This Aura provides resistance to Shadow attacks, like those from enemy
Warlocks. Initially, you will have 30 resistance, which is rather poor.
Then, at level 40, you will gain 45 resistance. At level 52, you will
gain 60 Shadow Resistance.

Frost Resistance Aura
Ranks: 1 to 3 Level Learned: 32, 44, 56

This Aura provides resistance to all those icy Frost attacks, in
particular the ones from enemy Mages. You will get 30 Frost Resistance
at Rank 1, 45 Resistance at Rank 2 and finally, 60 Resistance at Rank 3.

Fire Resistance Aura
Ranks: 1 to 3 Level Learned: 36, 48, 60

Sick of being hit by all those fireballs? This Aura is here to help.
This Aura provides resistance to fire attacks to all group members
within 30 yards. You get 30 resistance at Rank 1, 45 resistance at Rank
2 and 60 resistance at Rank 3.

Sanctity Aura
Level Learned: 30 Prerequisite: 20 Retribution Talents

This Aura increases the Holy Damage done by all group members within 30
yards by 10%. Since it is a group bonus, you definitely cannot learn it
right off the bat. Instead, you have to spend 20 Retribution Talent
Points before you can even use it!

------------------------------
c. For the Undead's Eyes Only
------------------------------
Paladins are holy warriors, reckless hunters of undead. Hence they have
a lot of skills that only work against them. However, these skills are
strictly for PvE combat only, and will not work against human Undead
players. All of this is for balance issues. Thanks to the v1.9 patch,
all of the following spells will now work against Demons too!

Sense Undead
Level Learned: 20

Sense Undead allows the Paladin to see the positions of all nearby
undead and demon enemies on his minimap. This will stay on until you
decide to turn it off. All undead enemies will appear as red dots.

Exorcism
Ranks: 1 to 6 Level Learned: 20, 28, 36, 44, 52, 60
Mana Required: 85, 135, 180, 235, 285, 345 Range: 30 yards
Cool Down Time: 15 seconds

This is the specialist anti undead spell for the Paladins. It works
instantly, and deals Holy Damage to the undead or demon target. The
higher the rank, the more damage will be dealt. It's just fun to pull
Undead enemies this way. The 15 second cooldown is not an issue.

Holy Wrath
Ranks: 1 and 2 Level Learned: 50, 60 Mana Cost: 645, 805
Casting Time: 2 seconds Cooldown Time: 1 minute

Holy Wrath takes Exorcism to a whole new level. The Paladin will file
bolts of Holy energy all around the place, dealing Holy Damage to all
targets nearby! Any enemies within 20 yards of the Paladin will feel
the pain! The damage dealt has the potential to be more than that of
Exorcism, so whenever there are 3 or more Undead at once, use it.

Turn Undead
Ranks: 1 to 3 Level Learned: 24, 38, 52 Mana Cost: 35, 50, 75
Casting Time: 1.50 seconds Range: 20 yards Cooldown Time: 1 min

This is not an effective spell. It induces fear in Undead and Demons
only. But the problem is, when they run randomly in fear, they are
likely to aggravate all of his friends and cause them to run after you.
So, you might as well not bother with this.

---------------------
d. Seals and Offense
---------------------
It must really pay to be Holy Fighters, in fact, they have various
seals to enhance themselves. Seals are also the reason that make the
playing style of Paladins VERY DIFFERENT FROM HUNTERS AND ROGUES.

Seals are typically temporary effects that enhance your ability, for a
short 30 seconds. A Paladin can only activate one seal at a time. Many
seals give a chance for something good to happen in each blow you hit
the enemy. Such occurrences are called procs, or Programmed Random
Occurences. Many procs occur at a procs per minute basis. So, every
minute, expect the proc to occur a relatively constant number of times,
so the slower the weapon you use, the more frequently a proc will
accompany your blow.

However, that's not all, you can use Judgment to apply the effect to
the enemy, and hence giving some weird effects to them, making them
more vulnerable. If a Judgment has a continuing effect, its duration
can be prolonged if you continue hitting him with melee attacks, so
basically, as long as you are doing what you should do, the effect will
stay until the fight ends! Besides seals, other useful offensive spells
are written down here.

Judgment
Level Learned: 4 Mana Cost: 6% Range: 10 yards

Consider the Paladin to be a gun. Activating the seal loads the gun,
and using Judgment is equivalent to pulling the trigger, and judging
the enemy with the seal you are having. Various seals do different
effects on the enemy.

For instance, the Judgment of Righteousness deals direct Holy Damage to
the character, while the Judgment of the Crusader increases the enemy's
vulnerability to Holy Damage. This is the medium in which the Paladin
deals most of his ranged damage, so use it well. One more thing to note
is that the Judgment ability consumes 6% of the Paladin's total mana,
so as the Paladin levels up, he is bound to have to spend more and more
mana on this spell. The good news is that all judgments can be cast no
matter in which direction you are facing. So, even if this Horde Rogue
is running circles around you, you can still judge without fail!

Seal of Righteousness
Ranks: 1 to 8 Level Learned: 1, 10, 18, 26, 34, 42, 50, 58
Mana Cost: 20, 40, 60, 90, 120, 140, 170, 200

Activating this seal will allow your melee attacks to have a high
chance of dealing additional Holy Damage with each blow. The higher the
rank, the more attack bonus you gain. This is quite a popular seal
throughout your leveling life cycle. Who would like to miss the ability
to deal a little more damage per hit? (Usually, whenever the seal is
trained at the highest rank for your level, the Holy Damage should be
at least 25% of your melee damage!) When you judge the enemy using this
seal, they will deal raw Holy Damage. It has a 10 yard range, so it's
one way of dealing with fleeing opponents, and opponents that run
around, making themselves hard to hit.

Seal of the Crusader
Ranks: 1 to 6 Level Learned: 6, 12, 22, 32, 42, 52
Mana Cost: 25, 40, 65, 90, 125, 160

This seal has 2 different effects, depending whether you are applying
it to yourself or to the enemy. When you first apply it to yourself,
you will allow your melee attacks to hit faster, but you will deal less
damage than when you are not using. The correct thing to do is to judge
the enemy with this seal. Then, they will take more Holy Damage
whenever you hit them with the related attacks. This gives one key
combo. Whenever you fight, first judge the enemy with the Seal of the
Crusader, and then activate the Seal of Righteousness. Then your attack
bonus on the enemy will be further increased.

Seal of Justice
Level Learned: 22 Mana Cost: 13% of Paladin's total Mana

Like the Seal of the Crusader, the Seal of Justice has 2 separate
effects, depending on whether you are using it on yourself or the enemy.
When you first activate the seal, your melee attacks will have a chance
to stun the enemy for two seconds. Two seconds may not seem long, but
you do get to get a FREE hit on the enemy, and any spellcasting enemies
will have their spells completely interrupted. So this seal is most
effective against casting enemies like Mages, Warlocks and Priests.
(Although there is one other seal that provides raw power that may be
just as effective). The judgment effect of this seal, however, is only
useful in PvE encounters. It prevents the enemy from fleeing when they
are about to die. Many a time has an enemy run off, alerted his friends
and sent a large army to outwit you. This can be prevented by judging
them with this seal at the start of the battle! As for PvP encounters,
your enemy will definitely be not forced to stay!

Seal of Light
Ranks: 1 to 4 Level Learned: 30, 40, 50, 60
Mana Cost: 110, 140, 180, 210

The Seal of Light is really healing related, as with most skills that
mention the word "Light" for the Paladin. The Seal of Light, when
activated, gives your melee attacks a considerably high chance of
healing yourself slightly. On the other hand, judging the enemy will
give the melee attacks made against them a chance to heal the attacker
slightly. (God knows how this works) The slower the weapon you use, the
more likely you are going to be healed. However, as long as you keep
hitting the enemy, the duration will be prolonged. So, the healing is
spread out over time. I prefer the seal to the judgment anyday. This
seal is good when you are playing in a group with several mates against
a strong boss. Since all attackers may benefit. It is also good when
you are low on mana and want to heal yourself. Just engage some weak
enemy and activate the seal. The amount healed will definitely be
larger than the damage they deal to you! However, don't do this in PvP,
since it's likely to be a much faster paced fight than those dumb bots!

Seal of Wisdom
Ranks: 1 to 3 Level Learned: 38, 48, 58
Mana Cost: 135, 170, 200

The Seal of Wisdom works a lot like the Seal of Light, but instead of
health, you get a chance to regain mana with every hit you take.
However, I believe this spell is not worth it. Firstly, the mana cost
is very high compared to the amount of mana that will be restored to
you. Furthermore, the proc is less likely to occur than that of the
Seal of Light, and in group fights, the casters will tend to stay away
from the tough enemy to actually get any hits! (And, if they are being
hit, they are likely to die soon if it's an elite, which happens a lot
during group instances!)

Seal of Command
Ranks: 1 to 5 Level Learned: 20, 30, 40, 50, 60
Mana Cost: 65, 110, 140, 180, 210 Prerequisite: 10 Retribution
Talents

This seal may require a considerable number of talent points spent in
the Retribution Tree, but it really is worth it. When active, you will
have a considerable chance of doing a roundhouse blow with your weapon,
dealing Holy Damage equal to 70% of the standard melee damage you deal.
This proc has a slightly lower chance of occurring than that of Seal of
Righteousness, but it's still high ever since the 1.9 patch. Another
thing to note is that the critical hit chance of the proc is directly
related to your standard attack crit chance. (so build up your agility
or equip yourself with Crit Gear!)

The good thing is that the extra damage won't be necessarily 70%. In
most cases, the amount of Holy Damage dealt is 80%, 90% or even more
than the standard damage dealt by your weapon in that specific hit!
What's better than that? On the other hand, judging this seal will deal
Holy Damage to the enemy, which is less than that of the Seal of
Righteousness. However, if the enemy is hit while stunned, they will
get much more Holy Damage than the Judgment of Righteousness. (So,
combine with Hammer of Justice for the best results)

It seems that some people claim that this move procs at a rate of 7
procs per minute, and hence in spite of an increase from 5 procs per
minute, the seal of command deals inferior damage. Now, I tell you what,
this move has procced for me for something like 8 to 9 times in a
minute when I used a faster weapon, so it actually has experienced a
net damage increase due to the Version 1.9 patch.

Tip! Righteousness or Command?
As a rule of a thumb, use Seal of Righteousness while you use 1-handed
weapons, and use Seal of Command when use 2-handed weapons, which are
usually slower than 1 handers.

Hammer of Justice
Ranks: 1 to 4 Level Learned: 8, 24, 40, 54
Mana Cost: 30, 50, 75, 100 Range: 10 Yards Cooldown Time: 10s

Hammer of Justice is a stunning move of the Paladin. Using it will
immediately stun your target for a number of seconds. The time stunned
starts from a minimum of 3 to a maximum of 6. There are several uses of
this move. One is to stop the enemy caster from using his spells.
Another one is to stun him for a considerable amount of time so that
you can heal yourself. Another use is to stop the enemy from fleeing
(or trying anything funny) while you deal several hits on him.
Furthermore, if you are being attacked by a human Horde player, you may
want to FREEze him in place for a few seconds so you have time to run
out of range. At the same time, while fighting elites in an instance,
using Hammer of Justice to stun an enemy is a surefire way of getting
him to get off that cloth wearer and hit you instead.

Hammer of Wrath
Ranks: 1 to 3 Level Learned: 44, 52, 60
Mana Cost: 295, 360, 425 Casting Time: 1 second Range: 30 Yards
Cooldown time: 6 seconds

This move has been given to the Paladin at the Version 1.7 patch over
concerns that the Paladins are far too easy to run away from. Therefore,
you have this new Hammer of Wrath ranged attack. Now, whenever the
enemy has 20% or less health, and is trying to run away from you, all
you have to do is to use this and throw the hammer over long distances
to hit him, most likely to finish him off! This is one cool finishing
move, so make sure you have enough mana to spare!

Holy Shock
Ranks: 1 to 3 Level Learned: 40 minimum, 48, 56
Mana Cost: 255, 325, 380 Range: 20 Yards Cooldown time: 30 s
Prerequisite: 30 points in Holy talents, 1 point in Divine Favor

The Holy Shock move is the Paladin's one and only ranged damage spell
that works any time. Using this will instantly blast the enemy with
Holy energy, dealing a considerably high amount of damage to them from
a 20 yard range. That's not all, if you use this on a friend, you will
heal them instantly for that particular amount. Holy Shock is powerful
and hard to get. To get that, you must have designated at least 30 of
your Talent Points in the Holy Talent Tree. Afterwards, you must invest
5 points in all 5 Illumination Talents, then invest another point in
Divine Favor. Then, you can get to invest one more point in Holy Shock.

Therefore, you must wait all the way until level 40 to get it! Since
it's a ranged attack, you can use this to pull enemies in instances. A
better way to use it still, is to use it in a finishing combo in a PvP
combat! Consider first using Judgment of Righteousness, then Holy Shock,
and then finally Hammer of Wrath! This should deal more than 700 damage
and certainly finish them. (Considering the enemy has around 3000 HP
and is at around level 47.)

--------------------------
e. Healing and Protection
--------------------------
One of the Paladin's prized skills is his ability to fight and heal at
the same time. Surely, they may not heal as good as the Priest, it is
still very vital to keep the others alive. At the same time, the
Paladin has some abilities to help protect themselves during critical
moments of the fights. Here are the skills that you can use to help.

Holy Light
Ranks: 1 to 9 Level Learned: 1, 6, 14, 22, 30, 38, 46, 54, 60
Mana Cost: 35, 60, 110, 190, 275, 365, 465, 580, 660
Casting Time: 2.5s Range: 40 Yards

Holy Light is the standard healing move of the Paladin. After a short
charge, the Paladin will heal his target. The higher the rank of the
move, the stronger the healing power. Since it takes 2.5 seconds to
cast this spell, you might as well do something to help avoid spell
interruption. Investing 5 Talent Points into Spiritual Focus should
help, since it allows 70% of hits dealt to the Paladin while he is
casting the spell to not interrupt his casting. Combine this with
Concentration Aura, there really is no way standard hits can stop him
from casting.

However, you should still watch out for effects such as Kick or Silence,
since they stop the spell completely, and you have to wait a
considerable while before you can cast again. One way to cope with
those moves is to attempt to heal when your HP is still high, get
interrupted, and then heal again. Then, there is no way for the enemy
to interrupt you! Another way is to stun the enemy or protect yourself
in an invincibility shield, as you see later.

Flash of Light
Ranks: 1 to 6 Level Learned: 20, 26, 34, 42, 50, 58
Mana Cost: 35, 50, 70, 90, 115, 140 Casting Time: 1.5 seconds
Range: 40 Yards

Flash of Light is a move that allows the Paladin to heal his friends
slightly, but with a shorter casting time. The range is the same.
However, please note that the amount healed per unit time for Flash of
Light is lower than that of Holy Light. However, but the mana cost per
unit healed of this move is generally lower than that of Holy Light. So,
if you are outside of battle, consider using this instead to heal
yourself. But while in fierce battle, use Holy Light instead.

Divine Favor
Level Learned: 30 minimum Mana Cost: 4% of Paladin's Total Mana
Cooldown Time: 2 minutes
Prerequisite: 20 Points in Holy Talents, 5 Points in Illumination

This move is an instant cast buff, and allows the next Holy Light or
Flash of Light cast by the Paladin to always give a critical effect (ie.
Heal more than usual). Since you have already spent 5 points in
Illumination in the Holy Talent Tree, you will definitely not spend any
mana in this Holy Light! So, use this whenever you do not have any more
mana to spare. This shows why it is worth it to spend points in the
Holy Tree of the Paladin! Do yourself a favor, in particular a Divine
Favor and spend 20 Holy Talent Points, man!

Purify / Cleanse
Level Learned: 8, 42 Mana Cost: 8% of Paladin's Total Mana

These moves are moves that allow Paladin to remove ailments from
himself and friendlies. Purify removes one disease effect and one
poison effect each time it is used. Cleanse removes the above, and one
magic effect as well. Both cost the same, so might as well Replace
Purify with Cleanse upon hitting level 42.

Righteous Fury
Level Learned: 16 Mana Cost: 10% of Paladin's Total Mana
Lasting Time: 30 minutes

This self buff increases the aggro, of threat drawn from the enemies
from your Holy attacks by 30%. This means that if you use this on
yourself, and cast Seal of Righteousness, with every hit you take, the
enemy will be more likely to hit you than the mage or priest in your
group. Much better for tanking, eh?

Divine Protection / Divine Shield
Ranks: 1 and 2 (DP), 1 and 2 (DS)
Level Learned: 6, 18 (DP), 34, 50 (DS) Mana Cost: 15, 35, 75, 110
Lasting Time: 5 to 12 seconds Cooldown Time: 5 minutes

Both of the above spells are invincibility spells. The Paladin will
become invulnerable for a short time, and all conditions will be cured.
Note that for Divine Protection, the user cannot perform any attacks,
but can cast healing spells on himself. Meanwhile, Divine Shield allows
you to use physical attacks, but the speed will be reduced by 50%. This
move is perfect for healing yourself in emergencies. Since, whenever
you are ambushed by a Horde while you are fighting an enemy for
instance, you can quickly put on the "bubble", and heal yourself to
full strength, run away from the enemy's territory, and fight the Horde
on an evenly basis. You may also try to use the Hearthstone while in
the bubble, but you have to have laser sharp reflexes to ensure that
the warp effect will begin before the bubble expires. (Only works for
Divine Shield, by the way.)

-----------------------------------
6. What you should do for a Living
-----------------------------------
World of Warcraft features a system of professions. A character can get
up to 2 primary professions. They include Herbalism, Skinning, Mining,
Alchemy, Blacksmithing, Enchanting, Leatherworking, Tailoring and
Engineering. Th