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Posts with tag holy-paladin-pvp

The Light and How to Swing It: Working with a single school of magic

interrupted
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome.

Holy paladins have several features that make them powerful healers in PVP environments. Our diverse utility spells provide us with capabilities that our rivals can only dream of, and we have plenty of cooldowns that can counter our opponents' actions. While holy paladins are generally considered to be strong PVP healers, we aren't without our weaknesses. Our most notable flaw is our complete reliance on a single school of magic -- holy.

All of our spells and abilities are tied to one school of magic, which means that interrupts are incredibly potent at shutting down holy paladins. Even Judgement, which feels like a physical attack, is tied to the holy school. Interrupts are obviously potent against any caster, but holy paladins are especially hurt since we don't have any alternative spells to fall back onto. Mages can still cast Frost Nova if their Arcane Blast gets Kicked, and shaman can use any of their fire spells after getting a heal hit by Pummel. Holy paladins are useless when interrupted, which provides us with a unique set of challenges.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Holy PvP basics


Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we discuss the basic tenets of holy paladin PvP.

When Wrath of the Lich King was released, Blizzard stated that it was one of their major goals to make raiding more accessible to every type of player. I'd say they achieved that goal, with just about every player who wants to able to experience a raid instance to see several of the bosses in each tier of raiding. With the easily obtained emblem and crafted gear, it's not hard for even newly 80 players to be raid-ready in a couple of weeks. Even the hardest instance in the expansion, Icecrown Citadel, is partially open to the most novice of PUGs. I think we can agree that Blizzard has figured out how to make raiding more accessible.

Their next project in Cataclysm is to bring that same level of accessibility to PvP. They've already planned world PvP zones with the explicit purpose of promoting PvP, namely Tol Barad. We can also expect the new rated battleground feature to allow larger groups and guilds to participate in PvP without being under the arena microscope. Add in slower PvP pacing via an increase in life and decrease in healing power, and it's clear that the Horde and Alliance will be slaughtering each other in new and magnificent ways when we're not busy fighting against Deathwing and his minions. If you want to be ready for Cataclysm's new PvP environment, your best bet is to start practicing now!

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Filed under: Paladin, (Paladin) The Light and How to Swing It

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