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Paladin Talent builds

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Other classes: Warrior, Hunter, Rogue, Priest, Shaman, Mage, Warlock, Druid

Paladins are plate hybrids that heal, tank and fight in melee with Seals and Judgement. Forever overhauls them heavily: Holy Shock is a level 30 Holy talent and the new Light's Vigil (a level 40 talent) turns it into group healing, every Paladin gains Holy Strike at level 6, Protection gets Seal of Fury, Judgement of Fury, Swift Judgement and Templar's Bulwark, and Retribution gains Sacred Arbiter and the level 40 Unsealed Wrath talent, which rewards swapping seals mid-fight. Consecration and Blessing of Kings are trainer abilities at level 20.

Holy: Holy melee leveling (level 20)

A Holy leveling build that fights in melee. Divine Strength adds 10% Strength, Improved Seals makes every seal and Judgement hit 15% harder, and the eleventh point goes to Holy Conduit, which makes Consecration and Exorcism cheaper. It kills more slowly than Retribution, but you stay in the Holy tree and can switch to healing later.

Fight with Seal of Righteousness (slower weapons deal more per swing) and press Judgement and Holy Strike whenever they are ready. Judgement doesn't use up your seal. From 20 every Paladin trains Consecration: drop it under two or more enemies. Rank 1 costs 135 Mana, and Holy Conduit takes a fifth off that, but it is still too much for a single target. Exorcism (also 20) hits Undead and Demons only. Heal yourself with Holy Light between fights, and keep Blessing of Wisdom on yourself to cut down on drinking. To heal a dungeon, use the healing build below.

Holy: Dungeon healer (level 20)

The start of the Holy healing tree: Spiritual Focus so your casts keep their speed when you are hit, 12% stronger Holy Light and Flash of Light, Reverence for Mana regeneration while you cast, and Divine Favor for a guaranteed critical heal. It is built for healing level 20 dungeons.

Holy Light is your main heal at this level, and also your most efficient one. Rank 3 heals 142 to 168 for 110 Mana, while Flash of Light rank 1 heals only 43 to 49 for 35 Mana. Use Flash of Light only when a heal has to land quickly, and cast a lower rank of Holy Light when the tank needs just a little. You have no group heals, so heal the tank first and top up everyone else afterwards. Divine Favor before a Holy Light is your emergency heal. Keep Blessing of Wisdom on yourself, use Purify on poisons and diseases, and save Lay on Hands and Blessing of Protection for emergencies. Never put Blessing of Protection on the tank, since it stops them attacking. Every Paladin trains Voice of Truth at 20: press it when dungeon casters keep interrupting or silencing you.

Holy: Holy melee leveling (level 30)

Takes the level 20 leveling build down to Holy Shock at 30, an instant Holy hit that can also heal you. On the way it adds Healing Light for stronger self-heals, Reverence for Mana while you fight, the second rank of Holy Conduit, Divine Favor, and Divine Precision so your Holy spells miss less.

The routine is the same as at 20: Seal of Righteousness, Judgement and Holy Strike on cooldown, and Consecration when two or more enemies are on you. Holy Shock is an extra instant hit between them (129 to 139 Holy damage at rank 1), or a quick heal on yourself. Holy Conduit makes Consecration and Exorcism 40% cheaper, so use Exorcism on every Undead or Demon. Divine Favor before a Holy Light on yourself saves a fight that goes wrong. At 30 you can train Seal of Light, which can heal you as you swing when you need staying power more than damage. To heal dungeons, the healing build is far better.

Holy: Dungeon healer (level 30)

The level 30 healing build goes down to Holy Shock, an instant heal on a short cooldown, and picks up all of Illumination, Divine Favor, Infusion of Light and Oath of Light on the way. Divine Favor makes your next heal a guaranteed critical heal, Illumination turns critical heals into Mana, and Infusion of Light turns them into a faster Holy Light.

Holy Light is still your main heal. Rank 5 heals 425 to 479 for 275 Mana, which is much more Mana-efficient than Flash of Light rank 2 (62 to 70 for 50 Mana). Cast lower ranks of Holy Light for steady damage. Holy Shock heals 110 to 118 for 160 Mana, so it is not efficient: keep it for moments when a heal must land now or when you have to move, and remember its range is 20 yd, half of Holy Light's. Divine Favor before a Holy Shock gives a sure critical heal, which refunds Mana through Illumination and makes your next Holy Light a second faster through Infusion of Light. Keep Oath of Light on the tank. From 22, Concentration Aura gives your party a 35% chance to ignore spell interruption when damaged. Lay on Hands rank 2 at 30 also restores 250 mana to the target.

Holy: Battleground healer (level 20)

A level 20 PvP healing build. It keeps Spiritual Focus, Healing Light and Divine Favor from the dungeon build, and swaps Reverence for Purifying Power, which makes Purify cheaper and brings Exorcism back sooner. Battleground fights are short and full of poisons, so Mana regeneration while casting matters less than in a dungeon.

Stay behind your team and heal with Holy Light. Rank 3 heals 142 to 168 but has a long cast, so start it early on whoever is being focused. Flash of Light rank 1 heals only 43 to 49, so save it for when a heal must land fast. When a Rogue, Warrior or Shaman reaches you, press Voice of Truth (trained at 20) before a big heal: for 6 sec, nothing can interrupt or silence you. Divine Favor before that Holy Light makes it a guaranteed critical heal. Divine Protection makes you immune to attacks and spells for 8 sec, and its tooltip still lets you heal yourself. Use Hammer of Justice on whoever is hitting you, Purify on poisons, and Blessing of Freedom on yourself or a slowed flag carrier.

Holy: Battleground healer (level 30)

Carries the level 20 PvP build down to Holy Shock at 30. Holy Shock is an instant heal that Kick and Earth Shock can't stop, Divine Favor makes it or your next Holy Light a guaranteed critical heal, Infusion of Light turns those critical heals into a faster Holy Light, and Divine Precision shortens the Silences that stop you healing.

Heal as at 20, with Holy Light rank 5 (425 to 479) as your big heal and Flash of Light rank 2 (62 to 70, from 26) for quick top-ups. When you are the target, lean on instant casts: Holy Shock heals 110 to 118 with no cast time, and Divine Favor before it makes it a guaranteed critical heal, which through Infusion of Light also makes your next Holy Light a second faster. Holy Shock's range is 20 yd, half of Holy Light's, so stay closer to the fight when you plan to use it. Voice of Truth keeps one big Holy Light safe from interrupts for 6 sec. Divine Protection and Blessing of Protection share Forbearance, so use one and hold the other.

Holy: Holy melee leveling (level 40)

Adds Consecrated Ground to the level 30 leveling build, so your Holy spells hit harder on whatever stands in your Consecration, and puts the other 8 points into Retribution: Benediction for cheaper instants and Conviction for more critical strikes. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Seal of Righteousness, Judgement and Holy Strike on cooldown, as at 30, with Holy Shock as an extra instant hit when it is ready and a quick heal when you need one. On packs, drop Consecration first: Consecrated Ground makes your Holy spells hit the first 4 enemies in it 10% harder. Benediction makes your seals, Judgement, Holy Strike, Holy Shock and Consecration 10% cheaper. Divine Shield (34) is your way out of a bad pull, and Seal of Wisdom (38) gives your swings a chance to restore Mana if you would rather not drink. Hammer of the Righteous (trainer, 40) hits up to 4 enemies.

Holy: Dungeon healer (level 40)

The healing build reaches Light's Vigil at 40: it marks an ally, and your next Holy Shock on them has no cooldown and heals their whole party. On the way it takes Boundless Light for more critical Holy Shocks, the second point of Purifying Power, a point of Divine Precision, and all of Holy Power for bigger critical heals. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Holy Light is still the heal you cast most: rank 6 at 38 heals 610 to 682, and lower ranks save Mana on steady damage. Light's Vigil has a 1.5 sec cast and costs 730 Mana at rank 1, so cast it on the tank before damage comes in, then spend it with Holy Shock when the whole group takes damage. Holy Shock on anyone without your Oath of Light has a better chance to crit through Boundless Light, and every critical heal is bigger with Holy Power, refunds Mana with Illumination and speeds up your next Holy Light with Infusion of Light. Keep Oath of Light on the tank. Holy Shock rank 2 at 40 heals 150 to 162, and Blessing of Protection rank 3 at 38 lasts 10 sec.

Holy: Battleground healer (level 40)

Carries the level 30 PvP build to Light's Vigil. Boundless Light and Holy Power make Holy Shock crit more often and heal more when it does, Illumination at 5/5 turns those crits into Mana, and Light's Vigil turns one Holy Shock into a heal on your whole party. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Heal from behind your team with Holy Light (rank 6 at 38) and Flash of Light (rank 3 at 34) for top-ups. When a melee player reaches you, Voice of Truth and instants keep you healing: Holy Shock, Divine Favor for a sure crit, and Light's Vigil when your party is spread over a flag room. Divine Shield (34) protects you from all damage and spells for 10 sec, and Forbearance means it, Divine Protection and Blessing of Protection lock each other out. Hammer of Justice rank 3 at 40 stuns for 5 sec.

Holy: Holy melee leveling (level 50)

Finishes Purifying Power, takes Holy Power and Light's Vigil so you can heal the dungeons you run on the way, and adds Improved Judgement in Retribution. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

The routine stays the same: Seal of Righteousness, Judgement, Holy Strike and Holy Shock, with Consecration on packs. Purifying Power brings Exorcism back a third sooner on Undead and Demons, and Holy Wrath (50) hits every Undead and Demon within 20 yd and stuns them for 2 sec. Hammer of Wrath (44) finishes enemies at 20% health or less from range, and Holy Conduit makes it cheaper. Light's Vigil gives you a group heal when you join a dungeon. Divine Shield rank 2 at 50 lasts 12 sec.

Holy: Dungeon healer (level 50)

Keeps the level 40 healing build and puts 10 points outside Holy: Benediction for cheaper instants, Conviction for 6% more critical strike chance (it covers heals too), and 2 ranks of Divine Intellect for Mana. Nothing left in Holy heals more. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

Heal as at 40. Holy Light rank 7 at 46 heals 850 to 948, Holy Shock rank 3 at 48 heals 221 to 239, and Flash of Light rank 5 at 50 heals 210 to 236. Conviction means more critical heals, and each one refunds Mana through Illumination. Cleanse (42) also removes magic, so watch for it on the tank. Light's Vigil rank 2 at 50 heals the party for 473 to 501 through Holy Shock. Lay on Hands rank 3 at 50 also restores 550 of the target's mana. Blessing of Sacrifice (46) moves part of each hit on a party member to you.

Holy: Battleground healer (level 50)

Adds Divine Intellect, Guardian's Favor and Sacred Duty from Protection and Oath of Light to the level 40 PvP build. Guardian's Favor is the PvP pick: a longer Blessing of Freedom and a much faster Blessing of Protection, and Sacred Duty brings your own defensive cooldowns back sooner. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

Play as at 40, with better Blessings and shorter cooldowns. Blessing of Freedom on your flag carrier, or on yourself against a Frost Mage, lasts longer, and Blessing of Protection comes back fast enough to use in most fights. Keep Oath of Light on your flag carrier. Cleanse (42) now removes magic too, such as a Polymorph on an ally or a Mage's slow. Holy Shock rank 3 arrives at 48, and Divine Shield rank 2 at 50 lasts 12 sec.

Holy: Holy melee for the last levels (level 60)

Puts 20 points into Retribution beside the Holy build: Sanctified Judgement, Pursuit of Justice, Unyielding Faith, Seal of Command, Sacred Arbiter and a point of Eye for an Eye. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Judge on cooldown, which Improved Judgement makes more often and Sanctified Judgement makes nearly free, and keep Holy Strike and Holy Shock rolling between swings. Sacred Arbiter makes Holy Strike 20% stronger and keeps your Judgement effects on the target. Seal of Command is now an option on elites, and Improved Seals adds to it too. Hammer of Wrath rank 3 at 60 hits for 474 to 522 on enemies at 20% health or less. Pursuit of Justice saves time on every run between quests.

Holy: Dungeon healer (level 60)

The full healing tree with both ranks of Divine Precision and of Holy Conduit, plus Divine Intellect, Guardian's Favor and Sacred Duty in Protection and Benediction and Conviction in Retribution. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Holy Light rank 9 at 60 heals 1495 to 1665 and rank 8 at 54 heals 1151 to 1283, so pick the rank that fits the damage. Holy Shock rank 4 at 56 heals 307 to 333, and Light's Vigil rank 3 at 60 heals the party for 684 to 724. Flash of Light rank 6 at 58 heals 286 to 320. At 60 you learn Greater Blessing of Kings, and Greater Blessing of Wisdom comes at 54: each covers everyone of one class in your group at once. Sacred Duty brings Divine Shield back a minute sooner, and Guardian's Favor brings Blessing of Protection back 2 min sooner.

Holy: Battleground healer (level 60)

Adds Benediction and Conviction from Retribution and Holy Conduit to the level 50 PvP build: cheaper instants, more critical heals, and a cheap Hammer of Wrath and Exorcism. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Holy Shock rank 4 at 56 heals 307 to 333 with no cast time, and Conviction and Boundless Light make it crit often. Light's Vigil rank 3 turns a Holy Shock into a heal on your whole party. Hammer of Justice rank 4 at 54 stuns for 6 sec: use it on an enemy healer or on the melee player on you. Divine Shield, Divine Protection and Blessing of Protection still share Forbearance, so plan which one you use.

Protection: Sword and board leveling (level 20)

A sturdy one-hand-and-shield leveling build around Seal of Fury. Redoubt raises your block chance while enemies hit you, Precision makes your swings land, and the first rank of Shield Specialization gives your blocks a chance to restore Mana. It kills more slowly than Retribution but seldom needs to stop, and it can tank a dungeon without changing talents.

Wear a shield, because Seal of Fury only gives its absorb shields while a shield is equipped, and Redoubt and Shield Specialization work through blocks. Keep Seal of Fury up: it lasts 30 sec, and Judgement doesn't use it up. Press Judgement and Holy Strike whenever they are ready. Run Devotion Aura, or Retribution Aura when you pull several enemies at once, and drop Consecration under a pack when your Mana allows. Seal of Fury's Judgement also taunts for 3 sec, which doesn't matter when you play solo, but it means this build can tank a dungeon as it is. Heal yourself with Holy Light between fights.

Protection: Dungeon tank (level 20)

A pure Protection tanking build for level 20 dungeons: Redoubt for more blocks, hit so your threat lands, Sacred Duty for shorter defensive cooldowns, and Templar's Bulwark, an absorb shield equal to your maximum health. Train Righteous Fury at 10 and keep it on while you tank.

Seal of Fury is your tanking seal. Every swing adds Holy damage, and with a shield it also gives you a small absorb shield. Its Judgement deals Holy damage and taunts the target for 3 sec, so Judgement is both your threat button and your taunt. Cast Righteous Fury (trained at 10) before the first pull: for 30 min all your threat is 33% higher and your Holy attacks build 90% more on top, and Seal of Fury, Judgement, Holy Strike, Consecration and Retribution Aura all deal Holy damage. On packs, Consecration (trained at 20) and Retribution Aura both hit every enemy near you; Consecration costs 135 Mana at rank 1, so save it for real packs. Stay within 10 yd of your targets, because Judgement's range is short. Templar's Bulwark is your emergency button and, with Sacred Duty, comes back after 4 min instead of 5. Swift Judgement, a second Judgement for a second taunt, is a tier 4 talent you can reach at 25.

Protection: Sword and board leveling (level 30)

Adds the second rank of Shield Specialization, Toughness, Improved Righteous Fury and Anticipation to the level 20 leveling build, and reaches Holy Shield at 30. Blocks restore Mana, Holy Shield makes you block far more often, and with Improved Righteous Fury it is worth keeping Righteous Fury on while you quest.

You use the same seal and buttons as at 20. Keep Righteous Fury on: it lasts 30 min, and with Improved Righteous Fury it cuts the damage you take by 9%. Press Holy Shield as a fight starts: 30% more block chance for 10 sec or 4 blocks, Holy damage to each attacker you block, and every block can restore Mana through Shield Specialization. Pull in pairs with Retribution Aura running, and drop Consecration when three or more are on you. Seal of Fury rank 3 at 26 adds 14 Holy damage per swing.

Protection: Dungeon tank (level 30)

The level 30 tank reaches Holy Shield, now a tier 5 talent. On the way it takes Shield Specialization for Mana on block, Toughness, Swift Judgement for a second taunt, and all three ranks of Improved Righteous Fury, which cut the damage you take while Righteous Fury is on.

Keep Righteous Fury on: it lasts 30 min, raises all your threat by 33% and the threat of your Holy attacks by 90% more, and with Improved Righteous Fury it also cuts the damage you take. Press Holy Shield before a pack reaches you and again when its charges run out. Your threat tools are the same as at 20: Seal of Fury, Judgement on cooldown for damage and a 3 sec taunt, Holy Strike, and Consecration on packs, plus Swift Judgement for a second taunt. Shield Specialization gives you Mana back when you block, which keeps long pulls going. Templar's Bulwark is your emergency button. Put Blessing of Kings on yourself.

Protection: Battleground defender (level 20)

A sword-and-board PvP build for defending objectives and carrying flags. Compared with the dungeon tank build, it takes Guardian's Favor for a longer Blessing of Freedom and a shorter Blessing of Protection cooldown, and a point of Improved Hammer of Justice. You deal little damage, but you are hard to kill and hard to slow.

Wear a shield and keep Seal of Fury up: with a shield, every swing gives you a small absorb shield. Its Judgement deals Holy damage and taunts, but the client doesn't say what that taunt does to a player, so treat it as a damage button. Your job is to stand on a flag or a control point and not die. Run Devotion Aura, keep Blessing of Kings (trained at 20) on yourself, heal yourself with Holy Light when nobody is hitting you, and save Hammer of Justice for the enemy trying to take the objective or for an enemy healer's cast. With Guardian's Favor, Blessing of Freedom frees you or a flag carrier from slows and roots for 16 sec, and Blessing of Protection saves an ally from Warriors and Rogues. In dungeons, the dungeon tank build is better.

Protection: Battleground defender (level 30)

Extends the level 20 PvP build with all of Improved Hammer of Justice, Templar's Bulwark, four ranks of Toughness and Swift Judgement, and reaches Holy Shield at 30. You stun more often, take less from every hit, and Templar's Bulwark absorbs damage equal to your maximum health while you keep fighting.

The job is the same as at 20: hold objectives, carry flags and protect healers. Hammer of Justice rank 2 at 24 stuns for 4 sec, and Improved Hammer of Justice brings it back every 45 sec. Press Holy Shield when melee players close in. Run Concentration Aura when you stand with your healers, and Devotion Aura when you are the one being hit. Templar's Bulwark gives you an absorb shield equal to your maximum health for 8 sec, and unlike Divine Protection its tooltip doesn't stop you attacking. It shares Forbearance with Divine Protection and Blessing of Protection, so use one and hold the others.

Protection: Sword and board leveling (level 40)

Adds Templar's Bulwark, the rest of Toughness, a point of Anticipation, two ranks of Reckoning and Iron Creed to the level 30 leveling build, and reaches Shieldsworn, which makes Holy Strike come back sooner and trigger Holy Shield and Shield Specialization. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Pull two at a time with Retribution Aura running (rank 3 at 36) and keep Seal of Fury, Judgement and Holy Strike going; drop Consecration when three or more are on you. Holy Strike with Shieldsworn counts as a shield block for Holy Shield and Shield Specialization, so it hits back and can give Mana without using a charge. Hammer of the Righteous (trainer, 40) hits your target and up to 3 more around it. Templar's Bulwark gets you out of a bad pull without stopping your swings, and Divine Shield (34) is the second way out.

Protection: Dungeon tank (level 40)

Reaches Shieldsworn at 40 through the rest of Toughness, more Anticipation and all of Iron Creed, which makes Holy Strike cut the damage you take while Righteous Fury is on. Shieldsworn makes Holy Strike come back sooner and act as a block for Holy Shield and Shield Specialization, and with Hammer of the Righteous (trainer, 40) you have a strike that hits several enemies. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Righteous Fury on, Seal of Fury up, then Holy Shield before the pack reaches you and again whenever its charges run out. Hammer of the Righteous hits your target and up to 3 more. Holy Strike on cooldown keeps Iron Creed's damage reduction up, and with Shieldsworn each one triggers Holy Shield and lets you block spells for 6 sec. Consecration (rank 3 at 40) holds the rest of the pack. Judgement and Swift Judgement are your taunts. Hammer of Justice rank 3 at 40 stuns for 5 sec, the closest thing you have to an interrupt. Templar's Bulwark and Divine Shield (34) share Forbearance with Divine Protection.

Protection: Battleground defender (level 40)

Extends the level 30 PvP build with Stoicism, Iron Creed and a few more ranks of Anticipation, Toughness and Precision, which fill the 30 points Shieldsworn needs. Stoicism shortens stuns on you, and Shieldsworn lets Holy Strike block spells for 6 sec. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Hold the point or carry the flag, as at 30. Press Holy Shield when melee players close in, and Holy Strike against casters so you can block their spells. Keep Blessing of Freedom for yourself or the carrier. Hammer of Justice rank 3 at 40 stuns for 5 sec and Improved Hammer of Justice brings it back 15 sec sooner. Divine Shield (34) makes you immune for 10 sec but halves your damage; on a flag run that doesn't matter. It, Divine Protection, Blessing of Protection and Templar's Bulwark all share Forbearance.

Protection: Sword and board leveling (level 50)

Finishes Reckoning and Anticipation and adds Divine Intellect for a bigger Mana pool. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

Holy Shield before you pull a pack, Consecration once they are on you, then Hammer of the Righteous, Holy Strike and Judgement on cooldown. Every block hits back with Holy Shield, can give Mana through Shield Specialization and can give an extra attack through Reckoning. Hammer of Wrath (44) finishes a runner at 20% health or less, and Holy Wrath (50) hits every Undead and Demon around you.

Protection: Dungeon tank (level 50)

Adds the last rank of Anticipation, all of Reckoning and Stoicism, and 2 ranks of Divine Intellect to the level 40 tank build: more Defense, more extra attacks from blocks, shorter stuns, and more Mana. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

The same order as at 40, a little stronger. Holy Shield rank 3 at 50 deals 153 Holy damage per block, Seal of Fury rank 6 at 50 adds 32 Holy damage per swing, and Consecration rank 4 at 50 deals 64 Holy damage over 8 sec plus 160 more to the first 4 enemies. Holy Wrath (50) stuns every Undead and Demon around you for 2 sec, which suits the undead dungeons of the 50s. Divine Shield rank 2 lasts 12 sec.

Protection: Battleground defender (level 50)

Adds all of Divine Intellect and Reckoning to the level 40 PvP build: a bigger Mana pool for healing yourself on a point, and an extra swing whenever a player crits you. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

Holy Shield up when you are attacked, Blessing of Freedom when you are slowed, Hammer of Justice on the healer keeping your attacker alive. Cleanse (42) removes a poison, a disease and a magic effect, so you can clear a slow or a Polymorph off an ally. Hammer of Wrath (44) finishes a fleeing player at 20% health or less.

Protection: Sword and board for the last levels (level 60)

Every Protection talent, with the last 2 points in Divine Strength from Holy. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Pull packs with Holy Shield up, then Consecration, Hammer of the Righteous, Holy Strike and Judgement. Swift Judgement is an extra Judgement on its own cooldown. Keep Righteous Fury on for Improved Righteous Fury's damage reduction. Hammer of Justice rank 4 at 54 stuns for 6 sec, and Improved Hammer of Justice brings it back 15 sec sooner.

Protection: Dungeon tank (level 60)

Every Protection talent, plus 2 ranks of Deflection from Retribution for more Parry. Improved Hammer of Justice brings your only stun back 15 sec sooner. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Righteous Fury on, Holy Shield on cooldown, Hammer of the Righteous and Holy Strike between swings, Consecration on packs, Judgement and Swift Judgement to taunt. Holy Shield rank 4 at 60 deals 221 Holy damage per block, and Consecration rank 5 deals 96 Holy damage over 8 sec plus 216 more to the first 4 enemies. Hammer of Justice rank 4 at 54 stuns for 6 sec. Put Greater Blessing of Kings (60) or Blessing of Kings on yourself.

Protection: Battleground defender (level 60)

Every Protection talent except Improved Righteous Fury, which only works while Righteous Fury is on, plus all of Deflection from Retribution for more Parry against Warriors and Rogues. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Carry the flag or hold the point with Holy Shield, Blessing of Freedom and Templar's Bulwark, and stun with Hammer of Justice (rank 4 at 54: 6 sec). Shield Specialization's Mana on block pays for Holy Light on yourself. Divine Shield rank 2 lasts 12 sec, but it and Templar's Bulwark share Forbearance, so use one, then the other later.

Retribution: Seal of Command leveling (level 20)

A two-handed leveling build that picks up Seal of Command at 20 and makes everything you press cheaper. Improved Judgement lets you Judge more often and Conviction adds critical strikes to everything.

Use the slowest, hardest-hitting two-handed weapon you can find, because Seal of Command's bonus is based on weapon damage. Before 20, fight with Seal of Righteousness. After that, keep Seal of Command up and press Judgement and Holy Strike whenever they are ready. Judgement doesn't use up your seal. Use Exorcism against Undead and Demons, since it does nothing to other targets. Hammer of Justice followed by Judgement is your burst, because Seal of Command's Judgement nearly doubles against a stunned target. Keep Blessing of Might on yourself, and switch to Retribution Aura when several enemies are hitting you. Consecration (trained at 20) helps against three or more enemies, but at 135 Mana it is too expensive for single targets.

Retribution: Seal of Command group damage (level 20)

The group version of the level 20 build. It trades Improved Judgement for two ranks of Sanctified Judgement, which give back part of your seal's Mana when you Judge, so you last through a whole dungeon run with fewer drinking breaks.

On elites and bosses, open with Seal of the Crusader and Judgement. The debuff lasts 40 sec, and your swings keep refreshing it. Then switch to Seal of Command, and keep Judgement, Holy Strike and Exorcism (Undead and Demons only) on cooldown. On trash packs, drop Consecration once the tank has them gathered: the first 4 enemies take extra damage from it. Save Hammer of Justice for a caster or a runner, or pair it with Judgement for the bigger hit on a stunned target. Judgement's range is only 10 yd, so stay in melee. Put Blessing of Might on melee party members and Blessing of Wisdom on casters.

Retribution: Seal of Command leveling (level 30)

Continues the level 20 build into Sanctified Judgement, Pursuit of Justice, Sacred Arbiter and Two-Handed Weapon Specialization, and reaches Vengeance at exactly 30. Sacred Arbiter makes Holy Strike hit 20% harder, Sanctified Judgement refunds seal Mana on every Judgement, and Pursuit of Justice speeds up travel between quests.

The rotation is the same as at 20: Seal of Command, Judgement and Holy Strike on cooldown, Exorcism on Undead and Demons, and Consecration when three or more enemies are on you. Holy Strike rank 4 and Exorcism rank 2 arrive at 28, and Seal of Command rank 2 at 30. Sanctified Judgement gives back most of your seal's cost each time you Judge, so recasting Seal of Command costs little. From 22, Seal of Justice's Judgement can stop an enemy from running away. Switch to Retribution Aura when several enemies are hitting you at once.

Retribution: Seal of Command group damage (level 30)

The group version of the level 30 build. Two-Handed Weapon Specialization adds damage and cuts your threat, Sacred Arbiter keeps your Judgement debuffs up through Holy Strike, Unyielding Faith shortens the fears dungeon enemies cast, and the build reaches Vengeance at 30.

On bosses and elites, open with Seal of the Crusader and Judgement, then switch to Seal of Command. Keep Judgement, Holy Strike and Exorcism on cooldown. Sacred Arbiter makes Holy Strike refresh your Judgement effects on the target, so Judgement of the Crusader stays up for the whole fight. Drop Consecration on trash packs once the tank has them. Two-Handed Weapon Specialization lowers your threat by 20% with a two-handed weapon, but let the tank land a few hits first all the same.

Retribution: Seal of Command burst (level 20)

A two-handed PvP build around Seal of Command's burst on a stunned target. Compared with the leveling build, it drops Benediction for five points of Deflection, so you parry more melee attacks. You spend a little more Mana and last longer against Warriors and Rogues.

Use the slowest, hardest-hitting two-handed weapon you can find, and keep Seal of Command up. Your kill window is Hammer of Justice: stun, Judge for 93 to 101 Holy damage instead of 48, and add Holy Strike while the stun lasts. Hammer of Justice has a 1 min cooldown, so the window comes once a minute. Between windows, keep Judgement and Holy Strike on cooldown. Blessing of Freedom keeps you on a target that tries to kite you, and Divine Protection buys 8 sec to heal yourself with Holy Light. Swift Judgement, which would give a second Judgement inside the stun, is a tier 4 Protection talent, so this build doesn't have it.

Retribution: Seal of Command burst (level 30)

Continues the level 20 PvP build through Pursuit of Justice, Unyielding Faith, Sacred Arbiter and Two-Handed Weapon Specialization to Repentance at 30. Repentance incapacitates a player for up to 6 sec, and Seal of Command's Judgement hits an incapacitated target as hard as a stunned one, so you get a second burst window between stuns.

The burst window is the same: Hammer of Justice (rank 2 at 24 stuns for 4 sec), Judgement and Holy Strike. Repentance gives you a second window: incapacitate the target, then Judge for Seal of Command's bigger hit, which also wakes them. Or use it to take an enemy healer out of the fight for up to 6 sec while you kill someone else. Unyielding Faith shortens the Fears that would end your burst. Switch to Devotion Aura when melee players focus you. From 22, Seal of Justice gives your swings a chance to stun for 2 sec, but it adds no damage, so Seal of Command stays your main seal.

Retribution: Seal of Command leveling (level 40)

Finishes Vengeance, adds Repentance, a point of Unyielding Faith and all of Champion of the Light, and reaches Unsealed Wrath at 40, which stores copies of your seal so a swap doesn't waste it. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Seal of Command, Judgement and Holy Strike on cooldown, as at 30. Seal of Command rank 3 at 40 makes its Judgement deal 107 Holy damage, or 204 to 224 if the target is stunned, so Hammer of Justice (rank 3 at 40: 5 sec) and a Judgement is still your burst. With Unsealed Wrath, swapping to Seal of Justice for a runner doesn't lose the Seal of Command swings you have stored. Exorcism rank 3 at 36 on Undead and Demons, Consecration (rank 3 at 40) on packs. Divine Shield (34) gets you out of a pull gone wrong.

Retribution: Seal of Command group damage (level 40)

The group version of the level 40 build: Vengeance at 3/3, Repentance and Champion of the Light lead to Unsealed Wrath, and a point of Pursuit of Justice fills the tier. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

On bosses and elites, judge Seal of the Crusader first and switch to Seal of Command; Sacred Arbiter keeps the Crusader debuff up through Holy Strike. Then Judgement, Holy Strike and Exorcism on cooldown, and Consecration on packs once the tank has them. Repentance can hold a humanoid out of a pull for up to 6 sec. Two-Handed Weapon Specialization keeps your threat 20% lower, but let the tank build a lead.

Retribution: Seal of Command burst (level 40)

Adds Vengeance, a second point of Eye for an Eye and all of Champion of the Light to the level 30 PvP build, and reaches Unsealed Wrath. Your burst window is the same, and Hammer of Justice rank 3 makes it 5 sec long. The beta stopped at level 30, so this build is worked out from the client's talent data and couldn't be tested before launch.

Stun with Hammer of Justice (rank 3 at 40: 5 sec), then Judgement and Holy Strike: Seal of Command rank 3's Judgement deals 204 to 224 to a stunned target. Repentance opens a second window or takes a healer out for up to 6 sec. With Unsealed Wrath you can fight in Seal of Justice and swap to Seal of Command for the burst, and the stored Seal of Justice stacks still get their chance to stun. Divine Shield (34) makes you immune for 10 sec but halves your damage, so use it to survive, not to fight.

Retribution: Seal of Command leveling (level 50)

Puts the 10 new points into Holy: Divine Strength for 10% more Strength and Improved Seals for 15% more seal and Judgement damage. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

Seal of Command, Judgement and Holy Strike on cooldown, then Hammer of Wrath the moment an enemy drops to 20% health; with Champion of the Light at 5/5 it is instant. Seal of Command rank 4 at 50 judges for 137, or 261 to 287 on a stunned target. Holy Wrath (50) hits every Undead and Demon within 20 yd and stuns them for 2 sec, and Purify still matters against poisons.

Retribution: Seal of Command group damage (level 50)

Adds Divine Strength and Improved Seals from Holy to the level 40 dungeon build: more Strength, and 15% more damage from every seal and Judgement. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

Open on bosses with Seal of the Crusader and Judgement, then Seal of Command, Judgement, Holy Strike and Exorcism on cooldown. Save Hammer of Wrath for the last 20% of each target's health; it is instant with Champion of the Light at 5/5. On undead packs, Holy Wrath (50) and Consecration together.

Retribution: Seal of Command burst (level 50)

Adds Benediction, Sanctified Judgement and 2 ranks of Divine Strength to the level 40 PvP build. Your instants cost less and Judgement pays back your seal's Mana, so you can keep fighting between drinks. The beta stopped at level 30, so this build comes from the client's talent data, not from play.

Open with Hammer of Justice, then Judgement and Holy Strike; Seal of Command rank 4 at 50 judges a stunned target for 261 to 287. Once the target is at 20% health or less, Hammer of Wrath is instant with Champion of the Light and hits from range, which suits players who try to run. Vengeance keeps your damage up after each crit. Cleanse (42) takes a slow or poison off you, and Divine Shield rank 2 at 50 lasts 12 sec.

Retribution: Seal of Command for the last levels (level 60)

Adds Holy Conduit, Purifying Power, Healing Light, Reverence and Divine Favor from Holy. Everything that adds damage in Retribution is already taken, so the last points go to cheaper and faster Holy spells and to healing yourself. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

The rotation is the same as at 50, with bigger ranks: Seal of Command rank 5 at 60 judges for 178, or 339 to 373 on a stunned target, and Hammer of Wrath rank 3 hits for 474 to 522. Holy Conduit makes Hammer of Wrath, Exorcism and Consecration cheaper, and Purifying Power brings Exorcism back sooner. Hammer of Justice rank 4 at 54 stuns for 6 sec, long enough for a Judgement, a Holy Strike and a few swings.

Retribution: Seal of Command group damage (level 60)

The Retribution damage talents are already in, so the level 60 dungeon build takes Holy Conduit, Purifying Power for faster Exorcism and Holy Wrath, Reverence, Divine Favor, Divine Precision so your Holy spells miss less, and the second rank of Pursuit of Justice. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Same order as at 50. On Undead and Demons, Exorcism and Holy Wrath come back a third sooner with Purifying Power: Exorcism rank 6 at 60 hits for 475 to 529 and Holy Wrath rank 2 for 490 to 576 around you. Greater Blessing of Might (52) covers every player of one class in your group in one cast. Hammer of Wrath on anything at 20% health or less.

Retribution: Seal of Command burst (level 60)

Every Retribution talent except Vindication and Turn Evil, plus Divine Strength, Improved Seals and Holy Conduit from Holy. Sacred Arbiter keeps your Judgements up, Unyielding Faith cuts Fear short, and Improved Seals adds 15% to Seal of Command and every Judgement, and Holy Conduit makes Hammer of Wrath 40% cheaper. Level 60 is the launch cap, but the beta stopped at 30, so this build is read from the client's talent data and wasn't tested before launch.

Hammer of Justice (rank 4 at 54: 6 sec), Judgement, Holy Strike, and Hammer of Wrath as soon as the target is at 20% health or less: rank 3 hits for 474 to 522 and is instant with Champion of the Light. Seal of Command rank 5's Judgement deals 339 to 373 to a stunned or incapacitated target. Repentance takes a healer out of the fight for up to 6 sec. Unyielding Faith shortens the Fears that would end your burst.

Checked against WoW Forever build 1.60.1.70862.

Popular builds

Seen in WoW Forever: 10 players (10 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.

Levels 10–19

6 Paladin characters at Levels 10–19.

Levels 20–29

5 Paladin characters at Levels 20–29.

Best in slot gear at any level: Holy, Protection, Retribution

Paladin abilities

No longer trainer abilities in the live client

Common questions

What does the Paladin's Holy Strike do and when do you learn it?

Holy Strike is a melee strike every Paladin trains at level 6. It is instant, costs a little mana and has a 10 second cooldown, so it is your main damage and threat button while levelling.

It hits for a share of your weapon damage plus a set amount of Holy damage, and both grow with each rank. Rank 1 does 25% weapon damage plus 10 to 14 Holy; the linked Rank 3 does 32% plus 17 to 21 (learned at level 20); the top Rank 8 reaches 50% weapon damage plus 81 to 105 Holy at level 60. There are eight ranks in all, trained from level 6 to 60.

Every spec has a talent built around it: Holy Power in Holy, Iron Creed in Protection and Sacred Arbiter in Retribution. Iron Creed (Protection, from level 35, three ranks) raises Holy Strike's threat by 10% per rank, 30% at 3/3, and while Righteous Fury is up it also makes Holy Strike cut your damage taken by 2% per rank, 6% at 3/3, for 6 sec. That is why it anchors Paladin tanking.

Sources: Holy Strike (Rank 3) · Outlook: Paladin · Forever Class Deep Dives — Paladin · checked on build 1.60.1.70790

The whole FAQ

Data from the WoW Forever client, build 1.60.1.70862, extracted .