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What no one tells you about playing Paladin in the endgame

What no one tells you about playing Paladin in the endgame

•Classes•Brendo Arruda

The Paladin's fantasy in the endgame

Many people see:

  • strong class
  • relevant specs
  • high utility
  • great employability

All of this is true. What almost no one talks about is the invisible cost of this.


Expectation vs reality in dungeon and raid

Expectation

“I will always be useful and always welcome.”

Reality

You will be charged precisely because the class has a lot of tools. If you play badly, the group notices very quickly.


Extra responsibilities per role

Holy

need to hold decision, mana, cooldown and damage reading

Prot

carries route, rhythm and group stability

Ret

needs to prove value by harm and utility, not just by class popularity


Costs and maintenance decisions in the endgame

Paladin in the endgame snake:

  • good enchants and gems
  • gear well separated by spec
  • clear role choice
  • badge timing
  • discipline not to assemble three characters into one

Performance pressures little talked about

  1. Holy healer very charged in chaos
  2. Prot responsible for rhythm and wipe
  3. Ret compared to other DPS while still needing to use utility
  4. popular class attracting greater competition
  5. small error gaining greater visibility due to the kit's fame

Profile of player who makes the most of the class

Paladin fits best with anyone who:

  • likes responsibility
  • likes usefulness
  • accepts optimizing details
  • wants strong class for a long time

It is worth less to those who:

  • wants to go unnoticed
  • don't like having too many tools to manage
  • gets irritated by high expectations from the group

Minimum recommendation

What no one tells you about Paladin in the endgame is:

  1. the class is strong, but very demanding
  2. its usefulness increases responsibility
  3. spec and gear maintenance weighs
  4. It's still worth it for those who like this profile

Paladin in the endgame rewards a lot. It just doesn't reward disconnected players.

Pronto?

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