The Light and How to Swing It: Maximizing Paladin DPS, Part 2

A quick word before we start -- I will be recommending certain talents over others. In any spec, there is usually a good amount of wiggle room for you to pick up the talents that you feel are best for you, and you should take advantage of this. While I will be focusing on the talents that provide the maximum amount of damage and mana efficiency, you may want to pick up others depending on your play style. In fact, I encourage you to break out from the "cookie cutter" builds if you need certain talents to support your play style. Customizing your character... isn't WoW great?
Let's get started with the Holy / Retribution hybrid known to some as the Shockadin!
What is a Shockadin?
A Shockadin is a Paladin who has specced into both the Holy and Retribution trees in order to get both Holy Shock and Sanctity Aura. Like the name suggests, a Shockadin relies on Holy Shock and Judgements to do damage. Since both abilities have cooldowns, this is definitely a burst-damage type of build, but since it requires many points in the Holy tree, the Shockadin is quite capable of healing effectively if needed. Therein lies the real strength of this build -- you're doing damage without sacrificing your ability to heal, able to provide a good amount of burst damage while supporting your allies. I personally like this build for PvP, as it doesn't tie me down to only one role in a battleground.
Gear
Like last time, when I talked about Retribution, I don't want to spend too much time recommending specific pieces of gear you should go after. If something is really awesome, I'll mention it, but there is quite a bit of Paladin-centric plate out there, so mostly I'm going to talk about the stats you should focus on. I recommend prioritizing your gear thusly: Spelldamage > Intellect > Spell crit / Stamina > Mana/5 > Spell Hit
Spelldamage is at the core of the Shockadin build -- although you'll often be smacking things with your weapon, your biggest source of damage comes from spells. Intellect is also crucial to maintain a significant mana pool, and with Holy Guidance, 35% of your Intellect is added to your spelldamage. Spell crit and Stamina are also important, depending on what your focus is: if you're doing more PvP, building up Stamina is the way to go. Spell Hit is not overly important as there is no Holy resistance gear in the game, but don't totally neglect this stat.
Spec
I suggest a 40/0/21 build if you only want to focus on damage dealing. While this does miss some survival / utility talents, like Blessed Life and Light's Grace, it picks up all the damage increasing / mana efficiency talents available. Here are some of the key talents in this build:
- Divine Intellect: Increases both your Intellect and your spelldamage (with talents).
- Imp. Seal of Righteousness: Increases the damage done by SoR and JoR by 15%. Since we'll be using SoR / JoR a lot in this build, this one is important.
- Divine Favor: 100% chance to crit a Holy Shock or healing spell. Don't pass this one up.
- Holy Power: +5% crit to your Holy spells. The more, the merrier.
- Holy Shock: Instant holy damage. This is the cornerstone of this build -- it's called Shockadin, not Judgeadin.
- Holy Guidance: Increases spelldamage/healing by 35% of your Intellect. With spelldamage, more is better.
- Benediction: More mana efficient Seals / Judgements means more Seals / Judgements.
- Improved Judgement: Decreases the cooldown on Judgement by 2 seconds. If you're casting Judgement every time it's up, this is a 20% increase in DPS.
- Sanctity Aura: Increases Holy damage by 10%. This is the Aura that you should be using while doing damage.
Of note is that I didn't take Conviction -- even though you will be smacking stuff, most of your damage will come through spells, and there are better ways to spend these points. Also, even though I did take Seal of Command, I will only be using it tactically (more on this later), as most of the time I'll be running Seal of Righteousness. In general, I'd say that if you make sure to grab the above talents, you can put the rest wherever works best for you.
Buff Up
I'd recommend running with Blessing of Wisdom and Sanctity Aura up if you're dealing damage. In a group, use the most appropriate Aura, but if you're dealing damage you should be using Sanctity. Anything that increases your Intellect helps you, so make sure you've got AI up if you've got a Mage around. Most melee-centric buffs won't help you much, but if you've got a Shaman that is willing to put Windfury totem down, you'll get SoR procs off the extra Windfury hit, which will increase your DPS. Although Judging Seal of the Crusader on a target will help your damage the most, if you're in a group consider Judging something more group-friendly, depending on the fight.
Dealing Damage
As a Shockadin, I recommend starting the fight by Judging Seal of the Crusader, casting Seal of Righteousness, then following up with a Holy Shock. Seal of Righteousness provides a steady source of holy damage, and with a good amount of spelldamage and SotC up, SoR can easily proc for 400+ holy damage. If you want, you can use the same macro I suggested in Part I to make sure SoR is always up again after using Judgement:
/#showtooltip Judgement
/cast Judgement
/stopcasting
/cast Seal of Righteousness
Using this macro, you should have no problem keeping SoR up. With the right gear, Consecrate can dish out a good amount of damage too. It uses a 76% spelldamage coefficient, so with 800 spelldamage, it'd do about 1200 damage over 8 seconds, so don't forget to use it! If you picked up Seal of Command, you can try stunning your target then Judging SoC for some extra damage. I would still recommend using SoR / JoR unless your target is stunned, and wouldn't use SoC at all with this build. SoC procs are sporadic and based on weapon damage, unlike SoR which procs on every swing and is based on spelldamage.
My attack pattern looks like this: Judge Crusader > Seal of Righteousness > Holy Shock > Consecration (if necessary, or trying to max out damage) > Judgement of Righteousness > Holy Shock > Repeat
I generally like to use JoR and Holy Shock whenever they're up, and preferably together. If they both crit with trinkets and Avenging Wrath up, you can do 3000-5000 damage in a second, and therein lies the burst damage power of this build. Alternatively, you can try stunning your opponent, then use JoC, followed by Divine Favor + Holy Shock for a guaranteed crit. Also, since many opponents move out of the area when they see Consecration, you can also use your stun to keep them in place for close to the full length of the spell. And don't forget to finish wounded targets off with Hammer of Wrath -- it has a 40% spelldamage coefficient, so it has quite a kick.
Why take a Shockadin?
Shockadins are likely to have many of the same talents Holy Paladins do, so they are quite capable of main healing an instance with the proper gear. It's a good idea to carry around a set of healing gear for this very reason. They'll bring a good amount of damage and utility to a group, and can act as a backup healer in case things go awry. In PvP, you can switch back and forth between dealing damage and healing your allies. Cast Judgement and Holy Shock when they're up, then heal until they've cooled down. Utility is the name of the game for a Shockadin in a group -- their strength lies in being able to switch easily between several roles.
In the third and final part, I'll talk about dealing damage as a Healing or Protection Paladin -- look for it soon!
Filed under: Paladin, Analysis / Opinion, Talents, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
hoeding Oct 30th 2007 5:20PM
Without even reading the article I know that you got it all wrong. The best way for a pally to dps is to heal a warlock or warrior - it gives the best mana to damage done ratio.
Bearback Oct 30th 2007 5:26PM
^^what he said.
You might as will hit your enemy with a fish.
Being alliance, I would LOVE to personally pay for the specing to dps of every horde paladin in my battle group.
- Oct 30th 2007 5:49PM
@1,2... Well that's two opinions.
@author... Chris, thanks for writing and compiling this article. For many players with a paladin, finding niche roles beyond healbot, PVE tankadin, or retnoob are challenging. Discussing the capabilities of different talent combinations and gear selections only helps us to understand the class better.
**************
Bearback, hoeding... while I understand you may have numbers to support your very demeaning statements, STFU. I think everyone is tired of reading other players informing paladins to find a "real" DPS class, and heal.
I wish WoWInsider came with an ignore function.
Arturis Oct 30th 2007 5:59PM
Having specced Shockadin for a bit in order to solve my guild's lack of healing issue, I can attest that this spec can deal a decent amount of damage if geared properly. I was averaging between 400-550 DPS with bursts up to 800 DPS (usually when I triggered Avenging Wrath and some of my other short cooldown trinkets). While this is nothing compared to most DPS classes, it is a far cry above the "hitting the enemy with a fish" falsehood listed above.
BigFire Oct 30th 2007 6:06PM
I'll probably try out Shockadin in the future. Unfortunately, I'm sort of stucked in my 41/20/0 raid healing/PVP Heal spec for the conceivable future.
Rudi Oct 30th 2007 6:19PM
I would imagine the '1/3 of +healing is +spell damage' change in 2.3 should be pretty huge for ya'll.
Kal Oct 30th 2007 6:22PM
A quick note: while spellhit isn't important on PvP fights as much it's a lot more important on PvE encounters, and is likely the most important stat against bosses. The reason is because level 73 mobs have a base miss of (IIRC) 16%, and spell hit goes a long way to making that better.
Rerolled Oct 30th 2007 6:20PM
Might be worthwhile in 2.3 when you can be running with 600+ spell damage in healing gear, but at the moment it's kind of a joke.
mizatt Oct 30th 2007 6:29PM
I used a Shockadin build while I was grinding Aldor rep and running the TK instances. It was great except that I had to stop and drink all the time. It was an excellent PVP build, especially against hunters.
Kugglen Oct 30th 2007 10:52PM
5k damage in a second? This is fantisy. Shockadin in ret gear for pvp damage while holy spec? We are talking about 200-300 dps TOPS with possible bursts of damage every 60 seconds that normal classes do sustained.
This is quite literally hunter pet damage here, without being able to heal yourself while you do it.
Mirth Oct 31st 2007 11:07AM
Lots of haters. One of the fun things about MMO's is playing your class as you like.
I've been a shockadin for months now and it's a ton of fun, I can heal 5 mans just fine and in pvp no one ever expects a 2000 judgement crit from the healer :)
disarrayed Oct 30th 2007 10:49PM
@1 and 2
You have never gone up against a Shockadin gave you?
http://www.warcraftmovies.com/stream.php?id=41171&stream=Filefront
disarrayed Oct 30th 2007 10:50PM
have -_-
agentaero Oct 31st 2007 1:55AM
god you people suck! reducing the game to numbers is the most horrific way to make it no fun. " you cant play that spec that you like because it doesnt produce high enough dmg, go heal" I mean jeeze, if you dont like it, dont do it, I hate people like that, the same set of people that drop people from groups because there stuff isnt good enough, BEFORe we even go in! I leave those losers with even less people in their groups
Miraye - EU Argent Dawn Oct 31st 2007 2:08AM
Also, Spell Hit has nothing to do with resistances. To get through resistances, the required stat is Spell Penetration, which works directly against resistance. Spell Hit increases your chance to - who'd have thought - hit your enemy with spells, which means that, yes, you'll see 'resist' popping up less often. Nonetheless, the two mechanics work seperately from each other.
lordfrikk Oct 31st 2007 3:29AM
@13
Nicely said.
Eclipsaa Oct 31st 2007 3:54AM
This is a wonderful post Chris and i always look forwards to your "how to swing the light" posts. I play a untraditional shockadin that trys to use a two handed sword instead of a sword and shield. Dosnt work that well though sense as you said, seal of command dosnt work with spell damage *sighs*
Even with the slightly broken build and my spell damage / healing armor and a nice sword and shield i can do a good 1000+ judgement and Shock with a normal hit of 350 + each 2 to 3 seconds with SoR.
Personally i would like to see this edited with new opinions when 2.3 comes out. Much will change and i have made some nice build ideas that will make shockadines even better. It should be easy to reach the numbers you have said in this post
For those of you who think this is bull... You might have all seen a shockadin before. but you were dead and ghosts in graveyards waiting for raises before you knew it *laughs*
Dipstick Oct 31st 2007 4:23AM
The best thing about this spec is 'surprising' enemy players who just think you're a healer. Whilst they're merrily beating away on you, you're healing and spamming consecration (having judged crusader), and getting the occasional melee strike in.
Before they know it, they're down to 50% health at which point you open up with your burst - then they're dead soon enough :P
Anyone who needs persuading about how good this spec is, just check out Deadlyblonde's 'Fury of the Light' movie.
This spec will also get better in 2.3, with the lower-end ret talents becoming rather more useful in pvp!
rinc Oct 31st 2007 7:11AM
Hi, Its a very nice description.
I have full season2 arena shockadin gear, mace and shield, and It seems to be a great way to spend your time in wow. Not limited to just one kind of gameplay, decent + healing and great spell crit insures the potency of your heals, while all your offensive spells are maximized.
Coming 2.3 changes your proposed 40 0 21 build would be ideal for pure spell dmg purpose, tho, you would need to transfer soc point to vindication in ret tree.
Pre 2.3 build might even benefit more from 5 points in Conviction instead of vindication /PoJ, since it will give your finishing strike more chance to crit, and those other 2 talents are crap for now anyway.
Soc/Joc is not a good choice for spending talent points in. while yes it might give you slightly better damage on stunned target, if it crits, it also means that, in order to use it you cast soc over already up sor, and then judge it.. takes time, global cooldown, and by the time you judge it, the target might not be stunned anymore. I had it in the build similar to yours, but found myself never using it.
Spell hit would be important only when doing instances/raids, and even then arena mace and head enchant gives you some from the start.
Also, if you check damage distribution after a heroic instance or raid with this build, you can see that non critable spells do more then half of your damage, meaning consecration + sor.
For the build named "shockadin" holy shock goes usually third, after consecration and jor.
Kara raids with this build are great fun, helps if mt is a pally, where he can easier have more aggro then you, use sanct aura, and both can use jotc and jow on target.
As long as you have super mana pots around for boss fights, you wont be in serious mana problem.
Regarding pally "roles" ... When you are playing arenas with warrior or warlock, you will, either go with them into a dps first combos, with spec like this... or respec to the usual healbot build and do the endurance games.
We play a hybrid class, and this is a true hybrid build inside the hybrid class, also probably the best healing/damage ratio for a pally
The 2.3 changes will give holy pallys in healing gear, 1/3 of it in spell damage, yet its rather questionable, when would you use it. since even with added 500 ish spell dmg, you can't kill much on your own, it might be the opposite you ll drain your mana that way, and end up being a better target afterwards.
@12 Though the #13 answers you best, I am yet to see a hunter above me in either 5 men heroics or Karazhan raid. From BM to MM, doesn't really matter.
And when I see a hunter in BG-s... I add one more HK soon after :p
@13 Agreed - thats why one doesn't do pug-s
@16 Hammer of the Naruu, from Gruul, fully spell dmg buffed can give 100 spell dmg, and makes for a nice 2her for your purpose, but compared to s2 spell dmg mace/shield, you would be losing around 200 of spell dmg, 6k armor, some stamina, intelect, spell hit, resilience... It will give you highest amount of sor due to the slow speed of the mace.
zakhan Oct 31st 2007 8:44AM
I suppose this guide isn't bad, but the idea behind most shockadins isn't to be a dps class. The idea is to be a healer who's less of a bot so that you can function on your own. For that purpose the suggested talent build is fairly horrible, not taking light's grace and sanctified light which both are very handy in group situations.
I wouldn't personally recommend taking Seal of Command either, but that's more of a personal choice as there isn't any must have alternatives.
Basicly I still focus on the typical tasks of a holy paladin when I'm on a raid or in an arena, and there are times you'll miss those 20 prot talents + DI but if you were a good healer to begin with you'll most likely manage. This function of the holy paladin will become even more viable in the next patch where our healer gear starts carrying +damage on it.
Here is the build I roll with.
http://www.wowhead.com/?talent=sVEh0xzbeoxZVfc0rcz