Paladin Basic Information

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  • Can wear the heaviest armor in the game and can act as a secondary tank.
  • Combines the health of a warrior with healing abilities and useful buffs.


  • Lower damage than a warrior.
  • Can’t control aggro very well, at least when compared to warriors.

Paladins are, along with warriors, going to be the primary tanks in any group; they can use the heaviest armor and get more HP than almost any other class. Where paladins differ from warriors, though, is in their secondary skills. While warriors are almost entirely focused on dishing out pain and controlling aggro on enemies during combat, paladin skills are generally more focused towards becoming a secondary healer and buffer, with things like seals and auras that can significantly increase the power level of your other party members. In addition, paladins are well-known as smiters of undead, whether they be mobs or Undead PCs from the Horde, and they have a few spells that give them quite a bit of power against these kinds of enemies.

One of the unique aspects of the paladin is the way that he can cast buffs on himself, then discharge these buffs onto enemies with his Judgement skill. You’ll notice that many of the Seal powers have rather longwinded in-game descriptions; this is because they all have both a positive effect when cast on the paladin, then have a secondary effect when they’re discharged onto an enemy with Judgement. Although this appears to be a bit confusing at first, it doesn’t take too long to get a handle on the basic mechanics, which consists of: cast a Seal on yourself; cast Judgement to transfer the Seal onto your target (which erases the Seal from the paladin); then recast the Seal (or another Seal of your choice) onto yourself.

For example, let’s take the Seal of Light. This Seal, when cast on a paladin, allows you to have a chance to heal yourself for some amount of HP each time you hit an enemy. When you use Judgement, though, your Seal of Light cast on yourself becomes a Judgement of Light spell cast on your targeted enemy, which will allow any attacker to have a chance to gain life when they strike, although the amount of life gain will be lower. For instance, you might cast Seal of Light on yourself, which will let you gain a chance to gain 75 health each time you hit any enemy; if you use Judgement to transfer this ability over to an enemy, though, all of your party members that are using melee abilities will have a chance to gain 50 health each time they strike that particular enemy. Sound confusing? It sort of is, to be honest with you; it takes a bit of gameplay experience to get a handle for how it works.

What makes Seals and Judgements fairly useful is when you consider the fact that you can combine them in a few different ways. For example, if you cast Judgement of Light on an enemy, you’ll have something like a 20% chance to gain back health with each hit. If you then cast Seal of Righteousness on yourself, though, you’ll also gain a chance to deal extra Holy damage each time you land a blow, giving you a chance to gain health, deal extra damage, or both, each time you attack. Seal of Righteousness also goes well with Judgement of the Crusader, which increases damage dealt by Holy sources for 30 seconds.

Since you can shift around your Seals and Judgements as you like, Paladins can be quite flexible in combat, using something like Seal of Righteousness and Judgement of the Crusader (perhaps combined with the Sanctity Aura talent) when you want to deal a lot of damage, or switching over to Seal and Judgement of Light when you’re looking to get some healing going on.

In addition to these powers, though, you also have access to Auras, which are free, permanent buffs that will affect the paladin and all nearby party members. Some examples of this are Devotion Aura, which increases the armor of all nearby allies, and Retribution Aura, which will reflect Holy damage back onto any enemy that strikes yourself or an enemy. You also have access to Blessings, which are short-term buffs (usually on the order of five minutes or so) that can be cast on any party member.

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