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Bringing the Light: Keeping Your People Alive with a Holy Paladin.

>> Saturday, December 8, 2012


I. Introduction

I would first like to give credit where it is due, as best I can. This is by no means entirely my work, though I did include some interpretation of my own. Further down this section I include links to the threads I compiled and sorted through to get to this information, the authors of the posts within these threads are the ones who deserve all the real credit. Special thanks to those who sifted through dozens of WWS parses to come to the knowledge we have now.

Keep in mind the purpose of this thread is not for me to spit out information, but for the Healadin community as a whole to work together. Keep posting updates and new findings, and I will update this page accordingly.

Spell Haste
Healing Efficiency
Healer Trinket Selection

Spreadsheets to note:
Healing Efficiency: This spreadsheet is great for comparing various heals based on your stats. There may be an updated version floating around (I got this from the 3rd page of the Healing Efficiency post), but I can’t find it anymore. If anyone can find or make an updated version, please post here or PM me, and I’ll update this.
Gear Spreadsheet: This spreadsheet serves a similar function to the previous spreadsheet, but gives you some different feedback. It also allows you to tweak stats and buffs to your liking, and sort gear based on biggest upgrade to efficiency. THIS NEEDS AN UPDATE. I am working on it myself slowly at the moment, but I haven’t done much excel work lately. Anyone who would like to go in and update/add some gear for 2.2/2.3 (though the math should be still intact) I would really appreciate it!

(Let me know if the hosting breaks, I have both of these saved and can upload them to my filefront account).



II. Core Assumptions

There are a lot of assumptions we are going to have to make, based on research many people have done on these forums. The basics can be found here:

Theorycrafting

Lets also define some terms before we continue too far:

GCD: Global cool-down
FoL: Flash of Light
HL: Holy Light
LG: Light’s Grace
DF: Divine Favor
DI: Divine Illumination (*not* Divine Intervention)
HPS: Healing per second
MP5: Mana per 5 seconds
4pt5: Four Piece Tier 5 set bonus
BoW: Blessing of Wisdom
BoM: Blessing of Might
BoL: Blessing of Light
BoK: Blessing of Kings
BoS: Blessing of Salvation
5SR: Five-second rule, the rule that allows your normal mana regeneration to continue only 5 seconds after the last completed spell was cast
WWS: WoW Web Stats, a very useful online reporting tool that allows you to see a lot of useful information regarding your play style.
OOM: Out of mana


Now, for the Assumptions:
-The GCD is 1.5 seconds.
-Haste can now lower the GCD, but cannot lower it below 1 second.
-Haste, when applied to HL, is applied to the base 2.5s cast duration, EVEN WITH 4PT5. -- NOT TRUE AS OF 2.3.0
-The 4pt5 bonus has no penalty for down-ranked spells.
-Generally speaking, efficiency remarks are based entirely on healing done per mana point spent.
-HPS discussions regarding HL assume LG is up.
-The +healing cast time coefficient for FoL is 0.429 (42.9% of your +healing is added to your MAX RANK FoL).
-The +healing cast time coefficient for HL is .714 (71.4% of your +healing is added to your MAX RANK HL).
-The penalty for down-ranking can be calculated via the following: (lvl + 11) / clvl, where lvl is the level you learned the spell in question, and clvl is your character's level. This level must be at 10 or more levels below your current level, and is a multiplicative modifier to the cast time healing penalty coefficients of the respective spell.
-There is a penalty for down-ranking imposed on Blessing of Light as well, following the same rules as above.
-It is assumed, in these discussions, that the paladin has all appropriate healing talents, namely:
*Divine Intellect
*Healing Light
*Illumination
*Sanctified Light
*Holy Power
*Light’s Grace
*Holy Guidance
*In some cases, Imp BoW
(If there are any more I’ve forgotten, post/PM to let me know!)



III. Stats

Paladins have a few very important stats, lets go over all caster stats and see their general use.

Stamina: While this offers no direct healing benefits, it does help you survive. If you are dead, you can’t heal.

Intellect: A very undervalued stat, one point gives you 16.5 maximum mana, 0.35 damage and healing, and gives approximately .014% crit.

Spirit: Generally considered a wasted stat on paladins. A significant portion of a paladin’s mana regeneration involves spell casting, and we rarely have the opportunity to stop casting as we generally spam efficient heals, hence we rarely leave the 5SR. Fortunately, our gear tends to not have spirit, so this isn’t an issue.

MP5: The value you place on this stat depends largely what you are trying to accomplish. Further discussion as to the efficiency of this stat will be discussed in the gear section, but for now we will say it is flat mana regeneration, which is never a bad thing.

Spell Crit: Approximately 22 spell critical strike rating is required to gain 1% spell critical strike. This stat scales directly with the amount of mana you are burning…if you are dropping bigger heals this stat will give you more mana back. As such, it is extremely difficult to model against MP5, but if you have approximate percentages from your own heal style (from say, a WWS parse) then you can make an approximate model.

Healing: Scales directly with all healing abilities at a given coefficient. The use of this stat has to be balanced with the others, again further discussion in the gear section.

Haste: To get 1% spell haste, you currently need 15.76 haste rating. Until recently, haste was difficult to quantify and understand outside of a HL build. As a general rule, since the GCD = FoL cast time, haste is a fairly worthless stat for a FoL build. It is KEY for any pally who uses HL a fair amount, however. I believe the fastest HL you can get now with 4pt5 and other haste gear is 1.52s with LG up.



IV. Gear

While gear is obviously meant to be tailored to taste, there are two main styles of gearing up once you reach end game. Both are perfectly viable, and are best suited to specific play styles and raid composition. They are as follows:

Armor setup:
As of 2.3, the ability to spam law ranks of Holy Light (usually around 4 or 5) to great effect using BoL and haste is no longer plausible because of the down-ranking penalty now imposed on BoL.

Because of this, the general consensus is that the best path for armor is now 4 piece tier 6. Which four pieces you choose is entirely up to you and the availability within your guild, but there are certainly other options for every slot, important to note is the Season 3 arena gloves ([Vengeful Gladiator's Ornamented Gloves]) seem to be very nice when looking at non-set options, as [Lightbringer Gloves] have absolutely no crit on them.

When looking at an item post-2.3, +healing seems to be the primarily desired stat, with some mixture of crit and mp5 mixed in secondary. The exact amounts of each of these stats are mainly up to preference and opportunity, those with shadow priests will likely prefer crit to mp5, those who get thrown in tanking groups often will probably want more mp5.

Non-armor items:
Librams: The use of librams is situational. Generally speaking, with BoL on a target (which normally happens for MT healing and at least 2 paladins are present) a good libram is [Libram of Souls Redeemed], although it seems to provide a larger benefit (proportionally) to FoL. Pre-2.3, the [Libram of Absolute Truth] was amazing with down-ranking holy light with 4 piece tier 5. Now that has been nerfed, it's no longer that appealing. The same holds true for the new token libram, the [Libram of Mending], as HL spam just isn't as viable as it once was. Until Blizzard makes up their minds as to what healing spell they want us to use, for non-BoL situations you are forced to use the [Libram of Light] (or for the Blood Elves who don't chain run Naxxramus to get it, like myself, the [Blessed Book of Nagrand] is a good alternative).

Gems: As of right now, there are two real options in terms of meta gems for healadins. One is the [Insightful Earthstorm Diamond], which currently procs a lot more than it does for other classes, simply because it can proc off illumination, as well as heals itself. The other option, which is much more difficult to meet the requirements of, is the [Bracing Earthstorm Diamond]. Which you choose depends a lot on taste of gems in general, as the requirements for each have their limitations for other gear slots.

*NOTE*: In 2.3, [Chaotic Skyfire Diamond] is being introduced. My own initial tests indicate that the increased critical damage does NOT affect healing, leaving the [Insightful Earthstorm Diamond] as the reigning champ among paladin meta gems.

Looking at other gem slots, anything with healing, int, mp5, and crit on it is viable. Which you chose is entirely dependent on play style and current gear setup. Also, the availability of heroic/bt/hyjal epic gems (such as the [Iridescent Fire Opal]) can add unique tweaks to your gear to match your taste. Again, its up to your playstyle.

I don't like stacking gems because of set bonuses, but generally I follow a personal point system to keep track of the value of gems versus set bonuses. This is, of course, assuming I am not particularly short a specific stat at the time.

If you put a point value to the gems comparing blue vs epic, say 18 pts for a blue to equate it to healing, you get the following level calculations:

1 healing = 1 pt
1 mp5 = 4.5 pt
1 int = 2.25 pt
1 spell crit rating = 2.25 pt

Because mp5 can only be applied in whole values however, the actual worths of mp5 on epic gems is greatly diminished because of the other stats you are loosing.

[Royal Shadowsong Amethyst]: 11 + 2(4.5) = 20 pts
[Lustrous Empyrean Sapphire]: 4(4.5) = 18 pts

versus...

[Iridescent Fire Opal]: 11 + 4(2.25) = 20 pts (this gem is from heroics, so its understandable that it is of a lower point value)
[Teardrop Crimson Spinel]: 22 = 22 pts
[Luminous Pyrestone]: 11 + 5(2.25) = 22.25 pts
[Gleaming Lionseye]: 10(2.25) = 22.5 pts
[Brilliant Lionseye]: 10(2.25) = 22.5 pts

This is also not taking into account Divine Intellect (+10% int) or Holy Guidance (35% of int converted to +healing). If we apply this to the gems with int...

[Luminous Pyrestone]: 11 + 5.5(2.25) + 5.5(.35) = 25.3 pts
[Brilliant Lionseye]: 11(2.25) + 11(.35) = 28.6 pts

Just food for thought. You can say my point values are arbitrary, and they are (just felt like making healing worth 1 point, and assigning "item levels" based on that), but the ratio of value stays the same. If I'm dealing with a socket bonus, I also check the level of the socket bonuses in my calculations. So for example, for [Crystalforge Leggings] even though the socket encourages the use of mp5 (and therefore an overall loss of effective points on a gem) the socket bonus compensates for this (an extra 4.5 pts), so I would put a [Royal Shadowsong Amethyst] in it because it is the highest pt (healing) gem I can fit in that socket while getting the socket bonus.

ALL this being said, the return of crit for FoL is small enough that having mp5 is actually better, even while chain casting. I figured this out by playing with the spreadsheet, I'm sure you could too. It is important to note however that crit also increases HPS, so you still want SOME crit (I shoot for around 18% before talents while raid buffed).

Once you get 4pc T6 most of this goes out the window. It has been generally accepted that when you are mostly or fully endgame, it is best to stack straight +healing gems as you most likely won't face regen issues, and having FoL's hitting for over 2.2k on MTs is always nice.

Trinkets: There are MANY trinkets you can choose from. There is no wrong answer, but here is a large selection of popular trinkets you can choose from (in no particular order):

[Lower City Prayerbook]
[Scarab of the Infinite Cycle]
[Ribbon of Sacrifice]
[Sextant of Unstable Currents]
[Essence of the Martyr]
[Fel Reaver's Piston]
[Eye of Gruul]
[Pendant of the Violet Eye]
[Tome of Fiery Redemption]
[Ashtongue Talisman of Zeal]
[Tome of Diabolic Remedy]
[Memento of Tyrande]

Each offers its own strengths and weaknesses, but some discussion should be brought up about these. Currently, the regen trinkets (Lower City, Pendant, and Memento) are very popular with FoL builds, although the Memento is amazing for any healer. The [Scarab of the Infinite Cycle] is good for those who are using a HL haste build but aren’t that close to the 1.5 soft cap due to GCD. The other trinkets (Ribbon, Essence, Tome, Sextant, and Ashtongue) offer an over +healing effect. Also, it is important to point out that those of you who are under the impression that the [Ashtongue Talisman of Zeal] is a terrible item, there is some new information that you can find here (starting with my question about it on post #114).

Again, which trinkets you choose is entirely up to you. If you find yourself forgetting to pop your trinkets a lot, passive trinkets may be the way to go. If you find yourself OOM regularly, switching to a regen trinket might also be a good choice. Use what fits your taste and play style.



V. Spells and Ranks

Lets look at talents first. I've posted the two main styles I've personally used, if others have unique enough builds I'll add them here as well.

PvE Healadin WITH Imp BOM
PvE Healadin W/O Imp BOM

These talents are designed to maximize the effectiveness of your healing spells, while offering you some unique utility in each variance. Do not consider these the end all of talent specs, they are merely SUGGESTIONS.

As a holy paladin, your only real options for healing are FoL and HL. While you DO have holy shock, and it CAN save raids, its use is limited, at best. With a 20yd range and a generally weak heal at a high cost, it should be used ONLY to save people in an emergency when even a 1.5s cast is not fast enough. If you can get away with using a FoL or HL instead, do so.

In general raid healing, no matter what your spec it is common practice to make sure LG is up. This is not hard at all to do, even as an FoL build. Just use a low rank (normally 4 or 5) to keep it up, so that you can drop a quick HL11 in a pinch. Obviously on fights that require a lot of moving this may be difficult, but use your best judgment.

As far as ranks are concerned, let us split up the discussion based on the two primary spells:
FoL: Most people simply use FoL rank 7. Being the max rank, it takes no penalty from level difference in terms of +healing, and it is still very reasonable in mana cost. FoL 6 is another viable option, at a much cheaper mana cost and almost as much healing. A few people have mentioned using a low rank of FoL (normally rank 1 or 5) when they are OOM; this is simply a matter of taste, some people feel they do not have room on their bars for this, while others do.

HL: The generally accepted lowest rank to use is HL4. It is cheap enough to compete with flash heal (actually beats it with the [Libram of Absolute Truth]) and it hits approximately just as hard on a target with BoL, depending on your plus healing. Others argue that HL5 is a better choice, again it is up to taste. From there, anywhere up the spectrum is acceptable depending on gear/preference/the fight. A point to note is that HL9 is the lowest you can go for HL ranks without incurring the level penalty from down-ranking, so it is arguably the most efficient use of your gear. Again though, anything between HL4-11 can be used, depending on the fight and situation. I leave it up to you to decide!

Illumination: While not a direct spell, it still warrants its own section. This spell is what makes paladins such mana efficient healers, and is the reason we have spell crit on our gear. The catch with this ability is that it offers extremely high regen values, but ONLY while you are spamming. Unlike other classes which regenerate their mana by taking a break and stopping their casts, paladins get the most out of their regeneration while spamming, even if it's a low rank spell. For this reason, think of a paladin not as a class that regenerates mana, but rather as a class that makes the most out of a single point of mana compared to the other healers. Shadow priests and mana potions are most critical for this reason.

*NOTE*: This is slightly less true for those who have taken the FoL route, as the amount of mana returned by Illumination and the cost of the heal itself are small enough that stacking MP5 is a more appropriate compensation for any fight of even moderate length.

Stopcasting:
Another important thing to point out regarding use of spells is the use of the /stopcasting macros. These, when used in conjunction with a casting bar such as Quartz can greatly increase your HPS, and reduce your over-healing. You can see a sample macro below, for HL11:

#showtooltip Holy Light(Rank 11)
/stopcasting
/cast Holy Light(Rank 11)

The first line simply applies the tooltip of HL11 to the button, it serves no true functionality and can be deleted based on taste. The second line cancels any current cast occurring. THIS MEANS YOU CANNOT SPAM THE BUTTON WHILE USING THIS MACRO. Internal timing (in other words, your head) is key. The last line casts whatever spell you want that macro to cast. I personally have this macro cloned in my character-specific macro window for every HL between 4 and 11, as well as FoL. Yes, this will help with FoL because it compensates for latency and actually lets you cast in 1.5 sec intervals, instead of say 1.6 with a 100 ms cast latency (NOTE, this is NOT the same as your ping!).

As of 2.3.0, the need for stopcasting has essentially been removed. You can now spam the key and achieve almost the same effect as you could without stopcasting, but you don't have to be as careful. However, I'm gonna leave this here for the perfectionists.



VI. PVP vs PVE

The main difference in PvP vs PvE is the talent changes, as well as the general removal of most mp5. While an entire post could be made for PvP as opposed to PvE, lets keep it short. The general talent build for PvP is something like this, though individual preference makes it vary slightly:

PvP Talent Build

A key thing to point out is that you are trying to maximize HPS while still being able to survive and avoid crowd control. Again though, depending on your bracket and gear, spec can change.



VII. Raiding

As a paladin, you bring FIVE forms of utility that are all extremely important. If you find yourself not using one of the following on a regular basis, you may want to reconsider your activities in raids.

Auras: These are static buffs that affect anyone in your 5 man party (NOT the raid as a whole). Depending on the group and the fight, you may have to use different auras. If you are in a tank group, you will generally be expected to run Devotion or a resistance aura appropriate for the fight. If you find yourself in a caster group (ie, with a shadow priest) then Concentration aura would be the better choice, as being immune to cast interruption from taking damage is always nice. If you happen to have improved Concentration aura on a fight that has a boss that silence/counterspells, it may be most useful, especially in a caster group. Crusader aura isn't for raiding, though I'm sure pretty much every raiding paladin has left it on for the first few minutes of a raid at some time or another

Judgements: Obviously your ability to judge is dependent on a few factors. If the boss fight prevents you from getting close enough, or you are in a very healing-intensive situation, judging may not be appropriate. However, on traditional tank-and-spank fights, it can be extremely important, especially on DPS intensive fights. If there is a Retribution paladin in the raid, then you should always be applying a judgment. If you are the only paladin in the raid (or the only one putting an effort into judging) your best bet it to put a Judgment of Wisdom up. If two paladins are judging, a Judgment of Light is also useful. If there are any more paladins than two who are actively judging, one of you can slack unless that paladin is Retribution specced, in which case they should be using Judgment of the Crusader.

Wipe Protection: Some may argue we have the short end of the stick in terms of wipe protection, but this is entirely up to opinion. If the raid leader should call a wipe, simply DI someone who can res AND IS STANDING OUTSIDE OF THE BOSSES STARTING AGGRO RANGE. At the very least, you save yourself from a durability loss using this!

Blessings: These are your most powerful buffs, and probably the most powerful single buffs in the game. They are also, unfortunately, the most annoying to organize and use properly, as well as the shortest. Thankfully in 2.2 blizzard bumped the duration to double what it was for both Greater and regular blessings to 30 and 10 minutes, respectively. Since some people may not be as familiar with other classes' mechanics, I figured I'd give a short rundown for each class, giving blessings based on spec in the order they should be applied (the first is if only one paladin in the raid, second if two, so one and so forth) ON A TYPICAL FIGHT. Keep in mind this is from my personal experience, and may be different depending on the preferences of your guild mates. If you made it to level 70 and are raiding, I'm assuming you have some semblance of a brain and know how to use it should the situation require some thought. I am not going to include Blessing of Salvation (except for warlocks) because it depends greatly on how skilled your tank is, how good your DPS is at not being dumb and pulling aggro, and the variances of gear.

Prot Warriors: Kings > Light (unless a paladin is not healing them) > Might
DPS Warriors: Might > Kings
Rogues: Might > Kings
Resto Druids: Wisdom = Kings (entirely based on their taste)
Moonkin Druids: Wisdom > Kings
Feral (tanking and dps) Druids: Kings > Might
Resto & Elemental Shaman: Wisdom > Kings
Enhancement Shaman: Might > Kings (unless they have extremely low crit)
Arcane Mage: Kings > Wisdom
Frost/Fire Mage: Wisdom > Kings (although generally speaking, no mage will complain if they just have kings, cause of the larger mana pool and hp)
Warlock: Salv > Kings > Wisdom
BM/Marks Hunter: Might > Kings
Survival Hunter: Kings > Might (they are all about huge amounts of agility)
Holy Paladins: Wisdom > Kings
Ret Paladins: Might > Kings > Wisdom (i think)
Prot Paladins: Kings > Sanctuary > Light (if another pally is healing them) > Wisdom > Might
Holy Priest: Wisdom >= Kings (generally wisdom is better, but some will QQ otherwise)
Shadow Priest: Wisdom > Kings

If you don't use it already, Pally Power does an EXTREMELY good job of managing your blessings. Simply give one paladin an assist (or leader) and they can assign not only class blessings, but with the new version assign 10 minute blessings to individuals. This tool tracks the time left on people's buffs, and checks to make sure they have it, and indicates if they don't, making mid-fight rebuffs a breeze. Druids, the bane of our buffing existence, are no longer a problem! Also, it shows all paladins with this mod how many symbols the other paladins have, as well as which blessings they have improved (so you can see which slackers didn't get imp BoW for raiding).


Healing: Last but not least, you are a healer. And a damn efficient one to boot. If you have any power over who you have in your group, the best buffers, from most to least effective, are as follows: shadow priest, elemental shaman, moonkin, resto shaman, resto druid. Shadow priests are the most amazing thing that you can get for a paladin of ANY GEAR SET. If your raid leaders don't believe you, point them to this thread. Because we get the most out of a single point of mana out of any other healer, AND we get mana back from the heals the shadow priests give (as of 2.1.3(?) only if its not an overheal, still amazing on any fight where we take damage to generate more net mana), its a fairly logical choice if you can spare the group makeup. The extra mana allows us to rank up, and in turn get even more mana back from illumination. Having a shadow priest GEOMETRICALLY, not linearly, increases a paladin's effective mana pool. However, for certain fights that require auras for the tanks, a paladin may have to suffer. But really, if your guild doesn't raid with at least two shadow priests, change it now, they are awesome.



VIII. Questions & Answers


Q: How much mp5 is x% crit or x crit rating worth?

A: As stated in the Stats section, this is entirely dependent on what rank heals you use, and in what ratio. Look at a WWS parse of you healing on a typical fight (or over the course of a night) and see what percentages it gives you (NOT of the amount healed by each spell, but rather the number of each used, make sure you use the breakdown to take into account different ranks). Then, you can plug your stats with these ratios into the Gear spreadsheet linked at the top of this thread, and see from there how much more mana you have over the course of the fight adding 1% and how much MP5 that equates to. As a general rule of thumb, the longer the fight is and the more running around you have to do, the more MP5 is worth.


Q: Is there a healing/crit/mp5 soft cap?

A: Not as far as I know. If any paladins in this thread can prove otherwise, then I will edit this accordingly. However, it is important to note that purely stacking one stat is not a very smart idea, as it pigeonholes you into only being effect for certain fights more than others. Being versatile is the best thing you can do as a holy paladin, as our roles on fights vary greatly compared to other healers (such as shaman, for instance, who almost exclusively raid heal).


Q: Is item X better than item Y for me? *insert armory link*

A: I have provided links with two spreadsheets, please use them. In general people will not be responsive to answer these kinds of questions and your post will likely be deleted by an Elistist Jerks member.



Well I hop this clears up a few things for you with your paladin. Don't forget to check out the other guides on this site!


*Original post by: Zurm

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Tree Power! How to play a Resto Druid.

>> Monday, November 5, 2012

Let's start with the abbreviations you need to know when playing a Restoration Druid:

HoT - Heal over time. The phrase HoTs is used as a gathering umbrella for spells that include a Healing over Time component, after you have finished casting. Examples: Lifebloom, Rejuvenation, Regrowth.


FSR - Five Second Rule. Every time you finish casting a spell (except NS), you now have 5 seconds until your Spirit will regen as it does normally. Being "within the FSR" means that you have casted a spell, and now do not have full Spirit regen.


HPS - Heal per second. Means how much a healing spell heals per second. For example, your rejuvenation ticks for 999 every 3 seconds. The spell has a HPS of 333. If the spell is not a HoT spell, HPS is identical to HPSC.


HPSC - Heal per second casting. Means how much a healing spell heals in total, per second you spend casting. For example, a spell heals for 3000 and you spend 3 seconds casting. The spell has a HPSC of 1000.


HPM - Heal per mana. Means how much each mana point you spend on a spell, heals the target. For example, a spell costs 100 mana and heals for 1500. The spell has a HPM of 15.


HPT - Heal per tick. For example, your rejuvenation heals a target for 1200 over 4 ticks and 12 seconds. The HPT is 300.


GCD - Global Cooldown. Instant cast spells cause a 1.5 sec cooldown on all spells. This cannot be improved by spell haste rating, but can be improved by shaman Blood Lust.


Overhealing - How much of your healing done with one or several spells that "overheal", ie lands on the target but does not do any good because it is already at full health. For example, a spell that heals a target for 3000. The target only needs 1000 healing done to be at full health. The Overhealing is 2000, or 66%.
Effective Healing - Raw healing minus Overhealing. In essence, how much you actually healed your targets.


Downranking - Generally refers to using lower ranks of a spell to get a higher HPM at the cost of a lower HPSC.


Restoration Druid - A druid healing using mainly the Restoration Tree, and most of the time Tree of Life (see The Talents).


Dreamstate Druid - A druid healing using a mix of the restoration and balance tree (see The Talents).

NS - Nature's Swiftness. A 21point talent in the restoration that all full-time healing druids will have. It makes your next nature spell instant cast (All healing spells are nature).


NG - Nature's Grace. A talent in the balance tree that, on a critical spell strike, reduces the cast time of your next spell with 0.5 seconds.


ToL - Tree of Life, a 41 point Shapeshift form in the restoration tree that disables Healing Touch and Abolish Poison and Remove Curse, decreases HoT mana costs by 20%, and gives an aura to your Party which increases healing on party members by up to 25% of your spirit. See Tips&Tricks for an exploit. 





Stats

+Healing done by spells and effects - the single most wanted item stat for any Resto druid. It scales extremely well (see "The Skills") and it is also hard to increase by Pots and buffs. This is the MAIN stat of your resto druid, and every upgrade should be considered from that viewpoint.


Spirit - only works when you are outside the FSR rule, or at 30% efficiency while you are thanks to a talent. Spirit also stacks well with Blessing of Kings (unlike +healing and mp/5s) and also buffs your ToL aura and your +healing if you have a priest doing Divine Spirit. Since 2.3 patch, it is overall better than mp5 when it comes to raiding. See addons for Fubar_Regenfu for measuring FSR.
Mp/5s is the third stat that any resto druid should look out for. As a resto druid, you will seldom find yourself outside the FSR rule - which means that mp5 (which always works) is a good way to regen mana. The best way to regen mana is in fact MP/5s (but Spirit wins overall due to blessing of kings, divine spirit and ToL aura). Usually, keeping a 10:1 ratio between +healing and mp/5s while casting (check your Character Info panel in game) is a good idea to have unbuffed.


Stamina - is not to be underestimated in any way. Many encounters require it, and you should have it. Either at all times, or on a separate, healing-gimped stamina set (like PVP items).
Stamina is not to be underestimated in any way. Many encounters require it, and you should have it. Either at all times, or on a separate, healing-gimped stamina set (like PVP items).


Intelligence - the waste stat. If I could take all my intelligence and convert it to something useful, I would. In boss encounters, you almost always regen so much mana, that any Int you have is so dwarfed that you may start to cry. DO NOT CONSIDER THIS A HEALING STAT (unless you refuse to leave the balance tree and stick with Dreamstate).


Damage - There is only one encounter in the TBC Endgame that needs you to do damage, and even then it can be bypassed. Any item with +damage instead of "+healing and damage", is a bad item to heal in unless you cannot find anything better. +damage costs a LOT of "item points", and will not work for healing in the long run.


Spell Haste - The bottom of the barrel. It does NOT affect global cooldown, and is almost completely wasted on a Resto druid.




Talents


Dreamstate Build - Instead of relying on HoTs, this build focuses on giving Healing Touch all the boosts it can get, in order to spam it. This build also has better mana regen than a resto build due to Dreamstate, but in the end suffers from poor Mana efficiency and relies overly on slow antiquated heals. In other words this is a MT Healing Build. I don't recommend this build in PvE situation due to missing a lot of good talents in the Restoration Tree.

Restoration Build - Instead of relying on HT, this build focuses on giving HoTs all the boosts they can get, in order to spam it. This build also has better mana efficiency than a dreamstate build due to Tree of Life, but in the end suffers from poor measurable Overhealing and relies overly on slow Heal over Time spells.




Skills


Rejuvenation - The instant cast HoT ticks 4 times over 12 seconds, the first tick 3 seconds after the cast. Rejuvenation can be used up by Swiftmend.


Regrowth - A 2 second cast spell with a direct heal component and a 21 sec HoT ticking every 3 sec for a total of 7 ticks. The first tick is done 3 seconds after the direct heal has landed (5 seconds after you started casting). Gains a total of 53% crit from talents. Regrowth can be used up by swiftmend.


Swiftmend - An instant cast spell with a direct heal component. Requires a Regrowth or Rejuvenation on the target to work properly. Consumes the Regrowth or Rejuvenation on the target when used. Always chooses the HoT on the target with the least time remaining until it expires. For maths, remember that using Swiftmend has an additional cost in the HoT it consumes which will not tick. Healing done by Swiftmend is decided by your talents and healing, not by the one who casted the HoT.


Lifebloom - An instant cast spell with a 7 sec HoT duration, with ticks every second. At the end of the 7 seconds, a "bloom" heal is applied. Lifebloom also stacks up to 3 times. With 2 stacks, the ticks are doubled in strength. With 3 stacks, the ticks are tripled in comparison to 1 stack. The "bloom" heal is always the same, no matter how many stacks. The "bloom" heal's crit rate is decided by your target's chance to Critically Strike with spells. Recasting a Lifebloom on a target resets the Lifebloom duration. For Mathematical analysis, the "bloom" is always attributed to the first stack. Remember that (just as Swiftmend) recasting (stacking) Lifebloom before it has expired on a target has an additional cost in the ticks that will now not tick. For maximized mana efficiency, Lifebloom should be renewed after 6 seconds have passed on the HoT duration.


Healing Touch - A 3 second cast heal with only a direct heal component. Famous for "downranking" to gain mana-efficiency.

-- Lifebloom stacking is by far the best way to gain mana efficiency and HPSC on a target that will keep taking damage
-- A single Lifebloom is excellent (high HPSC, high HPM, moderate HPS) to restore health to targets that are lightly damaged. One Lifebloom is good. Two are bad.
-- Rejuvenation isn't good at anything, more of an all-rounder (slightly higher HPSC than one stack of lifebloom, but worse in all other aspects).
-- Healing Touch scales very bad with +healing, and is left behind in all aspects as gear improves. It is purely for dealing with Spike damage on a single target.
-- Regrowth has the highest HPSC of all healing spells (excempt Lifebloom stacks). However, it has a low HPS, and pays for its high HPSC by having a terrible HPM (almost as bad as HT!).
-- Swiftmend remains a situational spell, to use only if a target has a consumable spell, and is in danger - however it does have a relatively high HPS and HPM (not included lost ticks from consumed spell)
-- Out of all the spells, Lifebloom scales the best with improved gear, whether you stack or not.




Skills and when to use them


Given the information above , I can state that:
- If a raidtarget took a hit, use a single Lifebloom, and let the final heal Bloom.
- If you heal the tank, keep 3 stacks of Lifebloom at all times on MT
- If you need emergency healing or if many are low on health, I use Regrowth
- If I need emergency healing, I use Switfmend if possible
- if the target already has Lifebloom and I need a bit more punch, I use Rejuvenation if the bloom was just cast, or a 2nd stack if it is almost over.




Spell rotations


Spell rotations are mostly used in conjecture with Lifebloom rolling. Basically, it is a phrase to indicate that you now have a limited amount of GCD to use in order to keep Lifebloomup, and you wish to make the most of it. Given that Lifebloom rolls should be refreshed every 6-6.5 seconds, we are given a certain amount of GCD to use for other stuff. For example, if you are using Lifebloom rolls on two tanks, your spell rotation would look something like:
1st GCD (1.5 sec): Cast Lifebloom on tank 1
2nd GCD (3 sec): Cast Lifebloom on tank 2
3rd GCD (4.5 sec): Cast
Rejuvenation/Swiftmend/Lifebloom/NS+Regro on random target.
4th GCD (6 sec): Cast Rejuvenation/Swiftmend/Lifebloom/NS+Regro on random target.
And then you would start over, because by then the Lifebloom rolls are expiring on the tanks.

If you are only healing 1 tank, that leaves you with 3 GCD, or if you wish, a Regrowth and 1 GCD.

If you are only healing 2 tanks, it is common practice to spread your Rejuvenations to the 4th GCD and leave the 3rd open for Swiftmends/Raidtarget Lifeblooms. In your first rotation, you put a Rejuvenation on one of the tanks, and in the second rotation, you put it on the other.

If you are only healing 3 tanks, you basically have to refresh Lifebloom rolls most of the time, and only on the 4th GCD can you do anything else.

If you are healing 4 tanks, you will have no time to do anything except refresh the Lifebloom rolls.

These factors also need to be understood when it comes to dealing with Lifebloom rolls that accidentally expired before they should have. If you are healing 2 tanks, you can put up a 3 stack Lifebloom immediately on the 2nd tank after you have refreshed the roll on the 1st. If you are dealing with 3 tanks, you will have to spread out the stacks over 2 rotations. If you are dealing with 4 tanks, you will have to spread out the stacks over 3 rotations. This is done so you do not get more expired rolls. Making new rolls of Lifebloom must also be considered from a trinket point of view, to make sure that you get the highest possible HPS and HPSC and HPM from your rotation.

Intentionally expiring the rolls is another point of discussion. Essentially, it depends on how many tanks you are rolling Lifeblooms on, as that will also determine the time it takes to reapply a full stack. If you are dealing with a 2 tank scenario, and one tank will not take damage for 20s or so, I recommend that you let his bloom expire. If healing 3 tanks, the same number would be somewhere around 30-40s.

Note that, unless you are healing 4 tanks, you don't have to use every GCD for a spell. The GCDs put the upper limit on spell rotations, but the lower limit is determined by the amount of tanks (healing 2 tanks - then you MUST use at least 2 GCDs every rotation).




Gear Guide ----------------------------------------------------

This can be left to some debate with certain pieces out of date atm. But the best gear guide that I agree with I found here.

Simply Edit it for available content and raid needs.


Lifebloom Rolling is what you call it when you have one Lifebloom that you try to keep up as long as possible on a single target taking a lot of damage. The reason is Mana efficiency and Healing output over time weighted against GCD is EXTREMELY good. Lifebloom rolling means you start with 3 stacks, and then refresh it every time 6-6.5 seconds have passed.

Know when to use Regrowth, and when to use Lifebloom, and when to use Swiftmend, and when to use NS, and when to use Rejuvenation. I cannot stress this enough. 


Regrowth = Expecting more incoming damage on the target, and he is already low.


Lifebloom = target moderately or lightly wounded (or Rolling, see above).


Swiftmend = You have a Rejuvenation or a Regrowth on a target that is almost dead, and you need instant healing.


Nature's Swiftness = You are absolutely convinced that the target will die within the next second if you don't save him.


Rejuvenation = only use if you expect a target to take damage over 12 sec instead of 7 sec (Lifebloom), and only use on tanks if they already have Lifebloom and Regrowth on them. The type of the fight is also of great concern - is it a fast fight? Then you don't need mana. Is it a 10 minute enrage timer that you barely can manage? Then Lifebloom is king.




The experience of a healer matters.
The only way to really learn how to heal good, is to
1. Raid a lot.
2. Analyze how your raid healers behave, and fill in the gaps. That is all that HoTs can do. That is what druids can do better than anyone.




Bring consumables to all encounters that require it.
-Flask of Mighty Restoration
-Superior Mana Oil
-Golden Fish Sticks
-Blackened Sporefish
-Super Mana Potions




Gems & Enchants

Gems :
-Meta - Bracing Earthstorm Diamond


-Red - Teardrop Crimson Spinel 22 healing + 8 spell damage (No longer exists due to Cataclysm and 
changes to Wowhead)


-Blue - Royal Shadowsong Amethyst (No longer exists in the game due to Cataclysm and changes to Wowhead) 11 healing + 4 spell damage + 2 mp5


Enchants
-Head - Arcanum of Renewal (35 healing + 12 spell damage + 7 mp5 , requires Revered Reputation Level with Thrallmar)


-Shoulders - Greater Inscription of the Oracle (6 mp5 + 22 healing)


-Cloak - Enchant Cloak - Major Resistance


-Chest - Enchant Chest - Major Spirit


-Wrist - Enchant Bracer - Superior Healing (30 healing + 10 spell damage)


-Hands - Enchant Gloves - Major Healing (35 healing + 12 spell damage)


-Legs - Golden Spellthread (made by Tailoring - 66 healing + 22 spell damage + 20 stamina)


-Feet - Enchant Boots - Vitality


-Rings (Enchanters only) - Enchant Ring - Healing Power


-Weapon - Enchant Weapon - Major Healing




Tips & Tricks

Use the right idol is something you cannot stress enough. Each idol available gets you an additional 2-3% on all healing spells you can use. Harold's Rejuvenating Broach also buffs Swiftmend, if you are using it on a Rejuvenation spell.

Use Tree of Life aura as a tool, not as something you paid for but want to return. It has its uses. Find them. For example, it is a great aura on Gurtogg Bloodboil, or High Warlord Naj'Entus.

Ask the mages to buff Amplify Magic if someone won't take magic damage. It adds +230 healing done to every spell on that target.

Innervate is not just a boss spell - use it to clear trash faster. The faster you clear trash, the more time you have on bosses. If you don't need your innervate in a fight, then someone else can use it.

Rejuvenation+Swiftmend is usually not a good idea, but may be required if you are moving in a boss fight. Cast Rejuvenation and then immediately cast Swiftmend. Some 3k healing in 1.5 sec cast time (3 sec GCD).

NS and switching out of ToL usually works wonders
Macro :
/cancelform
/cast Nature's Swiftness
/cast Healing Touch

and spamclick. However, keep in mind that a NS+Regro+Swiftmend will cost less if you are going to switch back into ToL. Also remember to keep any interface modifications from automatically switching idols when you leave the ToL, causing a GCD.

Omen of Clarity and Thorns - use it. It costs nothing of the mana you use in combat, and even a few thousand extra threat points in combat may be the difference between a wipe and a kill. OoC is great for those times when you have a moment and not casting anything - throw a few melee swings, preferably with your staff. If your OoC procs clearcasting, your next spell is free and does not start FSR.

Professions are a great way to get healing gear - specifically Tailoring. Grind the mats in feral before you turn 70, and then purchase what you can to craft Whitemend and Primal Mooncloth. You will be hard pressed to replace it for stamina gear, but not before start of Hyjal Summit / Black temple. Yes, they really are that good.

Interface Options has a cool feature in the bottom right corner of the "Advanced Options" tab. It displays healing like damage is usually displayed on screen. The option is called "Show Healing".



*Original article by: Kahunaz
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Pyrobast!!! The ins and outs of Mages.



There is a little bit of information that might make your life a bit easier when it comes to playing a mage in the TBC timeframe.


Talent Specialization and Ability Rotations
As a TBC mage there are many specs but there is 1 current one that beats all and that is Arcane/fire 40/21/0 and it out dps's others by far in comparison due to the high sustained damage of the fire tree paired with the burst and extra spellpower of the arcane tree here is a link to the spec.

As you see in the spec you go into arcane to maximize possible damage and mana  regen because you will need it for most raids but we do not spec into Arcane Potency because it does not work at this moment if it were ever to be fixed you should take out the filler points from prismatic cloak and 1 from magic attunement. As for the first side of the tree we basically go just far enough for the fire essentials to have max dps and dont put points in pvp talents for  example dragons breath or blastwave because they are not viable sources of damage for raid bosses though the major weakness to this  spec is you need 14% Hit to have max hit with a spreist or boomkin hit buff so keep in mind to either have a dual box boomkin or have a boomkin freind or else you will need 17% hit because we get nothing from talents. Next is the rotation for the begining of the fight ( the end of the fight is complex and i will explain this later in the guide in the section Ignite and You) As A fire mage you must start out with scorchx5 and maybe more if your not hit capped make sure you have your 5 stacks on and form then on you will cast aproximitely depending on haste fireball x6-8 untill you need to renew scorch and it is pretty simple that is all you will cast no fireblasts unless you are moving and you will pop cooldowns only after you have your scorch stacks x5 and  you will pop them in this order -  scorchstack x5>AP>possible trinket 1>possible trinket 2>PoM>Pyro>fireball x7 ( or untill scorch renew) Remember to synergize this when the shaman will bloodlust and do not pop this untill the boss is under 90% or else you may pull aggro and i will explain this later in the guide.


Viable Gems Enchants and Consumables
As a dps you will want to max out your damage in anyway possible so that's where gems enchants and consumables come into play.
To start out with we will look at the various gems that you can use it depends on your current gear set for example for a starting mage with low hit you will want to use all 10+ hit gems for a mage that has full hit you will want to socket 14+ spell power or critical strike depending on how geared you are you essentially want a crit rating to max so that would be 70% if you are absolutely max geared your best bet is to socket critical strike. as for meta gems hands down the Mystical skyfire diamond is the best and remember you do not need its set bonus to get its haste proc. Now for enchants this will be breif because they are simple. For your weapon you will want Sunfire, for your head enchant you will need Shatar rep so have a freind run you through Botanica for it, For you leg enchant Runic spellthread is the best for your gloves get  +15 hit rating, for you  cloak get +20 spell penetration,, for your chest grab +6 stats,and lastly for your bracers get + 15 spell damage.. Now to consumables as a mage you will want the Flask of Pure Death and make sure to have many mana injectors on yourself for boss fights unfortunately unless your very geared you cannot use haste pots you will need the mana. Now for Food Buffs for mages who are undergeared Spicy Hot Talbuk is the best and it is a recipe drop from the Crate of Meat from Lower city daily quests. for higher geared mages Blackened Basilisk is from an inkeeper from Terrokar forrest. 


A Mages Duty
As a mage you have duty's such as Making water for healers, on certain boss fights determining to give amplify magic to the healers  or the tank ( if the boss is all physical damage ) or dampen magic to certain group members, as well as buffing your group with intellect and most importantly getting every curse off of every raid member and being able to prioritize who do dispell first depending on the debuff. These are all rules essential to be considered useful because any class can dps, if you do not do all of these things you are failing as your class and re-roll because these are some of your main use's. However when these are not in play your job is to blow up the boss without a doubt and play smart iceblocking debuffs when healing is tight / fireward and frost warding yourself to help healers on certain boss fights and if need be mana shield ( in instances that are not WE because you instantly  spawn back so don't mana shield or u will just be alive with a low mana pool).


Ignite and You
Ignite is a very complex spell because each time you crit you do 40% of the spell damage over time but if you crit while the buff is still active it will refresh the buff and add to the spell power so 'proper' ignite management and assumes pretty much that every fireball will deliver its ignite dmg. In other words, it ignores the possibility of the boss dying before your ignites have had the time to run their full course. As a contention point there are many strategies for managing that, which are being somewhat contested. The possible options are roughly AB spam, AM, scorch and fireblast for the final 3-5s of a fight (in a context where you do not know how much time is left on a boss and yet have a huge buildup ignite). You know its somewhere between 0s left before boss dies and 5s. This also deals with travel time due to an indirect effect, basically, you want to avoid casts with travel time at that point in time because you want to be sure to maximize how much dmg you can deal given an unknown future. I believe only 1.5s casts should be used for that context, but again, this is debatable. Personally I finish fights with scorch/fireblast spam as a mechanism to lower this, but the practice is very much debatable but it will increase your dps to stop firespells and let ignite run off at 3% for a huge amount of damage.


Threat the Death of The Fire Mage
As a fire mage you should wait to dps untill the boss is at 95% preferably but you can start at 97% just don't go balls to the wall or you most likely will pull aggro from the tank because to be honest if you don't know the MT is skilled at threat generation you may need wait the 5% cause dying is never good for dps but if you think you are getting high on threat pop invis to reset threat or if u pull aggro iceblock so the tank can re taunt.


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Tankadin: Paladin tanking durning The Burning Crusade.


In the days before the Burning Crusade, paladin raid tanks were absolutely unheard of. For the most part, they are still uncommon, possessing a niche in any guild that allows them to do any tanking at all. And even then, most of them do not have the opportunity to pit themselves head to head with real bosses. When it comes down to the nitty gritty, they are expected to strap on healing gear.
While paladins are and have always been excellent healers, it is no longer their sole role. It is possible for paladins to main tank some of the hardest bosses to date in World of Warcraft. Here's a history of how and why.


The Beginning

At the first annual BlizzCon, the development team of World of Warcraft admitted that, initially, paladins were meant to be a very simple class to play -- and that often, things evolve beyond their control in the course of testing and making content live. Paladins soon thereafter received a talent review, ostensibly in preparation for the Burning Crusade expansion.

The paladin was delivered into the hands of the Horde, and amidst much derision became an integral part of the PvE - player versus environment - portion of the game.

They came to those with only the experience of fighting paladins as annoying healer or melee units in the battlegrounds -- and soon, since the healing mechanism in PvE was so important, found a niche in Horde raids as spam-healers and blessing bots.

Most are content with this role. Most Horde paladins leveled their characters following behind a level 70 or two, never really learning the intricacies of the class. The supposed simplicity of it, as within the Alliance, attracted poor players, and as such tarnished the image of the paladin.

Unfortunately for them, the paladin is no longer the simplest class to play in the World of Warcraft. In some cases, it is one of the most involved.

In the first BlizzCon's character class panel, the developers, in nearly the same breath, said that paladins were intended as "a defensive class, not a hybrid, to be up there beating on the mob," and to be "holy warriors using plate armor."

In my experience as a paladin raid tank, I have come across many a warrior who told me to,"Leave the tanking to the real tanks, stand in the back and heal. It's your job. Live with it." With the recent talent changes as of patches 2.2 and 2.3, healing mechanics were changed; no longer can paladins spam heals with a full mana bar.

...But we can take hits as well as, if not better than an equally geared warrior - and we buff the raid - and we are the AoE kings.

That's right. I said it.
If your guild is not grooming a protection-specced paladin main tank, you are behind the curve.



The Basics

Before patch 2.3, paladins were want for stamina as compared to druids and warriors. This was their main downfall - after all, in order to main tank, you need health, avoidance and mitigation in large amounts.

Fortunately, talents were added in the paladin review that allowed the paladin to make up the difference. "Combat Expertise" not only gives plenty of +hit (after all, if your melee swings aren't connecting, your Seals are not either) - but also, 10% additional overall stamina, on top of the talent that gives a bonus of 6%.

This brings to light the paladin's single most valuable statistic - the one that stacks with talents, Blessing of Kings and Prayer of Fortitude: stamina.

If you have designs upon becoming a paladin main tank for any guild, you'll need lots and lots of stamina. After all, if you have 1000 total stam with gear, you'll get an additional 16% over that - and the numbers do add up quickly.

Of course, stam alone does not a great tank make. For paladins, threat comes from spell damage (either from enchants or from weapons or a combination of the two). And avoidance is difficult to come by. 490 Defense is easy; that makes you uncrittable in a player versus environment situation. Uncrushable, however? That is not a walk in the park.



More Advanced Stuff

Statistical priority for a paladin main tank should be as follows:

Health(Stam)

Defense (490 minimum)

Avoidance (Dodge, Parry, Block)

Armor

Spell Damage

You need a minimum of 102.4% combined avoidance - dodge plus parry plus block plus your natural miss chance - in order to be uncrushable. Warriors have it easy; all they really need to do is stack up 25% shield block rating and their Shield Block ability makes them uncrushable - well, for one or two charges.

Paladins only get 30% additional shield block from Holy Shield. However, they can maintain that uncrushable status for far longer. If you're just starting out, you will definitely want to put priority on block for avoidance after you're capped for defense.

Unlike warriors, too, a paladin needs spell damage rather than melee damage or strength in order to tank effectively. Since the best tanking gear is made for warriors, covered in stamina, agility and other statistics, a paladin should find a good spell damage sword or mace. The best options there are the Continuum Blade from Keepers of Time reputation - or the Crystalforged Sword, a rare drop from Ogri'la dailies. Both blades have a healthy amount of stamina and spell damage to start with.

For a paladin to begin main tanking in raids, such as the ten-man Karazhan, he or she should have 10,000 to 12,000 life unbuffed, uncrushable status, and 160 spell damage.



The Endgame

The paladin tank suffers through tier four content with very little in the way of gear upgrades. Justicar helm and shoulders are excellent. Badge of Justice gear offers more options. Tier five content is much the same. Aside from trinkets and off-set pieces, there are few upgrades.

Mount Hyjal and Black Temple are where a paladin main tank shines.

After a certain point in the gear curve, a paladin main tank sees a dramatic shift in defensive statistics, spell damage and overall avoidance...and, of course, a massive amount of health. It is not uncommon to see paladins breaking 16,000 unbuffed life. Properly socketed, with all applicable stamina enchants, I have 18,700 unbuffed life as of the end of May.

As a paladin, I have main tanked every boss throughout Hyjal and Black Temple - yes, including Kaz'rogal, the infamous mana draining boss, Archimonde, and the hardest-hitting mob in World of Warcraft to date: Teron Gorefiend.

In Hyjal, the waves of ghouls and other undead are a non-issue. Consecrate catches all of them and holds them in place for mages and warlocks to obliterate. In Black Temple, DPS classes are actually allowed to do so instead of focusing on crowd control.

The trick to being able to take hits from these bosses - and being able to maintain threat - is to not say no to dodge, parry and spell damage. Your shield block rating will dip low - probably below 20% in some cases. The sheer amount of avoidance your armor will have, however, in the form of dodge and parry, more than makes up for the loss.

In order to compensate for the loss of shield block threat from Holy Shield, stack plenty of spell damage. My character, fully raid buffed, boasts about 600 spell damage. Between several pieces of Tier Six armor and the Hammer of Judgement from Hyjal trash, this cap is easily attainable.

Proof positive - a paladin can do it. Keep that in mind if one of the warriors in your guild wants to go Fury...if you have a protadin, you have a capable MT.

*Originally Published by Stephanie Berthiaume
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