Azzie
New Member
In solo pvp, we tend to be a subject of /sigh because our fights last so long, even though we are a force to be reckoned with.
But in group pvp, a good support paladin is every horde's absolute worst nightmare.
It's said that in group fights, trying to kill the paladin is probably the worst thing one can do unless the kill is guaranteed (i.e 25,000 crit). If the horde try pounding on the paladin first, the other class(es) he/she's with can pound on the horde, and right when the paladin is about to go down the bubble pops up and is back at full health, also healing his allies. That's 20-30 seconds of wasted time and mana for the horde attackers.
Anyway, for some tips:
-Blessing of Freedom/cleanse your allies. It doesn't cost much mana, and will essentially add many of the paladin's abilities on a class with much higher dps.
-Stun for crowd control, not damage (unless you're throwing a reckoning bomb or doing a finisher.)
-Blessing of Sacrifice and DoT's: 55 damage is given to the paladin each time the target of BoS is hit. Sometimes keeping a DoT on the paladin (by not cleansing it) is good to prevent sheeping and sapping. BoS is very useful in keeping yourself from Crowd Control too.
-Blessing of Protection: For hunters, rogues and warriors, it might be nice to make a macro that tells the party what blessing you did, because this prevents them from attacking even though it makes them immune to all physical attacks for 10 seconds. On casters, this seriously makes the horde cry...unless they're casters too.
-While Banadaging while shielded saves mana, the fact that it takes 8 seconds to do the full effect often means your allies are dead. Heal your allies first, then throw a big one on yourself before the Divine Shield Timer goes off.
-Stand in a good position; an ideal place is atop a hill with the fighting going on at the bottom of the hill. This way it takes effort for the horde to get to you, all allies are in line of sight for heals/blessings/cleanses, and lastly, it looks awesome standing at the top in shining gold armor
-You will want to use concentration aura as default, espcecially if talents are put into the improved version. You won't do much good if you can't pull heals off in time due to spell interruption. Devotion aura and an entire 700 armor is, in my opinion, not as good as consistent and resistant heals.
-To those with the paladin: Do yourself and the pally a favor, and don't stray too far from the paladin. DO NOT RUN AROUND CORNERS UNLESS HE IS RIGHT NEXT TO YOU. I have had ABSOLUTELY enough of trying to heal people, and right when my heal goes off the target goes around a corner and it says "target not in line of sight," Only for me to be flamed for not healing.
To get a glimpse of the nightmares paladins cause in group pvp (and some solo pvp too), check out videos by Jamaz of Shadowmoon (He has 4, named "Conviction", "Devotion", "Fanatacism", and "Fist of the Heavens".) It's pre 1.9, but our support abilities are relatively unchanged. 2 v 4, 2 v 5, 3 v 5, and 3 v 7 fights are seen in those.
But in group pvp, a good support paladin is every horde's absolute worst nightmare.
It's said that in group fights, trying to kill the paladin is probably the worst thing one can do unless the kill is guaranteed (i.e 25,000 crit). If the horde try pounding on the paladin first, the other class(es) he/she's with can pound on the horde, and right when the paladin is about to go down the bubble pops up and is back at full health, also healing his allies. That's 20-30 seconds of wasted time and mana for the horde attackers.
Anyway, for some tips:
-Blessing of Freedom/cleanse your allies. It doesn't cost much mana, and will essentially add many of the paladin's abilities on a class with much higher dps.
-Stun for crowd control, not damage (unless you're throwing a reckoning bomb or doing a finisher.)
-Blessing of Sacrifice and DoT's: 55 damage is given to the paladin each time the target of BoS is hit. Sometimes keeping a DoT on the paladin (by not cleansing it) is good to prevent sheeping and sapping. BoS is very useful in keeping yourself from Crowd Control too.
-Blessing of Protection: For hunters, rogues and warriors, it might be nice to make a macro that tells the party what blessing you did, because this prevents them from attacking even though it makes them immune to all physical attacks for 10 seconds. On casters, this seriously makes the horde cry...unless they're casters too.
-While Banadaging while shielded saves mana, the fact that it takes 8 seconds to do the full effect often means your allies are dead. Heal your allies first, then throw a big one on yourself before the Divine Shield Timer goes off.
-Stand in a good position; an ideal place is atop a hill with the fighting going on at the bottom of the hill. This way it takes effort for the horde to get to you, all allies are in line of sight for heals/blessings/cleanses, and lastly, it looks awesome standing at the top in shining gold armor

-You will want to use concentration aura as default, espcecially if talents are put into the improved version. You won't do much good if you can't pull heals off in time due to spell interruption. Devotion aura and an entire 700 armor is, in my opinion, not as good as consistent and resistant heals.
-To those with the paladin: Do yourself and the pally a favor, and don't stray too far from the paladin. DO NOT RUN AROUND CORNERS UNLESS HE IS RIGHT NEXT TO YOU. I have had ABSOLUTELY enough of trying to heal people, and right when my heal goes off the target goes around a corner and it says "target not in line of sight," Only for me to be flamed for not healing.
To get a glimpse of the nightmares paladins cause in group pvp (and some solo pvp too), check out videos by Jamaz of Shadowmoon (He has 4, named "Conviction", "Devotion", "Fanatacism", and "Fist of the Heavens".) It's pre 1.9, but our support abilities are relatively unchanged. 2 v 4, 2 v 5, 3 v 5, and 3 v 7 fights are seen in those.
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