Welcome to our PVE Holy Paladin healing guide for WoW TBC. This guide will show you what you need to know to play a Holy Paladin in dungeons and raids. This guide covers everything from talents to consumables.
This is the primary build for healing as a Holy Paladin in TBC. There isn’t much room for changes as most of these talents are required and don’t have any other decent options.
Jewelcrafting – Starting out you will get Figurine – Talasite Owl which is a great starter trinket. Later on, you can craft gems such as Kailee’s Rose which will give you a small boost.
Leatherworking – You can increase your raid utility by crafting Drums of Battle.
MP5 & Spell Crit
Your primary healing spell is Flash of Light. You can save mana by downranking to rank 6.
If you need a bigger heal, you can cast Holy Light but it requires more time. The talent Light’s Grace reduces the cast time by half a second.
In a perfect world, you would keep the Light’s Grace effect up most of the time by casting Rank 4 or Rank 5 Holy Light. This will allow you to use Rank 11 in tough situations. Holy Shock should only be used in emergency situations.
Auras are buffs that apply to your group. Keep in mind that these are not raid wide. Your tank group will require Devotion Aura or one of the many Resistance Auras. Any caster group will benefit from Concentration Aura.
Paladins are expected to buff their dungeon group and/or raid with blessings. Blessings are very strong buffs but each class requires a different blessing.
Below is a list of Blessings for each spec.
Druid (Feral): Kings, Might
Paladin (Prot): Kings, Sanctuary, Light
Warrior (Prot): Kings, Light, Might
Druid (Resto): Wisdom or Kings
Paladin (Holy): Wisdom, Kings
Priest (Holy): Wisdom, Kings
Shaman (Resto): Wisdom, Kings
Druid (Feral): Kings, Might
Druid (Moonkin): Wisdom, King
Hunters (MM / BM): Might, Kings
Hunter (Survival): King, Might
Mages: Kings or Wisdom
Paladin (Retribution): Might, Kings
Priest (Shadow): Wisdom, Kings
Rogues: Might, Kings
Shaman (Elemental): Wisdom, Kings
Shaman (Enhancement): Might, Kings
Warrior (Arms / Fury): Might, Kings
Warlocks: Salvation, Kings, Wisdom
Sometimes you may be required to use judgements during a fight. The main judgement you would use is Judgement of Wisdom. If you have another paladin covering Wisdom you can use Judgement of Light.
Divine Intervention allows you to sacrifice yourself and save another player. This will allow the player you target to survive after the encounter is over and revive the entire raid.
Make sure you choose someone who is out of the bosses range after he resets or they will get aggro and die as soon as they remove the bubble. You also want to make sure this person can res.. because that would be unfortunate.
Welcome to our PVE Ret Paladin DPS guide for WoW TBC. This guide will show you what you need to know to play a Ret Paladin in dungeons and raids. This guide covers everything from talents to consumables.
This is the standard Ret Paladin build for Dungeons and Raids. Once you reach high tier raids, you may want to adjust this build to match your gear and raid composition.
Welcome to our PVE Protection Paladin guide for WoW TBC. This guide will show you what you need to know to Tank as a Prot Paladin in dungeons and raids. This guide covers everything from talents to consumables.
This is the standard Protection Paladin build for TBC.
Enchanting – Enchanting both of your rings with Spellpower will give you 24 extra spell power! You can also save money by enchanting your own gear.
Jewelcrafting – Great gold making choice and you can make your own gems early on. It can also provide starter trinkets, rings neck’s and epic gems.
Alchemy – Alchemy is great because you can create your own consumables. This can bring their cost down while giving you a boost over tanks that don’t use them.
Blacksmithing – While this sounds good on paper and will provide you with some starter gear.. It’s very expensive to level and your end game gear will mostly come from drops due to being a paladin instead of a warrior.
This is a Holy/Prot/Ret Paladin Pre-Raid Best in Slot list for The World of Warcraft Burning Crusade expansion. This list will allow you to begin raiding Karazhan if you have an item from this list in every slot.
A tank is a character whose primary role is to absorb damage and prevent others from being attacked. Tanks are “meatshields”, so to speak, putting themselves between the mobs and the more vulnerable party members.
Paladins use mana and build threat with spell damage, with the key to their threat-generation being [Righteous Fury]. They can wear plate armor. They excel in pulls with many mobs, with abilities such as [Consecration], [Holy Shield], [Retribution Aura], and [Avenger’s Shield], enabling them to keep many mobs on themselves more easily than a Warrior or Druid.
Being a tank is being the most important player in the raid. If you die – the raid wipes. Healers should always focus heals on you.
Being a good tank is NOT easy, and being a tankadin is even harder:
You will forever be underestimated due to not being a warrior.
You have no defensive cooldowns.
You use mana for your spells. If you somehow run out of mana, you are useless.
You take more damage than a warrior geared the same (and usually a druid too). This is because our talents provide 4% less overall damage taken (Improved Righteous Fury versus Defensive Stance) and in addition, we lack the vital Spell Reflection.
Itemization, especially pre-raid, is pretty hard. Most items are suited for warriors and in order to be able to hold threat, you will have to gem/enchant for Spell Damage.
Being a Tankadin, however, gives you great powers:
You are, without a doubt, the king of AoE aggro. This is the duty of holding many mobs attacking you instead of your raid members.
A very special taunt, which brings not 1 mob to attack you, but 3!
A passive Shield Wall, which takes effect whenever you are at or below 35% HP, unlike Warrior’s 30 minutes cooldown.
Using mana is also an advantage – You do not need to be hit for rage (You do, however, get mana from being healed – don’t forget that!). You are always ready to go, no need to take thousands of damage in order to use a Devastate.
Due to Holy Shield having 8 charges (every 10 seconds) as opposed to Shield Block (2 charges every 5 seconds), you can remain Uncrushable against fast-hitting bosses with ease. (Yes, a Tankadin is actually the best to tank Prince Melchezaar phase two).
• 485 Defense = Critical Hit immune to almost all mobs level 72 and below (all 5-man instances and heroics)
• 490 Defense = Uncrittable by almost any mob or boss in PvE
• 102.4% Avoidance = Uncrushable by level 73 bosses
• 11,000+ Hit Points is desired for tanking Karazhan
• 160 Spell Damage is the absolute minimum needed for building threat
Avoidance is calculated using: Block Rating, Dodge, Parry, and Enemy’s chance to miss (5% + the number shown on your character sheet)
Macro that calculates your current avoidance (you have to activate Holy Shield before using this):
This build is very standard and optimized for raids. You should have another paladin in your raid specced for Improved Seal of the Crusader and Vindication.
As already stated, a tank who can’t hold aggro is not a good tank. Learning how to effectively hold threat will make you a good tank. Tankadin, unlike other tanks, do a big chunk of their aggro from reactive damage.
Righteous Fury – Should be ALWAYS on. In addition to giving you an extra 90% threat from holy spells, it also reduces all damage taken by 6% (talents, of course).
Holy Shield – +30% (35 with a relic) chance to block, 8 charges (talented). ALWAYS have it up as well. In addition, blocks will also cause holy damage back on the target, which will be very important in holding aggro.
Consecration – The bread and butter of the Tankadin. Deals holy AoE damage to all enemies in a large area around you.
Avenger’s Shield – Hits 3 targets for Holy damage. Used for pulling and initiating. Be careful when you use this, you might pull unwanted guests.
Seal of Righteousness – The tanking seal. Deals bonus holy damage on every hit. Judging this will cause holy damage to the target.
Seal of Vengeance – Alliance Paladins were blessed with this spell. Melee hits have a chance to stack a holy dot on the target, stacks up to 5 times.
Seal of the Crusader – The seal itself is pretty useless to us, but judging this will cause the target to take extra holy damage – means extra threat for us. The best option is to have a fellow Retribution judge it.
Exorcism – Deals holy damage to an enemy Demon or Undead. Good to mention this since many mobs and bosses in Karazhan are undead.
Blessing of Kings vs Blessing of Sanctuary – As a rule of thumb, Kings is better than Sanctuary in 95% of the cases. On single target tanking, Kings is ALWAYS better. On AoE tanking, Kings should be better in raids (since 80 damage reduction is a joke compared to their damage). However, in some fights where there are many mobs attacking for low damage (Illhoof fight, for example) Sanctuary might be better. In most cases, you should have another paladin buff you with Kings and you buff yourself with Sanctuary.
Basic rotation for holding a single mob:
Seal of Crusader/Wisdom depends on what do you need more threat/mana -> pull with Avenger Shield -> Judgement while the mob is approaching you -> Holy Shield when the mob is about to hit you -> Seal of Righteousness (Or Vengeance) … at this point, you just keep resealing and judging SoR/SoV while keeping Holy Shield up, use Consecrate for single target when you need additional threat.
Alliance: If you find yourself full on mana and you know how to seal twist, you can get 5 stacks of vengeance, judge it then use SoR for 6-7 seconds, switch to vengeance again to refresh it, and judge vengeance/reseal SoR again. This can guarantee around 100 more TPS or more if you know how to do it correctly. In no situation, you should get your SoV to drop.
Basic rotation for holding more than 1 mob:
Seal of Righteousness -> pull with Avenger Shield (careful) -> Holy shield -> Concecration -> Refresh Holy Shield and Concecrate.
If you find yourself running low on mana fast, use a lower rank of Consecration.
Alliance: Optional use of SoV if you tank 2-4 mobs: 2 stacks of vengeance on each of them will generate HUGE amounts of aggro.
New players to TBC, especially those coming from retail Cataclysm or WotlK, will underestimate the power of consumables. Old players, mostly those who played in retail Vanilla/TBC, will overestimate consumables and will harshly disagree with me on the following:
The truth is – Consumables are nice. Nothing more, nothing less. They are helpful, but usually lack of a flask will not cause a wipe. However, with you being the tank, you set the bar for the rest of the raid. And yes, every little bit helps.
On progression raids, always be stocked with consumables. The raid is hard enough as it is, and yes, food plus flask plus weapon enchant do make a difference.
Runes/Wards of Warding/Shielding – While very useful when soloing, their buffs won’t last. One will give you a 4000 physical shield at the start of the battle (assuming you can’t refresh it), the time you need a shield the least. Your healers will be full of mana and ready to toss a heal on you anyway. The other has a 90sec internal CD for a 400 damage reduction. Joke.
Weightstone/Sharpening Stone – Both add physical damage increase, which will only increase your threat by a minimal amount. Avoid using those. Instead, use:
[Superior Wizard Oil] -Provides +40 spell damage for an hour. Since you generate threat using spell power, this simply increases your TPS. The best and only choice.
[Elixir of Major Defense] + [Elixir of Major Agility] OR [Elixir of Mastery]. These combos are actually slightly better (theoretically) than the Flask of Fortification. They only last 1 hour and will be removed on death. Personally, I believe that the extra 500 HP from Fortification is much better for us at the current content level, and I use the flask for now, but the avoidance from the elixirs will be more useful later on.
[Flask of Blinding Light] – This one, giving +80 Holy spell damage, is a huge increase in TPS. Use this when you have aggro issues.
You can have any number of different scrolls active on you (unlike 3.0+). Just stack any of the following: