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The Light and How to Swing It: Judgements 101


"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

The Light and How to Swing It: For the love of all that's Holy


With all the love that Protection and Retribution has gotten, a lot of people might feel that Holy has fallen behind. To a degree this is true. It's important to understand, before anything else, that for the longest time Holy was the only truly viable tree for the class. Protection has come into its own in The Burning Crusade, while Retribution needed a lot more work. Now that Blizzard has done its homework and tweaked the trees to scrumptious, tempting playability, it's time for us to revisit the Holy tree. Exactly how good will Holy be in Wrath of the Lich King?

The answer isn't a simple one. For one thing, Holy is still an incredibly powerful tree and Holy Paladins are still the best single target healers in the game, with Holy Lights critting for ludicrous amounts in the Wrath Beta. It is also now more capable offensively, with ranged Judgements, better coefficients, and a lowered cooldown on Holy Shock. Even then, there are many indications that Holy has fallen behind on many respects, and many Paladins are considering speccing Retribution or Protection because of it. That's not a good thing at all.

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Filed under: Paladin, Analysis / Opinion, Talents, (Paladin) The Light and How to Swing It, Wrath of the Lich King

The Light and How to Swing It: Paladin 3.0


It's pretty exciting, isn't it? Patch 3.0 is coming, well, "soon™" according to Blizzard. Considering that our favorite class hasn't gotten a second pass, it might be a bit premature to talk about Paladin changes when the pre-Wrath patch finally hits. That said, it looks like more than a few new talents will make it at least into the PTRs more or less intact. Hopefully and changes we'll see during our second pass will be tweaks to numbers and some mechanics refinements but hopefully no major changes.

Assuming that most of the changes push through, we should expect a completely different Paladin in the coming months. Even without taking the new talents into account, there are baseline changes that should make gameplay technically different. The most significant change, of course, is in the way Judgements work. This is the one change that will take some getting used to. First of all, there are now three Judgements and they activate the GCD. This means no more macros for Seals and Judgements, which is actually fine because of two things: first, Judgements no longer consume Seals; second, Seals now last for a micromanagement-light two minutes.

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Filed under: Paladin, Patches, Analysis / Opinion, (Paladin) The Light and How to Swing It, Wrath of the Lich King

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