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Paladin Holy spells
Author:- Date:2009-1-4 Source:http://www.wowgold1000.com

Blessing of Wisdom / Greater Blessing of Wisdom: Places a blessing on the target (for Blessing) or all players of that class in the party or raid (for Greater Blessing) that restores an amount of mana every 5 seconds. A player may only be under the effect of 1 blessing per Paladin. Blessings last 10 minutes, Greater Blessings last 60 minutes but require a reagent.
Cleanse: This is a Paladin's method of removing poison, disease and magic effects off of themselves or friendly targets. It is extremely useful and should be on every Paladins toolbar.
Concentration Aura: Allows all party or raid members within 35 yards to lose 35% less casting of channeling time when damaged. This is a great aura to use if there is a lot of AOE, splash or random damage and you are in a group with casters.
Consecration: This spell causes the land underneath and around the Paladin to cause holy damage to all enemies for 8 seconds. It is a critical AoE tanking ability for Paladins, and can cause significant amounts of damage when you collect a large group of enemies in it. It is fairly expensive mana wise though and you need to be cautious or you will burn through all your mana when using it.
Divine Plea: Grants you 25% of your mana over 15 seconds on a fairly short 2 minute cooldown. While regaining mana though your healing power is slightly reduced. Used properly and with some spell casting moderation, this allows a Paladin Healer to heal for a great length of time.
Exorcism: This instant blasts any demon or undead with holy damage. It is also great for pulling these types of creatures when tanking as you can single pull them from distance.
Flash of Light: This is a Paladins main heal, it is fast with a 1.5 second cast time and extremely mana efficient at only 7% of your base mana. At level 80 it heals up to 879 health base. This is the heal of choice for most Paladins, as many times you can not afford the 2.5 second cast time of Holy Light.
Holy Light: Heals a friendly target for a significant amount, up to 5444 base at level 80. This is your longer casting time spell that makes up a significant portion of your Tank healing, but a smaller portion of your normal healing. Because of its long 2.5 second cast time many players prefer to only use it when they really need it, otherwise they stick with flash heal.
Holy Shock: This is a dual purpose spell for Paladins, it either heals the target if they are friendly, or causes damage if they are not. It is an instant cast spell that is fairly mana intensive but can do up to 2599 damage base or heal up to 1400 base at level 80. Many Paladins find it extremely useful as both a last minute save for healing or as a finisher in combat.
Holy Wrath: Unleashes a volley of holy bolts all around the Paladin causing damage to all undead or demonic targets within 10 yards. It also stuns them for 3 seconds. This is very useful when fighting these types of targets as it allows you to cause additional damage and stun the enemy all at once.
Lay on Hands: This is a massive heal that heals up to an amount equal to the Paladin's maximum health. It also restores a small amount of mana, and is an instant cast. This is one of the "last resort" type abilities that a Paladin has. It allows them to save themselves or another play from death if cast at the last second. The only downside to this spell is it's extremely long cooldown, of 20 minutes, so use it carefully.
Light's Beacon: Allows you to select the a friendly target to become a Beacon of Light, all healing done to players within 40 yards will also heal the beacon of light. This is a great ability as it allows healers to heal multiple targets while still keeping the beacon of light target alive. This is often used in groups on the tank to allow the paladin healer to never stop healing the tank, yet still keep up other party members.
Purify: This is a lower level version of cleans and once cleanse is learned will almost never be used. It removes a disease and a poison effect from the target player.
Sacred Shield: Each time the target takes damage, they gain a Sacred Shield that absorbs some damage. It also increases the Paladin's chance to critically hit the target with Flash of Light by 50% for a short time. The Shield lasts 30 seconds. This is a great damage reduction spell for Paladin healers.
Seal of Righteousness: This seal allows each melee attack to cause additional Holy damage to the target. This is one of the Paladins basic attack spells as it allows them to cause additional damage with every hit. It also allows them judge the seal on a target to cause additional holy damage. Fills the Paladin with holy spirit for 30 sec, giving each melee attack a chance to cause X to Y additional Holy damage. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will cause Z Holy damage to an enemy. Does holy damage on every swing. The Judgement effect is "Judgement of Righteousness" to differentiate it from the Seal damage in the combat log.
Seal of Light: This seal allows each melee attack a chance to heal the paladin for a small amount. When it is judged onto an enemy it causes holy damage. This is a great seal to use when you are soloing and need a little health back during a fight.
Seal of Wisdom: This seal allows each melee attack a chance to restore some mana to the paladin. When it is judged onto an enemy it causes holy damage. This is a great seal to use when you find yourself falling low in mana during a fight. Fills the Paladin with divine wisdom for 30 sec, giving each melee attack a chance to restore X of the Paladin's mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will judge an enemy for 30 sec. granting attacks and spells used against the judged enemy a chance to restore Y mana to the attacker. Only one Judgement per Paladin can be active at any one time.
Redemption: This spell brings a dead ally back to life with a little mana and health. It can only be used while out of combat. This spell helps recover your group if something goes wrong and a party member dies.
Turn Evil: This forces an undead or demonic target to flee from the Paladin for a short time. Can be very useful in certain situations, however as with any fear you must be careful with its use or you will end up in even more trouble.
Divine Protection - You are protected from all physical attacks and spells for X seconds, but during that time you cannot attack or use physical abilities on yourself.
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