Alright, so while reading Fish's post on not enjoying the PVP server, I told him if he had troubles declare a Code Red. What is a Code Red? Great question, let me explain it to you. My wife (who sometimes reminds me of Fish or vice-versa, seeings as I knew her first) dispises getting ganked. She too dislikes when she is minding her own business and gets killed for no reason other than being in a contested zone where people who are much higher have nothing better to do than grief. On that note, it does not bother me as I accept it is part of the game and enjoy the challenge of a tactical withdraw or good old fashion war. At any rate, a while back she got so mad that she yelled Code Red and a bunch of us logged to our mains, basically because some were bored while others enjoy any reason to unleash hell on the Alliance, and rode to Tarren Mill. It always seems to go back there. Ever since that occurred, the guild operates on if a Code Red is declared that this person has hit the breaking point and the situation must be dealt with. At current, only my wife declares a Code Red, but all petitions for this are routed to her. We do not use this often, but when we do, we unleash from the guild and usually get worked into a frenzy where we do not stop until we feel justice has been served.
So what constitutes a Code Red? Another great question. I love PVP and honestly if someone comes into the guild and complains about being killed by a big old mean Alliance player, I will usually ignore them and refer them to the guild rules which lets all members know that we are on a PVP server and it is expected that they will have issues. So simply getting killed while questing is not enough of a reason to declare a Code Red. The two things that makes me think of a Code Red are as follows:
I truly do not get the joy of corpse camping. It will usually only occurr when there are signifigantly superior numbers or when someone is 20 levels above the character they are killing. My reason for disliking the corpse camping community is that it does not take skill. It does not take knowledge. It pretty much just requires someone who is either really bored or unable to do content at their current level. My recemmendation for those individuals would be to go to battleground or join an arena team, that will allow you to develop skill and also earn you something for your time. I have noticed in my time of playing that this crowd of people usually tend to be fresh to the level cap and horribly geared. I know this because I always look folks up in the armory. I am always curious about gear and experience. At any rate corpse camping is the first reason for a Code Red.
Holding a Town Hostage
This one is not so much a reason that I detest, but more of the fact that I love World PVP and I feel when groups attack towns they are wanting a fight. So I give credit to those groups who do it for the right reason and I have no problem with you mowing down my lowbies and guildies so long as you can handle what happens in retaliation.
Now there are different responses for a Code Red. For instance if you are a corpse camper, you might as well decide to log onto an alt, because it will be a while before you get a chance to play this toon again. I am a firm believe in the "Eye for an Eye" mentality. While I do not condone or promote corpse camping, if you are found guilty of doing this, then the best punishment is to be camped yourself. As a guild, we taught a lesson to a particular Death Knight a few nights ago who had not only corpse camped, but was a repeat offender. It was brutal for this individual and his corpse was still laying in the zone two days after the incident. Again, this was a punishment dealt out for an individual who was a repeat offender.
For the World PVP Code Red, we simply go on a run till we get bored. We do not typically stay in the same zone, if it seems there is no counter response we will move on to the next city until we find a sufficient response. Sometimes, it will end in the same zone and we will gain new respect for the Alliance members who show up, other times we will move on. The other night, we were called to Tarren Mill (first for corpse camping, then for the Alliance taking over Tarren Mill. Have to love the multiple Code Reds.) to assist. We retaliated by taking South Shore. No response was shown so we moved to Refuge Point. Then Menethil Harbor. Needless to say, it was a rough night. So with nothing else to do and wanting to have some action we went to Honors Hold in Hellfire.
Needless to say we did take out the commander and found some great competition. We held the keep for a while, but with the time of night we decided to leave. Was much more difficult for the five of us to get out than to get in, but it was a fun time had by all and my personal thanks to the Alliance for being gracious hosts.
Well, I have been reviewing the recent posts and I feel pretty confident that the information listed here has proven valuable to the potential holy Paladins out there, as well as the established holy Paladins. In the future, after I have some time to think about the subject, we may move on to a series which breaks down a talent build for holy Paladins, the use of spells and when it is appropriate to cast those spells, perhaps a more in depth idea of how to heal groups, and also perhaps a debate on if holy Paladins should acquire Blessings of Kings or if there is some other things that are more suitable.
As for right now, it is about time for me to go work on digging out my vehicle so I can return to work and rejoin the world.
I was sitting here looking over the topics we have covered and it occurred to me that I had not yet reviewed anything concerning gear. Being a holy Paladin really opens up a wide array of gear with the goal being plate gear with the four pillars of statistics on them. Sounds pretty simple, but you will find out that it is a lot more complicated than that. So let us break it down into sections to look over:
Level 1 - 39
Alright, so these are the baby steps of your Paladin life. The early stages is pretty much how I will refer to these, as we are learning all about our abilities and how to apply them. During this stage of our life as a Paladin we are going to be wearing mail armor. So get use to being in direct competition with the Shaman class on instance runs, which if you have been reading my blog for a while you will recall that I did a series on the classes I do like to run with and was nice enough to attach my reasoning behind these thoughts. Anyway, back on topic. So as you are leveling early, I would recommend that youacquire only mail armor as you will be doing many quests on your own and the boosted armor numbers are going to be important. We also want to get in the habit early on of learning to look for the proper stats.
Level 40 - 58
So now you are 40 and can get your hands on some plate gear. Plate gear provides the best protection for any healing class and allows us a lot more flexibility in what we do as healers compared to our colleagues. So is plate gear important during this range of levels. I still say yes here. Our goal is to now switch from looking for good mail gear and acquire solid plate gear with the statistics we have deemed important. Will we find a lot of it? Not so much, unless you happen to belong to a guild or solid group of friends who will be willing to run you through the original content. I would recommendavoiding spending time on running these instances as once you begin on the BC content, it would seem rather pointless as the stats are dwarfed by green drops and quest rewards.
Level 59 - 70
So you have learned how to heal by now, at least we all hope so. Now what do you do? Continue to look for the best plate gear you can get. At this point if you are not wearing plate you may be lacking in skills. I do not mean this to sound poor or reflect badly on you as a person, but you should have honed your skills and made it a habit of knowing what stats you need and selecting the proper gear. In BC, Blizzard made a push to make playing Paladins popular and there is an overabundance of gear specifically designed for Paladins of all specs. I would also recommend to spend time running through the end-game content of BC and acquiring as much of this gear as possible since it will carry you well into the 70s.
Level 71 - 80
This is it, the spell power should be swelling within you. Your manaregeneration should allow you to cast endless Flash of Light spells and your intellect should be off the charts at this point, at least for BC content. If you have not made it to this point, the next ten levels are going to be very difficult for you. Make sure and take the time to acquire solid gear from the BC content as Blizzard left out the plate spell power gear and focused on Warriors and Death Knights. Please do not get me wrong, there is solid gear there for Paladins, but we must be very careful not to move our balance off for what our role is. I have read of several Paladins who abandoned the protection and holy trees to go retribution for the purposes of leveling. While that is a good idea for leveling purposes it will not help you learn how to heal at all. A lot of the decent plate gear with spell power will come from instances. If on the other hand you raced to get to WotLK content, then there may be some decent upgrades for you.
Another option for gearing yourself is by selecting gear other than plate. I have frowned on this type of equipping up until this point solely because I wanted you to be making a habit of looking for gear with the best stats. At this point if you have not learned this, your character is probably already out of alignment or you are thinking of switching specs. At any rate, feel free to select some (notice the use of the word some and not of all) gear that is not plate gear. There are some very viable leather and mail gear which can be used for Paladins. Just be careful to not go overboard with this as the ability to wear plate is one of the advantages that we have over other classes.
The Take Away
Alright, so there you have it. A simple basic guide of what kind of gear you want and when you want it. If you apply this to the basics we have already covered you will be well on your way to being able to be a solid holy Paladin. Perhaps you disagree and feel like there is a better way to do some of this. Please feel free to try it. They joy of WoW is that there are multiple ways to do things and there is no one guaranteed method. While some strategies have proven successful feel free to try different things. An example from my own leveling was that people said you could heal Kara without having MP5 gear (basically meaning not using my arena and battleground gear). I took it as a personal offense and ran as the main healer through Kara successfullyclearing it on my first run. I wish it would have been with the guild, but I wanted to prove that it was doable and a PUG was the perfect setting for such an attempt. Did I stick with that mentality? Hell no! MP5 is extremely important, but at the time that I played our guild was not as serious and there was a lot of time where I was leveling alone, so to me battleground and then eventually arena was a better goal and something that was more attainable. In retrospect, when my wife started to play, I had her run through the proper progression of dungeons and raids to gear the way that I outlined here because I realized the important of these stats and wanted to save her the misery of having to be perfect with her casting. It is nice to have that little added bonus of MP5. At any rate, that is just an example to say that there are multiple ways to do things which will get you to your goals. The point is to have fun and enjoy the game. I just want to offer some advice to Paladins who may have some questions or are not sure if being holy is the talent build for them.
As the title states we are going to look at the trade skills available and determine what may or may not be a good fit for a holy Paladin. I can say, in all honesty, that I feel trade skills are the most overlooked resource for the majority of the players, especially on their first character. This was the case for me with my Paladin and I have been through several different trade skills until I finally selected what worked best in my situation. I am wanting to approach this topic though from the belief that this is the basics, in other words it is the first character and the first time you have played WoW. With this clarification out of the way, let's take a look at the trade skills which can be most beneficial to our class.
The very first thing that comes to mind, and this is in no particular order, is blacksmithing. At the lower levels there is not much to be gained for a holy Paladin, but at the highest levels we are able to gain some of the best crafted pre-raiding gear available. The best situation is if you have a character you use as a gatherer and they would be able to gather your materials for the equipment you desire. (In all honesty, having one or two characters who will gather herbs, metals, and leather will go a long way in helping your ability to craft, but that is a topic for a whole different blog.)
Another suitable trade skill would be jewelcrafting. I think it gives the best rewards right up front and can assist with some of the harder to find things such as trinkets, rings, and neck equipment. You also gain the added bonus of being able to cut your own gems, which can save you a small fortune at the auction house. It is even better if you supply your own materials, as you save a ton of your gold for stuff that perhaps you are not able to craft or luxary items such as vanity pets or mounts.
Engineering can provide you with a couple of nice peices of equipment for your head and also offer you some minor items such as repair bots and things of that nature. It is less of a benefit to the class, but I think it is the utility of the trade skill that can help. There is nothing like having a high level engineer in a run who can drop a repair bot and help keep the group running smooth, also you are able to purchase your own reagents for your greater blessing spells.
Probably the most overlooked trade skill for a holy Paladin is being an alchemist. It provides a myriad of options to you. You can create your own potions, whether mana or health. You have the ability to create elixirs and potions which will boost key stats, such as spell power. When doing solo quests or grinds, you can boost stats that we normaly are not concerned about. It is definitely worth having a look at if you have not considered this as an option.
Enchanting is a great option for almost any class. With enchanting you reap the rewards immediately rather than waiting as you will have to with something like blacksmithing, engineering, or even jewelcrafting to an extent. It is also a great way to earn some spare gold, either by selling your disenchanted materials on the auction house or selling your enchants in a trade channel.
The trade skill I view least valuable to the holy Paladin is inscription. There is no immediate value to our class in this skill. There are but a handful of glyphs that you can make that will be of value and the time it will take to make these glyphs and the amount of herbs that it will take is a huge amount of time. In my opinion, that time can be used much more efficient in raising reputatin with factions for gear or running instances for gear. The plus side is that because of the time it takes, a lot of people on my server seem to be shying away from it at this point, so profit is up for the sale of the glyphs as there is no competition driving the prices down, but this is something that can change and you will not be able to control. That is why I advise staying away from this particular skill, unless the holy Paladin is not your main character, then perhaps this would be a good choice simply because you have other characters who are high levels and it would make no sense to spend the time leveling it again.
A secondary trade skill to look at is cooking. There are a couple of really nice recipes that will raise the spell power of your character. I bring this up because I see a lot of people who ignore this skill and it is an easy skill to level as you get many materials by simply doing your regular quests and daily grinds.
Fishing is a good secondary skill but I would only suggest spending the time to level this if you are going with alchemy, as some of the potions will require items from fishing. Also, fishing does supply some materials for your fishing skill as well.
Alright, this is the last in the series on statistics. I know that there was a lot of statistics that we did not discuss and I did not wish to end this series without discussing why those other statistics are not important to us (holy Paladins).
The first one that I am sure people will have a question on is going to be spirit. Why would we not want a stat that will help us restore mana? That is a good question and rightly asked. The reason you do not want to focus on spirit is because there is no benefit to this stat. Sure it regenerates mana every five seconds, but this is while not casting. If you are out of battle and you need to regenerate mana you should be able to do so without wasting time waiting on your statistical regeneration to support you. Not to mention that groups will dispise you and probably give you the swift boot out of the group.
Another statistic that I am sure someone may have wondered why it was not included was stamina. Wouldn't it be a good idea to be able to take a hit or two in combat? Good thought, but let me ask you why in the world would a healer (I am thinking of this from a group/instance/raid standpoint, we will deal with individual in a second) want to take a hit? You are there to heal, not to tank or dps. If those were your goals, immediately quit reading this blog and go log onto your account and respec yourself to the proper tree for doing that sort of thing. Remember, if you are taking hits, you or the tank are more than likely doing something wrong. Do not feel too bad, it is easy to get carried away with adding stamina. When in solo play, having stamina is not a bad idea, but considering we wear plate armor, I would still shy from looking for stamina as a main pillar. Again, we want to think of this as an overall goal for our build. The other thing to remember is that as you level, you will find gear that has multiple options, if you find a piece with two or three of the main pillars of our build and it has stamina in addition, then I would say equip it. Remember to do this in moderation though.
The rest of the statistics that you could equip are all going to be focussed for either a retribution or protection spec and would prove to be worthless to our cause. I hope in closing that this has been helpful. I know that when I started playing there was a lot of information for me if I wanted to pursue being a tank, but not so much information for going the holy route. I am not sure what the next topic will be in the basics series. There is some basic information we can touch on regarding the gear itself and what to look for or we could look at talent builds. I will do a little thinking because I want to stay basic and then move on to some deeper topics such as methods to healing and the mechanics of the spells and some different methods you can employ, and yes there are other methods besides spamming Flash of Light, especially with all the new toys.
Alright so over the last four days we have spent a lot of time reviewing what I consider to be the four fundamental pillars for building a successful holy Paladin. In this article I am going to review when each of these statistics will become important and then wrap this section up of this particular series.
So a quick review for anyone who may have just wandered onto the subject material. The first pillar is intellect. The second is spell power. The third pillar is mana regeneration per 5 seconds while casting. The fourth and final pillar is critical strike rating.
So when do we want what and why? Alright, that is a fair question and we can review it indepth for you. When you start out in the game the very first stat you will need to concern yourself with is going to be intellect. As your spells are going to be both offensive and healing in nature and you will spend much time questing, obtaining the largest pool of mana is the best course of action. I would continue gathering as much intellect as possible into the mid 20s. One you start getting into the mid 20s range, there will start to be more options and spell power gear should be somewhat available. So if it is there and it contains some intellect, make sure and grab it. This will be your standard operating from this point on. Do not copromise yourself in this area, grab gear with intellect always, if there is an option for intellect plus spell power, then make sure and pick it up. By the time you get the BC content, you will start to see gear that intellect, spell power, and occassionaly MP5. Make sure and acquire this gear. As in the BC content you spend more time spamming Flash of Light than anything else, this will guarantee a large pool of mana, decent spell power, and if you acquire the MP5 gear, plenty of mana regeneration to keep you running non-stop. As you approach the late 60s, you will see more gear which will have intellect, spell power, and critical strike rating. Review the gear closely, if there is not an option that has MP5, then go ahead and pick up the critical strike rating, as by the time you hit WotLK, critical strike rating will become important.
So what is a good balance of numbers? To be honest I am not a number cruncher and I did not pay attention to the numbers early in the game and I have no intention of rolling another holy Paladin to find out. Sorry guys, but I can say early on do not concern yourself with the numbers, work on acquiring the gear with the stats listed here and you will be fine. I can say that after the patch where they combined spell power and running Kara (before nerf), I was at 1100 spell power, had around 11,000 mana, MP5 was at 175 range, and the critical percentage I had was 25% for holy. I did not have any issues whatsoever with running Kara or ZA. After they nerfed the raid content, I stopped tracking as I felt it was pointless, but I am confident those stats would have worked out fine.
In retrospect, looking at WotLK content, I am not sure where Iwant to take my build. The use of mana consumption has dropped, so maintaining an MP5 level that is close to the cost of my Flash of Light would seem like a waste of stats. Intellect is going to still be primary as it allows for the mana pool to cast your spells and helps to improve your critical strike number slightly. I went for a build (and this is pre-raiding) of 1600 spell power (for pre-heroic instance), 200 MP5, and wanting to boost crit to 25-30%. This seemed to work well while using Beacon of Light and Sacred Shield effectively. The guild has not yet ran the raid content out there (as we tend to take our time on raid progression and I personally am more PVP oriented). My goal for raid gear is to boost the spell power to 2000+, the MP5 I am going to attempt to leave at 200 (although if my mana consumption remains low, I may lower it back to BC content levels), and the critical strike percentage I would like to see would be above 40%. It looks like a doable goal and the numbers would seem to support the roles I would likely perform in a raid group.
Tomorrow we will look at some of the other stats and some reasons why I do not feel they warrant to be on the holy Paladin build.
Alright, we have made it to the final stat that I consider to be the four pillars for a strong and successful holy Paladin. What is that stat you may ask yourself? That is a good question. The answer would be critical strike. I hope you were not thinking it was going to be spirit or stamina. So let's focus in on critical strike rating and why it is important to us.
When thinking of it in terms of PVE, we have to look at how we will be healing. For solo play, which is usually for quests or repuation, it will help you with your offensive punch. Such a strange phrase for a holy Paladin, but we have to keep our offense in mind for leveling and questing purposes. Now if we are looking at its application in group and instance level of play, then the benefit becomes even better. As a healer (which I am assuming we have figured out that this is our role by now) you will not be fighting, so critical strike rating is a direct effect to your healing abilities. The higher the critical rating the better chance you have of popping off the heal that will keep your tank up for a few more minutes. Again, we are looking at that from a group/instance standpoint. As you level into the Wrath content, it is even more important as you will leave your ways of spamming Flash of Light and begin to explore using Beacon of Light, Holy Shock, Holy Light, and Sacred Shield (eventually) more often, and your Flash of Light days will be but a distant memory. The importance for critical strike rating becomes more important with the use of your healing spells at this point as the higher the heal, the less heals you will need, thus lowering your mana consumption. In light of this process, by the time you hit the raid level for PVE you will have a good grasp of what works and understand the importance of the critical strike rating.
So we can definitely discern the importance of the critical strike rating for PVE, but what about PVP? I think we just answered that question by stating PVP. Regardless of healing or being on the offensive, the more spell power that is upped from a critical hit, will be a good thing for you.
In tomorrows post I will review the four pillars and break down when they become important to us and what changes occurr as we progress through these. It will be a good way to tie up this particular discussion and then in the following posts I will review the reasons why I do not favor stamina, spirit, or anything else you may think should have been in there.
Okay, so in the last two posts we have discussed intellect and spell power as being the cornerstone of the holy Paladin, but what other statistics are important for us? Well, I have always ran with the belief that there are four pillars for a solid holy Paladin. The third stat that I feel is important is mana regenerated every five seconds while casting or MP5 as most of the WoW community will refer to it.
I will admit that there has not been much focus on this particular stat in the expansion. I have seen a large part of the holy Paladin community moving away from this stat in favor of other stats. I still feel that we must monitor our mana pool very closely. I will admit that when casting properly and using all of the new spells and abilities to the fullest, mana consumption seems to be much lower than it ever has been; however, how long will this be allowed to go on? The other thought I have is that when in long fights or those "oh shit!" moments, being able to continue healing is a must. If we abandon the MP5 in favor of stacking something else, we may find a wipe and some very upset friends.
When thinking about the application of MP5 for PVE, it is pretty self explanatory. The more mana regenerated the less down time you will have. It is that much better if it regenerates while you are in combat. If we break down PVE to three categories, I would say that MP5 is more important the smaller the group. For instance, if you are questing alone, the less time between your battles will allow the completion of your quests that much quicker, this will then increase the experience earned per hour moving you closer to your goal. In a group of five, the same principal holds true. The more mana you regenerate while in combat will mean less down time for a group. This can be helpful when running with a group that is less dependant on mana regeneration. In a raid group, you will have a particular job to perform and thus the raid leader should take into consideration the ability to regenerate mana and assign your healing assignment accordingly. As a holy Paladin, you will more often find yourself assigned to a single target heal such as a main tank or off tank. You may receive secondary assignments, but this will be dependant of the group, so your mana regeneration may or may not be an issue, but it never hurts to be able to pick up someone else's assignments should they fall or find theirself out of mana.
When we review the use of MP5 for PVP, then we would look at three distinct types of PVP. The first type would be world PVP, this is a pretty basic and random type of PVP, you may take on an oponent two levels lower or ten levels higher. The MP5 does not matter as much here, but can prove to be useful. When in a battleground, MP5 will be more useful in an organized battleground than in a mob that has no order. In either situation, the ability to maintain prolonged heals will be somewhat useful. The real test of your abilities as a holy Paladin for PVP will come in the form of arena, whether it is 2v2, 3v3, or 5v5. It will be important to be able to keep your mana levels up as some matches end in seconds while others run for an extended period of time. It is the longer matches that present the most challenge as this means you will more than likely mean you are both healing and using offensive abilities, which means that it will drain mana that much quicker.
When thinking about the prospect of gearing your holy Paladin, at lower levels you will still be looking for intellect and spell power first. The first chance you get to really be able to acquire all three of these items on one piece of gear will be in the BC content. I would recomend to acquire as much MP5 as possible through BC, as the majority of your healing will be focussed on casting Flash of Light, which will require a constant stream of mana. As you progress in Northrend, everything that you learned in BC will be changed and you will want to make sure to maintain a solid amount of MP5, but our fourth pillar for a holy Paladin will come into play.
Alright, yesterday was somewhat of an easy post. We all know that the cornerstone for every caster is going to be their mana pull which is directly tied to intellect. I want to take a look at what I consider the second statistic of importance for a holy Paladin which is spell power. You can stack all types of stats onto your Paladin, which is half the fun of the class, but to be a serious holy Paladin, spell power is what makes you tick. It is as basic of a concept as the intellect. The higher the spell power, the higher your holy spells will go. Another simple stat, but without this one, you are worthless. The danger it appears currently, is to find the right amount of spell power.
When you start the game, you will not find a lot of spell power mail gear. It is not so much a concern. As you level you will find more and more spell power mail and plate gear. Make sure and pick it up. It is ,once you hit the mid (I suppose the mid just keeps growing with each expansion) levels, that the spell power will become important. I know this is yet a basic thought, but I cannot believe how many holy Paladins I have seen who will neglect spell power gear in favor of other stats. I will typically make the assumption that they are either new or collecting an off spec set. A true story, I did one time at 70, go into heroic Hellfire Ramparts on my hunter. The group was solid. I always inspect people as soon as I get near enough. I was pleased with what I found until I got to the holy Paladin, who for some reason thought that having high amounts of stamina was as important as the intellect. The Paladin also was lacking in the spell power area. Needless to say this group fell apart, but not from lack of effort. The Paladin tried his hardest to muddle through. He spammed Flash of Light after Flash of Light, all to no avail. My point here is that we must stay focused on our build as we go. The higher you get the more important it is to look for the gear with the proper stats built onto it.
Again, when we look at the application of spell power to your gear, it is a necessity, regardless if your goal is PVE or PVP. No discussion on this subject. Anything else will simply result in wasting your time and ruining the reputation of a great class.
So in closing out todays lesson, we have now added that along with intellect we need spell power. The huge pool of mana will mean nothing if we do not have an appropriate level of spell power to match it. In the next lesson, we will continue to focus on the statistic subject and move to the third stat that is going to make your life so much better as a holy Paladin.
Alright, so we are going to look at several stats over the next few days that are going to be useful to you as you level your holy Paladin. As this is an ongoing series we will take each stat and review it as to how it will apply to the holy Paladin in PVE, PVP (both battleground and arena).
The very first stat that we will take a look at is going to be intellect. Yes, I do realize that this is pretty much a given considering it is the basis for all casters, including the holy Paladin. The more intellect you have the better off you are. At the lowest levels you will find plenty of mail/plate that has intellect. The trick is going to be at the higher levels where there are multiple stats on items. It will be imperative that you find the best plate gear with intellect that does not have pointless stats on it. (Do not worry, we will discuss the stats which are useless to holy Paladins.) As you hit the Wrath expansion, plate gear with true holy Paladin stats seems to be scarce. I would suggest looking at mail and even some leather gear that may drop random or that can be obtained from quests. The meat of the gear will be found in the instances or from crafters. As we progress farther into reviewing stats this will make more sense.
As far as the application of intellect for PVE and PVP, more is better!
I know that this is all pretty basic information, but remember we must first establish the basics and then we can get into the more fun aspects of being a holy Paladin. Tomorrow we will take a look at the second statistic that is going to be imparative, and I promise it will be somewhat more indepth (if that is possible for the basics).