Disable Language Filter
Recognize the Usefullness of Your Skills!!!
That title is pretty long, but let's face it. I see a lot of Paladins out there who put alot of skill on their hotbars but never use the damn things.  And, I'm going to go over them, and different times you can use them. This takes thought to do, I know. I don't always do it, but I'm, obviously, more concerned with healing than anything.

But, honestly, there are times, when I'm over healing in instances just so I don't get bored. That, or I'm playing with Selenathil's Fel Armor to see how high I can get my crit. (7k atm) I really, REALLY love Warlocks, they pad my ego.

Anyways, on to the skills. I'm going to start with one that all Healadins use in solo play, but very rarely use in group play or instances.  Hammer of Justice.

Yes, HoJ. Everyones worst nightmare in PvP. I'm going to use an example here from an instance with lots of multiple pulls. In Sethekk Halls, there is an area called The Halls of Silences. It's right before the final boss and there are a lot of multiple target pulls. Now, assuming (as normal) you have a tank and three dps with you, why not give the tank a break, and HoJ his target after he gets it into place? This is especially prevelent on any MOB that has a stun of any kind. The thing with most mobs is they don't really have a cooldown on their skills, and when they do it's short.

I can HoJ once, maybe twice in a fight. A lot of mobs can do it 3 or 4 times, so why not save your mana and hoj them? You'll save more Mana that way than you would constantly cleansing a magical stun from your target.

Next is Seal of Justice. Now, granted, you aren't going to be in Melee Range very often. If at all. So, what I'm suggesting is using this on trash that runs. Call up the seal, and judge the mob with Judgement of Justice. As long as someone is meleeing that mob, then the judgement is going to be refreashed and they aren't going to be able to run. This is only useful for humanoids generally, but still can be a big help.

Another big one that I always forget that I have is Seal of Wisdom. Seal of Wisdom, for those who don't know, has a chance to restore Mana whenever you hit the target. The same is true of the judgement. Judging a target with this is excellent when running with an Enhancement Shaman and a Protection or Retribution Spec Paladin. All three of these classes have, comparitively, tiny mana pools. This is also an excellent idea for the rare time that a warlock may have a pet involved in the battle. (Though...I'd be worried if they did.)

Next is Seal of Light. Seal of Light is a seal that gives you a chance to restore health on hit. This is a GREAT seal to use in raids. Granted, it's not going to be a MASSIVE boost in healing, but it's just as good as the Healing Strem totem. When you judge an enemy with this, every time someone melee's they have a chance to have health restored. And, like all judgements, melee refreashes it's duration.

Another one, that is kind of hard to use with addons like Healbot (though I'm still trying to figure that one out) is Holy Shock. A lot of people only think of holy shock as a DPS spell. And, that is it's main purpose. But, it's also a good thing to use for an instant healing. It could very well keep someone alive for enough time for you to cast Flash of Light, and follow up with Holy Light. Understand that this is a backup, or emergency only for a couple of reasons.

Number 1: It is affected by a cooldown. So, use it sparingly.
Number 2: It is NOT affected by your Bonus Healing, but IS affected by bonus spell damage.  This is a great thing to have as a Shockadin. You'll be able to drop a quick heal onto someone if needs be.

Now we get into spells that you use ONLY if you have time. You're a healer, you aren't crowd control. I suppose HoJ should really go in this category as well, but I digress.

Turn Evil: Turn Evil is great in dungeons where you're dealing with undead (Sethekk Halls etc.) or demons (Black Temple among others.) But it DOES have a very limited utility. It's great because it fears a demon or undead for a LONG time. Longer than any other fear in the game. But the bad part about this is they run very very far away, which means you are in danger of pulling something else.

I will say this though: Getting that undead or demon away, may very well be the break you need to catch up on the healing, and be able to take the next group that comes.  Though, that's a bit of a stretch.

Next, is Hammer of Wrath. This spell only becomes active when an enemy is at 20% or less in terms of health. I use it all the time to finish something off in PvE. This could very well be the deciding factor in terms of a wipe or not in a dungeon. If things go poorly, and your tank is down, but the enemy is very close to death, use this. Then follow up with holy shock,  and judgement of righteousness.

The same as above goes for Exorcism and Holy Wrath. Please bear in mind, that Holy Wrath's AoE is quite a bit larger than it's actual graphic. This can be misleading, and it landed me in hot water in the Plaguelands the other day whilst farming for herbs.  I lived, but I was out of mana...very quickly.

Another thing that is rarely used, becase...well....it's usefulness is questionable, is Divine Illumination. This is your top tier ~rolls eyes~ Holy Spell. It has a three minute cool down and allows you to cast at half mana. So, essentially, it doubles your mana pool (rounding up to the nearest whole number) for 15 seconds. I only find this spell usefull on Boss Fights. My advice is to blow it (and your trinkets...in my case its the Bangle of Endless Blessings and the...healing-something-or-other of Nagrand. Just look at my armory :P ) and then go nuts. Obviously, watch your threat. Noone is going to thank you for healing them if you rip aggro from them as well.  Infact, that'll likely get you slapped around a little bit. If you wanna be the whipping boy, go nuts, but...

So, you blow it at the start of the fight and you can generally do it again halfway through. Which is fantastic, because that's when it starts to get hard, given that most larger bosses have 2-4 phases you have to go through. 

THere is another school of thought here, and thats to go with MP5. I disagree with this for a couple of reasons. Namely, most Healadin gear is geared towards Spell Crit, which comes from your intelligene. So you'll find a lot of +stam, +int and +spell crit rating. Very little of it will give you MP5, and most of it that does only does so after you have the socket bonus or you have the set bonus.

So, the only way to achive a good MP5 is to have some gems that give it, which takes up gem slots that, in my opinion, could be better used for things like "spell crit" or "Intellect" which gives you a larger mana pool, and more spell crit, negating the need for MP5. If you are really desperate for it, use Blessing of Wisdom, and get the Book of Renewal from the Shatari Badge Vender in Shattrath. That gives you a total of 64 MP5 on top of what you already have. But, to be frank (Or to be Summer I guess) In Raids and Heroics you are going to be better off with Salvation.

Take a look at your talents. It's all built around crit. You crit more often, you spend less mana. It's simple as that. I think a little MP5 is great for Paladins, don't get me wrong. I especially think it would be usefull for Tankadins, but with the proper talents, proactive healing, stop-casting and timing (use Quartz Addon) you aren't going to need the MP5 very much. Besides, if you have a Druid, you get Innervate every few minutes, ~chuckle~. There's a druid in our guild named Apakaga who likes to cast this on me after a rough battle that spent most of my mana, and I'm very greatful for it.

So that's my look at least-used spells that could be useful to you and your party.
Posted by Summerdawn on 2008-05-21 11:11:09 | Rating: n/a | Views: 73


Comments

Nothing found


Add Comment




Navigation
Login | Sign Up


Summerdawn
Belleville, Ontario, Canada

Latest Posts
1.  Looking for the ever elusive DPS. (2008-07-08 19:13:33)  
2.  Forum Trolls (2008-07-08 14:01:00)  
3.  I'm a stoicaly percisioned Paladin. (2008-07-07 17:53:47)  
4.  Proactive Healing and You (2008-07-03 16:32:54)  
5.  The Lich King and You (2008-07-03 16:17:54)  

Blog Categories
1.  Direct Damage/DPS
2.  General
3.  Healing Skill
4.  Seals and Judgements

Blog Archive
1.  July 2008 (5)  
2.  June 2008 (4)  
3.  May 2008 (8)  

Comment Archive
1.  July 2008 (1)  


Author's Links
No Links Found

Quick Links
Summerdawn's Photos
Summerdawn's Podcasts
Summerdawn's Videos
Summerdawn's Surveys
Average Rating
No Ratings

 
 

page load time: 0.34158396720886