The Light and How to Swing It: Holy paladin gear enchants, part 2
In my last Light and How to Swing It, I covered some good enchants for the upper part of an endgame healing paladin -- the head, shoulders, cloak, chest and bracers. Now it's time to head below the belt (har) and take care of hand, ring, leg, foot, weapon and shield enhancements. Okay, hands and rings aren't technically below the blt, but I ran out of room for them last time.
Gloves
Major Healing: As a holy paladin, you're all about healing. Whether you focus on PVE or PVP, more raw plus healing is always an excellent choice. The only drawback here is that the mats are pretty pricey. 9/10 PVE, 9/10 PVP.
Blasting: It doesn't sound like a paladin enchant, but Blasting is an inexpensive alternative to Major Healing for healadins. Spell crit isn't quite as good as it used to be, due to the Illumination nerf, but it's still useful -- particularly if your gear lacks crit.
Rings
Healing Power: First off, ring enchants are enchanter-only, and enchanting a ring immediately soulbinds it. That means that unless you have enchanting as one of your professions, you're out of luck. But just in case you do grind your way up through the grueling leveling process of enchanting, you get the ability to give yourself an extra +40 healing by enchanting both your rings. Like we said before, raw +healing is one of the best stats for healers and scales well with gear. 9/10 PVE, 9/10 PVP.
Stats: For an alternative ring enchant, you can check out stats. If you're not purely a healing paladin and like to do a little bit of everything, stats might be an option, particularly since it's affected by Blessing of Kings. A commenter on the last installment noted that they liked using stats for leveling and grinding, since it effectively made their char a few levels higher. I'd consider this more for PVP than PVE just because of the extra emphasis on stam stacking in PVP. 5/10 PVE, 6/10 PVP.
Legs
Silver Spellthread: The tailor-created spellthreads are the leg option of choice for casters and healers. (Tanks and DPSers have the leatherworking-made leg armor.) This is the non-epic option, made by the simple combination of a rune thread and 5 Primal Life. Many tailors make this to level up, so you'll probably be able to get it done with no crafter's fee or buy it complete for less than the cost of mats. 8/10 PVE, 8/10 PVP.
Golden Spellthread: To quote the Wowhead comments on this one, "I'm posting in an epic thread!" This upgrade to Silver requires 10 Primal Life and an increasingly-easy-to-get Primal Nether. Since your tailor needs to be exalted with Aldor to make these, you'll probably have to pay a crafter's fee (as you should.) If you feel like complaining about the Primal Nether requirement, please head over to the Dungeons and Raids forums, where they will call you a casual and punch you in the throat. Or just buy one at the AH. 10/10 PVE, 10/10 PVP.
Boots: Edited to add: Comments and Armories have convinced me that Boar's Speed, rather than Vitality, is the premier PVE boot enchant.
Boar's Speed: Boots are confusing. There are lots of good PVP options, but little that's great for PVE casters. Boar's Speed is expensive but very helpful for PVP, as it combines two essential elements -- stam and movement speed increase. Also useful in the many PVE encounters where you need to run out of/into/in circles around some sort of effect. Note that the speed increase does NOT stack with the similar increase from certain meta gems.6/10 PVE 9/10 PVE, 9/10 PVP.
Fortitude: Oh joy, more stam. It's up to you whether the 3 extra stam is worth forgoing the movement speed increase from Boar's Speed, but like Silver Spellthread, this is a popular way to level enchanting and you may be able to get it done free/cheap. If you're a PVPer who already has the speed increase meta gem, this is your best option. 5/10 PVE, 9/10 PVP.
Surefooted: As a non-PVPer, I'm not sure how the 5% chance to resist roots and snares stacks up against the guaranteed stam/speed increase from the other boot enchants. It is incredibly costly, though. Anyone care to enlighten me on what they think this should be rated? 1/10 PVE, ?/10 PVP.
Vitality: This is actually pretty interesting. It's an early 60s enchant with low mat requirements that restores 4mp/5 and 4hp/5. However, the formula is an incredibly rare random world drop, so you may be paying out the nose to find someone to do it for you. There's also a BOP version now that drops off Kael'Thas in MgT, which should have lowered prices a bit. The clear best choice for PVE, unless you're in an encounter that prizes mobility or stam. 10/10 PVE 8/10 PVE, 7/10 PVP.
Weapons
Major Healing: We're all using one-handers and shields, right? Okay, this is a darn good enchant. As we said before, healing is the backbone of healers (durrrrr), and while it's pricey, it's probably going to be your best option for PVP ... and probably for PVE too. 9/10 PVE, 9/10 PVP.
Major Intellect: It looks nice, but yodamc2 on the Wowhead forums calculated that it's a lot better to replace your healing/int gems with Int gems until you get 30 Int and then just take the Major Healing. He adds that it's only worth it if you have 2200 healing and run out of mana every fight, which is ... unlikely. 5/10 PVE, 5/10 PVP.
Spellsurge: I love these sorts of enchants. Spellsurge, as noted, has a 3% chance on spellcast to restore 100 mana over 10 seconds to all party members. However, recent calculations suggest that it's actually a much higher chance with a 50 sec hidden cooldown. It's super-useful, particularly if you have multiple casters in a group with this weapon ... but it puts a hit on your individual heals. So what to do? Elitist Jerks recommends that you get two healing weapons and put this on on and Major Healing on the other. Then use a weapon swap mod like Caster Weapon Swapper to swap to your plus healing weapon after Spellsurge procs for the duration of the hidden cooldown. Presto! Best of both worlds! 9/10 PVE, 6/10 PVP.
Shields
Intellect: Pretty simple, 12 extra int. Good if you're running OOM or need a slight boost of all those int-related stats. I'd pick it for PVE, simply because it's the best of bad options and PVP has better choices. 7/10 PVE, 6/10 PVP.
Major Stamina: No more stam enchants ... please ... I've run out of things to say ... 6/10 PVE, 9/10 PVP.
Resilience: It's really difficult to say whether stam or resilience are better unless you know your particular stats. If you're at 490 resil, go for stam ... if you've got enough health to double as a tank, put this on your shield. It's generally assumed that you want to mix the stats until you hit the resilience cap, and then go for stam. If you're a PVEer, come closer so I can smack you for considering this. 2/10 PVE, 9/10 PVP.
Resistance: In general, the multi-resistance enchants and gems aren't useful unless you're tanking or off-tanking. Even in PVP, it's better to have resistance or something you can swap in that's useful against a particular school of magic than have a generalized low resistance level. 1/10 PVE, 3/10 PVP.
Well, we're done for now. Join me in two weeks when we'll either talk about what enchants are best for tankadins or discuss paladin roleplaying.
Filed under: Paladin, Guides, Classes, Enchants, (Paladin) The Light and How to Swing It







Reader Comments (Page 1 of 2)
Argent May 29th 2008 12:49AM
haven't done many fights where stam becomes pretty darn crucial, huh?
Duuberman May 29th 2008 1:39AM
there arent any that need you to gem and enchant for it, provided you are at the proper gear level.
Boadie May 29th 2008 8:36AM
I'm in mostly t5 level gear with a few early pieces of MH/BT loot and I don't need to switch gear at all for Najentus... maybe eat some stam food to add a little more comfort, but that's it...
enchanting for stam on PVE healing gear would be a total waste
Zawamura May 29th 2008 2:00AM
Meh, why are there no enchants for ret or prot-paladins?
Elizabeth Wachowski May 29th 2008 2:29AM
Because a column covering all enchants for all specs would be ten thousand words long and I would probably jump off a bridge after writing it. Prot pallies will get a guide next, as will ret pallies -- after I consult with someone who's an experienced retadin, as I have little experience with that particular spec.
Arg, I pretty much agree with Duub here -- stam is on almost every piece of gear already, and while certain fights require more stam than others and may need another set of gear, most PVEers will want to enchant for healing and regen if they're available on their primary equipment. A quick look at two of Deus Vox's healing pallies shows that they enchant and socket for healing, spell crit, regen, haste and int -- the only stam enchant is Boar's Speed on their boots.
Urdla May 29th 2008 2:34AM
Because this one is about heal-paladins...
Argent May 29th 2008 4:20AM
as gear progresses, you can be assured of pretty much one thing: you will get less and les stam on your gear. look at all the new T6 set pieces -- they drop nearly 10 stam per piece over the non-set pieces used previously.
while i would never socket for stam, enchants are cheap in that regard. personally, i find enchanting int to be far more wasteful. you should not ever have issues with the size of your mana pool and the amount of healing and crit you get is utterly trivial. whereas 180 hp can be the difference between a living or dying on quite a few fights.
Neo May 30th 2008 6:34PM
stephen colbert, my favorite :)
Draugir May 29th 2008 2:55AM
I disagree with the Vitality > Boar's Speed. If you are doing any raid encounter that requires movement, Boar's Speed will always be better. You won't need the mp5 from Vitality once you are past Kara anyways.
Dan May 29th 2008 3:35AM
I dont have a holy specced paladin (mine is protection), so this might not be the best advice, but here's my thoughts on Surefooted.
When in PvP you got the following options for breaking a root or snare:
- Divine Shield
- Blessing of Freedom
- Insignia of the Horde/Alliance
- Cleanse
All with varying downsides of course, but with all those options to avoid snares, with the addition of not being able to heal while moving *anyways*, it seems like a pretty poor choice for an enchant:
- Warriors are likely to Charge into you before trying to apply their Hamstring, so stun resist is more effective against them most of the time.
- Rogue poisons are applied so often through their weapons that 5% is likely not going to help often enough.
- Warlocks/Druids/Mage can spam cast their Root/Curse of Exhaustion/Slow so all you get there is getting them to spend an extra GCD.
- Hunter concussion shot, I don't think this even counts as a slowing effect but rather as a daze, not sure though
- Shaman, useful against frostshock since they have longer cooldowns, but not the totems
So maybe 3/10 since resisting a slow might save the life of whomever your trying to heal, and that's assuming it even helps against Slow, I'm not certain it does. But even if it does you'd probably still be better off with any of the other enchants. Boar's Speed will likely give you more mobility in the long run.
DeCiX May 29th 2008 3:43AM
Seriously, you harp on crit on holy pally gear.
and say MP5 is better.
Please. 60% of mana back per crit a spell is amazing.
with a boomkin i get almost 40% crit.
500 back per holy light
100 per flash.
that adds up a hell of a lot.
i can spam forever.
Decix Azjol-Nerub
DeCiX May 29th 2008 3:47AM
Oh btw, i'm PvP spec'd atm
and also you can see i have many upgrades to go.
Crit is the main thing a pally should stack but still keeping good healing.
My chest, you may say "this guy is stupid and stacks way too much"
When you compare that socket bonus to what you can get out of it. it's not worth the bonus
There are not enough good gems out there for us.
Argent May 29th 2008 4:26AM
healing > haste = crit > mp/5 > int
is pretty much the order of gemming these days. until sunwell, crit (imo) was the best stat to socket in a yellow socket scenario because it gave you good burst and good longevity.
now, with sunwell upon us, haste is a much more effective stat for the short duration-high output fights that seem more common now. and yeah, even in those scenarios crit > mp/5, imo. you just can never socket enough mp/5 to really make it big enough of a factor to outdo the benefits you get from crit (which are in regen and hps both.)
(and mp/5 you can get lots of from gear, food, pots and oils -- not much of that can help you get your HL down to the 1.7s cast range...)
Boadie May 29th 2008 8:40AM
you need both crit and mp5... anyone who stacks one solely over the other is gimping themselves...
Argent May 29th 2008 9:41AM
you don't really have to stack mp5 via special means. it's on every last piece of armor these days, especially form T6 onward. throwing mp5 into gem slots unless absolutely necessary is a surefire way to gimp yourself (but have a moderately full mana bar!)
Storm May 29th 2008 7:00AM
I try and put resistance where I can, on the cloack, the shield the shoulders. The only flasks I use are chromatic wonder (and sometimes distilled wisdom if I really need a big mana-pool).
To add I eat the resistance food and this all gives me a nice base resist. The BT neck and cloak give me plenty shadow resist and fire/forst aura for those moments, some arcane gear (ring/cloak) etc. etc.
Allways top 3 healer and mostly the one taking least damage. Never any mana trouble and +2200 heal. And not one part of T6 (yet).
Resist is underrated. 12int is easy to come by or miss, resist is rare, enough said.
Unknown May 29th 2008 7:55AM
Dead wrong on Vitality being better than Boars PVE.
Two words "Doom Fire" do Arcy and tell me vitality is better. or even Gruul for that mater.
Also considering chain poting is 100mp5 (add another 40 if you have imp alchy stone), wisdom is 40, oil is 15, flask 25, and 8 from food; right there you have 188mp5 before any gear or a Shaman or Shadow priest in group. So at the end of the day Vitality adds about 1% to your casting mana regen.
Also if you are using the run speed meta as justification PVE, get a better meta.
BillDoor May 29th 2008 9:08AM
Seriously, Boar's Speed is so good, I think Blizzard should just remove all other boot enchants from the game, simply so people stop choosing the wrong one.
Boadie May 29th 2008 9:25AM
Boar's Speed is nice, but you can easily avoid "standing in the fire" in a PVE environment without it...
people saying it's absolutely necessary are just silly... people who can pay attention might actually want that little 4 mp5 boost
BillDoor May 29th 2008 9:29AM
@Boadie
There are plenty of fights where you need to move a long distance quickly, not just "don't stand in that". Think Illidan with his fireballs and parasites, and Kalecgos' portals. Or even Prince's infernals.
If 4MP5 is making the difference, you need to chainpot.