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#4297497 This game in a nutshell

Posted abolishedtehe on 13 December 2014 - 05:09 PM

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Completely worth the 20 minutes it took to make this.

#4247308 Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

Posted Borngood on 30 October 2014 - 07:04 PM

Borngood's Holy Paladin PvP Guide WoD and (6.0.3)

This is my first guide and contribution to this site, aimed towards new and returning players to the Holy Paladin class for Warlords of Draenor PvP. The format for this guide was emulated from Vanguardsz Retribution guide with a bit of a twist of my own, thank you for your work to the community.

All important new changes will be colored with NEW, for those returning to the game and with some experience to the class.

PvP Talents
Level 100 PvP Gear Set Bonuses
Stat Priorities
General Healing Comments
Level 100 Perks
Minor Changes
What race should I play?
Common Team Compositions
Which pieces of gear do I buy first?
Final Comments and Thoughts

Major Holy Paladin Changes in 6.0.3?

1) We have to cast Word of Glory and Eternal Flame.

2) At level 100 your only holy power generating abilities are Holy Shock, Crusader Strike, and Holy Radiance.

3) Divine Light has been removed and replaced with Holy Light.

4) All of our healing cooldowns have been combined into avenging wrath for one cooldown.

5) Last of all Turn Evil (fear) cannot be cast on players and has been replaced by Blinding Light in the talent tree.

PvP Talents

There are some mandatory talents which you will never change, but others you will change almost every arena/rbg match depending on the composition of you and your opponent.

Level 15: Mobility

Must have: Speed of Light

A quick burst of movement with a decent duration, can be used offensively and defensively. The main reasoning is that Long Arm of the Law is nonviable, and will probably never see use in PvP for Holy Paladin (until changes are made).

Pursuit of Justice: May see some use, credit to Jimjim.

Level 30: Crowd Control

Every talent in this tier will be used, but mostly Fist of Justice and Repentance.

(Recommended) Fist of Justice: No change since MoP, but generally the default talent of choice for the most part(Also the easiest out of the 3 to use).

Repentance: Good ol' Rep, useful when playing comps such as kittycleave, kfc, tsg (cleaves) pretty much every composition that does not play with a Mage, Warlock, Spriest, and Ele (wizards). The added crowd control Repentance can bring to cleaves is one of the best advantages of bringing a Paladin to your team.

NEW Blinding Light: Turn Evil is gone from the tier, and now has been replaced by our old ability Blinding Light. It is now instant cast and on a 2 minute cooldown. Use when you do not have a short cooldown fear on your team.

Level 45: Healing

Must have: Sacred Shield

It happened, no more instant casting Word of Glory and Eternal Flame. The good news is that Sacred Shield got "buffed". I use quotations because the real change is that now Sacred Shield can crit absorb, which it could not before. Another perk is that while the absorb part can be dispeled, the ability that procs the absorb cannot. The math has been done by all the hardcore raiding Holy Paladins, the choice is Sacred Shield for now.

Level 60: Defense

My favorite tier of the talent tree, and most important for surviving.
All talents in this tier will be used, but mostly Unbreakable Spirit and Clemency.

Clemency: You gain two charges of Hand of Protection, Sacrifice, and Freedom. Use this talent when you suspect the enemy will be attacking your teammates, and not yourself.

Unbreakable Spirit: Use when you know you are going to get trained, or swapped to frequently. With Divine Protection and Divine Shield on a 50% cooldown reduction, you become more difficult to kill.

Hand of Purity: Only used against Affliction Warlock caster cleaves, nothing else. To be honest this talent is underwhelming with only a 6 second duration, so I recommend sticking with the other 2 talent choices.

NEW Level 75: Healing Cooldowns

Recommended: Sanctified Wrath

Avenging Wrath is now a beast of a cooldown, it increases healing by 100% as well as haste, critical strike chance, and damage by 20% for its duration of 20 seconds. Something I've noticed playing is that with Avenging Wrath up, you top your team instantly and is quite frankly too much healing (no complaint here). So increasing its duration to 30 seconds, is a massive amount of healing, and it feels like your team is invincible for the duration. Your Holy Shock cooldown is reduced by 50%, and critical strike chance of holy shock increased by 20% additionally. For those curious, we can get Holy Shock to be upwards of 160% chance to crit at level 100.

Holy Avenger/Divine Purpose: Sadly with our holy power finishers now requiring a cast time, these talents have become obsolete. Sanctified Wrath is too powerful to pass up.

Level 90: Burst Healing
Must have: Holy Prism

Our largest heal on a 20 second cooldown, use when you need to be on the move and cannot stop to cast. Also can be used on party members or yourself to hit Rogues, Druids, and Mages out of stealth within a 15 yard radius.

I will mention Execution Sentence got buffed with the largest tick of healing immediatly when cast, but Holy Prism still outclasses it.

NEW Level 100: The Boys Are Back

Holy Paladins are back with a vengeance after the season 14 and 15 fiasco, and these talents bring justice to our enemies.

Recommended: Saved by the Light
When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.

You cannot shield the same person this way twice within 1 min.

You know that ability Shamans have called Nature's Guardian that makes them..., well you know, Paladins now have it but in absorb form! You read that right, we can give it to our teammates. So every player on your team is basically a Shaman, how can you lose. All joking aside this is probably the best talent of the tier and will be the most used.

Beacon of Faith:
Mark a second target as a Beacon, mimicking the effects of Beacon of Light.

This talent will be required when fighting against heavy dot cleaves, having 2 beacons out at the same time is amazing. Also can become very mana efficient (explained later). *Very good talent for RBGs against boomkins.*

Beacon of Insight:
Places a beacon of insight on an ally, increasing their healing received from your next direct single-target heal, or Holy Radiance, within 1 min by 30%. When consumed, or when the target reaches full health, it moves to the most injured ally within 40 yards. Limit 1. 15 second cooldown.

I'm not sure how I feel about this talent yet, I feel it is the weakest of the 3 choices in the tier at first glance, but there is a possibility to see some use somewhere.

NEW Level 100 PvP Gear Set Bonuses

Paladin WoD PvP Holy 2P Bonus: Denounce grants you 100% of the critical strike chance of the target for 8 sec.

Example- You have a base 15% chance to crit. You Denounce a rogue with 35% chance to crit. For the next 8 seconds you now have a 50% chance to crit. Holy Shock has double the normal critical strike chance. You now have a 100% chance to crit with Holy Shock with the buff active.

That ability we have denounce, it now has a 40 yard range, and steals crit in addition to canceling the targets crit. From play testing on beta, all I will say is get ready to have some fun.

Paladin WoD PvP Holy 4P Bonus: Reduces the cooldown of Hand of Sacrifice by 10 sec.
Pretty underwhelming compared to the 2P bonus, I believe 10 seconds is too little and some tuning may have to be done.

NEW Glyphs

I have some good news, glyphs got a bit complicated for Holy Paladins. There are so many great glyphs to choose from, but there will be default glyphs to use as a starting point.

Default Major Glyphs
Spot 1: Glyph of Beacon of Light
Spot 2: Glyph of Hand of Freedom
Spot 3: Glyph of Merciful Wrath

Glyph of Beacon of Light: Removes the global cooldown on Beacon of Light. Same as before but the ability Beacon of Light now has a new design.

Beacon of Light: Your heals, including multistrikes, on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost. Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Tl;dr- Beacon does not generate holy power anymore, you now have 10% increased healing on beacon and save mana when casting on beacon targets. So it is important to use this glyph to be mana efficient.

Glyph of Hand of Freedom: Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%.  Any additional loss of control effects applied within 4 sec have 25% reduced duration.

Are you about to die to a Mage/Rogue opener? Cast freedom while stunned, and /dance with all the time you'll have not stunned. Also you can freedom while trapped, to reduce the trap duration.

Glyph of Merciful Wrath: Reduces the cooldown and effect of Avenging Wrath by 50%.

I have done a ton of beta play testing, and this glyph is really better than it seems at first. With this glyph activated combined with the talent Sanctified Wrath, Avenging Wrath becomes this:

Healing done increased by 50%.
Haste, critical chance, and Damage done increased by 10%.
Duration 30 seconds.
Cooldown 90 seconds.

From play tests I found 50% healing increase was usually enough to get you out of tight spots, but keep in mind this is just the default. If you are expecting a shorter game, replace this glyph first.

Situational Glyphs (You will use all of these.)

Glyph of Divine Protection: Reduces the magical damage reduction of your Divine Protection by 20% but adds 20% physical damage reduction.

Does the other team have melee? check, apply glyph.
*An exception to this rule, is against Rogue/Mage. I've found 40% reduction on the Mage damage is better than the 20/20 split for obvious reasons.

Glyph of Cleanse: Cleanse now has a maximum of 2 charges, but its cooldown is increased by 4 sec.

All healers have this, it is useful against Mages and Warlocks who still have spammable crowd control.

Glyph of Denounce: Your Holy Shocks reduce the cast time of your next Denounce by 0.5 sec. This effect stacks up to 3 times.

We spam Denounce, the target cannot crit, we gain their crit, everybody wins.

Glyph of the Liberator: Hand of Freedom's cooldown is reduced by 5 sec when not cast on self.

Melee will love you, a lot.

Glyphs of Devotion Aura: Devotion Aura no longer affects party or raid members, but the cooldown is reduced by 60 sec. (From 3 min to 2 min.)

This glyph will be useful against double wizard teams such as mage/spriest and mage/lock where casting out of cc becomes tougher.

Honorable Mentions:Flash of Light, and Harsh Words.
These glyphs have a use somewhere, just not sure yet.

Final Glyph Thoughts: There will be endless argument over which glyphs replace which, but my personal PREFERENCE in keeping glyphs goes as follows-
Beacon of Light>Hand of Freedom>Merciful Wrath. Which means replace Merciful Wrath first if you need to.

NEW Stat Priorities

Int > Versatility > Haste > Crit > Spirit > Multistrike > Mastery

Stats for full gear. As originally theorycrafted in beta, versatility into haste.

If you start to have mana problems, use 1 spirit trinket.

Enchant Weapon - Mark of the Thunderlord will be for crit healing output.
Enchant Weapon - Mark of Warsong will be for haste output.
Enchant Weapon - Mark of Shadowmoon will be for mana regen.

NEW General Healing Comments

Things to keep in mind is Flash of Light, Holy Light, and Word of Glory, all do near the same amount of healing. The differences between these abilities are as follows-

Flash of Light: Normal cast time, costs most mana.
Holy Light: Long cast time (reduced to really fast by Infusion of Light), costs roughly half of Flash of Light.
Word of Glory: Normal cast time, no mana cost.

NEW Level 100 Perks

As you level from 90 to 100 you gain perks specific to your class and spec.

Empowered Beacon of Light: Your single-target heals heal your Beacon of Light target for 10% more.  Also applies to Beacon of Faith.

Enhanced Holy Shock: Your Holy Light and Flash of Light have a 10% chance to cause your next Holy Shock to not trigger a cooldown.

Improved Forbearance: Reduces the duration of Forbearance by 30 sec. (60 seconds to 30 seconds.)

Improved Daybreak: Increases the healing from Daybreak by 100%. (Useless)

NEW Minor Changes

Hand of Sacrifice is no longer on the global cooldown.
Divine Plea was removed, and mana regen was buffed.

What race should I play?

Alliance: Dwarf. Stoneform will literally be winning you games. (Removes bleeds and blanket silences I believe.)
Horde: Blood Elf. The Blood Elf silence has become very valuable with most blanket silences removed from the game.

Common Team Compositions- This is where I look at team compositions and place them into their respective tiers, tier 1 for example being the best. (Subject to massive changes, could use input from the community as well to help me out.)

Tier Free Rating:
BM hunter
Aff warlock

Tier 1:
TSG (fury warrior/dk/healer)
RLP (rogue/warlock/paladin)
Shadowcleave (dk/warlock/healer)
LPD (warlock/healer/boomkin)
HLP (hunter/warlock/paladin)
Junglecleave (feral/hunter/healer)

Tier 2:
Shatterplay (mage/spriest/healer)
PHD (paladin/hunter/dk)
Ebola (feral/dk/healer)
RMP (rogue/mage/paladin)
KFC (fury warrior/hunter/healer)
Smokebomb cleave (combat rogue/dk/healer)

Tier 3:
Kittycleave (feral/warrior/healer)
MLP (mage/warlock/paladin)
dk/ww/paladin (to be named)
WLP (warrior/warlock/healer)

Tier Do Not Play:
WMP (warrior/mage/healer)
Any spriest comp that is not mage/spriest.

Not sure:


Sacrifice (prevent double sacrifice)

/castsequence reset=10.0 hand of sacrifice, word of glory

Denounce (crit buff while healing current target)

#showtooltip denounce
/targetenemy [noharm]
/cast denounce

Avenging Wrath (healing cooldowns)

/cast avenging wrath
/use Primal Combatant's Badge of Dominance  

Which pieces of gear do I buy first?

Which pieces you buy depend on whether you got lucky in RBGs, ashran, or coliseum. You just have to make sure you buy the main hand weapon the first week you achieve 7250 conquest earned for the season.
This guide is made assuming you have bought 0 pieces, and have earned 0 pieces from outside sources.
After you have the main hand weapon, just buy the gear pieces that give the biggest upgrades to crit and haste stats. Buying cloak early is for the 10% run speed enchant.
(All set bonus pieces) I will update later with non set bonus pieces.

This order is assuming you are buying main hand AND shield.
In short, buy cloak>chest>weapons.
Long version:
weapons=2250+1250 (main hand and shield)
You need 7250 points gained to access the weapons.
You can buy all 4 pcs with 250 points left over, if you do not have a high enough cap to buy weapons on December 23, make sure you calculate your points accordingly, so you have at least 2250 points to buy the main hand.

If you are not buying the shield.
In short, buy cloak>shoulders>gloves>main hand
Long version:
main hand=2250

I hope this makes some sort of sense, sorry that I did not give the gearing order sooner, as I honestly did not know myself.

Final Comments and Thoughts

Things are looking hopeful for Holy Paladins in season 16, but I just want to remind people we are coming off of the worst 2 seasons in arena history for Holy Paladins. So I implore the arena community to make some new Paladin friends, give them a chance because they deserve it. For those who stuck it out through season 15 as a Holy Paladin, you will find season 16 one of the most rewarding seasons ever.

You can message me on btag@ Borngood#1295 if you ever have any questions.
www.twitch.tv/Borngood  I will be streaming once WoD comes out, to showcase some Holy Paladin gameplay to anybody interested.

Follow up guides include, Rated Battlegrounds and Positioning.

I hope somebody out there learned something useful, and thank you for reading!

#4294212 PvP Hotfixes 12/11/2014

Posted ysnakewoo on 11 December 2014 - 05:56 PM

Blizzard fails to understand one crucial point. Players LOVE outplaying their opponents, that provides a bigger sense of satisfaction and victory than just swiftying your way on their healer.

However, to outplay your opponents, the game needs to offer counterplay through various mechanics and abilities. The most blatant example of near impossible counterplay is Priest's Guise > Feathers > Fear. Unless you are a Warlock with Shadowfury and can skillshot the Priest while he's in stealth, or a Rogue that can Vanish>Sap him, there is little room for counterplay, it is almost a 100% guarantee chance that the Fear will land.

These types of mechanics are gimmicky and need to be removed or more proper counterplay mechanics introduced, with emphasis on removing the passive mechanics such as Ret 2set bonus. Rets would be perfectly fine if this entire mechanic was removed and replaced with Rude Interruption 2set bonus, that is promoting good play and counterplay. In this case, the Freedom glyph would be perfectly fine since the enemy team is probably just trying to peel the Ret off.

Overall, these are some good changes and should bring some balance to the overall arena community. They are on the right path, but they need to work on the aforementioned mechanics.

#4289676 5 v 5 Titles?

Posted Capstone on 08 December 2014 - 02:59 PM

5s in bc was the true golden era of arena

#3896334 Help salvage s13: We need Hunters fixed!

Posted Pouncedd on 07 June 2013 - 11:20 PM

Without us hunters wizards would rule the world. Can't have this happen now can we.

#3896227 How to achieve dem high ratings?

Posted GrieverZ on 07 June 2013 - 05:58 PM

View PostTwochainz, on 07 June 2013 - 05:15 PM, said:

play with a hunter

While i have no interest in defending the current joke state of BM, you realise that all you had to do for about 10 seasons out of 13 was "play with a Warlock", at least by your logic. I guess that was fine back then as far as you were concerned.

#3896075 Help salvage s13: We need Hunters fixed!

Posted Avengelyne on 07 June 2013 - 06:56 AM

As a melee demonic gateway used by good players is much more absurd than hunters. Hunters CC is counter-able in many forms again by good players, and half the classes in the game atm can do more damage than them.

#3879282 New Aura Mastery change (pala buff)

Posted Warac on 23 April 2013 - 08:53 PM

I'm happy they atleast looked at paladins.

Tbh I would like to see more gamebreaking changes;
This change however effects the class as a whole which I like.

From a holy paladin PoV I feel that there are better ways at going to help us.
I really feel as though a range rebuke for holy only will be game breaking for us. I can line CC for awhile no problem but, once the chain CC starts and forces you into bad positioning its hard to recover like the other classes with out using trinket/bubble. A range rebuke would definitely help with slowing these chains on us and making us someone useful without throwing ourselfs into the wolfpit to die.

Another change I would've recommended would possibly be a hand of protection -25% to -50% Magic DMG buff  as well as its current effect or 50% flat dmg reduction to both physical and magic dmg. Making it beneficial an useful to everyfight. Not just melee as it currently is...(Which TBH it's almost useless one dispel and its gone from no magical protection) I feel as though the HoP changes would be greatly admired and since it's disspellable be completely fair.  

The biggest thing for me which I wished we had would be a Glyph of Repentance which clears dots on reps. Why they gave us a poly without a glyph which is needed so badly is unbelievable.

These changes would not effect PvE and imo help as a whole.

Maybe my tweets to the pvp devs will pay off. I will not leave them alone till they do something useful to our class without breaking them!


#3877984 Holy paladin changes id want

Posted latturalol on 20 April 2013 - 12:37 PM

Logged in played a couple games on paladin today realized why i don't play it anymore logged off.

#3255812 Something I can't understand

Posted Athlete on 23 May 2011 - 09:26 PM

healing should be about triage and working as a team to mitigate damage from the other team through things like positioning and cool down usage.  no healer should be able to enable a team to ignore these things because of extremely potent raw healing output.  the way i see it is that shamans and paladins should be the "strong healing throughput" classes, but not strong enough to be able to heal through two dps efficiently without cool downs.  Priests are the very offensive, damage mitigating healers through shields and cool downs with strong offensive crowd control through psychic scream and mind control.  and druids should have medium to high healing throughput with medium crowd control that is both effective offensively and defensively

#3254742 Happy Almost 24th Birthday, Buglamp

Posted nstomper on 23 May 2011 - 08:44 AM

posting on facebook wall thread

#3212331 (3v3) Gladiator Cut-offs

Posted draketai on 29 April 2011 - 03:05 PM

One of the methods for which a few of my predictions were based on was seemingly debunked to the point of being an invalid source of information, so I have removed these predictions so as not to mislead anybody or give anyone the wrong idea.

Sorry folks, I tried.

#3196468 Is WoW dying?

Posted Zilea on 21 April 2011 - 09:33 PM

sup brohans

i don't post on AJ almost at all anymore but every once in a while I'll check in to see what's shakin.

my two cents and a little background on sixjaxgaming/world of ming:
for months now i have been dissuaded from playing wow much at all mostly because of the state of balance (which seems to always be the case), but this time it had more to do with paladins being so atrocious and only getting worse as the meta game develops. i won't lie that the last few articles i wrote on sixjaxgaming were extremely difficult to do because i was hardly logging on at all (you could say i was turning into jasi etc etc). but there's more to it, the lack of real funding provided by sixjaxgaming (ming was paying out of pocket and the rate per article was at an all-time low, i was mostly still writing as loyalty to ming for the great opportunity he gave me the last few years), but just like myself, ming was losing interest in the game fast, and wasn't logging on much either.

additionally, sixjaxgaming was extremely difficult to work with and the updates the site needed took ages to occur, which was unacceptable. There was even the problem with getting the domain 'worldofming.com' to redirect to sixjaxgaming.com, which is, believe it or not, a really big deal because even to this day it receives traffic (so, on a traffic point of view, that's another reason why it seems like sixjaxgaming had little traffic). but sixjax won't die out, they are fairly active now in the sc2 scene, they now sponsor even Artosis of GSL (who is a pretty damn good player), ViBe, and a couple others I think.

like i already mentioned, I personally have found little reason to continue to play wow. Starcraft 2 has filled that 'void' for me in terms of tournaments, competitiveness, etc, and it is a hell of a lot more balanced than WoW will ever be. The esports scene for sc2 is phenomenal , tournaments are occurring like wild fire. GSL all year long, Team Liquid's tournament called TSL3, North American Star League (NASL) which just started up, teamliquid streams ALL day which get 3-4000 a piece for each top player, the list goes on.

There are even cathartic reasons why I enjoy sc2, namely the fact that a lot of players in wow started to have this strange viewpoint that i wasn't a very good wow player, despite winning blizzcon, which, trust me, i completely understand, wow is not a very difficult game, but I have found that "catharsis" in sc2. I'm closing in on top 10 in my division as master league and hey, who knows, maybe one day you guys will see me at an SC2 tournament raping face =P

back on the wow topic, it probably seems so bad of me to say this, but yeah, I don't think there should be a wow arena tournament realm anymore and I honestly don't think Blizard will host another one after this year. It's still extremely likely that blizzard will still do it for this year because they already said they would in an interview earlier this year so they will honor their word. but yeah, i think it's time to move on for the sake of esports. WoW most likely will never go mainstream ever again for tournaments like MLG, and people understand why. WoW is still extremely popular, but it's time for the esports scene to move on. I hope people respect my viewpoint on this

#3183298 Would Pro Gamers Help Bring Balance?

Posted Guest on 14 April 2011 - 10:21 AM

Almost every gaming company does talk and ask opinions of their "professional"-level players' opinions. They do read these forums and blogs around the internet.

There's really no "evil council" at Blizzard that balances the game for their personal bias. More likely, their problem is not that their designers aren't aware and unable to make the "proper" changes. Instead, it's probably because there's so many designers involved that it's more like the a bill going through the U.S. Senate or English Parliament before it gets approved.

Like many have said here, this game is based upon the enjoyment of the masses. More people enjoy leveling and PvE than PvP. We are the smallest percentage, friends.

The StarCraft community just happens to be much more mature about how they handle it and the designers respect their opinions highly. SC2 is also designed to be an eSport while our game is not.

#3157667 Yea Baby!

Posted Filovirus on 31 March 2011 - 07:26 AM

View Postdemonfear, on 31 March 2011 - 04:52 AM, said:

i have around 3300 resil and got hit for 15k  today. So with 100% more dmg and then RESIL NERF, u'll prolly get like 27-30k hits depending on resil.

no idea how i'm gonna heal thru that as a holy pally, that's more than a divine light non-crit.

What can you heal through as a holy paladin?