(Elune) Simple guide to One With The Light (Manastorm Focused).
Welcome to my Manastorm focused
One With The Light build guide.
This guide will cover what abilities, talents and general advice to help you on your ways to pushing Manastorms with my version of a 

If you would prefer a build that is more focused on damage but quite a bit squishier for pushing Manastorms, I have a Corrupted Maelstrom Weapon guide for just that! That very build got me from level 1 all the way to 1000 and now I have opted to to persue this build since the tankiness is just so much more comfortable past 1000.
Current build as of: June 8th
Be sure to check out this guide on card locations to see if any cards you don't have can be earned for this build.
What exactly is
One With The Light and how does it play?






For this build we are using Strength as our primary stat.
How does the build work?
Since we want to be fairly tanky, this build is closer to a Protection Paladin than it is to a Retribution Paladin but we will also be grabbing damage sources where we can.




If you think you would enjoy playing a Paladin that uses the light to devastate their foes, this could be for you!
Core Abilties and what I recommend to start with.

With the new Synergy system and card slotting changes that came with Chapter 2, depending on your prestige level and how many scrolls you have available when you reach level 60, it is beneficial to not card anything during the levelling process and wait til you run out of scrolls to card the important stuff or just things you miss in general for builds.
If you didn't know about the card slotting changes, with the release of Chapter 2, we have more card slots available now and you no longer have to be below level 10 to slot cards anymore so you are able to wait til level 60 to slot abilities or talents but you still want to use this to get your starting abilities. Just make sure you remove your starter spells after you lock them in!
Starting Abilities.
Enslave Demon - This is so we can benefit from
Soul Link and
Master Demonologist for some extra damage reduction.
Righteous Fury - Really crucial to have this if you are going tank focused.
Crusader Strike - Core rotational skill.
Shield of Righteousness - This is part of our rotation too, but the benefit of this is it heals us for a lot during big pulls and does a ton of AoE damage when combined with
Crimson Defense.
Abilties to card.
Crimson Champion - Gives us flat 10% block at all times.
Smoke Bomb - Really nice defensive that has the extra functionality of making casters not be able to target us with spells for the duration when they are not inside allowing us to group them up easier if needed. Casters and magic damage are the biggest threat in manastorms right now!
Divine Shield - Very important defensive to have for Manastorms. Immunities are your saving grace when things get out of your control and this will allow you some breathing room to recover.
Arcane Power - Major cooldown that increases your damage dealt. Really good to have.
Power Word: Shield - With
Crimson Defense, this gives you a 30% damage reduction for 5 seconds every 15 seconds roughly if we need it!
- Last card slot is more of a flex slot. I suggest you leave this free until later on and pick something you are missing after getting level 60. If you really want to use this slot early then
Seal of Command should be considered. It will do most of your damage but it shouldn't be super hard to roll, and in that case you could opt in to slotting
Fel Infused Weapon instead as this is a very nice boost to your damage but nowhere near as much as
Seal of Command. In AoE situations, this procs of
Divine Storm and
Shield of Righteousness for each enemy hit!
Talents

If you get any of the talents listed or ones that have really good synergy with the build (flat % increases for example), be sure to LOCK them in so you don't accidentally roll them off until you are close to the min-max state and need to roll them off. Even getting a 1/5 talent that is good for the build can be worth locking as the new Synergy system has a higher chance of upgrading your locked talents making capstones easier to obtain!
Biggest talents to card.
One With The Light - The entire build relies on this talent. Cannot be played without it!
Crimson Defense - Really nice quality of life bonus. As mentioned above, it gives us a ton of AoE damage and a 30% defensive on a really short cooldown!
Mental Quickness - Huge for any melee hybrid spec. The spell and magic damage bonus it provides cannot be missed out on.
Hoplite Training - This allows us to use any two-handed polearm alongside a shield. Really massive for this build. Can be played without but you won't be able to pick up any talent that synergises with two-handed weapons and will have to focus on a one-handed weapon route until you get this.
Consecrated Strikes - Combine this with
Consecrated Weapon and your
Seal of Command procs even more! Very important combination to have for any One With The Light build.
Divine Blademaster - You want to be stacking a lot of strength for this build and this talent not only increases our Armor after a parry but also increases our holy damage by 100% of our strength after a parry too!
Complementary Talents to card if you don't have all of the ones above or have spare card slots.
Critical Blademaster - After a parry, this gives you critical strike rating based off your strength. Nice to have when combined with
Divine Blademaster.
Powerful Divine Storm -
Divine Storm is part of our rotation and since it heals based off damage done, this allows you to heal slightly more ontop of it doing more damage.
Unbounded Deathhealer /
Draining Strikes - These two talents give us quite a bit of self sustain ontop of everything else we already have. Super helpful but could be very hard to get with synergy rolls being a thing.
Abilities and Talents to keep an eye for during levelling and at level 60.

If you aren't able to card any of the above, be sure to keep those abilties/talents in mind!
Divine Storm - Core part of our rotation. Will struggle to clear groups, and have slightly less self healing if you don't have this.
Devotion Aura +
Mage Armor +
Demon Skin - Defensive aura's we can toggle on and forget about. If magic damage is not an issue, then swap
Mage Armor with
Frost Armor so the extra armor can be turned into a bit of attack power when you get
Armored to the Teeth.
Judgement of Light /
Judgement of Wisdom - Pick one of these up depending on your needs.
Judgement of Light can help with self sustain and
Judgement of Wisdom can help with mana problems if that's an issue.
Execution Sentence - When you get
Fanaticism,
Seal of Command does some extra damage for the duation of it and our Judgements will reduce its cooldown by 10 seconds so it's pretty good to have.
Rockbiter Weapon - If you cannot get
Fel Infused Weapon then this is really nice to have in the meantime.
Light of the Guardian - This gives you a heal if needed when either
Divine Storm or
Shield of Righteousness is on cooldown.
Trueshot Aura +
Rampage +
Aspect of the Beast - Offensive aura's we can turn on and forget about. The talent
Unleashed Rage can be used but just to note, it will not stack with
Trueshot Aura. Ideally you would have
Trueshot Aura but hold onto
Unleashed Rage until you get
Trueshot Aura.
Divine Protection /
Unending Resolve - Ideally you would get
Divine Protection since it provides 20% more damage reduction than
Unending Resolve but another defensive can help you learn new bosses/mechanics or get out of a bad situation. Both
Divine Protection and
Unending Resolve are off the Global Cooldown so they can be used right after a spell has been used without having to wait for the mini cooldown that accurs when an ability has been used.
Avenger's Shield - If you find yourself needing to run out of a mechanic or hit something from ranged, this can be used to do a bit of damage until you can charge back in. Combined with
Shield of the Templar and this gives us an extra interrupt!
Pure Chaos Bolt +
Rising Chaos - Just like
Avenger's Shield. If we need some ranged damage or have some dead global cooldowns and are waiting for something to come off cooldown then this is nice to have.
Pure Chaos Bolt can scale with holy modifiers so this combination is not wasted. If you want to go down a
Pure Chaos Bolt route, then
Rockbiter Weapon can be more beneficial. Be sure to look out for
Felstorm,
Shadow and Flame and
Vengeance.
Blessing of Might +
Blessing of Kings +
Mark of the Wild +
Power Word: Fortitude +
Arcane Intellect - Buffs to give you some extra stats.
Exorcist's Slash - Pretty helpful if you find yourself in a sitation where all your rotational spells are on cooldown. Allows you to gain a charge of
Crusader Strike or reduce the cooldown on
Divine Storm by 5 seconds.
- Talents that allow you to increase your Strength such as
Redoubt
Divine Strength
Strength of Arms
Cruelty
Deflection +
Light's Vengeance +
Reckoning - Since
Seal of Command can proc from auto attacks,
Reckoning allows us to generate even more auto attacks so we want some parry talents to acompany this and make it proc often.
Direct Command - Gives our Seal even more damage. We do not care about hitting 1 fewer target when we spend most of the time fighting bosses.
Spellblade - This is quite important to sustain even inside Manastorms since all of your attacks have a mana cost and they will be used frequently. If you find
Mana Reave that can be used as well but you won't need it if you get 3/3
Spellblade.
- Talents that increase the damage you deal with
Crusader Strike,
Divine Storm and
Seal of Command such as
Two-Handed Weapon Specialization,
Seals of the Pure and
Judgements of the Pure. Once you reach 100% crit chance with
Seal of Command, you can drop
Two-Handed Weapon Specialization in order to grab something else if you wish.
Vengeance +
Righteous Vengeance - These two are very big bonuses that increase your core rotational spell damage.
Inner Light - With the modifiers you are getting with the other talents, this buffs
Shield of Righteousness even more and causes the healing it does to be insanely good when fighting huge groups of mobs.
Shield of the Templar - Not only is this nice to have because of the damage reduction but since you are using
Crimson Champion, that
count's as Holy Shield activated permanently so we can always hit the additional enemies with ourShield of Righteousness.
Fiery Fervor - 30% chance to gain a flat 8% damage reduction whenever we deal holy damage. This is not needed in the end but it can be very useful if you find yourself taking a bit more damage than usual.
Deadliness +
Hunter vs. Wild - Really simple attack power increase to help scale our attacks.
Divinity - This will provide you with a permanent 6% damage reduction when it's 3/3.
Ward of Light - Not only does this make
Divine Storm help with periodic magic damage reduction but taking any spell damage can reset the cooldown on
Divine Storm letting us press it 2, maybe 3 times in a row if we are lucky!
Improved Righteous Fury - Pretty handy talent that gives us a bit of flat damage reduction and some extra armor which we like to stack due to
Armored to the Teeth.
Ferocity - The more attributes we have, the better! .
- General crit chance talents such as
Thundering Strikes and crit damage talent
Prey on the Weak.
Accuracy +
Resolve - These two chance to hit talents should be all you need once they are at max rank.
Combat Expertise is really nice to have, even if you don't need the hit chance and feel like you can fit it in.
Mystic Enchants.

Divine Strength 3/3
Demonic Divine Storm 3/3 or
Demonic Crusader Strike 3/3 - They're both essentially the same but
Demonic Crusader Strike is better since we can press it more often. Just depends on what one you are able to learn first. You have to kill demons to get the mystic scroll that has a chance to give you this enchant based on what you have learned already.
Precision 1/1
Rotation, how to play the build and what Manastorm consumables I recommend you use.
Summon your pets and buff before anything else! Now once you've done that:You just want to use





If you are using






For Manastorms, I recommend







What Armour and Weapons do I want to use?
For Armour you want Paladin Tier 1 Primal Blessing (DPS) / (Item Set #-1433) (Tank) from Molten Core or Tier 2 Shadow's Embrace (DPS) / (Item Set #-1461) (Tank) from Blackwing Lair. As you progress, if you feel like you need more damage or more tankiness then you can swap between the tank version or dps versions of these sets. I personally use Tier 2 DPS at my current Manastorm level which is past 1000.For Shields, you don't really need to worry about specific ones, just get as much block as you can find. You can get some decent shields from the Mythic+ vendor such as:





Rings, Necks and Cloaks you want to find items with Strength and Spellpower if possible but make sure you are hit capped first before you worry about these.
When it comes to Trinkets, you can use whatever you can find with high spellpower on it or very high attack power.

For Weapons, you want to be using Polearms so perfect examples of these are:



Setting your Primary stat to Strength to open Caches from Manastorms is by far the easiest way of getting set items from Raids.
Extra information, tips or misc.
If you're like me and constantly forget to buff, I made a weakaura to track buffs that can be toggled. This covers nearly everything you would need for this build but I will be updating this to track other buffs eventually.This is posted at the top of the page, but if you missed it, here is the current build I am using. Hopefully I didn't miss anything from the guide but this will be the min-maxed version for now!
If you like this build guide and want to check some other guides I have also made, they are:
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