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Paladin Weaknesses

Paladin Weaknesses

  • No universally useful base skill ranged attack. There are ways around this, however.
The talent Avenger's Shield has a range of 30 yards and is the preferred way of pulling mobs for Protection Paladins. It deals a fair share of damage affecting up to two additional nearby targets. Also, the talent Holy Shock is a 20 yard ranged ability with a 15 second timer and targets a single mob.
Exorcism can also be used as a ranged/pulling attack, although only against undead and demon targets. For PvPers , remember that Horde "undead" are Forsaken and classified as humanoids, so this doesn't work on them. But don't forget that if you face a Warlock in PvP, ALL of their pets are demons and thus affected by either of these abilities.
Hammer of Wrath is also a ranged attack, though it is only usable when your opponent is at 20% health or lower.
Until Patch 3.0.2 , Blood Elf paladins used to have a ranged ability unique to them (Mana Tap ) but it was removed.
Items: Trinkets such as [Linken's Boomerang] (a reward for quest series in Un'Goro ), the engineering profession (for grenades and other ranged trinkets), by getting [Ez-Thro Dynamite] from an engineer, or items such as [Magic Candle]s . [The Decapitator] is a one-hand axe that dropped off Prince Malchezaar .
  • Due to their incapability to dish out ranged damage, if a PvP enemy wants to get away the Paladin will have to do something about it before the target gets too far.
Hammer of Wrath can only be used at 20% or less health. Judgement of Justice limits movement speed of players, so this should be used frequently in PvP. One may think that Avenger's Shield can help. Unfortunately it has a long cooldown timer, and it requires 41 points in Protection tree but it is well known that Protection paladins are not good for PvP.
  • A paladin's ability to stay alive is directly based on mana.
Fortunately, paladins have great tools for gaining mana: Spiritual Attunement , Blessing of Wisdom , Seal of Wisdom , and Judgement of Wisdom .
  • The paladin is very susceptible to anything that counters spells and being killed as a result of a Holy Light cast being interrupted is common.
Switching to Concentration Aura reduces your chance of being interrupted by 35%. For Paladins with Spiritual Focus this chance is eliminated all together.
   
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