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Arthas Menethil ([personal profile] lightoflordaeron) wrote2013-07-13 08:58 pm

Abilities List

Being capable of filling all three basic roles in a dungeon party (tank, healer, and damage dealer), paladins are one of the most versatile classes that exist in the Warcraft universe. With their versatility, however, comes a vast number of abilities. Luckily, these abilities can be (for the most part) easily sorted into three key categories known as specializations; Holy, Protection, and Retribution. Based on his choice of weapon, his general demeanor, and his role in combat in Warcraft 3, I've come to the conclusion that Arthas is a Retribution-specialized Paladin, with some leanings towards Protection. The abilities unlocked in the Retribution talent tree, both passive and active, can be found here.

(Please note that this information is out of date by a few years, as I am choosing to use the Original/Burning Crusade-era version of the Paladin skill set as they likely most closely represented how Arthas himself was trained. All the changes made to how the classes work past Burning Crusade/Wrath of the Lich King can ICly be attributed to discovering new ways to teach the skills needed or discovering new skills entirely.)

 


Holy
Holy spells/abilities make up the bulk of a Paladin's skill set, and cover a range that includes all of the healing abilities and a few high-damage Holy/Light spells. Paladins that specialize in the 'Holy' portion of their abilities tend to be the healers of the group, and as such, have access to a few abilities that Protection and Retribution paladins do not. However, the majority of the spells and abilities that fall under the Holy branch are available to all paladins. These abilities are as follows:
  • Holy Light - The first healing spell a Paladin can learn, and the most useful for any Paladin healer. While it has a longer cast time than
  • Purify - This spell removes one poison and one disease effect from the target.
  • Lay On Hands - A full-heal with a longer recharge, limiting it's use to roughly 10 minutes between casting.
  • Redemption - Revives the target with 50% of their health and 25% of their mana.
  • Exorcism - Restricted for using against Demons and Undead, this spell has a 30 yard range and deals a large chunk of Holy damage to the target.
  • Sense Undead - Pretty much what it says on the tin. Allows the paladin to detect the presence of any Undead within range.
  • Flash of Light -This is the quickest healing spell that can be cast, but also the one that heals the least amount of damage.
  • Consecration - The paladin consecrates the ground beneath them, causing all enemies attacking/surrounding said paladin to have to deal with ongoing Holy/Light damage.
  • Turn Undead - A Fear effect that sends any Undead types running for three to five seconds.
  • Summon Warhorse - Have Holy magic, will travel! This spell summons a horse for the paladin to ride. It isn't the fastest mount, but it gets the job done.
  • Cleanse - An upgraded verion of Purify that dispels practically all negative effects on a party member.
  • Hammer of Wrath - The second ranged move in the paladin's skill set, the paladin forms a hammer made out of light and chucks it at the enemy target. While restricted to being used only after an enemy reaches 10% of their total health, it's useful for catching those that try to run and escape.
  • Holy Wrath - An AoE attack that sends bolts of Light energy that deal damage to all surrounding enemies.
  • Turn Evil - Another fear effect, this is an upgrade to Turn Undead that works on Demons as well as Undead.
  • Summon Charger - An upgrade to the warhorse that the paladin can summon once reaching a higher level. This mount actually glows with holy power, and runs a good bit faster than the original warhorse.
Protection

Protection abilities lend themselves to surviving and generating 'threat', allowing the Paladin to gain the attention of all attackers and hold it, allowing healers to do their job without fear of reprisal and damage dealers to go about their business. All Protection Paladins tend to use a one-handed weapon and a shield, as there are a small number of skills that require the use of said shield to deal damage and increase threat level. However, those shield-use skills are restricted only to the Protection paladins, as Retribution paladins do not use shields and Holy paladins focus more on spell-casting than they do on damage.
  • Righteous Defense - Time to taunt something that is attacking another party member and get their attention.
  • Righteous Fury - All Light/Holy-based attacks have increased threat, making this skill essential for the paladin that fills the role of 'tank' in a dungeon party.
  • Hammer of Justice - Stun shot. This stuns a target for 3 seconds, and can be used to interrupt enemy spell casting.
  • Spiritual Attunement - Passive effect: When a paladin is healed by another person besides themselves, a small amount of mana is regenerated based on the amount of damaged healed. So, smaller healing spells regenerate less mana while larger spells regenerate more.

Retribution

Retribution spells generally have one purpose - to deal Holy/Light damage to the Paladin's targets. Because Retribution paladins focus primarily on dealing damage, they specialize in the use of two-handed weapons that, while having slower swing speeds, deal out massive amounts of damage at once.
  • Repentance - Stuns an enemy for 6 seconds. However, any damage dealt will remove the stun effect.
  • Crusader Strike - Heavy Light/Physical - A weapon strike imbued with holy energy that deals 110% weapon damage and refreshes all Judgements on the target.

Those abilities that don't fall under those blanket categories are as follows:

Auras - Auras are a constant, passive buff effect generated by the Paladin that affect the party as a whole. The main Auras to note are as follows:
  • Devotion Aura - This aura offers a boost to armor/defense.
  • Retribution Aura - Reflects light Holy/Light damage back to the attacker upon
  • Concentration Aura - Increases the chances of your spells not being interrupted mid-cast.
  • Shadow Resistance Aura - Increase resistance to Shadow spells.
  • Sanctity Aura - This aura increases Holy/Light damage dealt by the Paladin and the party
  • Frost Resistance Aura - Increases resistance to Frost (Ice/Water) spells and effects.
  • Fire Resistance Aura - Increases resistance to Fire spells and effects.

Blessings - Blessings tend to come in two types: status buffs and situational blessings. These are placed on a person by the Paladin, and while buff blessings last for an hour before having to be recast, the situational blessings tend to only be needed for specific purposes, and fade after their purpose has been served.
  • Blessing of Might - A status buff that increases the physical attack power of the person it is placed upon for one hour.
  • Blessing of Wisdom - A status buff that increases a person's mana regeneration for one hour.
  • Blessing of Salvation - Reduces the amount of 'threat' generated by a player. Since healing tends to generate threat and can cause monsters to actually target the healer, this is useful for keeping the healer alive when things go south.
  • Blessing of Light - This blessing increases the effectiveness of Holy Light on a person, and is generally used by paladin healers.
  • Blessing of Protection - A situational blessing that places a translucent holy 'shield' around a player that prevents all damage for a short span of time. The only drawback is that attacking while the shield is up
  • Blessing of Freedom - Situational blessing. This not only removes all movement-impairing effects, but makes the party immune to them for a set period of time.
  • Blessing of Sacrifice - Situational blessing. The paladin takes on a portion of the damage done to another member of their party.

Seals and Judgments - Seals are personal buffs that tend to increase the personal damage output of the Paladin, as well as add in some other small effect depending on the seal. Seals are also tied in with the Judgement ability, which deals an initial amount of Light damage and releases the power of the seal to act as a debuff on the target. Attacking the target while the debuff is in place refreshes the debuff in question.
  • Seal of Righteousness - Each successful strike causes additional Holy/Light damage.
    • Judgement - Causes additional holy damage to the target.
  • Seal of the Crusader - Increases the attack power of the paladin, along with attack speed. However, the damage per swing is reduced.
    • Judgement - Increases all Holy/Light damage taken by the enemy target.
  • Seal of Command - Each melee swing has a chance to deal Holy damage equal 70% of their normal weapon damage.
    • Judgement - Deals additional holy damage to the target. This damage is increased if the target of this judgement is stunned.
  • Seal of Justice - Each melee swing has a chance to stun the enemy.
    • Judgement - Places a debuff on the enemy that prevents escape in battle.
  • Seal of Light - Successful melee attacks have a chance to heal the paladin for a set amount of health.
    • Judgement - Places a debuff on the target that creates a chance for all melee swings against the enemy target to heal anyone striking the enemy for a small amount of health. This only works if the attack doesn't miss.
  • Seal of Wisdom - Successful melee attacks have a chance to regenerate a small percentage of the paladin's mana.
    • Judgement - Places a debuff on the target that creates a chance for all melee swings against the enemy target to regenerate mana for anyone that strikes the enemy. This only works if the attack doesn't miss.
Shields - Also known affectionately as 'bubbles' by players within World of Warcraft for their appearance, once the paladin activates the shield, all damage is either negated for a specific set of time or amount, or a type of damaged is lessened by a certain percentage.
  • Divine Protection - This prevents all damage dealt to the paladin for a set amount of time, with the caveat that the paladin can't attack while the bubble is in place. Useful for healing yourself mid-battle.
  • Divine Intervention - This spell shields another player from all damage, removes them from combat and cause enemies to ignore the player while it is active (3 minutes). However, the paladin needs to be careful when casting this shield, as the paladin sacrifices themselves to protect the other player. In other words, they're effectively KO'ed until a spell like Recarm is used to revive them.
  • Divine Shield - This acts much like Divine Protection, except the paladin can actually attack while the shield is up. However, this comes with it's own cost--attack speed is reduced by 100%.

Unfortunately, aside from Blessing of Protection and Divine Intervention, the bubbles only work on the Paladin themselves. Jerks.