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(Aura mastery nerf, also clarified wording on Concentration Aura)
 
 
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{{tocright}}
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:''Were you looking for a general definition of [[Aura]]?''
 
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{{for|the former paladin talent|Holy Power (paladin talent)}}
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The '''paladin auras''' are paladin [[area of effect]] [[buff]]s which boosts the abilities of [[party]] and [[raid]] members within a certain radius.
 
   
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'''Holy Power''' is a new [[paladin]] resource mechanic in ''[[Cataclysm]]'', which works similar to the [[Rogue]]'s [[Combo point]]s. Holy Power can be gained through certain spell and talents, and is used for casting other spells.
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== Information ==
 
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The paladin's auras, [[blessings]], [[hands]] and [[seals]] are the four buffs that combine to give the class its flexibility. The auras are area of effect buffs; they affect all party and raid members within 40 yards of the paladin. A paladin may only have one aura active at one time. They are free to cast, with the only cost being the [[global cooldown]]. As such, it is wise to always have one aura or another running. Auras persist through death.
 
   
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When fighting, paladins will generally want to build up Holy Power by using their abilities. Once Holy Power has been built up, it can be consumed to augment specific Holy Power-based spells. For example, [[Word of Glory]] (which is one of them) can be used to cast an instant-cast and mana-free heal. Common to all these spells is that they consume ''all'' the Holy Power the paladin currently possesses, increasing in power depending on the amount consumed. Depending on the paladin's specialization and the scenario, this mechanic gives paladins several options for how to spend their Holy Power.
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== Limitations ==
 
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* You may not change auras while silenced or incapacitated; however, they are not counted as magic, and cannot be dispelled. The only exception to this is the [[druid]]'s [[Cyclone]] spell, which causes the aura to have no effect for the duration of the debuff.
 
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* Auras do not stack. If two paladins in a party are using the same aura, only the greater of the two will be in effect, the other is effectively wasted. As with blessings, it is essential that the paladins coordinate to have two different auras running, rather than overlapping with the same one.
 
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* Resistance auras do not stack with most resistance buffs; for example the priest's [[Prayer of Shadow Protection]] will render a [[Shadow Resistance Aura]] obsolete.
 
   
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;Notes
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== Available auras ==
 
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*Holy Power becomes available for Paladins at level 9, prior to learning Word of Glory.
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There are many different auras available to paladins. Only the Devotion Aura is available to a newly-created paladin character; additional auras become available through training. The various auras are as follows:
 
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*As vaguely mentioned, Holy Power exists as charges. It is possible to have 3 charges at a time.
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*Unlike a Rogue's Combo points, Holy Power appears in a "Holy bar" below the paladin's portrait (see picture). This makes it similar to a [[Death Knight]]'s [[Rune system]].
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*The spells using Holy Power doesn't need to be used on the same target the spells generating it were used on.
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*Holy Power decays over time when not in combat. It must therefore be spent quickly before it's wasted. It decays approximately 10 seconds after leaving combat, one charge at a time. This means that a paladin with 3 charges will lose 1 charge after 10 seconds, another charge after 20 seconds, and the last charge after 30 seconds.
   
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== Generated by ==
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{| class="darktable" style="text-align: center;"
 
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[[File:Dog tags.jpg|thumb|Empty Holy Power bar.]]
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|-
 
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[[File:One charge holy bar.JPG|thumb|1 active charge. (the glow around the character picture is just [[resting]])]]
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! Icon
 
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[[File:Two charges holy bar.JPG|thumb|2 active charges.]]
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! Aura
 
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[[File:Three charges holy bar.JPG|thumb|3 active charges. Notice the (blinking) glow around the entire holy-bar at this point.]]
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! Description
 
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===Generic===
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! Acquired at
 
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*[[Crusader Strike]] generates 1 charge.
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! School
 
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===Holy (talents)===
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! Ranks
 
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*[[Holy Shock]] generates 1 charge.
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|- class="alt"
 
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*[[Blessed Life]] gives a 50/100% chance to generate 1 charge when the paladin is struck by a melee attack (2 sec cooldown).
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| [[Image:Spell_Holy_DevotionAura.png|32px]]
 
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*[[Tower of Radiance]] gives a 33/66/100% chance to generate 1 charge when the paladin heals the target of his/her [[Beacon of Light]] with the following spells:
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| '''[[Devotion Aura]]'''
 
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**[[Flash of Light]]
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| style="text-align: left;" | Gives 55/160/275/390/505/620/735/861/1015/1205 additional armor to party or raid members within 40 yards.
 
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**[[Divine Light]]
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| Level 1
 
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| Protection
 
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| 10
 
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|-
 
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| [[Image:Spell_Holy_AuraOfLight.png|32px]]
 
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| '''[[Retribution Aura]]'''
 
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| style="text-align: left;" | Causes 10/18/27/37/48/62/112 Holy damage to any enemy that strikes a party or raid member within 40 yards.
 
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| Level 16
 
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| Retribution
 
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| 7
 
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|- class="alt"
 
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| [[Image:Spell_Holy_MindSooth.png|32px]]
 
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| '''[[Concentration Aura]]'''
 
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| style="text-align: left;" | All party or raid members within 40 yards lose 35% less casting or channeling time when damaged.
 
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| Level 22
 
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| Protection
 
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| 1
 
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|-
 
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| [[Image:Spell_Shadow_SealOfKings.png|32px]]
 
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| '''[[Shadow Resistance Aura]]'''
 
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| style="text-align: left;" | Gives 30/45/60/70/130 additional Shadow resistance to all party and raid members within 40 yards.
 
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| Level 28
 
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| Protection
 
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| 5
 
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|- class="alt"
 
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| [[Image:Spell_Frost_WizardMark.png|32px]]
 
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| '''[[Frost Resistance Aura]]'''
 
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| style="text-align: left;" | Gives 30/45/60/70/130 additional Frost resistance to all party and raid members within 40 yards.
 
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| Level 32
 
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| Protection
 
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| 5
 
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|-
 
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| [[Image:Spell_Fire_SealOfFire.png|32px]]
 
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| '''[[Fire Resistance Aura]]'''
 
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| style="text-align: left;" | Gives 30/45/60/70/130 additional Fire resistance to all party and raid members within 40 yards.
 
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| Level 36
 
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| Protection
 
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| 5
 
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|- class="alt"
 
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| [[Image:Spell_Holy_CrusaderAura.png|32px]]
 
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| '''[[Crusader Aura]]'''
 
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| style="text-align: left;" | Increases the mounted speed by 20% for all party and raid members within 40 yards. This does not stack with other movement speed increasing effects.
 
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| Level 62
 
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| Holy
 
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| 1
 
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|}
 
   
 
===Protection (talents)===
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More details about individual Auras can be found at the top of [http://www.thottbot.com/?c=Paladin&sortr=mana&sort2=name Thottbot's Paladin skills chart].
 
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*[[Hammer of the Righteous]] generates 1 charge.
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*[[Shield of the Templar]] causes [[Divine Plea]] to generate 1/2/3 charges.
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*[[Grand Crusader (paladin talent)]] generates a charge of Holy Power if the [[Avenger's Shield]] it procs is used within 6 seconds
   
 
===Retribution (talents)===
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== Usage ==
 
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*[[Divine Storm]] generates a charge of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.
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As with all paladin buffs, usage of Auras is highly situational, and it is unwise to always rely on a single aura for all situations. Indeed, switching auras in combat is frequently beneficial. However, one thing that may not be immediately obvious is that most auras (in fact, all except Crusader) only benefit a player that is actively under attack (usually your tank). To clarify, the added armor from Devotion Aura is only useful to your combat classes, if your tank is doing their job, the casters will not be under attack and will have no need for it. The same is true for Concentration Aura; if your casters are never attacked, the question of spell interruption will never arise.
 
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*[[Pursuit of Justice]] gives the paladin a 50/100% chance to generate 1 charge when struck by a [[Stun]], [[Fear effect|Fear]] or [[Immobilize]] effect.
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*[[Zealotry]] increases the generation-rate of Crusader Strike to 3 charges each strike for 20 sec.
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*[[Divine Purpose]] doesn't generate Holy Power, but gives the following abilities a 7/15% chance to cause the next Holy Power ability to consume no Holy Power and to be cast as if 3 Holy Power were consumed:
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**[[Judgement]]
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**[[Exorcism]]
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**[[Templar's Verdict]]
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**[[Divine Storm]]
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**[[Inquisition]]
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**[[Holy Wrath]]
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**[[Hammer of Wrath]]
   
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== Consumed by ==
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If you are soloing, you of course have free choice over your aura. Popular choices are Devotion or Retribution, mostly depending on the enemy at the time. Concentration Aura is also useful; especially given that for a paladin specced with Spiritual Focus (Tier 2 Holy talent), Concentration Aura makes healing completely uninterruptable in normal combat (stuns, knockdowns, kicks, etc will all still work against you).
 
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===Generic===
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*[[Word of Glory]]
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*[[Inquisition]]
   
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== Improving auras with talents ==
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===Holy (talents)===
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*[[Light of Dawn]]
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The auras can be improved through the following talents:
 
   
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===Protection (talents)===
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{| class="darktable"
 
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*[[Shield of the Righteous]]
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|-
 
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| [[Image:Spell_Holy_DevotionAura.png|32px]]
 
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| '''[[Improved Devotion Aura]]'''
 
Protection Tier 4
 
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| Increases the armor bonus of Devotion Aura by 17/34/50% and increases the amount healed on any target affected by any of your Auras by 2/4/6%.
 
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|- class="alt"
 
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| [[Image:Spell_Holy_MindVision.png|32px]]
 
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| '''[[Sanctified Retribution]]'''
 
Retribution Tier 5
 
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| Increases the damage caused by Retribution Aura by 50% and all damage caused by friendly targets affected by any of your Auras is increased by 3%.
 
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|-
 
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| [[Image:Spell_Holy_MindSooth.png|32px]]
 
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| '''[[Improved Concentration Aura]]'''
 
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Holy Tier 4
 
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| Increases the effect of Concentration Aura by and additional 5/10/15% and while any Aura is active reduces the duration of any Silence or Interrupt effect used against an affected group member by 10/20/30%. The duration reduction does not stack with any other effects.
 
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|- class="alt"
 
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| [[Image:Ability Paladin SwiftRetribution.png|32px]]
 
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| '''[[Swift Retribution]]'''
 
Retribution Tier 9
 
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| Your auras also increase casting, ranged and melee attack speeds by 1/2/3%.
 
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|-
 
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| [[Image:Spell_Holy_AuraMastery.png|32px]]
 
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| '''[[Aura Mastery]]'''
 
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Holy Tier 3
 
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| Grants anyone affected by Concentration Aura immunity from Interrupt and Silence mechanics, and increases the effectiveness of all other auras by 100%. Lasts 6 seconds. 2-minute cooldown.
 
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|}
 
   
 
===Retribution (talents)===
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== References ==
 
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*[[Templar's Verdict]]
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<references/>
 
   
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== Patch changes ==
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{{Paladin auras}}
 
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* {{Patch 4.0.3a|note=Light of Dawn now consumes Holy Power, while Divine Storm no longer does. Divine Plea now generates Holy Power via Shield of the Templar, the same goes for Hammer of Wrath via Divine Purpose.}}
[[Category:Game terms]]
 
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* {{Patch 4.0.1|note=Added.}}
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== External links ==
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Have a nice day. :) -->
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{{Elinks-spell|85247}}
 
[[Category:Buffs]]
 
[[Category:Paladins]]
 
[[Category:Paladins]]
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[[Category:Auras]]
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[[Category:Resource mechanics]]

Revision as of 11:48, 23 April 2011

For the former paladin talent, see Spell holy power [Holy Power].

Holy Power is a new paladin resource mechanic in Cataclysm, which works similar to the Rogue's Combo points. Holy Power can be gained through certain spell and talents, and is used for casting other spells.

When fighting, paladins will generally want to build up Holy Power by using their abilities. Once Holy Power has been built up, it can be consumed to augment specific Holy Power-based spells. For example, Inv helmet 96 [Word of Glory] (which is one of them) can be used to cast an instant-cast and mana-free heal. Common to all these spells is that they consume all the Holy Power the paladin currently possesses, increasing in power depending on the amount consumed. Depending on the paladin's specialization and the scenario, this mechanic gives paladins several options for how to spend their Holy Power.

Notes
  • Holy Power becomes available for Paladins at level 9, prior to learning Word of Glory.
  • As vaguely mentioned, Holy Power exists as charges. It is possible to have 3 charges at a time.
  • Unlike a Rogue's Combo points, Holy Power appears in a "Holy bar" below the paladin's portrait (see picture). This makes it similar to a Death Knight's Rune system.
  • The spells using Holy Power doesn't need to be used on the same target the spells generating it were used on.
  • Holy Power decays over time when not in combat. It must therefore be spent quickly before it's wasted. It decays approximately 10 seconds after leaving combat, one charge at a time. This means that a paladin with 3 charges will lose 1 charge after 10 seconds, another charge after 20 seconds, and the last charge after 30 seconds.

Generated by

File:Dog tags.jpg

Empty Holy Power bar.

One charge holy bar

1 active charge. (the glow around the character picture is just resting)

Two charges holy bar

2 active charges.

Three charges holy bar

3 active charges. Notice the (blinking) glow around the entire holy-bar at this point.

Generic

Holy (talents)

Protection (talents)

Retribution (talents)

Consumed by

Generic

Holy (talents)

Protection (talents)

Retribution (talents)

Patch changes

  • Cataclysm Patch 4.0.3a (2010-11-23): Light of Dawn now consumes Holy Power, while Divine Storm no longer does. Divine Plea now generates Holy Power via Shield of the Templar, the same goes for Hammer of Wrath via Divine Purpose.
  • Cataclysm Patch 4.0.1 (2010-10-12): Added.

External links