"Judgements?" I hear you scoffing. "We've been using Judgements since we were level 4! We know everything there is to know about Judgements!"
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.
And the nitty gritty details on the subject of Judgements, from the nitty gritty individuals at
Elitist Jerks: "All Judgements should be considered as ranged physical attacks, which can miss or crit but cannot be resisted, parried, or dodged. Some game data mining reveals that Judgements are actually melee attacks that have been modified to be immune to parries and dodges, yet they have a 10 yard range and cannot be used while silenced." Are Judgements melee attacks? Are they spells? We may never know, but we do know they can't be parried, dodged, or resisted.
So, now, what are your Judgements good for?
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Filed under: Paladin, Tips, Raiding, Guides, (Paladin) The Light and How to Swing It