† BlooD Knight †
2 posters
† BlooD Knight †
Name : VaLaNaR
Gender : Male
Age : 25
Rank : Lord
Class : Blood Knight Paladin
Class specs "
Skills :
Charecter History :
Items : Sword Apolyon, the Soul-Render Armour : t11p
Gender : Male
Age : 25
Rank : Lord
Class : Blood Knight Paladin
Class specs "
- Spoiler:
- Paladins are the virtuous defenders of the weak and tireless, unfaltering enemies of the undead. Mixing elements of the warrior and the clerics of the Holy Light, the paladin is a tough melee fighter. The tradition of the Holy Light is unique to a few of the Alliance races (humans, dwarves, and draenei.) and the blood elves and tauren of the Horde.
The paladin is a "warrior of the Holy Light". They uphold all that is good and true in the world and revile all that is evil and sinister — especially undead and the Burning Legion. They offer succor to the beleaguered and smite their enemies with holy fervor. They are particularly potent against undead, as these creatures threaten the goodly races and the Holy Light burns them terribly. The presence of any evil is reprehensible to the paladin, but he focuses his efforts on destroying undead and demons. These warriors uphold the tenets of the Holy Light and defend the Alliance from the predations of any threat to their peoples. Found in almost every corner of Azeroth fighting the forces of evil and barbarism, these stalwart warriors of faith ceaselessly uphold their vigil against demonic forces from beyond the Dark Portal. Humans, draenei, and Ironforge dwarves are the most likely to become paladins, as these races revere the Holy Light. Blood elves known as Blood Knights bend the powers of the Light to their will, though rumor has it they have recently begun to use the Light legitimately. The Tauren recently became paladins in Catclysm, and using power of the Sun, they founded the Sunwalkers. The paladin order, also called the Knights of the Silver Hand, grew out of humanity’s culture, and its greatest heroes and fiercest proponents are humans. Ironforge dwarves possess the toughness needed to withstand the onslaught of the paladins’ many enemies. High elves rarely become paladins, though this has changed somewhat, as their blood elf brothers and sisters expand the Blood Knight order. The Blood Knights are commonly mistaken as the enemy of the Knights of the Silver Hand by outsiders unfamiliar with the ways of the Light, but this is false presumption. Paladins are the embodiment of good and selfless dedication to the protection of their peoples. They help the innocent and punish the wicked. As such, paladins are generally of good alignment.[2]
Skills :
- Spoiler:
- Abilities by Type Edit
Auras Edit
Auras are buffs that benefit the Paladin as well as raid and party members within 40 yards. There are a wide variety of Auras, but only one Aura can be activated on the Paladin at any one time. If there are other Paladins in the group, the same Aura's effects do not stack, but different Auras can be used to further strengthen the group. Changing Auras does not cost mana, but does trigger the global cooldown. Therefore it is not feasible to change Auras just to absorb a certain magic school (such as Devotion Aura to Shadow Resist Aura to absorb a single Shadowbolt), then reverting back to the previous one. These Auras are very much support buffs that make grouping easier, but they are not so vital that they are the key factor in determining whether the group will succeed or fail.
The range of your Auras can be increased by an additional 10 yards with the 3-piece bonus from Judgement Armor.
Devotion Aura
Increases armour by X. Armour bonus can be increased by up to 50% and increase healing done to the target by 6% withImproved Devotion Aura.
This is the Paladin's first Aura. Classes with low armour will benefit from this aura the most as in some cases it will double the player's existing armour. This Aura will not mitigate magical damage.
Retribution Aura
Reflects X Holy damage.
Anyone under this Aura who is physically struck will reflect a fixed small amount of holy damage to the attacker. This is good against light and fast melee hitters or increasing damage output passively through reflective damage. Magical attacks will not reflect holy damage, nor will fully blocked, parried or dodged attacks. Note that partial blocks will reflect damage. This Aura can also be used for Paladin tanking provided damage mitigation is already high enough.
Concentration Aura
Increases spell casting delay resistance by an additional 35%. Effects of the aura can be increased by 15% as well as reducing the duration of silence and interrupt effects by up to 30% via talents.
This is a great Aura to have on when expected to heal in the fray. It is also highly beneficial to other spell casters and those who use lot of channeling spells. With spells that already have increased resistance to spell interruption, such as a Paladin healing with the talent Spiritual Focus or a Warlock using Hellfire with the Intensity talent, the effect of this Aura is added on, providing an uninterruptable cast/channel when chance to resist reaches 100%. In this case, only a stun, incapacitate or controlled spell interrupt can stop the spell.
Note: When fully improved by talents, Concentration Aura will increase spell casting delay resistance by 50% and decrease the duration of silence and interrupt effects by 30%.
Shadow Resistance Aura Frost Resistance Aura Fire Resistance Aura
Increases resistance to Shadow/Frost/Fire spells by 30, up to 130 over 5 ranks.
Handy auras during encounters where massive shadow, frost or fire damage is unavoidable. These Aura does not stack with any other resistance-increasing effects such as Gift of the Wild or Prayer of Shadow Protection. If any spell resistance effects are on the target simultaneously, the resistance effect that provides the highest resistance will be used to calculate the total resistance.
Crusader Aura
Increases mount speed by 20%, including flying mounts. The speed bonus does not stack with other speed enhancing effects, such as Carrot on a Stick or Riding Crop.
Blessings Edit
Paladins have a wide range of powerful Blessings, which provide 60 minute buffs. Like Auras, only one Blessing can affect a target per Paladin. This means two Paladins cannot cast the same Blessing on a target, but two different Blessings on a target is possible.
Note that Blessing of Salvation and Blessing of Light no longer exist as of Patch 3.0.2. Instead, Blessing of Salvation has been renamed Hand of Salvation and has had its mechanics changed while the effects of Blessing of Light have been folded into Holy Light and Flash of Light, increasing their base heal amount.
Blessing of Might
Increases attack power by X. The attack power of this Blessing can be increased by up to 25% with Improved Blessing of Might. Shares a buff category with Battle Shout.
This Blessing increases both melee and ranged attack power. It is useful for any physical DPS class.
Blessing of Kings
Increases total attributes by 10%
This is an excellent blessing for tanks and good secondary Blessing to have for other members in group. It is also a powerful Blessing in PvP for its low-cost ability to increase a player's health. It increases all resilience by 32, Strength, Agility, and Stamina by 10%; secondary attributes such as attack power and defense are not directly affected. The increase of these base attributes, however, contributes to increases in most of the other secondary attributes. Since the increase is percentage-based, this Blessing scales well into end-game. Also, the increase is calculated after other attribute-increasing spells are counted, such as Prayer of Fortitude. If the class related Blessing(s) is already available from another Paladin, Blessing of Kings is an universial blessing that can benefit anyone.
Note that Patch 4.0.1 removed "Greater" Blessings, Blessing of Sanctuary, and Blessing of Wisdom from the game.
Hands Edit
Hand spells replace the situational Blessings (Blessing of Protection, Blessing of Sacrifice, Blessing of Freedom and Blessing of Salvation). These were used in very situational events and applying them would overwrite the previous Blessing cast by the same Paladin, wasting mana and possibly Symbol of Kings in order to recast the previous Blessing. By separating these spells from Blessings, the Paladin can use these powerful spells without overwriting the standard Blessings. When used correctly, these Hand spell effects are very powerful, especially in a Player versus Player environment. Only one Hand spell can be cast per Paladin on a target at any one time.
Hand of Protection (Up to 10 second duration, 5 minute cooldown, Group member only, Causes Forbearance)
Protects the target from all physical attacks for 6 seconds, up to 10 seconds over 3 ranks. The player cannot physically attack with the spell active. The cooldown of this Hand spell can be decreased by up to 2 minutes through talents.
Hand of Protection will protect any player from physical attacks, but in turn the player cannot physically attack. However spell-casting is still allowed. Due to this effect, this blessing is used on primary spell-casters being attacked by melee-only damage. Hand of Protection also removes any threat built up by the target for the duration of the Blessing. Once the spell fades, the threat is returned and the foe may return to its original target unless dealt with by another player. This Blessing causes the Forbearance effect.
Hand of Freedom (10 second duration, 25 second cooldown)
Grants immunity to movement-impairing effects by 10 seconds. This hand can dispell stuns with the talents.
This Hand spell is extremely powerful in PvP as it renders the snare-and-attack strategy used by some classes useless. It grants immunity from the effects of Frost Trap, Slow, Frost Nova and Earthbind Totem and other similar abilities. It also negates effects that increase melee swing duration such as Chilled. This spell does not negate daze effects.
Hand of Sacrifice (12 second duration, 2 minute cooldown, Group member only)
Transfers 30% of damage taken from the target to yourself.
This spell can be used to save an ally from taking too much damage. Although it can be used on a tank, your own hit points must be monitored as the damage can accumulate to a significant amount. Paladins using this spell should heal the damage they take themselves in a raid environment as other healers do not want to focus on another target.
Hand of Salvation (2 minute cooldown, Group member only)
Reduces the target's threat by 2% each second for 10 seconds.
Judgements Edit
Judgements instantly cast a negative magic effect on the enemy target. Judgements have a 10 second cooldown. Only one Judgement debuff can be cast on an enemy by the same Paladin. Since Judgements are the basis of the Paladin's support system, they are highly used spells if the Paladin is utilizing melee potential.
The cooldown of Judgements can be reduced by Improved Judgement, the critical strike chance of Judgement can be increased by Fanaticism, and have up to a 100% chance to return 25% of base mana cost of the judged Seal with every Judgement via Judgements of the Wise.
Judgement of Justice
Applies a magical debuff on the target, preventing PvE targets from fleeing in fear in rank 1, with rank 2 also limiting PvP targets to 100% movement speed (running speed) for the duration of the debuff.
In instances where enemies will flee at near-death to get reinforcements (often wiping a party), this Judgement will stop the target from running away, making this spell one of the most useful in the PvE environment. Targets with this debuff will also be immune from a crowd-control fear, so be mindful if fear effects are used for crowd-control. In a PvP environment, this Judgement is used to stop runners, primarily flag carriers in Warsong Gulch. It will limit player movement to running speed, therefore any gear with +% movement effects as well as various movement-increasing spells and forms will be negated.
Judgement of Light
Applies a magical debuff on the target; upon physically striking the target, will have a chance to heal the attacker. The chance to heal can be increased by 10% with the Lawbringer Armor set bonus (3 pieces), and amount healed can be increased by 20 with the Justicar Raiment set bonus (2 pieces).
This is an excellent support debuff in raids. The target must be hit by the player for this debuff to heal, and has a heal chance of 50% so fast-hitting characters such as Rogues will benefit most from this Judgement. Any improvements to the Judgement from various armour set bonuses will be shared with all players, not just the Paladin.
Judgement of Wisdom
Applies a magical debuff on the target; upon damaging the target, the attacker may gain X mana.
Like Seal of Light, this is a valued support debuff for any group for classes that use mana. The player has to hit the target with this Judgement to have a chance of gaining mana. This Judgement shines on long boss encounters where mana preservation is important. Healers who wish to regenerate more mana can simply wand the target or auto-attack it; Paladins can also use Seal of Wisdom with auto-attack to regenerate even more. It has the same triggering rates as Judgement of Light.
Seals Edit
Seals are Paladin self-buffs that modify the auto-attack. They are instant cast and last 30 minutes; only one Seal can be used by the Paladin at a time.
Seal of Righteousness
Adds constant Holy damage per swing. The Holy damage dealt by this spell can be increased by up to 15% with Improved Seal of Righteousness.
Note: The additional Holy damage cannot be estimated as it varies depending on weapon speed, attack power and spell power. The in-game tooltip values will change immediately as the Paladin changes weapon.
Adds a constant amount of Holy damage per melee hit on the target. The extra damage may be small at lower levels, but a generous +spell damage coefficient can add a significant amount of damage per melee hit, often doubling melee damage output. This is a standard Seal to use for damage, and is commonly used for tanking at lower levels. Holy damage added by the Seal is normalised across all weapon speeds, with slower weapons adding more Holy damage per hit than faster ones. The benefit from spell power is not constant, but increases with slower weapon speed. Therefore slower weapons gain extra spell damage than fast ones, with a further bonus if the weapon is two-handed instead of one. The extra holy damage cannot crit. Can be superior to Seal of Vengeance for shorter fights or PvP, but if given time to stack, Vengeance will outperform Righteousness.
Seal of Justice
Gives each melee hit a chance to stun the target for 2 seconds.
Seal of Justice can act as an unreliable PvE interrupt against primary spell casters for those who are not immune to stun effects. It has limited use in PvP because of diminishing returns to the stun effect, rendering your Hammer of Justice spell useless after the target has been stunned three times from the seal. This seal will stun the enemy 4-5 times a minute.
Seal of Light
Gives each melee hit a chance to heal the Paladin.
This Seal is useful if the Paladin requires healing without leaving melee combat. The amount healed from melee becomes respectable when used along with Judgement of Light. Protection Paladins use it most during AoE grinding. The chance to heal depends on the speed of the weapon; slower weapons have higher chances to heal than faster weapons. Spell power gear will not increase the amount healed.
Seal of Wisdom
Gives each melee hit a chance to restore mana.
This is an excellent Seal to use for regenerating mana, and is even more effective if Judgement of Wisdom is on the target. The chance to gain mana depends on the speed of the weapon; slower weapons have higher chances to heal than faster weapons.
Seal of Truth
Leaves a stacking DoT debuff that deals holy damage and stacks to 5. In addition, deals 33% additional weapon damage as Holy after 5 stacks of the debuff with critical strikes dealling double damage.
This Seal is for PvE Retribution. It is also ideal for tanking, but takes extra time to generate high levels of threat compared to Righteousness or Command. Depending on fight length, over time SoV will deal more damage than SoR, and shines on multiple-target tanking as the DoT component will continue to generate threat for the Paladin even when not focused on that target. The additional 33% Holy damage from a melee hit on a 5-stack Holy Vengeance/Blood Corruption-inflicted target can critically hit at melee critical damage, with critical rate equal to the Paladin's melee critical chance.
Seal of Command Talent only - Retribution Tree
Adds constant holy damage to each swing equal to 36% weapon damage to each swing. This holy damage will chain to two nearby enemies.
Due to its chaining nature, this seal is best utilized in AoE situations where you need to deal damage to multiple targets at once. Alternatively, this seal is superior to Vengeance in fights where the Paladin won't have time to stack Holy Vengeance/Blood Corruption (i.e. trash fights). This Seal is also considered as melee damage, so it deals double the damage when it crits and is determined by melee critical strike chance. Since Patch 3.2.2, this Seal also procs its weapon damage on up to three adajcent targets.
Heals Edit
Paladins have two basic healing abilities (Holy Light and Flash of Light), one talented healing ability (Holy Shock), and Lay on Hands.
Holy Light (2.5 second cast)
Heals the target for X to Y. The amount healed by this spell can be increased by up to 12% with Healing Light.
Holy Light is the Paladin's biggest heal, offering good heal per second rate but at a relatively high mana cost. Holy Light is only used when the target needs a quick and strong heal, otherwise the Paladin will run out of mana very quickly. Holy talents help with the heavy mana cost, such as Illumination and Sanctified Light. Therefore, Holy Paladins will have a much easier time healing constantly with this spell than other specs. This spell also has a high spell power coefficient, so appropriate gear can improve efficiency further.
Flash of Light (1.5 second cast)
Heals the target for X to Y. The amount healed by this spell can be increased by up to 12% via talents.
Flash of Light is a quick heal that heals a small amount. Even though the amount it heals is low compared to the amount of time it needs to be cast, it is extremely mana efficient, more than Holy Light. It has a lower spell damage coefficient (100%) than Holy Light (166%), but in decent healing gear, continuously casting Flash of Light is a good way of healing effectively and very efficiently, using Holy Light when faster heals per casting time is required. This ability is obtained at level 20.
Lay on Hands (Instant cast, 20 minute cooldown)
Heals the target equal to the the Paladin's maximum health and returns X mana. The cooldown of this ability can be decreased by up to 4 minutes, as well as cause the target to take 20% reduced physical damage for 30 seconds with Improved Lay on Hands.
Lay on Hands is a last resort, instant cast heal that heals the target equal to the the Paladin's maximum health. Lay on Hands has a lengthy cooldown, but has the ability to save wipes or turn the tide of a losing battle. Higher ranks of this ability also return a small amount of mana to the target. Lay on Hands cannot be improved by healing gear, but can critically heal (Divine Favor will not work with Lay on Hands).
Holy Shock Talent only (level 40+) (Instant cast, 6 second cooldown)
Heals a friendly target, or inflicts Holy damage on an enemy for X to Y.
After changes to cooldown and range in Patch 3.0.2 Holy Shock is a very effective instant-cast heal. If used in conjunction with the talent Infusion of Light, Holy Shock is a very powerful tool. Holy Shock can also be used with Divine Favor for a critical heal with mana return from Illumination when used on a friendly target. If used against an enemy in which Holy Shock crits, no mana will be returned with Illumination. Note that both critical heals and critical damage will trigger Infusion of Light.
Threat Modifiers Edit
Righteous Fury (Instant cast)
Righteous Fury is a self-buff that lasts until cancelled and increases all threat generated by your Holy spells by 80% and all threat generated by 43%. This has the interesting effect of increasing the threat of all holy spells by 157.4%. (For example, threat from dealing 100 holy damage would be the equivalent of threat from dealing ~257.4 damage to the target). Healing spells are Holy spells, so Righteous Fury should not be used by healers. Improved Righteous Fury reduces all damage taken by up to 6% while Righteous Fury is active.
Righteous Defense (Instant cast)(8 second cooldown)
Cast it on a friendly target, commanding up to 3 enemies to attack you instead.
Righteous Defense is a cost-free, long-range taunt. Similar to warriors' Taunt, Righteous Defense force the mobs to attack you for three seconds regardless of their threat list, at the same time give you the same threat level as the one with the highest threat on their threat list. Since patch 2.4, you can also cast Righteous Defense on an enemy mob, which will taunt the target mob plus two more mobs that are attacking target mob's target.
Hand of Reckoning (Instant cast)(8 second cooldown)
Cast it on an enemy, dealing damage if it is not currently attacking you and if it is tauntable.
A very useful tool for pulling due to its 30 yard range, and a paladin's only single-target taunt that does not rely on the enemy targeting something else.
Charecter History :
- Spoiler:
- Писането ще е адски много за това е ясно ,че никой няма да го прочете и поради тия факт ще го направя по збито :
-Валанар е отрастнал в богато семейство изучил се е в историята на народа си и е започнал да тренира за войн чрез което след много години най накрая успява да достигне до високия ранк Лорд в ордена на Кървавите Рицари и решава да поеме по свой път да се отдели от града в който е израстнал и да започне да учи по слабите войни и да побеждава злото из света.
Items : Sword Apolyon, the Soul-Render Armour : t11p
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Re: † BlooD Knight †
Одобрен си със закъснение. ХД
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