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Paladin PvP guide

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Classes: Death knight Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior
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Contents

Some tips

  • Don't spam judgments.

It dries out your mana faster than you realize, and it does less damage than if you had just let the seal (be it Righteousness or Command) run its normal course. Sure, it makes it look like you're doing more burst damage, but burst damage isn't how Paladins win.

  • Don't get discouraged when after a few moments of combat your health is going down faster than theirs.

This does not mean you have lost, or that you will lose. The core of the Paladin class is being able to last. With your efficient heals and many ways (via your seals and blessings) to regain health and mana as a fight drags on, you will have it better in the long run than most classes.

  • Always use the best Blessing/Seal/Judgement for each fight.

Most of your victories are ones of endurance. Keeping your mana pool up is crucial. Every one of your abilities requires mana. If you're OOM, then all you've got is your autoattack, and that isn't going to beat anyone. Keep up Blessing of Wisdom in most situations, as more mana is always good to have. Blessing of Might is a fool's gambit, as more attack power isn't going to help you survive the fight, it'll help you do more damage, but it'll never let you rival the damage of any other class, so don't use it unless you know very well you're going to tear through someone. Judge Seal of Wisdom too, as since you're beating on them, you may as well beat some mana out of them. Judgment of the Crusader is nice too, as (especially if you have and use Holy Shock), you'll like the extra spell damage. Seal of Command is nice for some burst damage, but remember that a seal and its judgment will stack to give you more health/mana that one would alone, so if you need some extra health/mana on top of your normal regen, this is a good idea. Learning what Blessings, Seals, and Judgments to use is the most appealing and complex aspects of the class, and there are more opinions on what is best where than there are Paladins. Develop your own groove and learn what you like and what works.

  • Heal when you need it.

Don't wait until your portrait is glowing red to start casting a heal. If you're fighting, and your health is such that you would get the full, or near-full, benefit from a heal, then heal. Don't neglect Flash of Light either. It's arguably the most mana-efficient heal in the game. You can use Flash of Light several times while your foe is stunned with Hammer of Justice, and if you notice that an opponent has foolishly wasted a spell interrupt (such as a Shaman using Earth Shock for its damage) then throw a few flashes of light to make them regret it. Don't get heal-crazy, but don't wait until you're near death to start tending your wounds, either.

  • Melee, dammit!

You are not a mage. Holy Shock and Judgment of Command/Righteousness will not win the day. Get in there with that two-hander and put on the hurt! Paladins may be able to heal, but they can bring the pain too. Retribution (especially post 2.0) have a nice bag of tricks to do good-sized bursts of damage. Crusader Strike with Seal of Command can put a hurt on even the most hardened foe. With decent gear, a Paladin will have a good amount of strength, making their melee hit pretty hard. You may only have autoattack (and maybe Crusader Strike), but with your Seals (and again, combined with the right Judgment) you have what is arguably the best autoattack in the game.

  • When meleeing, put your back against a wall if at all possible.

Seasoned PVE tanks know this strategy well. It's used for different reasons in PVE (preventing knockbacks probably most common), but works just as well in PVP. If your back is against the wall, melee classes can't get behind you to attack you from behind. This means that you'll be parrying (and, if applicable, blocking) their attacks instead of letting them land. Parrying can increase your outgoing DPS (though note that it'll also increase your target's chance of parrying and increasing their DPS), and blocking is a boon.

  • Be careful when fighting classes capable of dispelling 'magic' effects. These are most notably priests and shamans. A shaman purging you will remove two beneficial magic effects (normally your current blessing and a seal). If you are inattentive, you can be caught without these on, and a much easier kill.

Druid

Druids are hybrids, and as such the fight can vary greatly depending on their spec. Much like paladin vs paladin, this can be a very long fight.

Feral Druids in Bear Form act very similar to Warriors, and while in Cat Form act much like Rogues. What Feral Druids will often do is try to use cat form to sneak up on you, much like rogues will; see rogue section for ways to interrupt stealth. They have two opening moves that they will use when stealthed: Pounce and Ravage. Generally, Druids that stay in Cat Form will often attempt to burst you down a target with Critical Strikes. This strategy is less effective against the Paladin and Warrior classes. Cat Form Druids have a 1.0 Attack Speed. They try to have as fast attacks as possible. Using Retribution Aura against Cat Form Druids is a worthwhile strategy. If a Druid chooses to fight in Bear Form, use a strategy similar to that used a warrior. Druids in Bear Form are expecting to engage in a long, slow fight. A Paladin can generally expect to outlast a Druid so long as the Druid's interrupts don't land at exactly the right moment. An important note about Druids is that they can not adequately heal themselves while in Feral Forms. Once you wear down their health, expect them to shapeshift to Caster Form and heal. They will often stun with Bear Form's Bash or (at level 62+) Cat Form's Maim. If a Feral Druid is unable to stun and heal, they often use Travel Form to escape the melee fight. This is one of the best times to stun them, as their armor is vastly lower and they are most likely low on health. A Druid in Caster Form may try to cast Entangling Roots before casting a healing spell. you in order to heal. This will be a mistake on the Druid's part because you can cast Blessing of Freedom or Cleanse and easily escape. The time to throw everything you have at the Druid is when he or she is in Caster Form. If timed right and with a little luck, you may turn what is usually a long and drawn out fight into a quick victory. As an additional note, Dwarf Paladins can use Stoneform to counter a Feral Druid's Bleed effects.


Balance Druids are a little tougher. They will try to act more like shaman with some dots plus standard nukes. When a druid specs balance they gain another form called Moonkin, which greatly increases their armor to something comparable with plate armor and some benefits to spell casting abilities. They will may use roots on you and attempt to kite; unfortunately for them you have Blessing of Freedom or can cleanse the roots. However, since their main form of damage output is magical, your higher armor wont help much in this fight. Move around, keep out of their casting line of sight and you will cancel their spells. Try to stay behind them as much as possible to get parry and block off the damage table. Balance druids enjoy spaming Moonfire, which causes direct damage and also starts a rather potent DoT, which you can and should Cleanse. If you don't it can cause significant damage over its duration. Your main strength is your ability to endure; use your mana efficient heals and your stuns to their best effect if and when they try to heal. If you play your cards right you will outlast them. This is a fight of moderate difficulty.

Restoration Druids act much like restoration shaman. To bad for them, you can heal more mana efficiently than they can damage you. If you speced holy, then this is true all the more. The downside is that this is going to be one of the longest fights you will ever face: restoration druids are specced and geared for major healing duties, which means a massive mana pool. All you can really do is attack however you can and keep your health up and slowly chisle away the large mana pool. Be warned though that they have their own bag of tricks to keep their mana up, such as innervate and other buffs to increase their already large mana suply. If they have mana potions on top of these tools, be prepaired to hang in for the long haul, you are going to be here for a long time.

Hunter

Hunters are well known as being one of the most annoying PvP classes out there. Their ability to kite (keeping you at long range constantly and firing on you) is very, very annoying. Blessing of Freedom all the time (The 3rd tier protection talent is a must here) to avoid Wing Clips. CLEANSE THE STINGS! A hunter will waste more mana casting a sting than your mana spent cleansing it. Otherwise, just keep attacking, and hope for the best.

Another way to approach this battle is head on, and it's scary for the hunter. We can guess that the first thing he'll do is Freeze trap, if you step in that, you'll give him an open invitation for an Aimed Shot or Viper sting, but whats worse you'll give him the opportunity for distance, which means kiting - that's the last thing any class wants when fighting a hunter. So, as soon as the battle starts, duel or otherwise, you want to Shield yourself (the sooner the better) and head towards him. He won't be ready for this, and most hunters will have a whole lot of their combat strategy go right down the tubes. They will waste their wing clip, out of habit (90% of them will), their concussion shot, Freeze trap, scatter shot, and probably viper sting. In other words, when you approach them, take your time - to a certain extent. You want to be close enough so that when your shield goes down you can hit them with your Hammer of Justice, but you don't want to get there too quick, let him spend some mana and get some cooldowns going. Time it so that by the end of your shield he's locked in melee with you. (He knows your shield is up, but most hunters will still use their good shots out of habit, or perhaps panic, the force of habit is one you can count on with most hunters, trust me on this). If he's still running around while your shield is up, and you're having trouble catching up, don't do anything until your shield is down, when it's down use Repentance, or Holy Shock will daze him if he has his aspect of cheetah on, don't forget to cleanse - just in case. Now, when your shield goes down - it's your turn, now it's Hammer of Justice time whack away - and stay close (I use Crusader->Judgement->Seal of Command... But feel free to use your Seal of Justice, that can work nicely as well). Go ahead and put on your Blessing of Freedom - now that you are close, and you'll be able keep it that way, you really should be able to finish the job most of the time, in this manner, with no healing. If he manages to wing clip you while your Blessing of Freedom is still cooling down he should be close enough to use Hammer of Wrath, especially if you've had a couple of lucky procs.

Notes (written during 2.4.2): Arcane Shot (Ranks 6 and above) now dispel 1 Magic effect in addition to their normal damage. This means that a good hunter will wait until you use Blessing of Freedom and dispel it with Arcane Shot which allows him to freely kite you, unless you have more than one buff, in which case there is a chance that Arcane Shot will not dispel Blessing of Freedom. The best way to combat this, is to force him to melee combat. In most cases the hunter will use Arcane Shot just before entering melee in hope of a good critical, which would help quite a lot in case he is forced to melee the rest of the fight. Arcane Shot can also dispel Blessing of Protection which means it cannot be used to avoid Wing Clip or Concussive Shot. Hunter deadzone has also been removed, which means he can use ranged attacks at as close as 6 yards, all the way to 35 yards (41 with Hawk's Eye 3/3 in Survival).

Mage

Outlast him. A mage with no mana is a dead mage. Pray that he doesn't crit a lot, although there's not much you can do to prevent it. Just heal, heal, heal some more. Heal early, and beware the counterspell, which completely locks out the Holy school of spells. This effectively prevents you from using any abilities, including blessings, seals, auras, heals, and even your bubbles for 8 seconds, which means, that if he is frost specced and has an elemental by his side at that time... you're in for some hurt without being able to heal. If you can, cast Blessing of Freedom as mages are very good at getting away with Frost Armor, Nova, and Blink. Mages can keep you at a distance using a large variety of chill and freeze effects as well as the ever annoying polymorph. Use your trinket to escape the sheeping if you can and don't let them get far. If you stay at a distance the mage will blast you into bits and pieces. Protect yourself as much as you can until he runs out of mana. Then destroy him. If you are in melee range early in the battle, you may want to cast seal of justice instead of the usual crusader/command or whatever you use. While many people say it isn't viable for PvP, I find it useful just as a spell interrupt. It procs fairly often, anyways...

I would like to point out that mages tend to have a lot of mana, and also have things like mana gems and evocation (which they can use while you're sheeped, for example) to regain nearly a full mana bar. Trying to wait until a mage is out of mana could be a long wait. I agree that you should be healing early and often, but mostly with the aim of whittling down their health whilst healing yourself.

Retribution paladins have an extra tool for this fight in the form of Eye for an Eye. Returning 30% of their spell criticals to them will cook a mage fast.

Your most profitable aura in this fight is most likely Frost Resistance. Frost spells are what they use to kite you the most, and around 50% of mages are frost talented anyways, aiming for the shatter effect (50% increased chance to crit). Try and figure out what kind of mage you're fighting. If you can be certain he's a fire mage, feel free to put up fire resistance. (Note: Getting the 'ignite' debuff is a good indication you're fighting a mage that relies on his fire spells for damage, even if he does have some points in the frost tree for things like shatter and ice block).

Also keep in mind that anything and everything a Mage can stick on you, you can remove with Cleanse, including Ignite. Cutting off the Over Time portion of their already dangerous spell crits can help your survivability in a big way.

Another good idea is going round the mage when you're near (of course you hit while going round). It gives you time between attacks, because he/she will always get a facing error.

Paladin

This battle will be the longest battle you have ever fought. Unless you somehow manage to get one who has all shields on cooldown, Lay on Hands on cooldown, the stun on cooldown, and no mana. Even then it can become a long battle. These battles are entirely about conserving mana, and possibly Trinkets, Profession items, and simple equipment advantages. This fight is far more likely to end from another Alliance/Horde member wandering by than anything either combatant can use or do.

Priest

A shadow priest is a very formidable character in all PvP situations. S/he will cast several DoT's and then fear you. There are several trinkets to prevent fear. These will usually decide if you can win or not. Holy priests are about average with paladins. Just try to outlast them. And hope they don't use mana-burn. Your rank two PvP trinket is crucial to break the first fear. If the priest is mana burning you, start healing, casting and casting heals. The idea is to use your mana in a beneficial manner before they burn it. Judgement and Seal of Wisdom on the Priest will help a lot. Shadow Resistance Aura is the best one to use, as the most pesky of their abilities are from the Shadow school. Hope that you've got the Unyielding Faith talent for the 10% chance to resist fear. If it works, the priest is in trouble. This is going to be a long fight.

However, fighting a discipline priest is even tougher. You will know you are fighting a disc priest when you are hitting them while they are shielded and you are taking a lot of damage when they seem to be doing relatively nothing. Say hello to reflective shield. Added with pain suppression, disc priest are an extremely formidable yet rare foe. Simply heal early and repentance/HoJ simply to get their shield off. Trinket out of fear and whittle their mana down. Very long and arduous fight.

It is prudent to throw down Shadow Resistance aura for this fight - both their big Paladin-killing skills are Shadow based (Psychic Scream and Mana Burn)(Edit:Mana Burn isn't Shadow Based [Re-edit: Mana Burn isn't in the Shadow Magic division of priest spells, but it is of the shadow school.]), and a resist on either of these spells will benefit you tremendously. And as a bonus, it is undispellable.

You can Cleanse everything they throw on you, as well. Just be careful what you're cleansing; a popular Priest tactic is to make you waste mana cleansing a rank 1 SW:Pain, essentially mana burning yourself. Don't count on your bubbles to save you, although feel free to use them to do a full cleanse of their debuffs, and make them waste mana Mass Dispelling you - they just can't seem to resist the novelty of this.

Switch to Concentration Aura while healing. Expect a shadow priest to silence you; Improved Concentration Aura will reduce the duration of the silence effect by 30%.

Rogue

A rogue will generally not take you head-on. Unless they have epic gear, a rogue that attacks while a paladin has full health + mana = a dead rogue. If you see a rogue from far away suddenly disappear, use perception (if you are a human). If you can, jam the hammer of justice button while they come in. You should be able to stun them before they get off the cheap shot. You may want to save it for healing later though, as a rogue will always try to interrupt your heals. Be sure to Purify any poisons the rogue may use.

Retribution Aura helps for making sure the Rogue takes damage from when it hits you.

Protection spec makes fighting a rogue very easy. Using Holy Shield, Retribution Aura, Consecration, and Blessing of Sanctuary, you take very little damage and your reactive and AoE spells do as much if not more than your auto attack. Keep Holy Shield up, as the rogue attacks fast enough that he will almost always use all of the charges. Stun him when you need to heal, and don't worry too much about being stunned yourself, as with all your armor you don't take very much damage, and even when you're stunned, you're still doing quite a bit of damage to him every time he melees you; if it gets too hairy you can just bubble. In fact, with Improved Hammer of Justice, you basically have as many stuns/bubbles as you need, and then some. When you're not stunned, his constant attacks will keep Redoubt (which will mitigate much of his damage due to low damage/high attack rate type of fighting) and Reckoning (which will double your autoswing damage) up almost constantly. This is the easiest fight you can have with the exception of a fury warrior. Laugh when a rogue Cheap Shots you.

Another option (useful especially for flag-guarding) is to use consecration to detect the rogue. The damage will take him out of stealth, and prevent the all annoying backstab/ambush. A consecrate level one will do it, as its a famous spell for emptying your precious mana pool. You can make a very simple macro for this that decides which consecrate to use based on whether or not you are in combat. With any amount of mana/5 at all, you can spam Consecrate (Rank 1) non-stop and still stay topped off.

If you're an Alliance Paladin, Seal of Vengeance is a great seal to use as the DoT that's applied from your swings can stack. Judging this seal can cause it to cause more DoTs. However, this can be resisted if the Rogue is Subtlety specced. The only disadvantage with this, is that it can be pretty slow, as this seal relies on your weapon swings/speed.

Shaman

Shaman is, like you, a hybrid class, each tree designed to work very differently from each other. Shaman's Restoration tree is aimed at healing, Elemental is aimed at being a casting dps class, and Enhancement is designed for melee dps. In all cases, a shaman's main tools are their totems, and they can have up to 4 at any given moment. Also be weary of their Purge, which removes your buffs. If he likes to constantly Purge you, cast low rank seals and let him remove them, nice little trick to let him burn his mana. In all cases, Blessing of Wisdom is the blessing of choice, but use the afore mentioned tactic until he stops purging you, then reapply your buffs.

Enhancement shaman will be likely to charge into melee range, as that is where he is the strongest due to his spec. Their main source of damage is their weapon enhancements, such as Windfury Weapon and Rockbitter Weapon. To know which your opponent is using, look at their weapon. If it is a 2 handed weapon, they probably are using Windfury as it has the highest proc rate with a slow 2 hander, much like your Seal of Command. If they are dual wielding, they are probably using a different enhancement. Whatever the case, Windfury is physical damage, and your plate will mitigate a good chunk of the damage. Get up into the melee where you belong! They will mostly be using their much smaller mana pool for their heals and shocks. There really isn't much that can be done about the heals because you don't have any tools besides your stuns that can interrupt spells. Shocks, there is absolutely nothing that can be done as they are instant casts. Simply heal early and quickly, let them waste their mana with shocks which you can easily heal through, while knocking down their health, forcing them to heal. The point is to keep them below the 5 second rule, as they have huge spirit and will regenerate mana quickly if they stop casting for more than 5 seconds. Keep them under the 5 second rule, and this is going to be a easy fight. Consider using Sea/Judgement of Light or Wisdom to keep your mana up. This is going to be mostly a battle of mana endurance, so keep Blessing of Wisdom up if possible for mana regen, and Devotion aura is your best choice to help mitigate their damage. If you are holy specced, it is crucial that you heal as early as possible, as they will try to burst damage you down once you get under 30%, so HEAL EARLY.

Elemental shaman tend to act more like mages, but with much smaller mana pools and significantly less burst damage. They will probably use Earthbind Totem with Frostshock and attempt to kite you. If such occurs, use any tools you can to get back into melee range. Simply kill the totem and cleanse the Frostshock since it is a magic debuff and you are back to normal running speed. Try to save you stuns if you can but if need be, use them, you don't do any damage without putting your weapon on the target, period. As with other casting classes, you have to be in line of sight when they cast their spell or it will not cast, so while whacking them down with melee try to stay behind them if possible. These guys are going to burn their mana alot faster because of constantly casting spells and heals. Like above, simply outlast their mana pool, and then its down to a fist fight: and they use mail armor, and you have plate. Once it gets to this point, if the shaman is smart, he will try to run away. If not, congratulations on your brand new honorable kill.

It is rare to find a deeply speced Restoration Shaman in a pvp situation, but if you do, he certainly has talents in Enhancement or Elemental, and based on that will guide how he tries to fight you. Based on that, refer to above, as it will be more or less the same but with larger mana pool and more healing. Will take awhile longer, but is definitely more than doable. However, while his heals aren't mana efficient, he has the ever annoying water shield which is free, and instant cast, prepare for a long battle.

Overall, a fight with a shaman is one of easy-moderate difficulty.

Warlock

With 3 diverse talent trees, a warlock's style of play can vary, depending on their spec.

Destruction warlocks can be compared to a mage, with their heavy crits and burst-damage.

Demonology warlocks relies more on their demons, with them being more powerful and giving bonuses to the warlock. A felguard is usually the most obvious sign for a demonology-specced warlock, while the Soul Link buff is a good indicator of one. Demonology warlocks have a significant disadvantage against paladins because of exorcism. Usually, it allows you to quickly take out their demon and proceed from there.

Affliction warlocks are usually tricky, filling you up with dots while kiting you using Curse of Exhaustion. They usually possess an instant-cast version of Howl of Terror, their aoe fear, and the ever-nasty Unstable Affliction and can even occasionally bombard you with instant Shadowbolts thanks to their Nightfall talent.

Shadow Resistance Aura is the best one to use, as the most pesky of their abilities are from the Shadow school. Hope that you've got the Unyielding Faith talent for the 10% chance to resist fear. Use your trinket to break fear, and use the shield to break the second fear, and you should be able to get close enough to stay in range and stun / kill the warlock. Commonly, a warlock has either a succubus or a felhunter out in battlegrounds. If it`s a succubus, the tactic will be to seduce you first, get range, then cast immolate, corruption and curse of agony, then fear. Cleanse the dots as often as you can and again, heal early and often. A good warlock will cast curse of tongues on you when he sees you healing (or preemptively) and many warlocks have shadowburn to finish you off quickly if you are low on health. Holy shock/Judgement of Light can help, as these are instant cast. If s/he has an imp out, kill it first (also rejoice, because this means that they are either out of shards or incompetent). 3 blows should do it. Beware the felhunter, its spell lock ability is one of the most annoying ones in the game. (It takes out a school of magic for 6 or 8 seconds depending on rank). Paladins only have one school of magic (holy). If, by completely random circumstances, they summon a inferno or doomguard don`t worry, these pets look impressive, but are not very powerful. Be warned, a common tactic of warlocks and shadow priests is to cast a ton of DoTs and fear you, letting your health tick away. Heal only when the warlock is stunned or if you know the fear is on a cooldown (Edit: fear has no cooldown, but the Howl of Terror and Death Coil do).

It should be noted that affliction warlocks usually has access to Unstable Affliction, a dot which deals a good amount of damage to anyone that dispels it. In addition, unlike the dot itself, the damage received from dispelling it CAN crit. Unless you want to use Divine Shield or Divine Protection to remove the debuff, you will have to wait for the dot to run its course, which means that the other dots will chew up a considerable amount of your health before it runs out.

Warrior

Warriors are, far and away, your easiest kills. 1v1, a paladin will beat a warrior.

Warriors come in two varieties. Protection warriors are much like a protection paladin: geared and specced to take serious physical punishment. Arms/Fury warriors have much less health but trade that in for a significant damage output increase.

If they are Arms/Fury, Devotion aura is the best aura to use here to help take the edge off their attacks, all of which are physical. If they get the jump on you, they will Charge you to stun you for a short time and get into melee range, which also gives them some rage for their special attacks. A smart warrior will Hamstring you which reduces your movement speed, and they will try to stay behind you as much as possible, which is exactly what you need to do to him. Stay behind him and whack away at him. Seal and Judgement of Command are magical in nature and are unmitigated by his plate armor.

A tactic warriors like to do is wait for you to heal and then Shield Bash you which interrupts your heal and prevents you from healing again for 8 seconds, so pull a fake heal off early and let them interrupt you then. Warriors have an ability called Mortal Strike which reduces your healing by 50%, so if you need to heal use Divine Shield or Divine Protection which removes the MS effect. Bubbles are safer anyway as they can trinket out of your stuns, and thus they can be unreliable when you need to heal.

If he tries to bandage and is close to you, use consecrate as it will interrupt his healing, or if you are holy use Holy Shock to prevent him from bandaging. Keep beating him down and he will fall to your might easily. Don't be surprised if you are still full of mana and health, ready to take down your next opponent.

Protection Warriors usually stay away from PvP, but they do come occasionally. Use the same tactics as above and you will pretty easily take another victory.

Additional Tips: Warsong Gulch

Flag carrier

Despite reduced speed and lack of stealthiness as compared to a druid or rogue, the paladin still makes a decent flag carrier nevertheless. A paladin with specialization in protection talents works great in PvP. Devotion Aura will not give a significant advantage , your better of with a resistance aura but switch aura to match the occasion, and Guardian's Favor decreases the cooldown of Blessing of Freedom. This allows the paladin to escape Earthbind Totems placed in enemy flag rooms and other slowing effects.(keep in mind that Blessing of Freedom does not remove the 'daze' effect.

Depending on the strategy used and the character's build, the paladin can flee quite well with Blessing of Freedom, or may choose to attack and kill an enemy or two before running, to avoid being hit with curses and ranged attacks later. Hammer of Justice works well for the carrier too, to stop chasers from following and interrupt spellcasters.

And of course, having healing options available is extremely beneficial. Although the paladin cannot use Blessing of Protection or Divine Shield while carrying the flag (without dropping it), Holy Light can be used if not being attacked or silenced by enemies. Lay on Hands fortunately works on oneself too. A paladin could have multiple healing sources at the same time — seal, blessing, healing spells and of course health potions. Having different ways to get healed helps deal with cooldown times.

Flag carrier assistant

Perhaps the best suited role for a paladin is as a flag carrier assistant.

Blessing of Sacrifice allows you to transfer damage from the blessed group member. This will break crowd control spells and abilities like Sheep, Seduction, and Sap on the friendly target. Since the only thing important is getting the carrier home alive, this spell is essential to use.

A second powerful tool paladins are equipped with is Blessing of Freedom. This will prevent any kind of movement-slowing and stun effects, including the mage's Frost Nova and the warrior's Intercept. Guardian's Favor is an essential talent for this very reason.

Hammer of Justice and Seal of Justice are indispensable tools for stopping chasers from getting to your carrier.

Finally, as a healer, the paladin can heal the carrier, either with Flash of Light or with the more powerful Holy Light spell. Cleanse can remove a Poison, Disease, and Magic effect at once but not Curse effects. Keep in mind this is most powerfully used in this case as a counterspell to the previously attributed movement debuffing effects on your flag carrier or yourself; such as Freezing Trap (Which Blessing of Freedom has no affect on making this your only recourse), Frost Nova, stuns and poisons that snare, etc. Note that Physical snares and stuns are not affected. Blessing of Light may be an option, especially during the cooldown time waiting for Blessing of Freedom again. Lay on Hands is maybe the most powerful tool available, allowing you to heal the target instantly for your entire hit points. Note that this will take up your entire mana, but if your carrier is nearing or in home base, that extra push may decide between victory and defeat.

The paladin also may very well be the best defender for the carrier when back to base. In a situation where the carrier cannot score because team's flag hasn't been returned, the paladin has the ability to heal the carrier and fight off intruders as the offense attempts to return the flag.

Flag carrier decoy

Even better, the paladin works effectively as a decoy. In a heavily defended enemy base, with a little help, the paladin may be able to get through with the flag using Blessing of Freedom, Hammer of Justice, Insignia of the Alliance/Insignia of the Horde, Cleanse, and Lay on Hands — anything to get far enough away while easily attracting defenders to chase after. To perfect the stunt, when about to die, cast Divine Shield, which will delay your death and hopefully catch the attackers off guard and occupy them by trying to attack you further while another teammate picks the flag.

Flag returner

Although not quite as effective as a warrior or hunter in this role, the paladin can nevertheless make use of improved running speed and stun abilities. Seal of Justice is excellent for stopping flag carriers. Blessing of Freedom becomes useful chasing after carriers when enemies are placing Earthbind Totems. Pursuit of Justice may be critical for running down opponents to get within attacking or hammer range. If the enemy carrier is below 20% health, Hammer of Wrath can work and potentially kill the escapee, enabling a flag return. Divine Shield is a nice last ditch effort to counter any slowing effects and prevent damage, while still allowing the paladin to attack.

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