Legion Class Changes: Paladin. Paladin: Retribution in Legion - Whoever has the bigger sword is right! — WoW JP Addons for boss fights Deadly Boss Mods or Bigwigs

Introduction
This PvP guide will teach you how to use all aspects of the Paladin in the Retribution specialization. We'll look at class talents, honors, rotations, and a variety of other class features.

1. Specialization overview / place in the current meta

Despite its low mobility as a melee class, Retribution is a very strong spec in the latest Legion patch. A strong burst combined with its powerful damage can have a huge impact on winning the arena.

I also advise you to pay attention to (Healing)

2. Talent selection

Regular talents work in both PvP and PvE content (though they can sometimes work differently in the two environments, as evidenced by their tooltips). In other words, they are always active.

On the other hand, Honor talents are inactive outside of a PvP environment.

2.1. Regular talents

2.1.1. Level 1 (Level 15) Talents

2.2.5. Level 5 Talents


3. Racial bonuses

Racial bonuses can provide interesting PvP benefits. Here are the best races for each faction.

3.1. horde

#showtooltip /cast [@mouseover] Blessed Defense

6. Addons

Hekili is a good addon that will help you with your rotation.
Weak auras can also be used to track spell cooldowns and buffs. This addon is a good option for people who want to customize their auras.
WeakAuras is a handy addon that throws a helpful warning on your screen related to important abilities - cooldowns, durations, etc. However, it can be tricky to configure, especially if you're new to it, so we've set a base weak Aura for every spell in the game, including intelligent auras by default.

7.Rotation

When you have an enemy healer against you and you are trying to kill the enemy, use your burst damage.

  • Make sure your goal has

Retribution Paladin– warrior of light, priest in armor, master of close combat. In addition to brute force, she uses light magic to protect and heal allies and to bring righteous punishment to those who deserve it. Read our WoW guide, we will teach you how to play the Retribution Paladin, fight and win.

Introduction:

Basic information on spec:

The “Retribution” paladin has 2 resources - holy power, hereinafter referred to as HP, the main resource for dealing damage, the mechanics are similar to classic combo points without being tied to the target (maximum 5 HP), and the second resource is mana, which it uses most of the supporting abilities.

Let's look at the strengths and weaknesses of this specialization:

Pros:

  • Strong, long-lasting burst in any type of battle
  • Good AoE
  • A unique opportunity during development to slightly compensate for losses in the raid by Retribution
  • Many different blessings, allowing you to strengthen or protect your allies in different ways.

Minuses:

  • Dependency on cooldowns
  • Very mediocre DPS outside of burst
  • Low mobility

Dictionary:

Dictionary

AoE

Buff

Burst

Gir

GKD

Debuff

DoT

DPS

Cleve

Cooldown

Miles and range zone

Traityour Azerite armor.

WoW for Russian players initially existed only in foreign languages, since the native language of the game is English, many terms to this day are formed from the English names of established mechanics and many abilities.

AoE- (from the English Area of ​​Effect) literally - this is the area in which the effect occurs, whether damage is done in this area or healing is performed does not matter. Typically this abbreviation is used as a command to deal damage in a group/raid to multiple targets. It is also used to describe any boss ability with the effect described above.

Buff- positive effect. By default it is displayed to the left of the minimap along its top edge.

Burst— (from the English Burst), an ability that allows you to inflict a large amount of damage in a short time in various ways.

Gir— (from the English Gear) is essentially equipment.

GKD— (short for English Global Cooldown) is the total recovery time of abilities.

Debuff- negative effect. By default it is displayed to the left of the minimap along its bottom edge.

DoT— (from English Damage over Time) is an effect that causes damage over time

DPS— (from the English DPS — Damage per Second) is a value that reflects the damage dealt per second.

Cleve— (from the English Cleave) the ability to inflict damage on secondary targets by inflicting damage on the main target while having no loss (or with minimal loss) on the main one.

Cooldown- (from the English Cooldown, you can often find the abbreviation “CD”, or “kdshki”), the main meaning is the recovery time of the ability. Also often used in relation to bursts or various defensive abilities.

Miles and range zone- (from the English Melee and Ranged, respectively) Miles - means a melee zone, also used to name all classes/specs that deal effective damage directly in this zone. Range (can also be found “range”) usually means a zone that is not a melee zone, and, accordingly, is also used to name all classes/specs that can effectively deal damage from a distance.

Trait— (from the English Trait) the name of “talents”your Azerite armor.

Basic abilities:

Offensive Abilities

All attacking abilities interact with HP - accumulate or spend. Below are more details about each ability.

Talents:

General information:

As you reach several new levels, new “tiers” of talents will open up for you. In each such line, you can select only one talent at a time. Talents can influence abilities in different ways: add new ones, replace old ones, passively modify various effects and spells. You can change talents while in sanctuaries or in any recreation areas, however, if there are no such places nearby, you can use “the tome of the serene mind” , which will allow you to change talents within a minute. Talents cannot be changed in battle. A talent cannot be changed if the talent chosen in this tier is on cooldown; you will first have to wait for it to be restored.

Tier 1. 15 lvl

Azerite traits

Sets were removed from BfA, and “Azerite Armor” was added in their place. Now in any honor/head/shoulders there are several rings in which you have to choose one or another talent.

  • Heavenly Power . Your attacks have a chance to increase the damage of your next "Divine Storm “In this case, it can be applied without wasting resources. A good trait that you need to have in quantity of one piece, even on a single target, as it can provide free additional damage, especially useful on AoE.
  • A good raid choice would beAn insidious agreement in any quantity. This talent provides strength, but has its drawbacks, for example, if health drops below 50%, it stops providing strength and becomes useless, and if health drops below 20%, it begins to work at a loss and provides a debuff that we take 15% more damage. You can safely take 1-2 pieces.
  • Punisher's Might . Under the influence " Punisher's Wrath » Your mastery score increases. It's simple. While our burst is working, we are granted additional mastery. The best trait, we collect 2-3 pieces.
  • Command of Light . If you consume Light energy during the action " Punisher's Wrath “, a sacred radiance emanates from you, causing damage from Light energy to nearby enemies for each unit expended. Time of action " Punisher's Wrath "extends by 5 seconds. Creates excellent synergy with “ Punisher's Might ”, it is advisable to collect 2-3 pieces.

* Since there are a huge number of traits, only the best are listed above. I strongly recommend using raidbots.com to determine the best trait/link.

(AzeritePowerWeights:1:"herodamage.com - Stacks_1T_T23":2:70: 508=10, 453=8.56, 154=8.10, 562=8.07, 522=7.93, 526=7.91, 193=7.60, 82=7.54, 479 =7.07, 157=7.03, 192=6.91, 125=6.90, 196=6.82, 494=6.75, 488=6.75, 483=6.64, 505=6.55, 194=6.52, 501=6.52, 504=6.47, 478=6 .45 , 485=6.44, 481=6.36, 195=6.33, 482=6.21, 235=6.20, 187=6.13, 523=5.97, 480=5.97, 489=5.94, 495=5.94, 561=5.85, 30=5.74, 521 =5.73, 486=5.40, 492=5.40, 498=5.39, 156=5.07, 487=4.72, 493=4.72, 31=4.69, 500=4.58, 22=4.48, 499=4.27, 459=4.25, 560=4.2 2 , 21=4.19, 18=4.11, 38=4.07, 20=4.00, 491=3.87, 497=3.87, 462=3.84, 461=3.75, 541=3.67, 490=3.47, 496=3.47)

Damage Dealing:

First, let's look at the general priorities for a single target:

The main point is to deal as much damage as possible with "The Templar's Verdict" . What does it mean: Use finishers after"justice" In the windows between

And here is our new guide, this time we will devote it to the most popular spec among Paladins. Meet the Paladin of the Retribution branch in BfA version 8.0.1 World of Warcraft. Let's go over the main points of playing for your favorite class. Is he strong in PvE? Now we will be happy to tell you about it.

Class Overview

In Battle for Azeroth, Rethrick feels great both in single-target combat and in battles with multiple enemies, without being inferior to the power of AoE damage. Not many classes can boast of this. In this regard, Retro Pal is such an all-rounder that can be very useful in raids at the moment. Yes, he may not occupy top positions in the DPS Rating, but he confidently remains at the top of this list.

Strengths

  • Very significant burst damage both in a solo target and in a situation with many targets.
  • An excellent opportunity to quickly switch between targets with no DPS drawdown. Very useful in battles when you have to change targets frequently.
  • The presence of Blessed Freedom and other pleasant utility opportunities to help allies and yourself, for example, the very same Blessing of Protection, which will give immunity to physical damage and, more interestingly, to all weakening effects. Another equally important skill available to us in the Retribution branch is the Great Blessing of Wisdom - an excellent means of replenishing mana for yourself or an ally who has spent their mana.
  • In addition, we have more significant self-def abilities in the skill book. The first of them is the Shield of Retribution, which gives us both a shield that absorbs damage and area damage when the shield goes down. The second is our favorite book that will save your life more than once. Divine Shield, which gives absolute invulnerability. And if you took the talent at the seventy-fifth level, then Eye for an Eye which also increases your damage.

Weak sides

  • We have only one weakness due to the fact that Retri Pal is, as we have already said, universal. This weakness, as you may have guessed, is our mobility. Compared to other classes, we really miss it.

Basics

And so Retribution Paladins are naturally a melee DPS specialization, with an incredibly simple play style. The skills at our disposal are quite simple and effective. While their damage output is solid, they are not the best at single target damage or AoE damage. But unlike others, they can show consistently good performance in both of these elements. That is why this class is considered universal.

The only difficulty in combat is that you will need to manage your generation and expenditure of Light Energy charges in order to maximize your damage.

Talents

Let's look at the talents we have chosen and give you a short description of them.

Tier 1: Fanaticism (level 15)

After using Justice, it gives us a buff to increase the speed of basic attacks and their strength by adding light damage. A very nice bonus.
Tier 2: Hammer of Wrath (level 30)

This talent will help us during the Execution period in the fight against bosses, as well as when using the Holy War, helping us gain damage to the maximum.
Tier 3: Fist of Justice (level 45)

Reduces the CD of our stun due to skills that spend accumulated charges of Light Energy. Not so bad, using a hammer won't hurt us for control.
Tier 4: Consecration (level 60)

Casts a puddle that deals damage to everyone nearby, while giving Light Energy. Very helpful.
Tier 5: Unbroken Spirit (level 75)

This talent reduces the cooldowns of our defensive abilities. Very good.
Tier 6: Selfless healer (level 90)

Retrik’s universal talent will allow him, if anything happens, to heal both himself and others in need.
Tier 7: Holy War (level 100)

Similar to Punisher's Wrath, but much more interesting. Under the influence of this talent, when we spend charges of Light Energy, we increase the damage dealt and speed.

Characteristics

At the moment, Speed ​​is the dominant characteristic. Skill, on the other hand, greatly diminishes in usefulness. Here we have made a scheme for prioritizing stats according to their importance.

Strength (our primary stat) > Speed ​​(our secondary stat) > Versatility/Critical Strike > and lastly, Mastery.

Update 8.0.1 brings a lot of new features when it comes to features. In BFA, our stats will be compressed and they will not be as large in numerical value as in Legion.

But let's look at them in more detail and try to reason.

Strength is your main stat, which will be present on all Plate armor that we will wear. Strength directly increases our attack power and skill damage.

The choice of secondary characteristic here will be very simple. We give preference to Speed, but you are free to consider other options.

  • Speed: Increases attack speed and casting speed. The most important thing is that it reduces the cooldown time of many of your abilities. That's why we put it first.
  • Critical hit will increase the chance of additional effectiveness on attacks and healing. Quite useful, but not as it seems at first glance compared to what we suggested just above.
  • Mastery: Increases the effectiveness of Mastery: Hand of Light . The efficiency of this skill is not so high, so we sacrifice this stat for the sake of more useful and effective ones.
  • Versatility: Increases damage and healing, and reduces damage taken. In fact, the increase in damage is not so noticeable, so you don’t need to bother too much with this stat either. What will be offered when typing the main characteristics will be enough.



Rotation

In principle, our rotation will be built around the collection and expenditure of charges of Light Energy. We will accumulate them with some skills, and release them with others.
We start with the priority of skills for gaining Light Energy, and continue to adhere to it until the moment when there are either the maximum number of charges, or if the next skill you use will merge them so as not to create an excess.

Rotation for one target

It will be more of a set of rules, following which you will deal damage corresponding to your equipment. Let `s start?)

  1. We use the Blade of Justice ability. It gives as many as 2 charges, so it should be used first.
  2. Let's use Justice. .
  3. We use the Hammer of Wrath. We will talk about when its use will give maximum profit below.
  4. Let's use Consecration. Even if there is only one target, we still use this skill to increase the already weak DPS, which will remain consistently high.
  5. We use Strike of the Warrior of Light with 1-2 charges. There are some points that may slightly disrupt this rotation. Details are also below.

To release the accumulated charges of Light, with such a build of talents, we only have this skill

  • Templar's Verdict

We advise you to distribute your skills in such a way that you keep a stable number of charges without sacrificing your damage per second. You should also be careful and stop accumulating charges Sveta. After all, you will need skills to recruit them in order to gain all 10 stacks of level one hundred talent under the buff. And besides, we will be able to use the hammer under its influence without waiting for the execution phase. Isn't that great?)
You have not used the Sacred Warrior yet and are planning to do so in the near future.
Your current target's health is below 20 percent.

AoE Rotation

When fighting multiple enemies, we will use basically the same rotation as against a solo target, except that you will be replacing the Templar's Verdict skill with the AoE ability Divine Storm against three or more enemies

Gems

Since we have already found out that Speed ​​is the best second characteristic for us, we need to insert exactly the stones that give this indicator, and this is our Lightning of swiftness. You can also consider a more budget-friendly version of these stones, Svetozar of Swiftness. They give a little less than +11, but +9 is not much worse, but it is better to stick to the maximum possible increase.


Enchantment

As we already said with enchantment in 8.0.1, there are no difficulties because there are 1-2 types of enchantment we need, sometimes they are equal to each other, but in this case we will only talk about those that we consider the only ones possible to increase your damage in raids.

Neck

Since we are playing for Retri Pal, the only possible enchantment that we can make will be Enchant for Necklace - Sign of the Invisible Satyr. The rest are not so useful, so we won’t even consider them.

Cloak

Everything here is also quite simple. We are trying to enchant to increase our main skill - Strength. Therefore, we enchant specifically for this characteristic.

After all, it is Strength that gives us the biggest increase in DPS. No wonder it is our main characteristic.

Rings

With rings, of course, we have a choice. But Pal Retrik, among other stats that can be raised by enchanting rings, naturally chooses Speed, so we again take an unconditional step towards this enchantment. Others are less effective

You can choose others, but understand that if you want to make your DPS consistently high, we advise you to follow our recommendations.

Macros and Addons

In previous guides, we have already given you macros for your def abilities. You can easily use them from our previous guides on. Here we will try to supplement macros useful specifically for Retriks

Macro for Cleansing:

  • #showtooltip Cleanse Toxins
  • /cast [@mouseover] Cleanse Toxins

This macro will remove poisons and diseases from targets at which we aim the mouse. Makrosik will help you out in raids when the main healers do not have time to do it.

Macro for quickly knocking down a cast:

  • #showtooltipRebuke
  • /stopcasting
  • /cast [@focus,exists] Rebuke

This useful macro will cancel your current action and quit

Paladins are known in the Warcraft universe as warriors of Light, defenders of the common people, and knights who bring justice. The priest is the voice of Light, calling out to the oppressed and disillusioned, while the paladin is his hand, which protects the faithful and confirms divine laws with a righteous hammer.

In general, paladins live up to the image of holy crusaders in shining armor, but there is one important exception. Whatever the role of a paladin - avoiding enemy attacks, aiding injured allies, or fighting in the name of justice - they are always in the heat of battle. But despite their heavy armor and strong defenses, Holy paladins spend most of their time in the rear, side by side with more fragile healers. Not only are we going to strengthen the position of Retribution and Defense Paladins, but we're also going to ensure that Holy Paladins are closer to the heat of battle, where they belong.

Light

Like priests, paladins who serve the Light are completely subservient to their faith. Those who devote their lives to the Order spend many years within the vaults of the sacred halls in the study of divine doctrines. They become sources of Light for their battle-suffering allies, donning heavy armor and taking up righteous weapons. Paladins firmly believe that any battle whose goal is to exterminate evil is righteous, and rush to the front line to help their allies in a good cause. Faith and the power of Light give these knights the ability to bring wounded allies back to life. If necessary, they are even ready to sacrifice themselves in the name of a higher goal.

Faith and the power of Light give these knights the ability to bring wounded allies back to life.

Game process

We love the uniqueness of the Paladin Healer, and we're going to change the gameplay a bit to highlight its features. The single-target Beacon of Light ability will still be a core ability, but other talents and abilities have been adjusted to require Holy Paladins to be close to allies in need of healing - including melee units if necessary. To that end, we're introducing a new mastery called Lightbringer, which allows you to restore more health to nearby allies. In addition, we will add several auras to the game that have different effects, and also slightly change some spells - for example, “Light of Dawn” will now again operate in the sector.

Thanks to talents, healers will also be able to deal damage while healing. When allies are in trouble, the Light of the Martyr ability will help the paladin quickly heal them at the expense of his own health. Lastly, we want to address the limitations that Light Charges placed on gameplay. Because of these, players often had to use abilities in a specific order or ratio, so we decided to abandon this mechanic. Now the main resource for paladins will be mana.

To give you an idea of ​​how Holy Paladins will perform in combat, here is a quick overview of their main combat abilities.

  • Heaven's light
    • Mana cost: 2.0%, range: 40 m, cast time: 2.5 sec.
    • An effective but time-consuming spell that restores an average amount of health to an ally.
  • Flash Light
    • Mana cost: 4.0%, range: 40 m, cast time: 1.5 sec.
    • A quick but expensive spell that restores an average amount of health to an ally.
  • Martyr's Light
    • Mana cost: 2.5%, range: 40 m, applied instantly.
    • You spend an average amount of your own health to instantly restore an average amount of health to an ally.
    • Cannot be applied to yourself.
  • Light of dawn
    • Mana cost: 4.0%, cast time: 1.5 sec, cooldown: 12 sec.
    • The paladin creates a 15 m wide wave of healing energy in a sector in front of him, healing up to 5 wounded allies. The wave restores an average amount of health.
  • Shock of Heaven
    • Mana cost: 1.5%, range: 40 m, instant cast, cooldown: 10 sec.
    • Instantly applies the power of Light to the target, dealing moderate Holy damage to an enemy or restoring a medium amount of health to an ally.
    • The chance of your Holy Shock ability to deal critical damage is doubled.
  • Tide of Light
    • Passive ability
    • Critical hits from Holy Shock reduce the cast time of your next Holy Light by 1.5 sec. or increase the healing of your next Flash of Light spell by 50%.
  • Particle of Light
    • Mana cost: 0.5%, range: 60 m, applied instantly, cooldown: 3 sec.
    • Applies the “Beacon of Light” effect to an ally.
    • Healing spells cast on other party or raid members will also restore 50% of the target's full health when imbued with a Beacon of Light. Casting Flash of Light and Holy Light will grant you 40% of your mana cost.
  • Mastery: Lightbringer
    • When you are close to a target, the effectiveness of your spells increases by up to 30% (depending on the Mastery bonus from equipment).
  • Lightbringer particle
    • Passive ability
    • The maximum bonus from Lightbringer Mastery is increased by 24%. It now increases the effectiveness of your healing depending on who is closer to the target being healed - you or the target with the Beacon of Light effect.

Protection

The tools paladins use in war make it difficult to question their motivation. In one hand they tightly clutch a deadly weapon designed to punish the infidels, in the other they hold a shield, a symbol of protecting good from evil. Powerful and unwavering, they tirelessly protect the Light and all it touches - and this zeal, in turn, heals them. They are so dedicated to their cause that the very ground on which they fight the Blight becomes sacred.

Powerful and unwavering, they tirelessly protect the Light and everything it touches.

Game process

The arsenal of paladins with the Defense specialization is already fully suitable for them. The main change is the removal of Holy Energy charges, which were not developed in detail and were only used for some abilities. These abilities will now have a cooldown to better interact with other abilities.

We're also going to look at the control issues associated with Crusader Strike and Hammer of the Righteous. To increase detail and increase control, we decided to remove abilities that were identical in functionality (except for area damage) and leave only one, making it deal area damage when the paladin stands on consecrated ground. A good example of an ability that we don't want to overcomplicate is Judgment. This is what we will take as a basis when it comes to talents and various effects. On the defensive side, we've replaced Celebration with a self-cast Light of the Protector spell, making it more meaningful and interesting.

To give you an idea of ​​what a Defense Paladin will be like in action, here are some of his main abilities.

  • Protection
    • Shield of the Righteous
      • Range: melee, instant cast, 3 charges, reload time: 10 sec.
      • Instantly hits the enemy with a shield, inflicting significant damage from light magic. The strike reduces the paladin's damage taken by 25% for 4.5 sec.
    • Protector's Light
      • Cast instantly, cooldown is 15 seconds.
      • The paladin taps into the power of Holy Light, restoring 50% of his maximum health.
    • Stronghold
      • Passive ability
      • When basic attacks score critical hits, the paladin gains a charge of Shield of the Righteous.
    • Mastery: Sacred Bulwark
      • Using the Shield of the Righteous ability reduces the paladin's damage taken by an additional 10% (based on the Mastery bonus from equipment) and increases the chance of blocking a melee attack by 20% (based on the Mastery bonus from equipment).
      • Also increases attack power by 20% (depending on the Mastery bonus from equipment).
  • Attack
    • Avenger's Shield
      • Range: 30 m, cast instantly, cooldown: 15 sec.
      • Throw a shield at the enemy, which deals significant Holy damage, interrupts spellcasting, and causes silence for 3 sec. After bouncing off the first target, the shield hits up to two other nearby enemies.
      • Also increases the effectiveness of your next Shield of the Righteous or Light of the Protector by 20%.
    • Hammer of the Righteous
      • Range: melee, instant cast, 3 charges, reload time: 3 sec.
      • The paladin hits the current target with a hammer, dealing moderate physical damage.
      • If the paladin stands on consecrated ground, a wave of Light appears that strikes all other targets within a radius of 8 m, causing them minor damage from Holy magic.
    • Great Warrior of Light
      • Passive ability
      • When the Paladin avoids a melee attack or uses Hammer of the Righteous, there is a 15% chance that the cooldown of Avenger's Shield will be reset.
    • Justice
      • Range: 30 m, cast instantly, cooldown: 6 sec.
      • You bring justice, inflicting significant damage from holy magic to the enemy.
    • Consecration
      • Cast instantly, cooldown is 9 seconds.
      • Consecrates the area of ​​land on which the paladin stands, causing significant Holy damage over 9 sec. to all enemies within the area of ​​effect.
  • Blessed Hammer
    • Instantly cast, 2 charges, reload time: 3 sec.
    • The paladin launches a blessed hammer that spins around him and deals moderate Holy damage to all enemies in his path.
    • Replaces Hammer of the Righteous

Retribution

Serving the Light requires unshakable faith. Often the most devoted paladins become ardent fanatics, bringing retribution to those who dare to break divine laws. Such paladins are vengeful defenders of the weak, warriors of Light, punishing evil. They are convinced that the divine order of things makes victory inevitable - but they will fight to the end so that the Light can triumph.

Often the most loyal paladins become ardent fanatics.

Game process

We're going to be making some changes to the Retribution spec to better fit the concept of the class. In particular, we want to reduce the range of most core abilities. The range of the abilities of paladins of this specialization was so large that they often felt more like spellcasters than melee fighters. The new ability, Blade of Justice (and some new talents), will significantly change the gameplay, while highlighting the features of this specialization. Unlike other specializations, Retribution paladins will still use Holy energy charges, which will make the game as a paladin quite rich.

To give you an idea of ​​what a Retribution Paladin will be like in action, here are some of his main abilities.

  • Warrior of Light Strike
    • Range: melee, instant cast, cooldown: 4.5 sec.
    • An instant strike that deals average physical damage and allows you to accumulate 1 charge of Light energy.
  • Blade of Justice
    • Range: 12 m, cast instantly, cooldown: 12 sec.
    • The Paladin strikes the enemy with the Blade of Justice, causing significant damage from Holy magic and accumulating 2 charges of Holy energy.
  • Justice
    • Range: 30 m, cast instantly, cooldown: 12 sec.
    • The paladin brings justice, inflicting average Holy damage to the enemy and for 6 sec. increasing the target's damage taken from abilities that require or accumulate Holy Charges by 30%.
  • Templar's Verdict
    • Light energy cost: 3 units, range: melee, applied instantly.
    • A powerful weapon strike that deals enormous damage from Holy magic.
  • Divine Storm
    • Light energy cost: 3 units, applied instantly.
    • Creates a whirlwind of divine energy, causing significant Holy damage to all enemies within a radius of 8 m.
  • Righteous court
    • Passive ability
    • Your Holy Strike and Blade of Justice have a 20% chance to generate 1 additional Holy Power.
  • Mastery: Hand of Light
    • The abilities "Strike of the Warrior of Light", "Blade of Justice" and "Templar's Verdict" deal 45% additional damage from Holy magic (depending on the bonus to Mastery from equipment).

So that you understand how talents will be built on these abilities, we want to give one example:

  • Lothar's Might
    • Range: 30 m, cast instantly, cooldown: 30 sec.
    • Throws a blade created from Light itself at the specified area. When the ability is used again, the paladin will teleport to the blade and deal medium Holy damage to nearby enemies.
    • Replaces the ability "Blocking Hand"

We hope you enjoy these changes for Paladins. Tomorrow we'll talk about warlocks, death knights and shamans.

Paladins fight their opponents head-on, relying on healing abilities and heavy armor. A two-handed weapon or a reliable, strong shield is not so important for a paladin. He is capable of not only protecting allies from enemy blades and arrows, but also maintaining the vitality of the group thanks to healing spells.

  • Type – healer, tank, fighter;
  • Indicators – manna, health, Light energy;
  • Armor - shields, armor;
  • Weapons – crushing, polearm, axes, swords.

Peculiarities

Defense – Paladins rely on shields and heavy armor to protect weak allies, diverting the enemy’s attention to themselves.

Melee - Paladins illuminate their weapons with incredible force, causing large amounts of damage to the enemy.

Blessings and Seals - Paladins are defenders of order who also make good team players. With the help of blessings and seals, you can protect your allies and give them greater power.

Blessing and Aura – Thanks to blessings and auras, you can increase the survivability and damage dealt to enemies.

Paladin Talents in Legion 7.0.3, 7.1 and beyond

Thanks to talents, the paladin improves his abilities as a healer (Light), protects himself and allies (Protection), and makes it possible to inflict incredible damage on the enemy in the name of Light (Retribution).

Guide to Holy Paladin in the Legion - Heal

Holy Paladins reworked:

  • The biggest change is Mastery: Lightbringer. Our new prowess increases the effectiveness of our healing based on proximity to the person we are healing; that is, we will spend part of our time near the boss with tanks and DPS miles. This also means that we will not have any absorption healing.
  • The second big change is the removal of light magic. As such, Word of Glory and Eternal Flame have been removed, but Light of Dawn remains as a base ability with a 10 second cooldown;
  • Another big change for all healers is the removal of Spirit as a stat. All healers restore 4% of their maximum mana every 5 seconds. There are several features that allow you to restore mana in different ways.
  • Our only new base ability is Light of the Martyr.
  • Holy Power has been removed as a resource

Guide to Retri Paladin (Retribution) in Legion – DD

  • Many spells are removed including Exorcism, Hammer of Wrath, Hammer of Righteousness, Sacrificial Blessing, Divine Protection.
  • Blessings have been reworked.
  • Hand of Protection has been changed to Blessing of Protection, which no longer suppresses the target's ability to use physical attacks.
  • Divine Shield no longer reduces your damage.
  • Celebration is now talent.

Guide to Tank Paladin in Legion – Defense

  • The Warrior's Strike and the Righteous Hammer were very similar and were combined together. Defense Paladins no longer have access to Crusader Strike, but Hammer of the Righteous now hits all other targets for damage.
  • Defense Paladins received Divine Steed as an ability that temporarily increases movement speed.
  • A new ability for self-healing is
Related articles: