Ready to serve, paladins can defend their allies with sword and shield, or they can wield massive two-handed weapons against their enemies. The Light grants paladins additional power against the undead and demons, ensuring that these profane beings corrupt the world no longer.Paladins are not only zealots, but also guardians of the righteous, and they bestow blessings on those the Light would shine upon. The Light radiates from paladins, and worthy allies who stand near them are emboldened by its power. (source)
Updated for Warlords of Draenor
Paladin Guide Contents
More Paladin Guides
For details on rotations, talents, etc. click through to the PvE/PvP guides below:
Your Paladin Can Make Lots More Gold, see our Tycoon Review and Find Out How
Paladins stand as one of the most iconic and extravagant figures in fantasy history, having a place in nigh every world created and in all them representing a mixture of ass kicking combined with a command over the power of the light and general holy abilities to make enemies wilt before them whilst simultaneously aiding their allies. World of Warcraft is no different.
However this time around paladins have taken a somewhat unique road, what with the utilization of seals and blessings to bring utility to almost any situation whether it be PvP or PvE, all while remaining capable of becoming a frontline fighter, a tank, or DPS.
Retribution paladins, the offensive variant of the Paladin class, have become increasingly viable candidates for raiding positions as well as taking spots on arena teams where we were once seen as only healers. In fact, Paladins are now very common in high ranking arena teams and Ret Pallies are feared in the Battlegrounds.
Holy Paladins have become very viable raid, tank, and PvP healers in addition to being able to provide their team with abilities that mitigate damage and otherwise offer support.
Finally the Protection Paladin has prospered the greatest, finally taking a place alongside warriors and druids as a true possibility for primary tank throughout the raiding dungeons and various instances open to us.
All in all the Paladin class is in most cases at a state of great balance, being capable of taking on almost any role with at least some degree of success, although this is enhanced by actually possessing gear conducive to our desired path.
Patch Notes for Paladins
Some of the Warlords of Draenor changes are below, all of the changes are on our Paladins in Draenor post.
Various abilities have been removed completely, such as: Divine Favor,Divine Plea, and Inquisition.
Others have been restricted to one or another spec, for example:
- Avenging Wrath is no longer available to Protection Paladins.
- Guardian of Ancient Kings is now only available to Protection Paladins.
There are some new abilities, including one for each spec that gives +5% of whatever your “attuned stat” is. There are a few others, like: Sanctity Aura is a new passive ability for Retribution Paladins which grants 3% Versatility to the Paladin and all allies within 100 yards.
Tanking has changed a bit, with Vengeance being dead and being replaced by Resolve, Ripost, and Bonus Armor.
Holy got a whole pile of tweaks, see the Holy changes here.
A few new level and a few new talents round things out a bit.
Ah yes, Garrisons. Your Garrison will be your base in Draenor and something of a quest & crafting hub, it’ll also give you a shot at better loot and other things, so building it up is a good idea.
Paladin Race choice:
Since the Paladin is such a versitile class it’s hard to say which race is “best.” It really depends on what your game is. Humans might arguably be “the best,” at least for PvP, with their escape ability allowing two DPS/Healing trinkets. Blood Elves have the useful Arcane Torrent and Tauren have War Stomp, neither of which will be much use if you’re Holy.
Warlords note: All racial abilities with either Hit or Expertise have been removed. All of the races now have some racial that adds to damage/DPS.
Pandarens cannot become Paladins.
- Good with Jewelcrafting.
- Heal: This is a tiny heal compared to the others you already have, so isn’t as useful as it is for others. Still, it requires no mana and no Holy Power, and is an instant cast.
- Bonus to Int and Str is pretty nice for all Paladins.
- Resistant to Shadow Damage
- Stone Form: Nice against magical effects and bleeds and, as such, is useful for PvP, but very situational elsewhere. Also comes with 10% damage reduction.
- +2% critiical damage and healing effect. Nice for all Paladins.
- Resistance to Frost: Yawn.
- Good with Archeology.
- May be the best Pally race for PvP.
- The Human Spirit no longer provides Spirit, but it does provide Versatility, which is also useful for all Paladins.
- Bonus to Rep gains: Nice if you intend to gain faction with any of the many factions in the game. In the long run this may save you many hours of faction grinding.
- Every Man for Himself (Escape:) Very nice for PvP, occasionally useful elsewhere. It means that you don’t have to carry the PvP escape trinket.
- Good at Enchanting
- Arcane Torrent: Provides both an A of E silence, very nice for PvP, occasionally useful elsewhere; and with also regains a small amount of mana, occasionally of small use. The Silence is also nice when tanking caster trash.
- Resistant to magical damage: Of small use against magic throwing things in raids, not so much elsewhere.
- +1% to Crit is a nice little DPS/Healing bonus.
- Best Horde Pally race, and likely the best tanks of either faction, due to War Stomp and their increased health.
- War Stomp stuns nearby opponents – great for melee, not so much for healing.
- Increased Health – Always useful, even if it doesn’t scale well at very high level. It’s still the equivalent of a bunch of Stamina gems or enchants.
- Hebalism skill and speed increased – The heal obtained from herbalism also adds Haste, which is generally useful.
- Resistant to Nature damage
- +2% critiical damage and healing effect. Nice for all Paladins.
- Target of a wide variety of Man/Cow jokes.
Tradeskill wise many paladins choose to take up either Blacksmithing or Engineering combined with Mining, I suggest never attempting to combine Blacksmithing and Engineering onto a single character unless you have massive amounts of gold to burn through. Mining will provide raw materials for either profession and greatly reduce your costs. Still, you might want to consider waiting on the crafting skills until you have a nice gold stash and/or are level 85+.
Blacksmithing provides us similar benefits as to a Warrior, weapons mostly, but there are some good armor sets at high level.
Engineering, on the other hand, has some very nice tanking gear for paladins and lots of cool gadgets. Some of the backfires will generate threat, which is great if you’re Protection, not so hot otherwise.
- Cooking – great for the food buffs.
- First Aid – obviously not essential, but nice every now and then when you just don’t want to burn the mana.
- Any two of the gathering skills (mining, skinning, or herbalsim) either to fuel another profession or to make gold.
Tradeskills for the min-max crowd
In Warlords of Draenor all of the profession bonuses/perks have been removed. No more extra gems slots from your Blacksmithing.
- Alchemy allows you to create various potions, flasks, and elixirs.
- Blacksmithing, as noted above, is good for the gear, including your starting raid/PvP gear
- Enchanters can now enchant rings and neck items.
- Engineers get some nice toys, including a “sprint” device: Nitro Boosts.
- Herbalism‘s For the gold, or for Inscription or Alchemy, plus while harvesting M of P herbs you can occasionally find yummy Life Spirits and Water Spirits. In Draenor you can find Primal Spirits
- Leatherworkers have nothing for you.
- Inscription has shoulder enchants and the ability to create various other items and glyphs.
- Jewelcrafting makes ring, neck items, gems, and gemmed mounts.
- Mining is for the gold or Blacksmithing
- Skinning is for the gold or Leatherworking.
- Tailors have nothing for Paladins, unless you really want that flying carpet.
Paladin Specs & Leveling
Paladin mechanics partially changed in Cataclysm. You still use mana for various things, but now have a Holy Power (HP) system in addition to mana.
HP works somewhat like the Rogue’s Combo Points in that you build up to three HP points using abilities such as Crusader Strike or Holy Shock and then use those points to power another ability, such as Word of Glory or Templar’s Verdict. The more points that you use to drive those abilities the better the effect.
This section is only a brief overview of Paladin leveling, check out our Paladin Leveling Guide for more information. If you want something that will show you the fastest way from any level to the level cap (90 or whatever) then look at Dugi’s guide.
Unlike most other classes paladins actually possess multiple variations of leveling builds, each viable in an alternate manner and the end result leveling speed will likely be entirely dependent on personal skill and play style.
Currently one can gain XP through grinding, questing, dungeons, PvP and any combination of the above. Want to smash your way through everything? Go Retribution. Want to do lots of dungeons with little to no wait time? Holy Healing or Protection Tanking will do just fine.
Want to level as a pure “Care Bear” Holy Pally? Questing/grinding will be painful, but do the dungeons or group (Battlegrounds) PvP and your groups will love you and you’ll level as quickly as anyone. Healers have very short wait times in dungeon finder Queues, the only problem is seeing the same dungeon a few times.
Holy Paladin Leveling
Your damage is … weak, and you’re not going to be rounding up groups of things and killing them. Not in less than a week, anyway. But you’re excellent at keeping your partner intact, allowing him to lay waste to everything. Questing is likely to be a bit on the dull/tedious side, but if your partner is a damage machine then you can move quickly.
Hop into the dungeon or battlegrounds queues, keep your group alive (and help the PvP group to win,) and you’ll level as fast as anyone.
If you’re questing then grab a warrior or rogue or a Ret Pally and keep them healthy while they kill everything in sight.
If you’re dungeoning then you’ll be in demand all the way from level 15 to the end-game raids. Adjust your talents and gear for the best healing.
If you’re PvP leveling, which can be very fast if your side wins, then you will need to select talents and gear for more survivability.
Retribution Paladin Leveling
Retribution paladins can either be a lot of fun or really boring, it’s all in the eye of the beholder, quite honestly. The level fast enough and hit hard enough, it’s just that they have a very simple rotation.
Another thing is that retribution can be much better for questing as opposed to protection, you’re generally better capable of selectively killing quest mobs for any given objective whereas protection shines when fighting ten at the same time.
Lastly, Retribution Paladins have little to no downtime while leveling due to heavy armor, heals, and the instant heal Word of Glory.
Protection Paladin Leveling
Protection Pallies will endeavor to find an enjoyable method of combining our great AoE tanking capabilities with our stacking damage buffs, designed to slowly whittle down surrounding groups of monsters.
Retribution Aura, Avenger’s Shield, Consecration, and other abilities come together to provide us immensely effective AoE capabilities. By itself none of the above would deal more than possibly a small amount of our overall damage, however when built up in unison they easily do enough to drop large group of mobs at once. The Holy Power mechanic just makes this better as it’s easy to gather enough Holy Power to be firing off regular (instant and mana free) Word of Glory spells. Especially at higher level rounding up large groups and burning them down is what you do best, when you’re not tanking.
Paladin Seals and Blessings
Paladin abilities are quite varied in their usage, being separated into numerous categories such as seals, blessings, judgements, heals, etc. All in all we have more than a few methods of buffing ourselves, injuring opposition, and aiding our teammates.
Seals play a large part in turning paladin DPS from good to better. Whether you be a tank, healer, or DPS paladin, seals play a large part in maintain mana, health, and consistent damage for some.
All in all, seal usage is but one crucial part of a paladins arsenal, without proper judgements, blessings, and sometime even aura selection, it won’t make a paladin great by itself.
- Level 3, Seal of Command. Adds damage. You’ll use this until level 24, when you’ll pick up…
- Level 24, Seal of Truth. Does more damage and adds a Damage over Time (DoT) effect to the opponent. Your Glyph of Immediate Truth pushes more of that damage to the beginning of the attack.
- Level 32, Seal of Insight. Use this if you’re Holy and I like to use it while tanking. It restores mana and health. IN patch 5.4 it no longer restores mana, but for Protection your Guarded by the Light will take care of that.
- Level 42, Seal of Righteousness. This is greatly changed over what is was before. It deals minor damage to all nearby enemies and you’ll use it for mashing down groups.
- Level 70, Seal of Justice, Retribution only. Melee attacks to more damage and reduce the opponent’s speed.
- Devotion Aura is the only aura. It’s obtained at level 60. and grants the entire party, group, or raid immunity to Silence and Interrupt effects and reducing all magic damage taken by 20%. Lasts 6 sec. It’s on a 3 min cooldown. You can also take a the Glyph of Devotion Aura. The Glyph of Devotion Aura causes Devotion Aura to no longer affect party or raid members, but the cooldown is reduced to 2 min, from 3 min.
Blessings are another aspect of the paladin class, allowing you to give teammates and fellow raid members a large overtime increase to damage, mana regeneration, or with BoK (Blessing of Kings) an overall increase to all statistics.
With 4.0 the Blessings have been completely overhauled. There are now only two Blessings, both of which last an hour and buff the entire group or raid with one cast. Blessing of Might now increases both attack power and mana regeneration.
In patch 5.3 the mana costs of these was greatly reduced.
- Blessing of Kings (lev 30) – Your entire party or raid gets +5% to their Str/Int/Ag.
- Blessing of Might (level 81) – Your entire party/raid gets a big Mastery boost, which scales with your level.
Before 4.0 Judgements were another key to effectively fighting, leveling, defeating bosses, boosting raid DPS and health, and finally renewing your own mana pool to maintain unstoppable killing. Almost every judgement had some use at some point.
With 4.0 and later Judgments are pretty much just a ranged attack. Special effects come from your Seals, but judging those seals only does Holy damage. So now it’s good for pulling mobs and adding some extra damage, but it no longer delivers effects.
Glyph of Bladed Judgment changes the appearance.
Warlords of Draenor Paladin Talents
Any Paladin spec can choose any one talent from any one row, for seven total talents at level 100. The differences between specs is accounted for by the abilities, several of which are unique to each spec.
Changing talents is easy and works just like changing glyphs. Open up your talent page, click the row with the talent you want to change, pay the cost (one dose of dust/powder/tome per talent,) pick the new one, learn it, and you’re good. Your trainer can also wipe all of your talents so you can start fresh.
These talents, the first six tiers, are the same for all Paladins. The level 100 talents (below) vary.
Level 100 Holy Talents
Level 100 Protection Talents
Level 100 Retribution Talents
|Speed of Light – Increases your movement speed by 70% for 8 sec, pretty much a “Sprint” ability.||Long Arm of the Law– A successful Judgment briefly increases your movement speed by 45%.||Pursuit of Justice – You gain 15% movement speed at all times, plus an additional 5% movement speed for each current charge of Holy Power up to 3.|
Fist of Justice – ranged, stuns the target for 6 seconds.
|Repentance – puts the enemy to sleep for up to a minute.||Blinding Light disorients all within 10 yards for 6 seconds.|
Selfless Healer – Your successful Judgments reduce the cast time and mana cost of your next Flash of Light per stack and improves its effectiveness per stack when used to heal others. Stacks up to 3 times.
|Eternal Flame – Replaces Word of Glory. Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them every 3 sec for 30 sec. 50% more effect if used on yourself.||Sacred Shield – Protects the target with a shield of Holy Light for 30 sec. The shield absorbs damage every 6 sec. Three charges.|
Hand of Purity – Places a Hand on the friendly target, reducing the damage of harmful periodic effects by 90% for 6 sec, and all damage by 10%.
|Unbreakable Spirit – reduces the cooldown of abilities by 50%: Divine shield, Divine Protection, and Lay on Hands||Clemency – Each of your Hand abilities now has 2 charges.|
Holy Avenger – Abilities that generate Holy Power will deal 30% additional damage and healing, and generate 3 charges of Holy Power for the next 18 sec.
|Sanctified Wrath – Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.||Divine Purpose – Your Word of Glory has a 25% chance to cause your next Word of Glory or Templar’s Verdict to consume no Holy Power and will cast as if 3 Holy Power were consumed.|
Holy Prism – Sends a beam of light toward a target, turning them into a prism for Holy energy that damages enemies and heals allies.
|Light’s Hammer – Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for a few seconds: Deals Holy damage to enemies within the area, and briefly snares them, and does healing to allies within the area every 2 sec.||Execution Sentence – A hammer slowly falls from the sky, causing holy damage or healing, depending on the targets, over 10 sec. This damage is dealt slowly at first and increases over time, culminating in a final burst of damage.|
|100||Holy gets Beacon of Faith: Beacon of Light can now be placed on two targets.Protection and Retribution get Empowered Seals: Your Seals also cause your Judgment to provide additional effects. This restores some effects that were removed from Judgment awhile back. Each effect lasts 20 seconds.
||Holy gets Beacon of Insight: You place a Beacon of Insight on an ally which greatly improved your next single target heal directed towards that ally. When consumed, or the target is healed, the beacon moves to the next most injured ally (within 40 yards.)Ret & Prot both get Seraphim: All of your secondary stats (Haste, Crit, Mastery, MultiStrike, Readiness, Versatility, and bonus armor) all get increased by 30% for 15 seconds, with a 30 second cooldown.||Holy‘s talent is Saved by the Light: When your Beacon of Light target drops below 30% you instantly grant them a shield equal to 30% of their health for 10 seconds. You cannot shield the same target twice within one minute.Protection gets Holy Shield: Increases your Block chance by 15%, spells now have a chance to be blocked, and each block deals minor Holy damage to the attacker.Retribution has Final Verdict: A mighty strike, doing all of the damage as Holy. It also increases the radius and damage of your next Divine Storm, both by 100%. Replaces Templar’s Verdict.|
Paladin Abilities, by Spec.
These are the unique abilties you get for each spec of Paladin. These are in addition to all of the basic abilities shared by all Paladins. You can see a list of all the common abilities here.
Warlords Note for Prot: Vengeance is dead, replaced by bonus armor, Resolve, and added DPS on a few abilities.
At level 50 all Paladin get Plate Specialization, which increases your most important stat by 5% if you are wearing Plate in all your armor slots (Int, Str, Stam.)
(P) = Passive effect. You do nothing to fire it off.
|Holy Spec||Protection Spec||Retribution Spec|
|10||Holy Insight (P)||10||Avenger’s Shield||10||Sword of Light (P)|
|10||Holy Shock||10||New: Bladed Armor – 100% of Bonus Armor goes to your Attack Power||10||Templar’s Verdict|
|14||Flash of Light||10||Guarded by the Light (P)||14||Flash of Light|
|20||Denounce||10||Sanctuary (P)||20||Hammer of the Righteous|
|20||Sacred Cleansing (P)||10||New: Resolve – Increase your healing and absorbtion based on stam and damage taken||24||Seal of Truth|
|28||Holy Radiance||10||** Vengeance||28||** Judgments of the Bold|
|34||Supplication||14||Flash of Light||34||Divine Storm|
|34||** Holy Light (Renamed to Divine Light, lev 54)||20||Hammer of the Righteous||42||Seal of Righteousness|
|39||Beacon of Light||20||Holy Wrath||46||Exorcism|
|46||** Divine Plea||24||Seal of Truth||50||** The Art of War (Moved into baseline Exorcism)|
|50||Infusion of Light (P)||28||Judgments of the Wise (P)||54||Emancipate|
|54||Holy Light (Used to be Divine Light)||34||Consecration||70||Seal of Justice|
|56||Daybreak (P)||40||Shield of the Righteous||72||Avenging Wrath (Holy & Ret only)|
|60||Devotion Aura||42||Seal of Righteousness||75||** Guardian of Ancient Kings (Prot only)|
|62||** Divine Favor||50||Grand Crusader (P)||80||Absolve|
|64||** Tower of Radiance (changed and merged nto baseline Beacon of Light.)||50||New: Shining Protector (P) Chance for heals on you to be more effective.||80||Mastery: Hand of Light (P)|
|70||Light of Dawn||66||Hand of Salvation (Prot only)||81||** Inquisition|
|72||Avenging Wrath (Holy & Ret only)||70||Ardent Defender||90||New: Righteous Vengeance +5% Mastery from all sources|
|75||** Guardian of Ancient Kings (Prot only)||75||Guardian of Ancient Kings (Prot only)|
|80||Mastery: Illuminated Healing (P)||76||New: Riposte (P) Gain Parry equal to 100% of your Crit rating.|
|90||New: Sanctified Light – +5% Crit||80||Mastery: Mastery: Divine Bulwark (P)|
|90||New: Sacred Duty +5% Haste from all sources|
|Perks: These don’t add to your button list, they’re all “passive,” and what they do is enhance an existing ability. Examples are 20% more damage or 20% faster cooldown.All perks are learned randomly. At level 92 you will learn your first perk and it will be randomly picked from the available list. As you go on you’ll get the rest, randomly, until you have them all by level 98 (one every other level.)|
In the battlegrounds, prior to Cataclysm, anyway, one of the most feared opponents is the well played Retribution Paladin. A combination of high survivability and great burst damage put them at the top of the “we want you on our team” classes.
In Warlords they’re not quite as overpowered as that time, but they still do very well for themselves. Also, even Protection can get into the game as their PvP damage and damage taken has been increased.
Holy Paladins can also do very well if the BG group is organized enough to let them heal effectively (hard to do when everyone is running amok and out for himself.) In the 3 and 5 person arena brackets, and Rated BGs, Holy Paladins are doing very well. The key, of course, is teamwork.
Skill-Capped has a lot of Pally PvP stuff: Videos, Forums, etc., and all Constantly Updated, Join Up Now and Get Better
The Numbers: Gear, Stats, Etc.
Warlords notes: Hit, Expertise, Resilience, PvP Power, and Reforging are all dead. (May they rest in pieces.) You have two new stats (that you can actually gem and enchant for) and Prot has a third. Everyone gets Multistrike and Versatility and Protection gets Bonus Armor.
Str and Int no longer add to Crit rating, but you get a 5% base to start from.
Attuned stats are those (secondary) stats that Bliz feels best define what you do. You get a 5% bonus to said stat form all sources. For Paladins they are:
- Holy: Critical Strike – Sanctified Light
- Protection: Haste – Sacred Duty
- Retribution: Mastery – Righteous Vengeance
Gear, gems, enchants, potions, repairs, toys, and various other things can be expensive. If you have the cash, then great! Otherwise check out our gold guide.
The different specs will value the various stats in very different ways, so look to the individual spec pages for more info on how the various stats apply to that spec. This section will give them an overview. If you want to know how stat caps work then go here.
The exact value of your stats depends on your gear, your level, and the various buffs provided by your group and the debuffs on the opposition. More specific details (and rotations and talents) are provided on the build pages: Protection spec, retribution spec, holy spec.
Basically all that means is that one stat usually won’t be wildly better than the other. You won’t break your character if you have a bit too much of A and a bit less of B.
- Strength– This is the most important stat for Protection and Retribution Paladins. It remains the primary (and so far only) source of raw AP for all Paladins.
- For Retribution Str is far and away the most important stat
- Str is important for Protection, but Stamina is also important. Maybe more so.
- Intelligence– This is the most important stat for Holy Paladins. It adds more mana, mana-regen, and spellpower and can be enhanced via gear, gems, and enchants.
- Retribution and Protection have little need for brains.
- Spirit– For Holy Pallies Spirit is without a doubt the most important secondary stat. In the new healing model healer mana matters and regen is the most important consideration for a tank healer
- Retribution and Protection have no use for Spirit.
- Stamina – Tauren Pallies will have an slight edge here. Your Resolve ability works, in part, off your Stamina.
- Tanking and PvP obviously require a lot more than otherwise.
- Holy, outside of PvP, needs no additional Stam.
- Agility is worthless to any flavor of Paladin.
- Dodge Rating – Very important for tanks, not so much for others. Shares a Diminishing Returns feature with Parry. In Warlords it’s worth less than it was.
- Parry Rating – Parry Rating will be gained from STR as well as items. According to Blizzard parry “provides the same avoidance as Dodge.” Again, In Warlords it’s been pushed down the “important stats” list, in favor of other stats. It’s no longer available on gear and the amount you get from Str has been reduced.
- Protection: Very important as it goes directly to your blocking, not as important as it was in Cataclysm, due to block mechanic changes. .
- Holy: Not so hot, many heals are unaffected by this Mastery
- Retribution: Was of medium importance, but it’s now Ret’s “attuned stat.”
- Haste– decreases cooldown times, decreases the time between DoT ticks and might add an addition tick at high ratings.
- Holy: This is the best stat for increasing healing output.
- Retribution – The worst stat, get rid of it
- Protection: This is your “Attuned stat” and it’s useful because it speeds up everything you do, including your mitigation abilities.
- Crit is loved by all. Ret smashes heads better, Prot uses it for Parry, and its Holy’s “attuned stat.”
Gems and Enchants
There are more details on the build pages: The exact value of your stats depends on your gear, your level, and the various buffs provided by your group and the debuffs on the opposition. More specific details are provided on the build pages: Protection, Retribution PvP or DPS , Holy healing or PvP.
Mists of Pandaria gems start at item level 417, the enchants require ilevel 372. Warlords gems and enchants start at 600 and lesser gems and enchants cannot be used on 600+ items.
Warlords gems have some changes.
- Sockets are few and far between and there are no Meta sockets.
- Gems are Prismatic, so fit any gem slot.
- All the new gems are for secondary stats, such as Multistrike. There are none for primary stats.
- With the stat squish the gems that used to provide 160 of a stat now provide 10. Even the new gems only provide 50.
- The older gems that used to give Hit now give Crit instead, Expertise has been changed to Haste. PvP Power and Resilience gems still code for those stats, but you won’t see them anywhere on your character window.
Gems with secondary stats, such as Haste or Spirit, have twice the value of gems with primary stats, such as Str or Int.
Generally you will be gemming for your Attuned stat and maybe the best of the rest. If primary stat (Str, Int) gems are available use those.
New Enchants are for necks, rings, weapons, and cloaks only. None are available for other items. Older enchants cannot be used on items higher than ilevel 600.
Leveling gems and enchants? Stick to the cheap stuff. You’ll be out of that gear soon enough. If you have lots of gold then feel free to buy the best gems & enchants available, especially if you’re seriously doing PvP or some kind of competitive lower level dungeons.
Leveling Your Paladin Faster
As you know there are thousands of quests in WoW (and a few zillion monsters) that await your wrath. It’s keeping track of all those quests and their details (maybe looking them up on some website) that can become a drag. The in-game quest helper is a big help, but even that doesn’t show you the most efficient path to take, especially when you might be dungeoning or PvPing in between quests.
The question of Where to go and What to do never arises since we’ve been using Dugi’s Guide. Dugi’s almost automates the whole leveling process for your Pally (or any class that you’re playing.) Not by playing the game for you, but by keeping track of everything, including all the info you need to complete each quest, and by automatically updating as you go.
It even updates if you gain a few levels PvPing or dungeoning. Enter the guide at any level, PvP for a few levels, do some dungoens, come back and Dugi’s will detect your new level, update appropriately, and clean up your old quests.
Pick your starting point (whether you’re level 1 or 67 or 93) and the guide automatically updates and advances as you complete quests, tracks your objectives, automatically sets a waypoint arrow, and includes the important quest info. You will never again wonder where to go or what to do, even if you’re brand new to WoW or decked head to toe in Heirlooms.
Dugi’s is always updated for the latest patches and expansions, including Warlords of Draenor. Grab yours here, now and cruise to the level cap faster than ever before.