GearingThere is a lot of confusions about paladin gearing. Blizzard didn't help things when they made plate set with +spell power +int on them. Most of new paladins will blindly pick up these gears and thinking they are good for them. What most don't realize is that blizzard changed how paladin deals damage right before WOTLK where the higher of the attack power and spell power is used to determine the damage. So you are a protection paladin you don't actually uses plate with +spell power on it, although the +INT is useful it has way too many wasted stats. To keep things simplify you should just pickup tanking sets like protection warrior and death knights. Unless you are duel speced into holy there is very little uses for armor that has +spell power in it. Your primary stats for AOE grinding is strength and stamina anway. You won't have a lot of mana but that is okay. You will have
Seal of Wisdom to help out.
One of the most important piece of equipment to have for AOE grinding is a good shield. Pretty much starting level 30 you will need to consistently get your hands on blue shields that has good defense stats on them. This is true all the way to 80 with the exception of when you are moving into an new expansion area (i.e. level 58 to outland, level 68 to northrend) where the new green shields will be superior than your existing blues.
Here is a list of blue shields you should consider obtaining. This is by no mean an exhaustive list. These are the ones I really tried hard to get or used on my paladin.
Normal:
BC expansion:
WOTLK expansion:
You will also need to use the highest level shield spike available to you.
Here is a list:
Since your server situation may vary I would check AH often and see which one you can grab.
Zones, quests and mobs
Mobs that is tightly packed in an area are the best places to grind. Humanoids mobs that duel wields are the best. Although it is a pain for certain humanoids that run away at the end of the fight. Before you have access to
Shield of the Templar any mob that casts spells are really bad as they will stay out of melee range and lobs spell to you. Before you have silencing I find grinding packs of mobs are generally easier and more reward. But don't let spell castsing mobs stop you from leveling in that area. If you find occasion mobs that cast spell mixed with other melee types simply kill them first in the group.
You will gain more experience and level up faster if you quest and grind at the same time. Quests where you need to kill x number of things is extremely good for this purpose. What I recommend is that you go to each zone as you normally would and pick up maximum number of quests. Do the quests that nets maximum number of experience while AOE grinding then abandon the quests you haven't completed. Rinse and repeat in the new zone.
I used the list provided by WOWIKI as an starting point. Although by no mean you should limit yourself to this list. I found many additional areas which is great for AOE leveling that is not mentioned below. Experiment with your self and see what you enjoy. Typically any quest hub that has excellent selection of quests gets my seal of approval.
Following is copied directly from wowwiki (thanks to the anonymous authors):
30-31
Hillsbrad Foothills Dun Garok Dwarves
- Watch out for the Priests and Rifleman!
30-32 Duskwood Nightbane Vile Fang
30-33 Hillsbrad Foothills Cave Yeti,Ferocious Yeti
- These guys are located in the cave centered between Tarren Mill and the town of Hillsbrad. They are great for AoE grinding, though the Ferocious Yetis do enrage at low health. Some chance of adds here, but it's still an excellent area to grind in, despite the lack of being able to use a mount.
30-31 Arathi Highlands Dabyrie Militia and Dabyrie Laborers
- They run and pull others which can be good or bad!
31-33 Arathi Highlands Syndicate Highwayman, Syndicate Mercenary, Syndicate Pathstalkers
- The pathstalkers have a ranged attack making them troublesome, after they run they attack at range. You will have to move to put them back into melee distance. The barns provide a good enclosed space to drag them into. And you can use LoS in there to keep them near.
- Also some these mobs dual wield which makes aoeing that much better.
32-34 Desolace Sargeron Hatefury Satyrs
- They are spread out making this a difficult area to grind.
33-38
Arathi Highlands Hammerfall Peons and Hammerfall Grunts at the Go'Shek Farm
- Hammerfall Grunts will Enrage, increasing damage output, and will cast Infected Wound.
35-38 Dustwallow Marsh Murlocs
37-40 Arathi Highlands Cresting Exiles Some aoe frost nova. Loc 66.30
40-42 Badlands Earth elementals, Troggs
41-43 Swamp of Sorrows Murlocs
- Note: The Marsh Inkspewers cast a debuff that lowers your chance to hit by 50%, negating Reckoning and more or less nullifying any HP/mana regen from seals/judgements. The Marsh Oracles are casters that ignore your avoidance and mitigation. There is also a lvl 50 caster roaming in here.
43-46 Feralas Woodpaws
43-48 Zul'Farrak Scarab
- If you run this instance, ask politely for lead when it is finished; when everyone has left the instance, feel free to grind the scarabs pit for some easy xp on your way out. They have low HP and a good chance of dropping uncommons, rares, and even the occasional epic.
45-48 Tanaris Southsea Pirates
- Some of the pirates use ranged weapons and will need to be pulled into the houses or around them. The swashbucklers and the dock workers are all melee, however they disarm.
45-48 Feralas Feral Scar Yetis
- Loads in and around the caves. Many enrage, but all are fairly squishy.
46-48 Feralas Frayfeather Skystormers
46-48 Tanaris Ogres Dunemall Brutes and Dunemall Enforcers
- 'There are multiple camps accross the south west. Some have casters in them but can easily be avoided. Enforcers Dual Wield for maximum aoe ability.'
48-50 Feralas Harpies
48-50
Blasted Lands Nethergarde Miners
48-51 Tanaris Thistleshrubs
48-50 Un'Goro Crater Marshlands Raptors
48-51 Felwood Deadwood Village Deadwood Furbolgs
- While they have a lot of ranged/healer mobs, and a nasty -50% healing debuff, there are a lot of them in a very small area and they're quite squishy.
50-54 Western Plaguelands - Sorrow Hill Skeletal Flayers and Slavering Ghouls
52-56 Felwood - Jadefire Run Jadefire Satyrs
- Usually grouped in 4s or 5s with one caster. Very squishy, and they drop Felcloth which sells fairly well on the AH. If you have a partner, watch for Jadefire Tricker that can mind control.
52-56 Felwood - Irontree Cavern Warpwood Treants
54-59 Western Plaguelands - Dalson's Tears Blighted Zombies, Rotting Cadavers and Skeletal Terrors
- Excellent for large pulls, however they have two diseases: a DoT, and a -4 Sta debuff, which are usually cast too often to dispel.
54-60 Felwood - Felpaw Village Deadwood Furbolgs
- Mostly melee with the occasional shaman. Fairly squishy, and good for Timbermaw rep if you want it.
54-58 Western Plaguelands - Northridge Lumber Camp Scarlet Lumberjacks
- Watch out for the lvl 59 Commander
57-60 Eastern Plaguelands - Northpass Tower Scourge Siege Engineers
- They're just east of the Northpass Tower, around the coords 61,22 (if you use cord-mods). They're all melee, and this spot is featured in the video below, in the Reference section, titled "AoE Paladin using the Force Reactive Disk".
58-62 Hellfire Peninsula - Expedition Armory Long row of Unyielding Footmen
- Large pulls, but low respawn rate. If you pull a knight, be sure to kill it first, as they heal.
60-62 Hellfire Peninsula - Southern Rampart Gor'gaz Outpost Shattered Hand Orcs
- Some casters to avoid, but Berserkers duel-wield.
60-62 Hellfire Peninsula - Ravager Nest on path to Terokkar Ravagers
- Large clusters with fast attack speeds, will flee, perfect for AoE grinding.
61-63 Hellfire Peninsula - The Great Fissure Stonescythe Alpha Stonescythe Whelp
- Avoid the burrowers as much as you can. Best way to do this is to stay on the rock cliffs as much as you can, and either pull with Avenger's shield or dodge around them when you pull the mobs.
61-64 Hellfire Peninsula - Just south of Temple of Telhamat Bonestripper Vulture
- These things are amazing. You can find huge crowds of them, and when one dies others get pulled from a good ways away. You could literally have a ten or fifteen minute pull if you do this right.
68-70 Blade's Edge Mountains - Death's Door Demons
68-71 Howling Fjord - Just outside of Westguard Keep Shoveltusks. They wander around in close packs of 4-7 and only use melee. Need I say more?
70 Shadowmoon Valley Demon Hunter Supplicant
70-72 Howling Fjord - Baelgun's excavation site Inside the cave, two groups of 9 regular Dark Iron Dwarve spawn frequently.
72-74/5 Dragonblight - New Hearthglen Down on the beach there is a ship with dozens of melee mobs. Just off the ship are several smaller 6-10 pull groups which are easily grabable and not too difficult. Just watch out for the other faction doing their quests if on a PVP server, it can be a busy area.
74-76 Zul'Drak - Drakkari Warriors around several alters (which you give offerings to) Dozens of easy to kill melee warriors. Undead outside of the Argent Stand are also good since Holy Wrath can be used on the group.