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    Alliance Paladin Guide by jfreedan

    Version: 1.0.2 | Updated: 08/03/07 | Printable Version | Search Guide | Bookmark Guide

    =======================================================
    Alliance Paladin Guide 
    Version 1.0.2
    
    Written by Jim Freedan
    Copyright Jim Freedan 2007
    
    ======================================================
    
    Introduction: This Guide was created as a guide for new Paladin players
    to help them level up. When I started leveling my Paladin up I noticed
    there was no post-Burning Crusade walkthrough for Paladins who were
    just starting out so I decided to write this guide as I progressed
    along. Although it is not yet fully complete I hope some of this
    information is enough to help educate new Paladins about the class.
    
    While this guide is written from the point of view of an Alliance
    Paladin, some of the information may be applicable to Horde Paladins
    as well.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Table Of Contents
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    I. Version History
    II. What Is a Paladin?
    III. Attributes for Paladins
    IV. What Race To Be
    V. Learning Weapon and Armor Skills
    VI. Leveling up Guide + Gearing Guide (Levels 1-50 so far)
    VII. Paladin Quests
    VIII. Partying Tips
    IX. Useful Macros
    X. Paladin Talents and Builds
    XI. Protection Paladin Tanking
    XII. Holy Paladin Healing
    XIII. Retribution DPSing
    XIV. Professions
    
    
    ======================
    I. =Version History=
    ======================
    
    8-3-2007: Vers.1.0.2
    
    -Fixed some typos and added the following sections,
    "Holy Paladin Healing" (under construction)
    "Retribution DPSing" (under construction)
    "Professions"
    
    
    8-2-2007: Vers. 1.0.1 
    -Fixed some typos with Draenei racial information
    
    -Added a link to Iloveari's "Guide to Prot Spec Leveling and AoE
    Hotspots!" to the Paladin Talents and Build Section
    
    - Added "Protection Paladin Tanking" section.
    
    -Added many new equipment upgrading quests for Level 50-60 range
    
    
    7-22-2007: Ver.1.0 Complete. 
    The Following Sections Were Created:
    
    "What Is a Paladin?"
    "Attributes for Paladins"
    "What Race To Be"
    "Learning Weapon and Armor Skills"
    "Leveling Guide (1-50)
    "Paladin Quests"
    "Partying Tips"
    "Useful Macros"
    
    This information is up to date as of patch 2.1.0
    
    ============================================
    II. =What Is A Paladin?=
    ===========================================
    
    --------------------------
    --Class Description-------
    --------------------------
    
    From the World of WarCraft Game Manual,
    
    "The Paladin is a virtuous defender of the weak and a tireless enemy
    of the undead. Mixing elements of the warrior and the priest, the
    paladin is a tough melee fighter with great health, excellent
    protection, and very strong buffs. It also has useful mix of healing
    and defensive spells. The tradition of holy knights is unique to
    the Alliance. In many ways, the Paladin is the counterpart to the
    Horde shaman, but geared towards physical battle more than spellcasting
    prowess."
    
    (Note: As of the Burning Crusade expansion, Horde Blood Elves
    can also become Paladins and some Alliance races can become Shaman,
    so these two classes are no longer unique to either side. However,
    the Alliance still has the most flexibility when it comes to
    Paladin race choices; three Alliance races can become Paladins while only
    one Horde race can become a Paladin.)
    
    --------------------------
    --Gameplay Expectations--
    --------------------------
    
    Paladin gameplay revolves around a system of auras, seals and buffs
    that are unique to the class.
    
    AURAS bestow beneficial effects to the Paladin and all party members
    within a 30 yard range (this can be extended to 40 yard range by
    purchasing the Holy Talent "Aura Mastery") of the Paladin. Only one
    Aura can be activated by a Paladin at a single time, although if
    multiple Paladins are in the same party, several different auras
    can be used. 
    
    SEALS provide beneficial effects to the Paladin himself, such as
    increased weapon damage, adding a chance to stun enemies with each 
    melee attack, or giving a chance to restore HP whenever a Paladin 
    melees a target. 
    
    Seals can also be transformed into an offensive attack/debuff by using
    the JUDGEMENT skill while a Seal is active. This allows a Paladin to
    either deliver a short-ranged damage strike, or inflict useful debuffs
    to enemies such as preventing an NPC enemy from fleeing or increasing
    the critical hit chance for all damage inflicted against that target 
    (even damage from other party members!).
    
    Finally, Paladins possess many BLESSINGS which typically have a 5 
    minute duration but no cooldown. Blessings provide a variety of useful
    buffs for both pve and pvp usage, and can do everything from 
    increasing DPS (damage-per-second) potential of a player to decreasing 
    the amount of "hate" from NPC enemies a fellow player generates with 
    their attacks.
    
    Paladins are one of the few classes that can Ressurect fallen party
    members, and can use skills such as Divine Shield to make themselves
    immune to all damage for several seconds of time. This makes them
    valuable in the event of a "party wipe" (i.e. everyone else died) as 
    the Paladin can often escape from combat and then return to bring back
    fallen party members, saving them from a ghostly walk back to
    their corpses.
    
    ------------------
    --A Hybrid Class--
    ------------------
    
    Paladins are considered a Hybrid Class. They have three Talent Trees
    to choose from, and specialization in one of these trees significantly
    changes the way that Paladin can be played.
    
    The Holy Tree specializes in healing and supporting party members. 
    Holy Paladins tend to be primary healers in raids because Holy Light
    is the most mana-efficient healing spell in the game and can be
    quickly spammed to keep a main tank alive.
    
    The Protection Tree specializes in tanking large amounts of enemies. 
    The Talents improve blocking rate and reduce the damage the Paladin
    takes from both melee and spell attacks. The skill "Reckoning" lets 
    the Paladin have a high chance to generate an extra attack whenever
    they melee to improve the amount of procs they can get off from
    their Seals. Since Paladin attacks generate more hate than any other 
    class, even the high DPS Mage, they can keep aggro better than than a
    Warrior and are prefered as tanks in 5 man parties.
    
    The Retribution Tree specializes in delivering short bursts of high 
    DPS. The talents improve the damage delivered with 2h weapons while
    offering a variety of other skills that improve the pvp offensive 
    potential of the Paladin. This is the prefered build for low level
    Paladins, and the easiest one to level with until level 35-40.
    
    -----------------------------------------
    --Bane of That Which Bumps in the Night--
    -----------------------------------------
    
    Although Paladins use melee weapons, their Seals that improve damage 
    allow them to deal primarily Holy spell damage (Seal of Righteousness 
    and Seal of Command). All of the best attacks at the end of each
    Talent tree will deliver Holy damage (Crusader Strike, Holy Shock 
    and Avenging Shield).
    
    Additionally, Paladins possess a Holy Area-of-Effect (AoE) attack 
    (Consecration), an Aura that deals Holy damage when party
    members are attacked (Retribution), can improve the damage a target
    takes from holy attacks (Judgement of the Crusader) and a strong 
    ranged attack that only works on Undead and Demons (Exorcism).
    
    It is not unusual for a properly geared Paladin to be able to 
    solo several undead/demons that are several levels higher than 
    themselves, and some of their best leveling grounds are places that
    possess undead/demons (example: Duskwood, Desolace, Scarlet Monastary
    Graveyard, Western Plaguelands, etc).
    
    Note: The Horde race "Forsaken" are considered a humanoid and not 
    "Undead", therefore Paladins do not possess any unique advantage over 
    this race. This is done for balanced gameplay mechanics.
    
    =================================
    III. =Attributes for Paladins=
    =================================
    
    Unlike most MMORPG games, the stat formulas for classes in WoW 
    are usually different. These are the formulas for how attributes 
    effect Paladin characters in WoW.
    
    (Much of this information came from the following website
    http://paladin-guide.blogspot.com/2005/12/stats.html )
    
    <Strength>: affects the base damage a paladin can do with melee attacks 
    and affects the amount of damage that can be blocked with a shield. 
    The natural leveling of a paladin enhances strength faster than 
    agility, intelligence, or spirit. Equipment that adds to strength
    will increase the damage done with each melee attack by +2 attk 
    power for every point of strength. Strength is only of importance
    for Retribution paladins; Protection and Holy paladins get more
    power out of +spell damage.
    
    This is the attack power formula for the Paladin class:
    
    (Character Level*3)+(Strength*2)-20
    
    Considering that 14 attack power = 1 dps (damage per second) 
    we see that every 7 point of strenght 1 dps is added to our 
    damage output.
    
    Strength also increases the amount of damage you can block
    with a shield slightly-- every 20 strength allows you to block 1
    more point of damage. (Since this is a meager return it is not useful
    for paladins to stack Strength for defense purposes)
    
    Note that Strength does not improve your chance to 
    block, but rather the amount of damage blocked when you succeed. 
    (Only attacks directed at the front of your character will be blocked,
    so make sure you never expose your back to enemies.)
    
    <Agility>: affects the melee chance to hit with a weapon, increases 
    the critical hit chance, adds armor, and increases dodge. 
    
    Paladins gain +2 armor for each point of agility, +1% critical hit 
    chance for every 20 points of agility, and a 1% chance to dodge attacks
    for every 20 points of agility.
    
    Agility increases slowly for the paladin but both Retribution and
    Protection paladins require large amounts of it. Protection Paladins
    need Agility to improve their Dodge, Armor and To-Hit rating while 
    Retribution paladins with the Vengeance skill can boost their 
    damage significantly with extra Agility. 
    
    <Stamina>: adds to the characters hit points (or health).
    Each point of Stamina gives you an additional 10 HP. Paladins lack
    the Health boost that Warriors receive so it is important for
    Paladins to stack as much Stamina as possible, especially when
    tanking.
    
    <Intelligence>: adds to the characters available mana pool.
    Each point of intellect gives you 15 Mana points. All Paladins should
    stack as much Intelligence as possible because the more mana you have
    the longer you are capable of fighting. Usually a Paladin can stay
    alive as long as they have Mana.
    
    Unlike other spellcasters, Paladins have a base 3.33% chance to crit,
    which is then increased by Intellect. 5 points of Intellect equal 
    1% chance to crit with spells. 
    
    Intelligence also increases the rate at which you learn weapon skills
    slightly.
    
    <Spirit>: increases the regeneration rate of health and mana when not 
    in combat. Spirit helps shorten downtime between fights, although 
    drinking and eating is still neccessary for Retribution and
    Protection paladins.
    
    Spirit increases health regeneration when out of combat; No 
    regeneration will occur while in combat. There is 1 tick of 
    regeneration every 2 seconds equal to Spirit * 0.25
    
    Spirit also increases mana regeneration. Mana will regenerate 
    constantly whether in combat or not, except for a period of five 
    seconds after a spell is cast. During this five seconds, 
    no regeneration of mana will occur. Mana regenerates according 
    to how much spirit a character has. There is 1 tick of regeneration 
    every 2 seconds equal to (Spirit/4) + 8
    
    Note that characters do not regain health or mana faster if they 
    are sitting down unless they are drinking/eating.
    
    <Armor>: Armor reduces physical damage done against the paladin.
    
    The Paladin Armor Formula is 
    2 * Agility + equipable item armor + Devotion Aura
    
    When you are hit by physical damage armor grants a percentage 
    reduction calculated as follows:
    
    %Reduction = (Armor / (Armor + 400 + 85 * Enemy_Level)) * 100
    
    Damage mitigation by armor is capped at 75%. 
    This means 16500 armor vs a lvl 60 enemy. You can see your damage 
    mitigation % from character sheet in game. Just go with mouse pointer 
    over armor value.
    
    Paladin armor value can be increased with the Protection tree Talents
    Toughness and Improved Devotion Aura.
    
    <Defense>: Each point of +Defense skill adds:
    + 0.04% to be missed
    + 0.04% to Parry
    + 0.04% to Dodge
    + 0.04% to Block
    - 0.04 to be affected by a critical hit
    
    Thus +25 Defense = +1% to Parry, Dodge and Block, -1% to be affected 
    by a crit and +1% to be missed. Remember that miss and dodge chances
    works against physical and magic attacks while dodge and block only on
    physical ones.
    
    More defense decreases the chance of being affected by a "crushing 
    blow". Creatures (not players) that are higher 3 or more levels than
    your character can land crushing blows that deal increased (150%) 
    melee damage. Each point of defense will decrease the chance of being
    affected by a Crushing Blow by 2%. 
    
    However this percentage will be added only if your actual defense 
    is under your level cap (level * 5 so 300 max at 60). The minimum 
    percentage of crushing blow is 15%.
    
    More information about armor as it relates to Protection Paladins
    can be found in this forum thread
    
    http://forums.wow-europe.com/thread.html?topicId=296609826
    
    <+% to Hit>: Your +X% to hit is directly subtracted from your miss
    rate.
    
    <+ x% Spell Hit>: Increases chances that a spell will successfully hit
    your target. When a spell is cast the server runs two checks:
    
    The first check is on the level difference between you and your 
    target.
    
    Same level target: 96% chance
    1 lvl higher than you: 95%
    2 lvls higher than you: 94%
    3 lvls higher than you: 83% on mobs / 87% on players
    4 lvls higher than you: 72% on mobs / 80% on players
    etc, etc....
    
    The second check done by the game is based on resistences. 
    
    <Magic Resistances>:
    
    After the first check based on opponents level thereís a roll based on
    your resistance against that kind of spell damage. 
    The schools of magic in WoW are
    
    Fire
    Frost
    Arcane
    Shadow
    Nature
    Holy
    
    You can raise resistance with items, auras and racial abilities. 
    
    Your resistances to all magic damage (except holy) can be seen in your
    character sheet in game. Holy is not represented because every player 
    has zero resistance to holy damage and there isnít any item in game 
    that can raise it. The only defence in the game against holy damage is
    an alchemist potion that absorbs a fixed amount of it. Bear in mind 
    that some NPC enemies do have holy resistance (especially bosses).
    
    The paladin class spells deals holy damage so they are not influenced 
    by resistences. However resistences counts when the enemy spell hits 
    us so hereís the explanation:
    
    Magic Resistance Formula:
    %Resistance = (Target's Resistance / (Caster's Level * 5)) * 0.75
    
    The cap to spell resistance is 75%. To reach the cap versus a level
    60 caster spell requires 300 resist in that school. A paladin 
    resistance aura (60 resist) grants 15% to avoid the spell vs a lvl 60
    caster.
    
    For spells that don't cause immediate damage, you'll either totally
    take the hit or totally avoid the hit. The % resistance is the chance
    you'll totally avoid the hit. Against direct-damage spells (spells 
    that deliver their full damage upon impact, such as Fireball, Mind 
    Blast, and Earth Shock), this resistance is the percentage of damage
    you will resist on average.
    
    When you are hit by a direct-damage spell, you have a chance to resist
    100%, 75%, 50%, 25%, or 0% of the spell's damage, depending on your 
    resistance score in relation to the level of the attacking caster.
    Your average percentage of damage resisted is the weighted average of
    your resistance percentages for each level of damage resistance (100%,
    75%, 50%, 25%, and 0%).
    
    <+ x%Crit and +x%Spell Crit>:
    
    Base chances of a crit are as follows:
    
    Spells = [5 + INT/X*]%
    
    Melee = [5 + AGI/18]%
    
    X* should be a number in the 27,5 - 29,5 range
    
    So crit chances are directly related to intellect and agility stats. 
    They can also be increased with items with +X% crit o +X% spell crit 
    or also with talents (holy power for spells and conviction for melee).
    Melee crits are 200% normal damage while spells crits are 150% normal 
    damage.
    
    Important: your weapon skill affect crit chances. If your weapon skill
    is under your level cap (5 * level, 300 at level 60) subtracts 0.04% 
    every point under the cap. Also if your weaponskill is higher than your
    level cap (from items or racial abilities) your crit chance is raised
    0.04% every point. So i.e. if you are a human paladin youíre guaranteed
    +5 weaponskill in swords and maces that means a +0.2% to crit (if you
    have your weaponskill capped).
    
    You can see your melee %crit in game calling your spellbook (p key) 
    and going with mouse over the attack icon. Critical hits can't be 
    blocked, dodged or parried.
    
    <+ healing and + spell damage>:
    
    These items add a bonus to heals or damage spells. However the number
    advertised on the item doesnít represent reality. Only a fraction of 
    the total bonus is added on the spell depending on factor like casting
    time, etc.
    
    From patch 1.10 we have this coefficients :
    
    10% Seal of Righteousness with 1 handed weapon
    12,5% Seal of Righteousness with 2 handed weapon
    50% Judgement of Righteousness
    20% Seal of Command
    29% Seal of Command (only with +holy damage bonuses)
    43% Judgement of Command
    33% Consecration
    43% Holy Shock
    43% Hammer of Wrath
    43% Exorcism
    19% Holy Wrath
    00% Blessing of Sanctuary 
    20% Holy Shield
    00% Retribution Aura
    71% Holy Light
    43% Flash of Light
    100% Eye for an Eye
    
    This means for example that if you have +100 healing from items your 
    holy light spell will get an increase of 71 hitpoints healed.
    
    ----------------------------------
    --Attack Power or Spell Power?--
    ----------------------------------
    
    A detailed explanation of how DPS works for Paladins was posted by
    Silvalor in the official forums. The post is located in this thread,
    
    http://forums.worldofwarcraft.com/thread.html?topicId=11381284&sid=1
    
    For those who dont wish to read it all, the short version is this:
    
    Retribution and Protection Paladins get a lot more bang for their buck
    from + spell damage and +spell crit than from attack power and attack 
    crit. This is because our damage buffing Seals add Holy spell damage 
    to our attacks (SoE, SoC), and every other damaging attack we possess 
    is either entirely Holy (Exorcism, Consecration, Holy Shock, 
    Judgement of Command, etc) or has a significant holy damage part to 
    it (Avenger's Shield and Crusader Strike).
    
    This said, Retribution Paladins need weapons with high damage numbers
    to get the most out of their melee weapons. The idea is to have armor
    with lots of spell power and a weapon with lots of raw attack power.
    The only exception is unless the Paladin is fighting an enemy
    with a lot of armor mitigation (such as a protection warrior), 
    in which case a fast 1h weapon with spellpower will be more efficient.
    
    Protection and Holy Paladins, on the other hand, perform much better
    with a 1h weapon with +spellpower on it. This is because Holy paladins
    will be using Holy Shock, Hammer of Wrath and Consecration for
    damage while Protection Paladins need to generate tons of hate from
    holy attacks in order to keep aggro focused on them while they tank.
    
    
    =========================
    IV. =What Race To Be=
    =========================
    
    In the Alliance, only three races can become Paladins.
    
    Humans
    Dwarves
    Draenei
    
    Below is detailed information about the differences between the
    three races.
    
    -----------
    --Human--
    -----------
    [Starting Attributes]
    
    Strength 22
    Agility 20
    Stamina 22
    Intellect 20
    Spirit 22
    
    [Racial Talents]
    
    <Perception>: Using this skill increases the stealth detection
    radius of the character. Lasts for 20 seconds with a 3 minute cooldown.
    This is a useful skill for detecting stealthed enemies in the 
    battlegrounds, especially if you are a flag defender (which Paladins
    often are).
    
    <The Human Spirit>: A passive ability that increases spirit by 10%
    This is not particularly useful because spirit only improves Health
    and Mana regeneration when not in combat, in which case you will be
    eating/drinking anyway.
    
    <Diplomacy>: A passive ability that adds a 10% bonus to all faction 
    points gained by the character.
    
    This is very useful for quickly to getting those faction mounts/tabards
    that many people desire, in addition to gaining the 10% price 
    discount from NPCs of that faction.
    
    <Sword and Mace Specialization>: A passive ability that adds +5 skill
    level bonus to the maximium skill level for Swords, Two-Hand Swords, 
    Maces and Two-Hand Maces. This effectively allows a human to swing
    their weapon as if they were one level higher than they actually are.
    
    This is very useful for a Ret/Protection Paladin because for each point
    that your weapon skill exceeds your opponents defense, your chance to 
    miss the target decreases while your chances to land critical hits 
    improves.
    
    Notes: Human paladins are probably the better Retribution Paladins
    in the Alliance due to the skill level bonus with Swords and Maces.
    
    -----------
    --Dwarf--
    -----------
    [Starting Attributes]
    
    Strength 24
    Agility 16
    Stamina 25 
    Intellect 19
    Spirit 20
    
    [Racial Talents]
    
    <Stoneform>: This skill adds a 10% armor bonus while making the
    caster immune to poisons, diseases and bleeding. If any of these
    effects are already on the caster, they will be cleansed of the
    effects. It is instantly cast with an 8 second duration and a 3 minute
    cooldown.
    
    
    <Treasure Finding>: This skill detects treasure chests on the mini-map.
    somewhat useful, but since only one tracking skill can be active 
    at a time, you may rarely use this skill depending on your
    professions.
    
    <Frost Resistance>: A passive ability that gives +10 resistance to
    Frost attacks. 
    
    <Gun Specialization>: A passive ability that gives a +5
    skill level bonus with the use of guns. This is meaningless to
    a Paladin because we can't use guns.
    
    Notes: Stoneform is very useful against Rogues, Druids, or any
    class that has DoTs (damage over time) skills that deal 
    poison, bleeding or disease damage. This is a good trait to have
    if you are a Protection Paladin. Dwarf paladins are ideal for twink
    pvp for this reason.
    
    -------------
    --Draenei--
    -------------
    [Starting Attributes]
    
    Strength 23
    Agility 17
    Stamina 21
    Intellect 21
    Spirit 23
    
    [Racial Talents]
    
    <Gift of the Naaru>: This skill heals your target for 35 + 15 per Level 
    over 15 sec(At level 1 it heals 50 health, and 1085 at level 70). This 
    skill does not cost mana, has a 40 yard range, a 1.5 second cast time,
    and a 3 minute cooldown. It can be dispelled.
    
    <Heroic Presence>: Increases chance to hit by 1% for you and all party 
    members within 30 yards.
    
    <Gemcutting>: 5 point skill bonus to Jewelcrafting (note, this also 
    raises the cap by 5 at each level of jewelcrafting).
    
    <Shadow Resistance>: Increase Shadow Resistance by 10.
    
    Notes: Draenei Paladins make excellent Holy, Protection and Retribution
    Paladins because of their racial talents, and possess a few Paladin 
    related quests not available to other members of the Alliance. 
    
    
    =========================================
    V. =Learning Weapon and Armor Skills=
    =========================================
    
    Paladins start the game with the ability to use 1-hand and 2-handed
    maces, along with punching enemies with their fist. They can learn to 
    use swords, axes and polearms by going to the appropriate trainer NPC
    and paying a fee. 
    
    1H and 2H Swords: 
    NPC Woo Ping 
    located at cords 57,55 
    Weller's Aresenal, Stormwind, Trade District
    Cost 10 silver
    
    Polearms (requires level 20)
    NPC Woo Ping
    located at cords 57,55 
    Weller's Aresenal, Stormwind, Trade District
    Cost 1 gold
    
    1h and 2h Axes: 
    NPC Buliwyf Stonehand 
    located at cords 61, 89
    Timberline Arms, Ironforge, Military Ward
    Cost 10 silver
    
    Paladins cannot use any type of ranged weapon, so both guns and bows
    are useless to this class. Paladins cannot use daggers and staves 
    either.
    
    Armor-wise, all Paladins start the game with the ability to wear cloth,
    leather and mail. They can also wear shields. At level 40 they can
    learn to wear Plate armor from a class trainer NPC.
    
    =============================
    VI. =Leveling up Guide=
    =============================
    Note: World of Warcraft has hundreds of quests in it and more
    are constantly being added. I am only going to point out specific
    quests that I feel would behoove a Paladin to perform. For lists of
    other quests that you can do I would suggest checking out 
    the following websites and using their quest search functions
    
    http://thottbot.com/
    http://wow.allakhazam.com/
    http://www.wowwiki.com/Main_Page
    
    ------------
    Level 1-10
    ------------
    
    Wherever you start out at, just follow the quests you receive
    from your trainer, and all other NPCs that have a yellow exclamation
    point over their head. when you finish quests, NPCs will have a yellow
    question mark over their heads. Some quest NPCs will also appear
    on the mini-map to help you locate them, so be on the lookout for that.
    
    As for gear, go for Mail. Try to find gear that has the following
    suffixes:
    
    "of the Bear" : Strength and Stamina
    "of the Eagle" : Stamina and Intelligence
    "of the Gorrilla" : Strength and Intelligence
    " of the Monkey" : Strength and Agility 
    
    Remember that spell-power plays a much larger factor in your DPS
    because of your Seals (holy spell damage!). If you come across
    anything that adds spell and healing power, especially a ring or
    necklace, you should consider getting it. Spell power will improve
    your damage (meaning less mana spent Judging and healing yourself)
    while Healing power will increase the amount you heal (meaning less
    mana spent healing yourself). 
    
    Stick with 2h maces-- you really will not find any better DPS for 
    your level range. 
    
    Remember to keep an aura up at all times. Don't forget to turn it
    back on after you die. Whenever you are meleeing, you should have
    Seal of Rightousness active. Get used to Judging your Seal
    for extra damage and then turning it back on-- this combination is the 
    bread and butter of Paladin combat. 
    
    Every time you reach an even number of levels (2, 4, 6, 8, 10, etc) 
    your trainer will have spells you can learn. Always make sure you learn
    every spell, especially any new Auras. You never know when you might
    need to use one, and if you party with any other Paladins it is good
    to offer an Aura that the other Paladin might not have. 
    
    You will also receive Blessing of Might to improve attk power. Get used
    to keeping this spell on yourself and other melee fighters in your
    party. The mark of a good paladin is someone who refreshes his buffs
    before they end. Cast it on yourself then other party
    members, and when yours is going to soon expire, rebuff everyone.
    Don't wait for it to expire, as the buffs may expire during combat which is 
    never a good thing.
    
    Do not buy weapons, bags or armor from NPCs! You can always get better
    ones at a cheaper price from the Auction House (AH) inside a capital 
    city. Additionally, anything you get that is Green or above quality, 
    never sell it to an NPC! These items can fetch much higher prices on 
    the AH (a sword that might sell for 20 copper to an NPC could sell for 
    50 silver on the AH!). This is because enchanters often buy low lv
    items to dis-enchant so they can gain enchanting materials/ increase
    skill level. 
    
    If you receive any items that are blue, you are likely better of using
    the trade channel inside a major city and trying to sell it to players
    directly, because they can be worth a substantial amount of gold to 
    "twink" characters (higher lv players that have created low level 
    characters for playing the lower battleground pvp divisions. They seek
    the low lv blue quality items to give them a big edge in pvp. It is 
    always better to sell any "bind on equip" blue item for a bunch of 
    gold than to use it yourself, as the gold can get you better bags, 
    which means more loot you can carry, which means more money you can 
    generate!)
    
    Any equipable items of gray or white quality, you can just sell to an
    NPC because it is NPC trash / fodder. However, some white
    items like meats, cloth, ore, stones and jewels are valuable crafting 
    items for professions, and can fetch higher prices on the AH than 
    through an NPC. You may also wish to save them for yourself, 
    depending on your professions. (See the "Professions" section for
    more details on this)
    
    When you get Lay on Hands, you should keep it free to use on yourself
    as a last resort should you run out of mana to heal yourself. It has
    a half hour cooldown, so use it wisely. 
    
    -------------------
    Level 10-20
    ---------------------
    
    **Loot to Watch for
    
    {Weapons}
    
    Lv.16: Rockslicer - Rhank'Zor (Deadmines)
    Lv.18: Taskmaster Axe - Sneed (Deadmines)
    Lv.18: Smite's Mighty Hammer - Mr. Smite (Deadmines)
    Lv.19: Cruel Barb - Edwin VanCleef (Deadmines)
    
    {Armor}
    Lv.20: Cape of the Brotherhood - Edwin VanCleef (Deadmines)
    
    
    **Quests to perform
    
    Lv.12: "The Tome of Divinity"
    Reason: Redemption (Ressurection spell)
    http://www.wowhead.com/?quest=1646
    
    Lv.14: "The Defias Brotherhood"
    Reason: Chausses of Westfall
    http://www.wowhead.com/?quest=65
    
    --------------------------
    You will now be able to purchase Talent points. I would recommend going
    down the Retribution tree until your mid-30s because Retribution is
    the easiest to solo with, and you can still get away with healing
    parties as a Ret paladin at this early level. Max out
    Improved Blessing of Might; killing enemies faster will help you and
    your party members more at this early level than Benediction will.
    
    You should head to Westfall and start doing quest chains here to
    lead you into the Deadmines instance, which is your first 5 man
    instance. You will need a party and people will expect you to be able
    to heal, purify and buff everyone. The most offensive thing you do
    may be to slap a Hammer of Justice onto a difficult enemy or
    taunt mobs off of casters. This can be frustrating if you want to
    melee, but you need Deadmines to get through this level range in the
    best time, and to complete the Westfall quest chains that
    lead you to other quest chains. Bear with it for the moment.
    
    Make sure you roll NEED on things you really do need. Keep an eye
    out for Smite's Mighty Hammer (dropped by Mr. smite), 
    Cookie's Tenderizer (dropped by Cookie). Also watch for Cape of the 
    Brotherhood and the Cruel Barb (both dropped by Edwin VanCleef, the
    final boss). If anyone else complains, remind them that you are
    primarily a melee fighter who solos often, and that it is your heals
    that has allowed the party to survive the boss battles. You have
    every right to items that you can put to use.
    
    Once you receive Retribution Aura, you will probably want to keep it
    on when you are soloing and switch to Devotion when partying. In a
    party, Retribution Aura will generate hate for you and is not
    recommended when others are supposed to be tanking (having your
    spells interupted constantly while enemies wail on you is a sure way
    for your party to get wiped).
    
    Learn Seal of Command and use that for your 2h weapon. SoC is the best
    for 2h weapons while Crusader/righteousness is better for 1h weapons.
    Remember to first Judge an enemy with Crusader and then switch to
    Seal of Command to pound the enemy into dust. 
    
    At level 12 be sure to perform your quest to learn Redemption, the
    Paladin ressurection spell. This quest can be started from different
    NPCs depending on your race; Humans will need to meet Duthorian
    Rall in the Cathedral in Stormwind; Dwarves will need to meet Tiza 
    Battleforge upstairs in the Hall of Mysteries, Ironforge; Draenei must
    meet with Jol in the Vault of Lights, Exodar.
    
    ---------------
    Level 20-30
    ---------------
    
    **Loot to Watch for
    {Weapons}
    Lv.22: Reef Axe - Gelihast (Blackfathom Deeps)
    Lv.26: Strike of the Hydra - Aku'mai (Blackfathom Deeps)
    Lv.29: Manual Crowd Pummeler - Crowd Pummeler 9-60 (Gnomeregan)
    Lv.29: Corpsemaker - Overlord Ramtusk (Razorfen Kraul)
    
    {Armor}
    
    Lv.20: Phantom Armor- Deathsworn Captain (Shadowfang Keep)
    Lv.20: Tortoise Armor - Ghamoo-ra (Blackfathom Deeps)
    Lv.21: Jimmied Handcuffs - Bruegal Ironknuckle (Stormwind Stockades)
    Lv.23: Algae Fists - Gelihast (Blackfathom Deeps)
    Lv.25: Pugilist Bracers - (Razorfen Kraul)
    Lv.26: Avenger's Armor - (Razorfen Kraul)
    Lv.28: Tusken Helm- Overlord Ramtusk (Razorfen Kraul)
    Lv.29: Grubbis Paws - Grubbis (Gnomeregan)
    
    **Quests to perform
    The Tome of Valor / The Test of Righteousness (Stormwind)
    Reason: , Sense Undead, Bastion of Stormwind, Verigan's Fist
    http://www.wowhead.com/?quest=1650
    http://www.wowhead.com/?quest=1651
    
    
    --------------------------
    Do your paladin quests for the level 20 range (see below). You
    will get a good 2h mace that may last you for several levels if
    you are unable to get a better 2h weapon. 
    
    Head to Duskwood and do the quest chains there. A large number of
    the enemies here are weak to holy, so this should be solo Paladin
    heaven for you. You can also go to the Ridgemore mountains and
    the Wetlands if you want. You might also want to run the Blackfathom
    Bottoms and Shadowfang instances.
    
    You can also try the Gnomeregan instance, but be forewarned, the
    enemies there are quite challenging for your level. You will
    undoubtedly be a healer of people a few levels above you, but if
    you are an Engineer it is vital to go here to get some schematics.
    If the Manual Crowd Pummeler 2h mace drops, roll need for it because
    it is better than a Verigan's Fist and has a use function to increase
    your haste rating by 500 for 30 seconds..you'll need to be lv29
    to equip it though.
    
    From your Talent tree, learn Conviction and Vindication. Learn Eye for
    an Eye if you intend to do any pvping; otherwise learn Deflection. 
    Skip Pursuit of Justice unless you want to be a twink character. 
    Learn Two-Hand weapon specialization and Crusade instead.
    
    At lv39, if you plan to stick with Retribution you will want to
    get the Corpsemaker 2h axe that drops from Overlord Ramtusk in
    Razorfen Kraul (this instance is located in The Barrens).
    
    -----------------------
    Level 30-40
    -------------------------
    
    **Loot to Watch for
    
    {Armor}
    Lv.32: Charged Gear - Mekgineer Thermaplugg (Gnomeregan)
    Lv.35: Silky Spider Cape - Tuten'kash (Razorfen Downs)
    Lv.35: Revelosh's Armguards - Revelosh (Uldaman)
    Lv.37: Ironaya's Bracers - Ironaya (Uldaman)
    Lv.37: Herod's Shoulder - Herod (Scarlet Monastary)
    Lv.38: Scarlet Leggings - Scarlet Commander Mograine (Scarlet
    Monastary)
    Lv.39: Triune Amulet - High Inquisitor Whitemane (Scarlet Monastary)
    
    {Trinket}
    Lv.36: Tidal Charm - Prince Nazjak (Arathi Highlands)
    
    <Retribution specific>
    {Weapons}
    Lv.32: Thermaplugg's Left Arm- Mekgineer Thermaplugg (Gnomeregan)
    Lv.35: X'caliboar - Ragglesnout (Razorfen Downs)
    Lv.37: Ravager - Herod (Scarlet Monastary)
    Lv.39: Mograine's Might - Scarlet Commander Mograine (Scarlet
    Monastary)
    
    {Armor}
    Lv.39: Gauntlets of Divinity - Scarlet Commander Mograine (Scarlet
    Monastary)
    Lv.37: Raging Berserker's Helm - Herod (Scarlet Monastary)
    
    <Protection specific>
    {Weapons}
    Lv.39: Hand of Righteousness - High Inquisitor Whitemane 
    (Scarlet Monastary)
    
    {Armor}
    Lv.39: Aegis of the Scarlet Commander - Scarlet Commander Mograine 
    (Scarlet Monastary)
    
    **Quests to perform
    Lv.34: Brother Anton / Down the Scarlet Path /In the Name of the Light
    Reason: Sword of Serenity (Protection) / Bonebiter (Retribution)
    http://www.wowhead.com/?quest=6141
    
    --------------------------
    Somewhere around lv30-35 you may want to consider respecing into the
    Protection tree. Retribution is great for pvp but not quite as good
    as Protection for soloing and partying. This is because Protection can
    use Seal of Light that allows you to have a high chance to gain Health
    every time you land a blow. The 2h weapons Ret is built around dont
    swing fast enough for SoL to proc enough to endure battles that way.
    
    Additionally, Protection Paladins have Reckoning which gives a chance
    to earn an extra attack with every melee attack the Paladin makes. This
    means you can quickly generate the Health regain proc many, many times.
    
    Protection Paladins also have access to the Redoubt. This trait causes
    damaging melee and ranged attacks to have a 10% chance to increase 
    your chance to block by 30% for 10 seconds or 5 blocks. This is
    important to remember because there is an accessory for shields called
    a 'shield spike'. They can be created and installed onto shields by
    blacksmiths. What shield spikes do is damage your enemy whenever you
    block! The cheapest version, the Iron Shield Spike, will deliver
    8-12 points of damage to an enemy every time you block. That may
    not seem like much but when you factor in Retribution Aura, 
    Consecration and Blessing of Sanctuary in addition to your melee 
    strikes, the amount of damage you can deliver to several targets adds
    up. It is a very effective strategy for Protection Paladins to grind on
    mobs of enemies, whereas a Ret Paladin is most effectively in a 1 on 1
    battle.
    
    The basic strategy for soloing as a Protection Paladin is with
    Retribution Aura up, to cast Blessing of Sanctuary on yourself to 
    reduce damage you receive while delivering some holy damage back to 
    enemies. Then Judge an enemy with either Justice (to prevent them
    from fleeing) or Crusader (to boost holy damage) and swing at them
    with Seal of Light/Wisdom active to regenerate your Health/Mana. The
    Paladin will also drop down Consecrations to deliver additional damage.
    
    Following this strategy a Protection Paladin can solo several mobs at
    once and tank in parties. When in a party as the main tank, make sure 
    to cast Blessing of Salvation on everyone else (especially the DPS
    classes) to make sure they do not steal aggro from you.
    
    You would do well to travel to Desolace and perform the quests here,
    especially the Scarlet Monastary ones to gain a Sword of Serenity. 
    Desolace has a lot of undead and demons, and is therefore an
    ideal soloing spot for Paladins. To reach Desolate you will need to
    travel through the Barrens (bubble through the Horde outposts), then
    through the Stone Talon Mountains (go through the Charred Vale). 
    
    Once in Desolace travel toward the NE corner of the map to reach
    Nijel's Point. A Crimson Crusade Emmissary NPC will offer a quest
    for you to kill some undead skeletons in the Valley of Bones-- this 
    area is located in SE corner of Desolace (watch out for the lv39 
    warlocks that summon additional undead to defend themselves!)
    
    This quest chain will lead you to another that requires you to go deep
    into Horde territory and defeat the Scarlet Crusade bosses. You will
    need a good party to complete the quest but the reward is a good 1h
    sword called Sword of Serenity. It is one of the best you
    will obtain in your level range. Also try to pickup some of
    the Crimson armor as the set bonus' are rather nice for Paladins.
    
    You can also perform the "Bring the Light" quest that requires the
    slaying of the Razorfen Downs boss Amnennar the Coldbringer. 
    The reward is a strong 1h sword that deals more damage than the 
    Sword of Serenity, but lacks the Stamina bonus.
    
    If you are a Retribution paladin, you will want to pickup the 
    Raging Beserker Helm and Gauntlets of Divinity, as they will
    help increase your DPS. Both Protection and Retribution
    paladins will want to get the Scarlet Leggings, as they are better than
    any plate leggings you will find for several levels. The 2h sword
    X'caliboar dropped by Ragglesnout should also be on your
    list of things to get. 
    
    There is a good cape, the Silky Spider Cape, that drops from the spider
    boss Tuten'kash in Razorfen Downs.
    
    Once you reach lv39, I would highly recommend that you take advantage
    of your level and run the Arathi Basin battleground until you have 
    enough honor points to buy the Highlander's Plate Greaves for when
    you hit 40. They are better than any other footwear you will find 
    for that level division. It would also behoove you to get Insignia
    of the Alliance trinket to dispell cc effects/fear (very important
    for main tanking from this point on), with enough spare honor
    for getting a Sergeant's Cape for lv45 (96 armor, +14 stamina; put
    a +120 armor enchant on it for around 10g).
    
    ----------------------------
    Levels 40-50
    ----------------------------
    
    **Loot to Watch for
    
    {Armor}
    Highlander's Plate Greaves - PVP (Arathi Basin)
    Sergeant's Cape - PVP (Stormwind Hall of Heroes)
    Lv.42: Archaedic Stone - Archaedas (Uldaman)
    Lv.43: Lifeblood Amulet - Antu'sul (Zul'Farrak)
    Lv.43: Vice Grips - Antu'sul (Zul'Farrak)
    Lv.46: Noxxion's Shackles - Noxxion (Maraudon)
    Lv.49: Gemshard Heart - Princess Theradras (Maraudon)
    Lv.49: Elemental Rockridge Leggings - Princess Theradras (Maraudon)
    Lv.44: Truesilver Breastplate- Forged by Blacksmith (Skill lv 245)
    
    {Trinkets}
    Lv.47: Uther's Strength: World Drop (Auction House).
    
    (Retribution specific)
    {Weapons}
    Lv.42: Grimlok's Charge - Grimlok (Uldaman)
    Lv.44: Diabolic Skiver -Shadowpriest Sezz'ziz (Zul'Farrak)
    Lv.44: Stoneslayer - Archaedas (Uldaman)
    Lv.44: The Rockpounder - Archaedas (Uldaman)
    Lv.48: Gatorbite Axe- Rotgrip (Maraudon)
    Lv.49: Princess Theradras' Scepter - Princess Theradras (Maraudon)
    
    {Armor}
    Lv.49: Blackstone Ring - Princess Theradras (Maraudon)
    
    (Protection specific)
    {Weapons}
    Lv.43: The Hand of Antu'sul - Antu'sul (Zul'Farrak)
    Lv.44: Sang'thraze the Deflector - Antu'sul (Zul'Farrak)
    Lv.45: Jang'thraze the Protector - Chief Ukorz Sandscalp (Zul'Farrak)
    Lv.48: Fist of Stone - Landslide (Maraudon)
    
    {Armor}
    Lv.40: Icemetal Barbute - Amnennar the Coldbringer (Razorfen Downs)
    Lv.48: Helm of the Mountain - Landslide (Maraudon)
    Lv.48: Gizlock's Hypertech Buckler - Tinkerer Gizlock (Maraudon)
    Lv.49: Aegis of Stormwind - World Drop (Auction House)
    
    **Quests to perform
    
    Lv.39: "Bring the Light"
    Reason: Vanquisher's Sword
    http://www.wowhead.com/?quest=3636
    
    Lv.47: "It's Dangerous to Go Alone"
    Reason: Linken's Boomerang
    http://www.wowhead.com/?quest=3844
    
    ----------------------------------
    
    At level40, go immediantly to a Paladin trainer and learn your
    Summon Warhouse spell. Congrats, you have a mount!
    
    Hopefully you have spent a good deal of time in the Arathi Basin
    Battleground division and now have Highlander's Plate Greaves, the
    trinket, and enough leftover to nab the Sergeant's Cape for when
    you hit lv45. I recommend putting a +agi enchant on the Highlander
    Plate Greaves for additional dodge.
    
    If you are a Protection paladin, you will also want to get the 
    Icemetal Barbute helm from Amnennar the Coldbringer, the final boss 
    of Razorfen Downs. This helmet will last you for at least 7 levels,
    at which point you may wish to purchase a Mugthol's Helm if
    you can find one cheaply enough (usually worth about 30g). Before
    going there, you should get the "Bring the Light" quest from SW
    Cathedral so you can get a Vanquisher's Sword reward. 
    This weapon is very good for soloing until you get something better.
    
    There is a blue chest armor dropped in Razorfen Downs called Carapace
    of Tuten'kash. It is useful for the Agi bonus at lv40, but it is
    not really that good. Any of the green plate pieces at lv40-41
    is better due to the armor bonus. At lv44 I recommend getting a 
    Truesilver Breasplate because of the armor, stamina and the 3% chance 
    to get healed for around 100 hp when you are hit by enemies. Since
    you typically have many enemies striking you as a MT, this is a really
    fantastic piece of chest armor that will last you for many levels.
    If you cannot find a Truesilver Breastplate in the AH I recommend
    gathering the items and finding a blacksmith who will forge one for
    you.
    
    Continue doing various quests to lv up, especially in Tenaris. 
    You will want to run Zul'Farrak to obtain a good piece of plate, 
    and if you are lucky, one of the many good tanking weapons. 
    
    For armor, be on the lookout for Vice Grips from Antu'Sul 
    (ideally with "of the Bear" or "of the Monkey" suffix). I do not 
    recommend the Big Bad Pauldrons-- Wormslayer Spaulders can be 
    purchased from the AH for around 20g-40g, and are much better due 
    to same sta/str, more armor and a +8 Agi bonus. It would also
    be nice if you could get the Lifeblood Amulet necklace that Antu'sul
    also drops.
    
    Weapons from ZF include The Hand of Antu'sul, Sang'Thraze the
    Deflector and Jang'thraze the Protector. Any one of these
    will help you tank more efficiently.
    
    When you are about 44 or so, you will want to start running
    the Maraudon instance in Desolace. Properly geared, you can main tank
    it at lv46, just watch out for the green slimes as they deal
    elemental damage and can quickly annhilate you, especially
    if you stay near them when they die. 
    
    There is very good shield you want to obtain from Mara, Gizlock's 
    Hypertech Buckler (restores 4 mana per 5 sec). This item is dropped
    by Tinkerer Gizlock, a lv49-50 elite miniboss near the end.
    
    There is a helm dropped by Landslide with +10 Nature Res. Get it, but
    do not wear it for now as it lacks stat bonuses (unless you enchant
     it). Also get the other pieces of plate in this instance
    (Noxxion's Shackles, Elemental Rockride Leggings) for the same reason.
    
    *VERY IMPORTANT*
    IF YOU GET THESE SAVE THEM FOR LATER LEVELS AND DO NOT VEND/DE THEM!
    
    You will need Nature res to tank some instances when you are
    higher lv.
    
    Gizlok also drops Inventor's Focal Sword (35.2 DPS, +14 spell crit)
    which you might want to consider, although there is several
    other 1h options available such as Fist of Stone, a 1h mace 
    (35.3 DPS, +11 stamina) that has a low chance to restore 50 mana 
    to you when you hit enemies. This item is dropped by Landslide,
    one of the bosses near Tinkerer Gizlock.
    
    Retribution paladins should look for Princess Theradas' Scepter or
    Gatorbite Axe that is dropped by the Rotgrip mini-boss.You
    might also want to get her Gemshard Heart necklace item.
    
    If you have the cash, for about 60g you can buy Uther's Strength,
    a trinket that has a 2% chance to put a damage absorbing shield around
    you for a few seconds. The shield absorbs about 600-900 damage each
    time, and is very useful for tanking. I highly recommend it.
    
    AT lv48 I recommend traveling to Un'Gore to complete the Linken quest 
    chain that awards an invaluable trinket called Linken's Boomerang. 
    This trinket allows you to have a range attack once every 3 minutes,
    which is useful for pulling mobs while soloing.
    
    I would recommend soloing many of the Un'Gore crater quests as
    they primarily involve running around the map and are easy, if not
    time consuming, to perform. 
    
    ----------------------
    Level 50-60
    ----------------------
    
    **Loot to Watch for
    
    {Armor}
    Lv.46: Atal'alarion's Tusk Ring- Atal'alarion (Sunken Temple)
    Lv.47: Spritecaster Cape - Houndmaster Grebmar (Blackrock Depths)
    Lv.47: Earthslag Shoulders - Lord Roccor (Blackrock Depths)
    Lv.49: Warrior's Embrace - Avatar of Hakkar (Sunken Temple)
    Lv.49: Drakeclaw Band - Hazzas, Morphaz, Weaver, Dreamscythe 
    (Sunken Temple)
    Lv.49: Spiderfang Carapace - Hedrum the Creeper (Blackrock Depths)
    Lv.49: Cyclopean Band - Ok'thor the Breaker (Blackrock Depths)
    Lv.50: Foreman's Head Protector - Fineous Darkvire (Blackrock Depths)
    Lv.50: Carapace of Anub'shiah - Anub'shiah (Blackrock Depths)
    Lv.50: Entrenching Boots - Grizzle (Blackrock Depths)
    Lv.50: Stonewall Girdle - Grizzle (Blackrock Depths)
    Lv.52: Emberplate Armguards - Lord Incendius (Blackrock Depths)
    Lv.53: Lavacrest Leggings - Bael'Gar (Blackrock Depths)
    Lv.55: Emperor's Seal -Emperor Dagran Thaurissan (Blackrock Depths)
    Lv.55: Plate of the Shaman King - Highlord Omac (Blackrock Spire)
    
    {Trinkets}
    Lv.53: Burst of Knowledge - Ambassador Flamelash (Blackrock Depths)
    Lv.54: Second Wind - Golem Lord Argelmach (Blackrock Depths)
    Lv.55: Force of Will- General Angerforge, Emperor Dagran Thaurissan
    (Blackrock Depths)
    
    {Relic}
    Lv.52: Libram of Truth - Magmus (Blackrock Depths)
    Lv.60: Libram of Divinity -Lord Alexei Barov, The Ravenian, Lady
    Illucia Barov, Instructor Malicia, Lorekeeper Polkelt (Scholomance)
    
    (Retribution specific)
    {Weapons}
    Lv.46: Headspike - Atal'alarion (Sunken Temple)
    Lv.49: Smoldering Claw - Hazzas, Morphaz, Weaver, Dreamscythe 
    (Sunken Temple)
    Lv.48: Drakefang Butcher- Hazzas, Morphaz, Weaver, Dreamscythe 
    (Sunken Temple)
    Lv.51: Force of Magma - Bael'Gar (Blackrock Depths)
    Lv.51: Flame Wrath - Ambassador Flamelash (Blackrock Depths)
    Lv.51: Angerforge's Battle Axe - General Angerforge (Blackrock Depths)
    Lv.53: Lavastone Hammer - Magmus (Blackrock Depths)
    Lv.54: Dreadforge Retaliator -Emperor Dagran Thaurissan 
    (Blackrock Depths)
    
    {Armor}
    Lv.55: Imperial Jewel -Emperor Dagran Thaurissan (Blackrock Depths)
    -Lightforge Armor Set
    Lv.52: Lightforge Bracers - Stratholme static drop (Auction House)
    Lv.53: Lightforge Belt - Stratholme static drop (Auction House)
    Lv.54: Lightforge Boots - Balnazzar / Grand Crusader Dathrohan
    (Stratholme)
    Lv.54: Lightforge Gauntlets - Timmy the Cruel / Emperor Dagran
    Thaurissan (Stratholme / Blackrock Spire)
    Lv.55: Lightforge Spaulders - The Beast (Blackrock Spire)
    Lv.56: Lightforge Legplates - Baron Rivendare (Stratholme)
    Lv.57: Lightforge Helm - Darkmaster Gandling (Scholomance)
    Lv.58: Lightforge Breastplate - General Drakkisath (Blackrock Spire)
    
    
    (Protection specific)
    {Weapons}
    Lv.48: Firebreather- Hazzas, Morphaz, Weaver, Dreamscythe 
    (Sunken Temple)
    Lv.48: Arbiter's Blade - Warder Stilgiss (Blackrock Depths)
    Lv.49: Might of Hakkar - Avatar of Hakkar (Sunken Temple)
    Lv.50: Grizzle's Skinner - Gizzle (Blackrock Depths)
    Lv.51: Rubidium Hammer - Bael'Gar (Blackrock Depths)
    Lv.52: Dragon's Call - Shade of Eranikus (Sunken Temple)
    Lv.52: Serenity - Forged by a Hammersmith Blacksmith (Skill level 285)
    Lv.54: Ironfoe -Emperor Dagran Thaurissan (Blackrock Depths)
    Lv.57: Silent Fang- Darkmaster Gandling (Scholomance)
    Lv.59 Sageblade - Forged by a Swordsmith Blacksmith (Skill lv 300)
    
    {Armor}
    Lv.51: Crest of Supremacy - Shade of Eranikus (Sunken Temple)
    Lv.53: Rock Golem Bulwark - Panzor the Invincible (Blackrock Depths)
    Lv.54: Nagelring - Golem Lord Argelmach (Blackrock Depths)
    Lv.54: Skullflame Shield - (Blackrock Spire)
    Lv.57: Barrier Shield - Drop from the Gorbok Tribe (Dire Maul)
    Lv.58: Draconian Deflector - General Drakkisath (Upper Blackrock Spire)
    
    **Quests to perform
    
    Lv.41: "Into the Temple of Atal'Hakkar"
    Reason: Guardian Talisman
    http://www.wowhead.com/?quest=1448
    
    Lv.47: "The God Hakkar"
    Reason: Avenguard Helm
    http://www.wowhead.com/?quest=3520
    
    Lv.48: "The Dragonkin Menace" (Onyxia Attunement Chain)
    http://www.wowhead.com/?quest=4182
    
    Lv.50: "Forging the Mightstone"
    Reason: Sanctified Orb
    http://www.wowhead.com/?quest=8415
    http://www.wowhead.com/?quest=8416
    
    Lv.51: "The Battle of Alterac"
    http://www.wowhead.com/?quest=7141
    http://www.wowhead.com/?quest=8271
    Reason: Cold Forged Hammer
    
    Lv.58 "Fel Orc Scavengers"
    http://www.wowhead.com/?quest=10482
    Reason: Landslide Buckler or Adamantine Kite Shield
    
    Lv.58 "Mission: The Abyssal Shelf"
    http://www.wowhead.com/?quest=10163
    Reason: Skyfire Greaves (Holy)
    
    Lv.58 "Waste Not, Want Not"
    http://www.wowhead.com/?quest=10055
    Reason: Magistrate's Greaves (Protection / Retribution)
    
    Lv.58 "In Case of Emergency..."
    http://www.wowhead.com/?quest=10161
    Reason: Flintlocke's Piloting Pants (Protection)
    
    Lv.58 "Leader of the Darkcrest"
    http://www.wowhead.com/?quest=9730
    Reason: Expedition Mantle
    
    Lv.58 "A Damp, Dark Place"
    http://www.wowhead.com/?quest=9788
    Reason: Refuge Armor
    
    Lv.58 "Drill the Drillmaster"
    http://www.wowhead.com/?quest=10937
    Reason: Battlemaster's Breastplate
    
    Lv.58 "Disrupt Their Reinforcements"
    http://www.wowhead.com/?quest=10144
    Reason: Fire Scarred Breastplate
    
    Lv.58 "Mission: The Murketh and Shaadraz Gateways"
    http://www.wowhead.com/?quest=10146
    Reason: Protectorate Breastplate or Helm of Infinite Visions
    
    Lv.58 "Zeth'Gor Must Burn!"
    http://www.wowhead.com/?quest=10895
    Reason: Gilded Crimson Chestplate
    
    Lv.58 "Beneath Thrallmar"
    http://www.wowhead.com/?quest=10630
    Reason: Underworld Helm (Ret / Protection
    
    Lv.59 "Weaken the Ramparts"
    http://www.wowhead.com/?quest=9575
    Reason: Jade Warrior Pauldrons 
    
    Lv.59 "The Blood is Life"
    http://www.wowhead.com/?quest=9587
    http://www.wowhead.com/?quest=9589
    Reason: Breastplate of Retribution
    
    --------------------------
    
    Head to Stormwind and speak with the Paladin trainer NPC 
    Brandur Ironhammer. He will send you to speak with Commander Ashlam 
    Valorfist in Chillwind Camp, Western Plaguelands to start the
    "Forging the Mightstone" quest chain. You will find that Western
    Plaguelands is an ideal place to level up and that there is many
    quests available here for you to perform.
    
    At level 54 you should be able to tank Blackrock Depths. 
    
    If you go into Blackrock Depths, the Arbiter's Blade dropped by
    Warder Stilgiss is a good tanking sword. You will be able to generate
    more threat with the additional spelldamage. 
    
    If you are lucky, you should get the Ironfoe 1h mace (43.5 DPS) 
    because it has a chance to add 2 extra attacks on each swing. 
    This mace is very rarely dropped by Emperor Dagran Thaurissan. 
    
    Crest of Supremacy from Sunken Temple is a good solo shield, and
    keep your Gizlock for partying.
    
    A good tanking trinket, the Guardian Talisman, is attainable by
    completing sunken temple quest "Into the Temple of Atal'Hakkar". This 
    quest is gained from Brohann Caskbelly in Stormwind City. 
    This trinket gives you a 2% chance to gain 350 armor for 15 seconds
    when you are attacked by enemies, so it is very useful.
    
    You can get a good blue helm, Avenguard Helm, by completing "The God
    Hakkar" quest chain for Sunken Temple. It is started from 
    Yeh'kinya in Tanaris. 
    
    At level 58 you can enter Outland if you have the Burning Crusade
    expansion. I would really recommend that you do this because one
    of the early quest chains offers you the choice of one of
    two good shields-- either Adamantine Kite Shield for Protection or
    Landslide Buckler for Holy builds. 
    
    
    
    When you start doing your Scholomance runs, you might want to consider
    aquiring the Silent Fang 1h sword dropped by Darkmaster Gandling 
    in Scholomance. This is normally a rogue or fury warrior weapon, but
    if none of them are in your party you can take it and use it in PVP
    as Holy/Protection to silence casters for a few seconds. This is very
    effective against other Paladins to force them to bubble pre-maturely.
    
    
    
    --------------------
    Level 60-70
    -------------------
    
    **Loot to Watch for
    
    (Retribution specific)
    {Weapons}
    Lv.60: Corrupted Ashbringer - Cache of the Four Horsemen (Naxxramas)
    
    {Armor}
    
    (Protection specific)
    
    {Weapons}
    Lv.60: Azuresong Mageblade - Golemagg the Incinerator (Molten Core)
    
    {Armor}
    Deathbone Chestplate - Scholomance
    Deathbone Gauntlets - Scholomance
    Deathbone Girdle - Scholomance
    Deathbone Legguards - Scholomance
    Deathbone Sabatons - Scholomance
    
    **Quests to perform
    
    Lv.60: "Emphasis on Sacrifice"
    Reason: Summon Charger (faster mount)
    http://www.wowhead.com/?quest=7637
    http://www.wowhead.com/?quest=7639
    http://www.wowhead.com/?quest=7640
    http://www.wowhead.com/?quest=7641
    http://www.wowhead.com/?quest=7642
    http://www.wowhead.com/?quest=7645
    http://www.wowhead.com/?quest=7643
    http://www.wowhead.com/?quest=7644
    http://www.wowhead.com/?quest=7646
    http://www.wowhead.com/?quest=7647
    
    
    Lv.60 "Marking the Path"
    http://www.wowhead.com/?quest=9391
    Reason: Lightbearer's Gauntlets (Holy)
    
    Lv.60 "The Rock Flayer Matriarch"
    http://www.wowhead.com/?quest=9490
    Reason: Defender's Gauntlets (Protection / Retribution)
    
    Lv.60 "Makuru's Vengeance"
    http://www.wowhead.com/?quest=9424
    Reason: Sedai's Blade (Holy / Protection)
    
    --------------------------
    
    
    =========================
    VII. =Paladin Quests=
    =========================
    
    Paladins possess a couple unique quests that are only available
    to them. These quests cannot be shared with anyone else. The reward for
    completing them is either a spell, a weapon/armor, or a mount.
    
    ---------------------
    Level 12 : Redemption (rez spell)
    ----------------------
    
    Your trainer will instruct to to travel to your nearest capital city
    and speak the the trainer there. Humans will need to meet Duthorian
    Rall in the Cathedral in Stormwind; Dwarves will need to meet Tiza 
    Battleforge upstairs in the Hall of Mysteries, Ironforge; Draenei must
    meet with Jol in the Vault of Lights, Exodar.
    
    The quest involves gathering ten linen cloth and delivering it to an
    NPC somewhere in your city. 
    
    The next quest will involve taking a Symbol of Life and ressurecting
    a fallen NPC. The location of the NPC will differ depending on
    your race.
    
    After this part is complete, you will be given another quest to kill
    nearby NPC enemies and retrieve a quest item. This item will only
    drop if you are on this part of the quest. Once you have gained the
    quest item and return it to the NPC quest giver, you will receive
    Redemption, your ressurection spell.
    
    ------------------------
    Level 20: Sense Undead (spell) 
    Bastion of Stormwind (shield)
    Verigan's Fist ( best 2h mace weapon for the level!)
    ----------------------
    
    This quest involves going to your capital city and receiving a
    Tome of Valor. After reading the tome you will start another quest.
    This quest will take you to Westfall's Longshore, on the far
    southwestern coast. 
    
    You will be directed to speak with Daphne Stilwell. This NPC can be
    difficult to find, but here are some directions. She is located on
    the mountain south of Moonbrook, on the western tip. The easiest way 
    to get there is to go as if you are heading into the Dead mines, but 
    instead of going into the house that leads to the mine, keep going south into 
    the mountains. (If you have ever cleared the Deadmines instance before,
    her house is literally right outside of the Dead mines exit). The
    cords are 42,88.
    
    Speak to Daphne Stilwell and she will request you to defend her from
    a bunch of Defias NPC enemies. This quest can be challenging solo, but
    is possible. Make sure you have mana potions. The best strategy
    is to lay down Consecration and divine protection/blessing of
    protection yourself then heal if you get into trouble. You may
    want to use Retribution aura so you damage enemies
    even when not striking them. 
    
    There will be three waves of enemies. Do not use divine protection
    on the first two waves, because you will need it for the third.
    It is recommended that you drink up to restore your mana after every
    wave, because they will come quickly.
    
    If you should somehow fail the quest, just speak with her again. 
    She should be respawned by the time you get back to your corpse.
    
    After the quest is finished you will receive the Bastion of Stormwind
    shield and Sense Undead spell. 
    
    The next part of the quest will be to gain the strongest 2h hand weapon
    you can get for your level, the Verigan's Fist. This quest can be
    challenging, and you may need to ask for help from
    people higher level than you in order to complete it.
    
    The quest NPC will direct you to speak with Jordan Stilwell outside
    the gates of Ironforge. Jordan will then give you a note
    that says where to locate four items you need to get for him to
    forge the hammer,
    
    Whitestone Oak Lumber- Go to the Deadmines instance in Westfall. 
    In the room with the Shredder boss, one of the Goblin Woodcarves will
    drop it but only after you speak with .
    
    Purified Kor Gem- go to Thundris Windweaver in Auberdine, Darkshore.
    You will receive the quest "Seeking the Kor Gem". You will
    need to kill some of the Blackfathom naga (Shaman or Priests) outside
    of the instance to receive a corrupted gem. Bring it back to Thundris
    to get it purified. You may need a party for this, as some of the
    enemies are stealthed outside the instance and can easily gang up on
    you, while the nagas are all range spell-casters.
    
    Jordan's Smithing Hammer: In shadowfang Keep in Silverpine Forest,
    west of Southshore. Go to the horse stables on the far end of the 
    courtyard. Inside, on top of a crate, is a box that has the hammer 
    inside of it. You will likely need a party for this.
    
    Jordan's Refined Ore Shipment: First talk to Bailor Stonehand in 
    Thelsmar, Loch Modan. You will receive a quest called Bailor's Ore
    Shipment. The crate containing the ore is outside one of the caves in
    the Mo'grosh Stronghold of NE Loch Modan. The crate is nearby some
    trees outside a cave, and not actually inside any of the caves.
    
    Once you have all four of these materials, bring it back to
    Jordan Stilwell and he will forge your badass 2h mace for you. With
    a Firey Weapon enchant, this will likely be your best weapon until 
    your mid-30s (note: Firey Weapon enchant can cost anywhere from 
    20-40g, depending on your server, so it will take a lot of work
    for a newbie to get it, but is do-able if you understand the Auction
    Houses)
    
    ========================
    VIII. =Partying Tips=
    ========================
    
    - When the loot option is set to "group loot", don't roll "NEED" unless
    you really do need the item! If a good item drops that you know
    another party member is going to need, you can click the "x" icon
    at the upper-right hand corner of the roll popup to "Pass" on the item
    being rolled for. Doing this improves group morale, because nothing is
    more frustrating than being in a party where all the gear you need
    is rolled on by people who do not need it. If you are fair and
    good to your party members, they will choose to party with you over
    people who constantly roll need on everything....even if that greedy 
    person is a class who is better at tanking/healing/dps than you are.
    
    -Be sure to add the people you party with to your friend list by
    targeting them, typing "o" to bring the Friend List up, and then
    clicking the button "Add Friend". It is very useful to have a list
    of people to ask if they would like to party when you
    are trying to form a group for an instance. Pick-Up Groups ("PUGs")
    normally do not pan out so well, so it is important to keep track of
    the people who you can work well with.
    
    -If you are tanking as a Protection Paladin, crowd control is not
    usually neccessary. Protection Paladins can hold aggro from many
    enemies at once very, very well so long as they are allowed to
    build up hate before DPS classes begin attacking. When you go to
    pull aggro, run toward your enemies and cast Holy Shield, then
    lay down a Consecration. After you have blocked a few blows you
    should be able to hold the aggro. Once you reach lv50 and have
    learned Avenger's Shield it should be very difficult for DPS to
    pull aggro off of you if they have Blessing of Salvation
    cast on them.
    
    ===========================
    IX. =Useful Macros= 
    ============================
    
    -----------------
    Heal Macros
    -----------------
    
    <Flash of Light> 
    (allows you to cast Flash of Light on yourself
    by holding ALT key, and cast on others normally otherwise. This
    macro can be adjusted for Holy Light as well)
    
    #showtooltip Flash of Light
    /cast [modifier:alt,target=player] Flash of Light; 
    [target=target,help] Flash of Light; 
    [target=targettarget,help] Flash of Light; [target=player] 
    Flash of Light
    
    <Lay on Hands> 
    (this macro will always cast Lay on Hands on
    yourself! Very important for those crucial moments)
    
    #showtooltip Lay on Hands
    /cast [target=player]Lay on Hands
    /say "Lay on Hands!!
    
    --------------------------
    Other Macros
    --------------------------
    
    <Dual Blessings >
    
    (This macro binds two blessings to one key; you can
    cast one Blessing by hitting the button normally and cast a different
    one by holding the ALT key)
    
    /cast [nomodifier] Blessing of Kings; [modifier:alt] 
    Blessing of Salvation
    
    <Redemption>
    (This macro will only cast Redemption on targets that are
    dead)
    
    #showtooltip Redemption
    /cast Redemption
    /stopmacro [nohelp,nodead]
    
    --------------------
    Tanking Macros
    --------------------
    
    <Taunt> 
    
    (this macro makes Righteous Defense work more like a traditional
    Taunt; you can cast it on a person being attacked and it will pull
    the aggro off of them. There is also a /say command so that your
    party knows you are taunting)
    
    #showtooltip Righteous Defense
    /cast [help] Righteous Defense; [target=targettarget] Righteous Defense 
    /say "Come get me you bastards!"
    
    
    <DSCancel> 
    
    (for immunity to fear while keeping aggro):
    
    /cancelaura Blessing of Protection
    /cancelaura Divine Shield
    /cast Judgement
    /stopcasting
    /cast Exorcism
    
    <PvPTri> 
    (for breaking fear and holding aggro)
    
    /use Medallion of the Horde
    /cast Judgement
    /stopcasting
    /cast Exorcism
    
    ---------------------
    PvP Macros
    ----------------------
    
    <Consecration> 
    (allows you to cast Lv1 Consecration by holding ALT key;
    this is very useful to conserve mana when fighting Rogues)
    
    #showtooltip Consecration
    /cast [nomodifier] Consecration; [modifier:alt] Consecration(Rank 1)
    
    ====================================
    X. =Paladin Talents and Builds= 
    ====================================
    
    Until I write a detailed description of all the Paladin talents
    and what possible Builds there are, I will direct you to Geld's Revised
    Guide to the Paladin Class for now
    
    http://forums.worldofwarcraft.com/thread.html?topicId=11931828&sid=1
    
    ---------------------------
    -What Spec should I be?-
    ----------------------------
    
    To level the most effectively this is what I recommend,
    
    Lv1-35 : Retribution tree (DPS)
    Lv35-60: Protection tree (Tank)
    Lv60+: Holy Tree (Healer)
    
    Personal preferences aside, this is the most effective way to level up.
    However, some players prefer to be Retribution even though it is
    harder to level up / get invited to parties after lv35. 
    
    Despite what Blizzard devs may think, at lv35 and up to level 60 
    Protection paladins are superior at leveling to Retribution paladins.
    Protection Paladins can AoE grind meaning they can fight 3-20
    enemies at the same time and win, and tanks are in high demand before
    lv60 because almost all warriors spec Fury / Arms because that is
    their leveling / pvp trees. While it is also easy to get parties
    specced Holy for your heal utility, it is very hard to solo as Holy
    so I really do not recommend it unless you have friends to consistently
    party with.
    
    For a guide to AoE grinding as a Paladin, check out this thread
    http://forums.worldofwarcraft.com/thread.html?topicId=67158029
    
    Some players also prefer to tank at lv60+ rather than heal because,
    quite frankly, healing as a Paladin is very boring, not very 
    enjoyable, and does not really fit with the "Paladin" roleplay concept
    many people expect of the class. The thing is, Healers are
    in very high demand at lv60 and Warriors who spec Prot
    make better raid tanks. 
    
    As the game is currently, this is what you can expect from your
    paladin.
    
    =========================================
    XI. Protection Paladin Tanking=========
    =========================================
    
    
    To be able to tank at lv60+ you will need to reach 
    
    1. 490 defense
    
    2. 102.4% avoidance through Holyshield, Block, Parry, and Dodge ratings 
    combined
    
    3. 250 spell damage
    
    4. 10-12k HP unbuffed 
    
    However you obtain these stats is not important-- what is important
    is that you reach them. Use whatever gear/enchants that you can get.
    
    
    A guide to pre-raid tanking gear was posted by Dreamcrusher on
    the official forums. I suggest those looking for information on
    gearing to read the thread.
    
    http://forums.worldofwarcraft.com/thread.html?topicId=89402279&sid=1
    
    Generally speaking, the +40 spell damage enchant on your spelldamage
    weapon is ideal because it allows you to generate more hate from
    your attacks. The more hate you build, the more DPS firepower can be
    unleashed by other party members because they have to hold back less
    when attacking mobs. Most people get a threat meter and will purposely
    try to make sure they stay below your threat so they dont pull
    aggro. So the more threat you generate, the more damage your party
    members can unleash.
    
    ======================================
    XII. Holy Paladin Healing=============
    ======================================
    
    Under Construction
    
    ======================================
    XIII. Retribution DPSing=============
    =====================================
    
    Under Construction
    
    ====================================
    XIV. Professions====================
    ====================================
    
    
    You should probably invest into Mining and either Blacksmithing or 
    Engineering. 
    -----------------
    <Blacksmithing>
    -----------------
    Blacksmiths can create weapons/ armor that you can use. Early on, these
    items are bind on equip so you can sell them to others but later on
    some of them are bind on create meaning you must make it yourself
    if you wish to use some of the higher-end Blacksmith goods. If you
    plan to be a Retribution Paladin, I would recommend going Blacksmith
    route eventually because itemization is very important for that build
    and finding a raid spot can be difficult for Ret Paladins currently so
    you won't have easy access to melee DPS raid equipment.
    
    
    ------------------
    <Engineering>
    ------------------
    Engineers can create bombs that allow you to have more offensive 
    ability. 
    
    With bombs you can have range attack to pull aggro when soloing, or 
    nifty gadgets like the Gnomish Deathray to deliver tons of damage 
    (up to 5,000!) early on while you "bubble" (are immune to all damage 
    via Divine Shield). Engineering will also let you wear some trinkets
    at levels where nobody else will have a trinket, and in the end-game 
    there is two major Stamina bonus trinkets that only Engineers can 
    wear-- Goblin Rocket Launcher and Gnomish Poultryizer. They both add 
    +45 Stamina, which is a significant Health point bonus.
    
    The primary drawback to Engineering is that the majority of the items
    can ONLY be used by Engineers, as most all of them require you to
    have reached a certain skill point level in Engineering to equip or
    use them. Among the items that can be used by non-Engineers are scopes
    (add-ons that improve the damage of ranged weapons like Bows and Guns)
    and bullets not available from NPC vendors. This said, it is generally
    more expensive to make bullets and scopes than they sell for in the 
    Auction House, so Engineering is a "money-sink" profession-- you cannot
    make a profit with this one. 
    
    If you are planning to make a twink Paladin for the lower Battleground
    brackets, Engineering is very a useful profession to have.
    
    ---------------------
    <Mining>
    ---------------------
    If you take Engineering or Blacksmith, always
    take Mining because you need metals and stones for both professions.
    
    Remember to buy a pick and blacksmith hammer, and keep "Find Minerals"
    on at all times. Remember to turn it back on if you die.
    
    ---------------------
    <First Aid>
    ---------------------
    
    You should also learn First Aid and keep it up. You can use bandages 
    to conserve mana, and later on this tactic will be very important. 
    Even if you don't use bandages often, you can sell them to NPCs for
    more cash than cloth, or give them to other players to improve group 
    survivability.
    
    -----------------------
    <Fishing and Cooking>
    -----------------------
    
    You may also wish to take up Fishing and Cooking too (Fishing
    compliments Cooking). Items that are cooked will sell for more cash
    to NPCs than uncooked, and many cooking items offer a
    "well fed" bonus that will improve your stats slightly for
    5 minutes. Some will even allow you to regenerate mana every x number
    of seconds, or have a chance to deal extra damage to foes!