The Light and How to Swing It: Judgements 101

I know, I know. We've all been using Judgements since we were wee little Paladins with only the strength to equip mail armor. Perhaps we all really do know everything there is to know about these Paladin perks. And yet... while they're pretty straightforward when you're soloing or in a small group, the more people you're playing with, the more important it is to know who should be using what when.
Let's start out with the basics. As it stands, we have three Judgements, which generate the following effect when used on an enemy target:
- Light:You regain health every time you attack the target. (Though Light's healing used to cause threat -- making it the Judgement of choice for Protection Paladins -- it has been threat-free since patch 3.0.8, meaning anyone can use it without fear of pulling aggro.)
- Wisdom: You regain mana every time you attack the target.
- Justice: Prevents the target from fleeing and limits their movement speed.
So, now, what are your Judgements good for?
Judgements 102: When to use your Judgements
From the effects, the use is fairly obvious:
- Use Light when you (or your party) need health. Probably the best all-purpose Judgement -- you can never really have too much health! -- and it will benefit everyone in your party. Not sure what to Judge? Light is never a bad first choice.
- Use Wisdom when you (or your party) need mana. Wisdom comes in a close second after Light. Non-Holy Paladins will often find themselves mana starved, and Wisdom can go a long way to keeping your mana pool happy and healthy. The rest of the mana users in the party (even the healers, who can now wand or melee to regenerate their mana pool) will thank you for it, too.
- Use Justice when you don't want Murlocs to run away at low health and bring back a dozen of their closest friends. (Though, personally, I tend to find it helpful when Murlocs run off and fetch a dozen of their closest friends for me. It saves the trouble of doing it myself!) While Light and Wisdom will probably be all you'll touch if you're a PvEer at heart, Justice is more useful in the world of PvP. Judging it will limit anyone's movement speed to 100% -- or full running speed. Mounted targets, sprinting Rogues, and Travel Form Druids won't be able to move any faster than you do after laying down some Justice on them. (Note: You can't trinket out of this or escape it in a number of ways because it is not considered a "movement speed impairing effect," but instead a "movement speed limiting effect." It doesn't lower your base speed, but instead prevents buffs from speeding you up.)
Judgements 201: Using your Judgements in a raid
Still nothing you don't already know? Well, riddle me this, my plate armored friends -- which Judgement do you use if you're in a group (most likely a raid) with more than one Paladin? What if you have two Holydins and a Retadin? What if you have a Protadin, Holydin, and a Retadin? What if you have two Protadins and a Holydin? In each case, the ideal Judgements for each Paladin are going to be a little different, and here's why:
- Light: Scales off attack power plus spell power. (Specifically, 10% AP + 10% spell power.) In a raid situation, you want Light to be up all the time for its all-over healing boost -- and you want it to be cast by the Paladin with the highest combined attack power and spell power. In almost all cases, this will be your Retribution Paladin, who will have a high attack power as well as a portion of their attack power turned into spell power. If you don't have a Retribution Paladin, a Protection Paladin is your next best option, and Holy is a distant third -- while both Retribution and Protection Paladins going through a standard spell rotation will keep a Judgement active 100% of the time. A Holy Paladin -- occasionally distracted by that annoying need to heal people -- probably won't.
- Wisdom: This returns a flat 2% of base mana on proc and doesn't scale, so it doesn't matter who casts it. However, you'll also want 100% uptime on Wisdom if you can get it -- which makes Retribution and Protection spec Paladins your best bets.
- Justice: Doesn't scale or really do anything to your typical raid mob. This is what players who aren't casting Light or Wisdom should judge -- so they don't overwrite an existing Light or Wisdom Judgement. Often the domain of Holy Paladins who will only use it every 60 seconds to keep their Judgements of the Pure ability up.
Judgements 202: What about Holy Paladins?
"But Elizabeth," you cry. "Why do you hate Holy Paladins? Why have you relegated them to the most useless Judgment in the group? They have plenty of spell power for Judgement of Light! Plus, they're healers, shouldn't they be in charge of the healing Judgment?"
All I can say is I play a Holy Paladin -- and I know from experience that if I have to make a choice between casting a heal that's going to save a party member and keeping a Judgement up, I'm going to cast the heal every time. A Holy Paladin can do a great job at keeping Judgements up (and they have talents that let them cast from a safe distance, which is a definite bonus) -- most of the time. But unless there's not a lot of healing to be done, you aren't likely to get 100% uptime on any Judgements a Holy Paladin is trying to keep up, while both Protection and Retribution Paladins will be laying down a Judgement every cooldown.
Filed under: Paladin, Tips, Raiding, Guides, (Paladin) The Light and How to Swing It
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 3 of 3)
themightysven Apr 5th 2009 9:55AM
when the patch comes I'm going to try out a holy off-tank bulid (focusing on threat through healing and holy damage) but right now I'm ret.
Ferarro Apr 4th 2009 6:07PM
"The Cliffs' Notes version for the TLDR crowd: Retribution should Judge Light, Protection should Judge Wisdom, and whoever's left can Judge Justice."
You realize that in 3.1 Judgement of Justice is going to be impossible to be cast beyond 10 yards out, making it completely impractical for a Holy Paladin to Judge it.
For a better guide, go here:
http://ferarro.blogspot.com/2009/04/31-grudgment-day_03.html
Chris Apr 4th 2009 7:47PM
I'm fairly new to the pally business and really found this article useful. How about a similar column for Seals?
kudia Apr 5th 2009 8:28AM
Even though judgment of justice does not impair your movement it is defined as a movement impairing effect. Forcing someone to run 100% is so tedious that trinketing it does work.
If you don't believe me. Stroll on into warsong gulch, judge justice on the flag carrier, watch him trinket and laugh at you.
kudia Apr 5th 2009 8:32AM
On another note, a holy pally cannot override the heart of the crusader debuff from a ret pally. So a holy judging light once a minute will only steal some heals and probably a few hundred on the healing meter until the ret pally can judge again.
Noraa Apr 5th 2009 12:41PM
I am a HP. My JoL is typically my second most effective healing spell behind flash of light on recounts. It heals everyone hitting the mob for 470+. Given the boost in casting speed with judgement of the pure, and the +3% critical chance to the entire DPS portion of the raid on whatever mobbed I judged thanks to the ret tree, judging isn't a plaything for me.
Get a ton of SP (2500 ish) and judge light throughout an entire Naxx or something. By the end when you look at your recount numbers you're going to find it's not so "useless".
dawnseven Apr 6th 2009 12:58PM
^^ This
Syl Apr 12th 2009 1:27AM
I have to agree with this person that a HP should be using JoL instead of anything else. I use it faithfully every 20 seconds and it does wonders for my heals and saves me on my mana, b/c the more people attack the boss, the more they heal themselves and therefore the less I have to heal them. I never use JoW b/c I gain no benefit from it and therefore run through my mana faster b/c they're not getting healed over time. A HP's hot is using JoL. Yeah sure, the ret pally or prot pally might judge it as well, but who freaking cares. And as for the other "mana" users in the group...they shouldn't need a pally to use JoW in order to keep their mana flow up. It's their job to make sure they're mana regen works well for them b/c a paladin might not always be in their group (and I feel I can say this since my main is a lvl 80 mage who never has mana problems b/c I regenerate my mana at 50% while casting). So I say, use what works best for you and forget these people that think they know it all, b/c imo, they don't. But hey whatever...that might just be me.
Ferarro Apr 5th 2009 2:22PM
From my blog:
"As I said before, any combination of Judging shouldn't be critical to your raid's success. But for optimality, having your Holy Paladin override Ret's JoL, which is twice as powerful, hurts your raid more than your global cooldown does. I can't speak for every Retribution Paladin out there, but my JoLs can tick for upwards of 900. On each person that's attacking. So 900 x 20(minus the healers) = 18,000. That's eighteen thousand healing to the entire raid per tick. Now cut that in half. 9,000. So for every tick a Holy Paladin's JoL overrides a Ret Paladin's, you're effectively "losing" 9000 healing every second, more or less. Worst case scenario? 8 seconds of that is 72,000. Can you, as a Holy Paladin, pump out 72,000 healing in 1.5 seconds of your global cooldown? Didn't think so. Overriding Ret's JoL hurts more than you think it does."
bob Apr 5th 2009 3:27PM
My question is, if I as a holy paladin judge say Wisdom, if I'm not 'hitting' the target with a melee attack personally, do I get mana back still?
dawnseven Apr 6th 2009 12:56PM
I had the same question. I'm a HP that normally raids with one other pally who's Prot. He judges Wisdom, I just Light. I'm seeing a lot of comments here of people arguing that HP's should judge wisdom. Why is that? Can someone explain?
Here's the tooltip: "Unleashes the energy of a Seal spell to judge an enemy, giving each attack a chance to restore 2% of the attacker's base mana."
So... a ret or prot pally whacking away would get a chance of getting 2% of their base mana back. I, a HP, am not hitting the mob at all (aside from the actual judging I guess) and thus get squat. Or are people taking the hit of the judgment in mind to begin with? (maybe this is where the suggestion of Seal of Righteousness/Judgment of Wisdom) came from. But still ... I'm only get a *chance* on my judgment, which is every 30 seconds (which I do to keep JotP running). There's no way that can be more beneficial to me than judging wisdom could be for a prot or ret pally. So what's with the large consensus of HPs judging wisdom?
Alarius Apr 5th 2009 4:05PM
Thanks for the misinformation to the Paladin community. You better heed Ferarro's advice. Also, all the writer's for the Paladin column need to be fired or reallocated elsewhere, we need more people who can ACTUALLY summarize what needs to be done.
Thandor Apr 6th 2009 4:17PM
I haven't seen it mentioned so I'll throw this in. As a prot pally I judge justice almost always and never the other ones and for this reason. We run our raids with few arcane mages and they recieve from the talen torment the weak, a 12% dmg bonus on slowed targets. Well in reading elitist jerks I found that our pally judgement "justice" provided that mechanic. So I use it to allow or alot more dps output.
If the mages are doing 4000 dps, add the 12% and that is an extra 480dps per arcane mage. But thats just me. Oh an Ret pallies judge light, end of story....