Paladin Talent builds
Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is the main stat for a Paladin who fights in melee, and it is the cheapest damage in the Holy tree.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). With Seal of Righteousness, Judgement and later Holy Shock, most of your damage comes from seals and Judgements.
- Holy Conduit 1/2: With 1 rank, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 20% less Mana. Consecration is expensive at rank 1, so this is what lets you use it on every pack.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. It helps when an enemy gets loose and reaches you, and it is 5 of the points tier 2 needs.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is the main stat for a Paladin who fights in melee, and it is the cheapest damage in the Holy tree.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). The heal you cast on yourself between fights goes further.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Seals, Judgement and Holy Strike all cost Mana, so you are nearly always casting in a fight, and this keeps some regeneration going.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). With Seal of Righteousness, Judgement and later Holy Shock, most of your damage comes from seals and Judgements.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Use it before a Holy Light on yourself when a fight goes badly.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Consecration and Exorcism are your area and Undead hits, and this makes them cheap enough to use every fight.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Judgement, Exorcism, Consecration and Holy Shock are Holy spells, so fewer of them miss.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is an extra instant hit between Judgements, and a quick heal on yourself when a fight goes badly.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. It helps when an enemy gets loose and reaches you, and it is 5 of the points tier 2 needs.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 1/2: With 1 rank, Cleanse and Purify cost 10% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 17%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 5/5: At 5/5, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 100% chance to give you back Mana equal to 50% of the spell's base cost. Divine Favor's guaranteed critical heal always triggers it.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Oath of Light 1/1: Swear an Oath on one ally for 5 min, and your Holy Light, Flash of Light and Holy Shock heal them for more. The client leaves all three amounts blank ("up to ?"), so how much more is not known yet. Put it on the tank.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. In a battleground you are hit while you cast all the time, and this keeps Holy Light from being pushed back.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. In a battleground you are hit while you cast all the time, and this keeps Holy Light from being pushed back.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 3/5: With 3 ranks, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 60% chance to give you back Mana equal to 50% of the spell's base cost. The last ranks come with the next levels.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Priests and Rogues silence healers, so their silences end sooner.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is the main stat for a Paladin who fights in melee, and it is the cheapest damage in the Holy tree.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). The heal you cast on yourself between fights goes further.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Seals, Judgement and Holy Strike all cost Mana, so you are nearly always casting in a fight, and this keeps some regeneration going.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). With Seal of Righteousness, Judgement and later Holy Shock, most of your damage comes from seals and Judgements.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Use it before a Holy Light on yourself when a fight goes badly.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Consecration and Exorcism are your area and Undead hits, and this makes them cheap enough to use every fight.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Judgement, Exorcism, Consecration and Holy Shock are Holy spells, so fewer of them miss.
- Consecrated Ground 2/2: At 2/2, your Holy spells deal 10% more damage to the first 4 enemies that enter your Consecration. Drop Consecration first on packs, then Holy Shock and Exorcism hit harder on what stands in it.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is an extra instant hit between Judgements, and a quick heal on yourself when a fight goes badly.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). Critical strikes add to every swing, seal and Judgement.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. It helps when an enemy gets loose and reaches you, and it is 5 of the points tier 2 needs.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 5/5: At 5/5, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 100% chance to give you back Mana equal to 50% of the spell's base cost. Divine Favor, Boundless Light and Holy Power all add to how often and how much this pays back.
- Divine Precision 1/2: With 1 rank your Holy spells have 4% more chance to hit, and Silence effects on you last 10% less time. Dungeon casters that silence you keep you quiet for less time, and the point helps make up the 25 that Holy Power needs.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Oath of Light 1/1: Swear an Oath on one ally for 5 min, and your Holy Light, Flash of Light and Holy Shock heal them for more. The client leaves all three amounts blank ("up to ?"), so how much more is not known yet. Put it on the tank. Boundless Light works on everyone else, so the two don't overlap.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
- Boundless Light 2/2: At 2/2, Holy Shock has 30% more critical strike chance on allies who don't have your Oath of Light. With Divine Favor and Holy Power, an instant Holy Shock on a party member becomes a big critical heal.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). Every critical heal from Divine Favor, Holy Shock or Light's Vigil gets bigger, and it is the tier that opens Light's Vigil.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. It is Holy's group heal: mark the tank, and spend it with Holy Shock when the whole party takes damage.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. In a battleground you are hit while you cast all the time, and this keeps Holy Light from being pushed back.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 5/5: At 5/5, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 100% chance to give you back Mana equal to 50% of the spell's base cost. Divine Favor, Boundless Light and Holy Power all add to how often and how much this pays back.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Priests and Rogues silence healers, so their silences end sooner.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
- Boundless Light 2/2: At 2/2, Holy Shock has 30% more critical strike chance on allies who don't have your Oath of Light. With Divine Favor and Holy Power, an instant Holy Shock on a party member becomes a big critical heal.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). Every critical heal from Divine Favor, Holy Shock or Light's Vigil gets bigger, and it is the tier that opens Light's Vigil.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. In a battleground it turns one Holy Shock into a heal on everyone in your party near the fight.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is the main stat for a Paladin who fights in melee, and it is the cheapest damage in the Holy tree.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). The heal you cast on yourself between fights goes further.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Seals, Judgement and Holy Strike all cost Mana, so you are nearly always casting in a fight, and this keeps some regeneration going.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). With Seal of Righteousness, Judgement and later Holy Shock, most of your damage comes from seals and Judgements.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. Exorcism is one of your best hits on Undead and Demons, so it comes up more often in those fights.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Use it before a Holy Light on yourself when a fight goes badly.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Consecration and Exorcism are your area and Undead hits, and this makes them cheap enough to use every fight.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Judgement, Exorcism, Consecration and Holy Shock are Holy spells, so fewer of them miss.
- Consecrated Ground 2/2: At 2/2, your Holy spells deal 10% more damage to the first 4 enemies that enter your Consecration. Drop Consecration first on packs, then Holy Shock and Exorcism hit harder on what stands in it.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is an extra instant hit between Judgements, and a quick heal on yourself when a fight goes badly.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). It doesn't add damage, but it fills the tier above Light's Vigil, so you can heal a dungeon on the way.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. It gives you a group heal for the dungeons you run while leveling.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). Critical strikes add to every swing, seal and Judgement.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. It helps when an enemy gets loose and reaches you, and it is 5 of the points tier 2 needs.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 5/5: At 5/5, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 100% chance to give you back Mana equal to 50% of the spell's base cost. Divine Favor, Boundless Light and Holy Power all add to how often and how much this pays back.
- Divine Precision 1/2: With 1 rank your Holy spells have 4% more chance to hit, and Silence effects on you last 10% less time. Dungeon casters that silence you keep you quiet for less time, and the point helps make up the 25 that Holy Power needs.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Oath of Light 1/1: Swear an Oath on one ally for 5 min, and your Holy Light, Flash of Light and Holy Shock heal them for more. The client leaves all three amounts blank ("up to ?"), so how much more is not known yet. Put it on the tank. Boundless Light works on everyone else, so the two don't overlap.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
- Boundless Light 2/2: At 2/2, Holy Shock has 30% more critical strike chance on allies who don't have your Oath of Light. With Divine Favor and Holy Power, an instant Holy Shock on a party member becomes a big critical heal.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). Every critical heal from Divine Favor, Holy Shock or Light's Vigil gets bigger, and it is the tier that opens Light's Vigil.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. It is Holy's group heal: mark the tank, and spend it with Holy Shock when the whole party takes damage.
- Divine Intellect 2/5: With 2 ranks your total Intellect is 4% higher (2% per rank). A bigger Mana pool for long fights.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Holy Shock, Purify, Cleanse and your Blessings are all instant.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). It covers heals, so it feeds Illumination, Infusion of Light and Holy Power.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. In a battleground you are hit while you cast all the time, and this keeps Holy Light from being pushed back.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 5/5: At 5/5, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 100% chance to give you back Mana equal to 50% of the spell's base cost. Divine Favor, Boundless Light and Holy Power all add to how often and how much this pays back.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Priests and Rogues silence healers, so their silences end sooner.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Oath of Light 1/1: Swear an Oath on one ally for 5 min, and your Holy Light, Flash of Light and Holy Shock heal them for more. The client leaves all three amounts blank ("up to ?"), so how much more is not known yet. Put it on your flag carrier.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
- Boundless Light 2/2: At 2/2, Holy Shock has 30% more critical strike chance on allies who don't have your Oath of Light. With Divine Favor and Holy Power, an instant Holy Shock on a party member becomes a big critical heal.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). Every critical heal from Divine Favor, Holy Shock or Light's Vigil gets bigger, and it is the tier that opens Light's Vigil.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. In a battleground it turns one Holy Shock into a heal on everyone in your party near the fight.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool lets you heal through a long fight at a flag.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your defensive cooldowns come back sooner, and a shorter Forbearance means less time locked out of the next one.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is the main stat for a Paladin who fights in melee, and it is the cheapest damage in the Holy tree.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). The heal you cast on yourself between fights goes further.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Seals, Judgement and Holy Strike all cost Mana, so you are nearly always casting in a fight, and this keeps some regeneration going.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). With Seal of Righteousness, Judgement and later Holy Shock, most of your damage comes from seals and Judgements.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. Exorcism is one of your best hits on Undead and Demons, so it comes up more often in those fights.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Use it before a Holy Light on yourself when a fight goes badly.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Consecration and Exorcism are your area and Undead hits, and this makes them cheap enough to use every fight.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Judgement, Exorcism, Consecration and Holy Shock are Holy spells, so fewer of them miss.
- Consecrated Ground 2/2: At 2/2, your Holy spells deal 10% more damage to the first 4 enemies that enter your Consecration. Drop Consecration first on packs, then Holy Shock and Exorcism hit harder on what stands in it.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is an extra instant hit between Judgements, and a quick heal on yourself when a fight goes badly.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). It doesn't add damage, but it fills the tier above Light's Vigil, so you can heal a dungeon on the way.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. It gives you a group heal for the dungeons you run while leveling.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). Critical strikes add to every swing, seal and Judgement.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Enemies that fear you keep you off them for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. A second seal for elites, and Improved Seals adds to it as well.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. It saves real time between quests.
- Eye for an Eye 1/2: With 1 rank, every critical strike against you deals 5% of its damage back to the attacker, up to 50% of your total health. Enemies that crit you pay for part of it.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. It helps when an enemy gets loose and reaches you, and it is 5 of the points tier 2 needs.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 5/5: At 5/5, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 100% chance to give you back Mana equal to 50% of the spell's base cost. Divine Favor, Boundless Light and Holy Power all add to how often and how much this pays back.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. The last 2 points: it makes Exorcism and Consecration cheaper when you quest or fight on your own.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Dungeon casters that silence you keep you quiet for less time, and the point helps make up the 25 that Holy Power needs.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Oath of Light 1/1: Swear an Oath on one ally for 5 min, and your Holy Light, Flash of Light and Holy Shock heal them for more. The client leaves all three amounts blank ("up to ?"), so how much more is not known yet. Put it on the tank. Boundless Light works on everyone else, so the two don't overlap.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
- Boundless Light 2/2: At 2/2, Holy Shock has 30% more critical strike chance on allies who don't have your Oath of Light. With Divine Favor and Holy Power, an instant Holy Shock on a party member becomes a big critical heal.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). Every critical heal from Divine Favor, Holy Shock or Light's Vigil gets bigger, and it is the tier that opens Light's Vigil.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. It is Holy's group heal: mark the tank, and spend it with Holy Shock when the whole party takes damage.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool for long fights.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Protection saves a party member from physical damage more often.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Holy Shock, Purify, Cleanse and your Blessings are all instant.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). It covers heals, so it feeds Illumination, Infusion of Light and Holy Power.
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.
- Spiritual Focus 5/5: At 5/5, Flash of Light, Holy Light and Light's Vigil have a 70% chance not to lose casting time when you take damage. In a battleground you are hit while you cast all the time, and this keeps Holy Light from being pushed back.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). It is the biggest healing increase you can reach this early.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Healers cast almost all the time, so this is most of your Mana in a long fight. Illumination needs both ranks.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. A healer removes a lot of poisons and diseases, and Exorcism comes back sooner when you have a spare moment.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Save it for a Holy Light on someone about to die.
- Illumination 5/5: At 5/5, a critical heal from Flash of Light, Holy Light, Light's Vigil or Holy Shock has a 100% chance to give you back Mana equal to 50% of the spell's base cost. Divine Favor, Boundless Light and Holy Power all add to how often and how much this pays back.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Hammer of Wrath (44) lets you finish a fleeing player at low health, and this makes it and Exorcism cheap.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Priests and Rogues silence healers, so their silences end sooner.
- Infusion of Light 2/2: At 2/2, a critical hit from Holy Shock or Flash of Light cuts 1.0 sec off the cast time of your next Holy Light within 15 sec. Holy Light is the heal you cast most, so a faster one after a critical Holy Shock or Flash of Light lands when it matters.
- Oath of Light 1/1: Swear an Oath on one ally for 5 min, and your Holy Light, Flash of Light and Holy Shock heal them for more. The client leaves all three amounts blank ("up to ?"), so how much more is not known yet. Put it on your flag carrier.
- Holy Shock 1/1: Rank 1 heals an ally for 110 to 118 or hits an enemy for 129 to 139 Holy damage, with no cast time. Trainers sell rank 2 at 40, rank 3 at 48 and rank 4 at 56. It is your only instant heal besides Lay on Hands, so use it when a heal must land now or when you have to move.
- Boundless Light 2/2: At 2/2, Holy Shock has 30% more critical strike chance on allies who don't have your Oath of Light. With Divine Favor and Holy Power, an instant Holy Shock on a party member becomes a big critical heal.
- Holy Power 5/5: At 5/5, the critical healing bonus of your Holy spells is 50% higher (10% per rank). Every critical heal from Divine Favor, Holy Shock or Light's Vigil gets bigger, and it is the tier that opens Light's Vigil.
- Light's Vigil 1/1: Mark an ally for 30 sec, and your next Holy Shock on them has no cooldown and heals them and their party for 315 to 333 (rank 1). Only one Vigil per Paladin can be active in each party. In a battleground it turns one Holy Shock into a heal on everyone in your party near the fight.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool lets you heal through a long fight at a flag.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your defensive cooldowns come back sooner, and a shorter Forbearance means less time locked out of the next one.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Holy Shock, Purify, Cleanse and your Blessings are all instant.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). It covers heals, so it feeds Illumination, Infusion of Light and Holy Power.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Fewer misses means fewer wasted swings and seals.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Shield Specialization 1/2: With 1 rank your shield absorbs 15% more damage, and each block has a 50% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block is what keeps you fighting without stopping to drink.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Every miss is Seal of Fury damage, absorbs and threat you don't get.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It is your emergency button, and unlike Divine Protection its tooltip doesn't stop you attacking, so you keep your threat.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Fewer misses means fewer wasted swings and seals.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block is what keeps you fighting without stopping to drink.
- Toughness 3/5: With 3 ranks your armor from items is 6% higher (2% per rank). Less damage from every physical hit.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). Righteous Fury lasts 30 min, so with this you can keep it on while you quest for less damage taken.
- Anticipation 2/5: With 2 ranks your Defense Skill is 8 higher (4 per rank), so enemies hit and crit you a little less. It also fills the points the next tier needs.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. More blocks means more Mana from Shield Specialization and more damage on packs.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Every miss is Seal of Fury damage, absorbs and threat you don't get.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It is your emergency button, and unlike Divine Protection its tooltip doesn't stop you attacking, so you keep your threat.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block keeps a tank going through long pulls.
- Toughness 2/5: With 2 ranks your armor from items is 4% higher (2% per rank). Less damage from every physical hit.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. With Seal of Fury it is a second taunt when two enemies get loose. It needs Templar's Bulwark.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). A tank keeps Righteous Fury on for every pull anyway, so this is a flat cut to every hit, spells included.
- Anticipation 1/5: With 1 rank your Defense Skill is 4 higher, so enemies hit and crit you a little less. It also fills the points the next tier needs.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Press it before a pack reaches you and again when the charges run out: more blocks, more threat and more Mana from Shield Specialization.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. Warriors, Rogues and Retribution Paladins hit you constantly, so it is up often against them, and Shield Specialization needs all 5 ranks.
- Precision 1/3: With 1 rank you have 1% more chance to hit. The point completes the 10 that tier 3 needs.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your defensive cooldowns come back sooner, and a shorter Forbearance means less time locked out of the next one.
- Improved Hammer of Justice 1/3: With 1 rank, Hammer of Justice's cooldown is 5 sec shorter. Hammer of Justice is your only stun, so you get it more often on the player taking the flag or the healer behind them.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. Warriors, Rogues and Retribution Paladins hit you constantly, so it is up often against them, and Shield Specialization needs all 5 ranks.
- Precision 1/3: With 1 rank you have 1% more chance to hit. The point completes the 10 that tier 3 needs.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your defensive cooldowns come back sooner, and a shorter Forbearance means less time locked out of the next one.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. Unlike Divine Protection, its tooltip doesn't stop you attacking, so you can keep fighting on a point.
- Improved Hammer of Justice 3/3: At 3/3, Hammer of Justice's cooldown is 15 sec shorter (5 sec per rank). Hammer of Justice is your only stun, so you get it more often on the player taking the flag or the healer behind them.
- Toughness 4/5: With 4 ranks your armor from items is 8% higher (2% per rank). Less damage from every physical hit.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. It needs Templar's Bulwark. With Seal of Justice it is a second Judgement to stop a runner.
- Anticipation 1/5: With 1 rank your Defense Skill is 4 higher, so enemies hit and crit you a little less. It also fills the points the next tier needs.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Melee players attacking you lose much of their damage to blocks.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Fewer misses means fewer wasted swings and seals.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It gets you out of a bad pull without stopping your swings.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block is what keeps you fighting without stopping to drink.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). Righteous Fury lasts 30 min, so with this you can keep it on while you quest for less damage taken.
- Anticipation 3/5: With 3 ranks your Defense Skill is 12 higher (4 per rank), so enemies hit and crit you a little less. It also fills the points the next tier needs.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. More blocks means more Mana from Shield Specialization and more damage on packs.
- Reckoning 2/5: With 2 ranks, a block has a 16% chance and a non-periodic critical strike against you a 40% chance to give you an extra attack, stored up to 4 at a time (blocks can trigger it at most once every 1.5 sec). With a shield you block often, so the extra swings come often too.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Holy Strike on cooldown keeps the damage reduction up.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike comes up more often and works like a free Holy Shield block, and it lets you block spells for 6 sec.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Every miss is Seal of Fury damage, absorbs and threat you don't get.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It is your emergency button, and unlike Divine Protection its tooltip doesn't stop you attacking, so you keep your threat.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block keeps a tank going through long pulls.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. With Seal of Fury it is a second taunt when two enemies get loose. It needs Templar's Bulwark.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). A tank keeps Righteous Fury on for every pull anyway, so this is a flat cut to every hit, spells included.
- Anticipation 4/5: With 4 ranks your Defense Skill is 16 higher (4 per rank), so enemies hit and crit you a little less. It also fills the points the next tier needs.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Press it before a pack reaches you and again when the charges run out: more blocks, more threat and more Mana from Shield Specialization.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Holy Strike on cooldown keeps the damage reduction up.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike comes up more often and works like a free Holy Shield block, and it lets you block spells for 6 sec.
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.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. Warriors, Rogues and Retribution Paladins hit you constantly, so it is up often against them, and Shield Specialization needs all 5 ranks.
- Precision 2/3: With 2 ranks you have 2% more chance to hit (1% per rank). Fewer misses on the player you are trying to stop.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your defensive cooldowns come back sooner, and a shorter Forbearance means less time locked out of the next one.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. Unlike Divine Protection, its tooltip doesn't stop you attacking, so you can keep fighting on a point.
- Improved Hammer of Justice 3/3: At 3/3, Hammer of Justice's cooldown is 15 sec shorter (5 sec per rank). Hammer of Justice is your only stun, so you get it more often on the player taking the flag or the healer behind them.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. It needs Templar's Bulwark. With Seal of Justice it is a second Judgement to stop a runner.
- Anticipation 3/5: With 3 ranks your Defense Skill is 12 higher (4 per rank), so enemies hit and crit you a little less. It also fills the points the next tier needs.
- Stoicism 2/2: At 2/2, Stun and Charm effects on you last 20% less time. Rogues and Warriors stun you often, and this gets you back to the objective sooner.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Melee players attacking you lose much of their damage to blocks.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Righteous Fury is off in PvP, so these points are mostly the way to Shieldsworn.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike lets you block spells for 6 sec, which helps against casters at a flag.
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.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool for seals, Judgements and Consecration, and it opens the Protection tree beside Redoubt.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Fewer misses means fewer wasted swings and seals.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It gets you out of a bad pull without stopping your swings.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block is what keeps you fighting without stopping to drink.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). Righteous Fury lasts 30 min, so with this you can keep it on while you quest for less damage taken.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so enemies hit and crit you a little less. Every point helps against bosses that crit.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. More blocks means more Mana from Shield Specialization and more damage on packs.
- Reckoning 5/5: At 5/5, a block has a 40% chance and a non-periodic critical strike against you a 100% chance to give you an extra attack, stored up to 4 at a time (blocks can trigger it at most once every 1.5 sec). With a shield you block often, so the extra swings come often too.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Holy Strike on cooldown keeps the damage reduction up.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike comes up more often and works like a free Holy Shield block, and it lets you block spells for 6 sec.
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.
- Divine Intellect 2/5: With 2 ranks your total Intellect is 4% higher (2% per rank). A bigger Mana pool for seals, Judgements and Consecration, and it opens the Protection tree beside Redoubt.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Every miss is Seal of Fury damage, absorbs and threat you don't get.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It is your emergency button, and unlike Divine Protection its tooltip doesn't stop you attacking, so you keep your threat.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block keeps a tank going through long pulls.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. With Seal of Fury it is a second taunt when two enemies get loose. It needs Templar's Bulwark.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). A tank keeps Righteous Fury on for every pull anyway, so this is a flat cut to every hit, spells included.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so enemies hit and crit you a little less. Every point helps against bosses that crit.
- Stoicism 2/2: At 2/2, Stun and Charm effects on you last 20% less time. Stuns and charms from dungeon enemies end sooner.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Press it before a pack reaches you and again when the charges run out: more blocks, more threat and more Mana from Shield Specialization.
- Reckoning 5/5: At 5/5, a block has a 40% chance and a non-periodic critical strike against you a 100% chance to give you an extra attack, stored up to 4 at a time (blocks can trigger it at most once every 1.5 sec). A tank blocks often, so you get more extra swings, and each one is threat.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Holy Strike on cooldown keeps the damage reduction up.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike comes up more often and works like a free Holy Shield block, and it lets you block spells for 6 sec.
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.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool for seals, Judgements and Consecration, and it opens the Protection tree beside Redoubt.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. Warriors, Rogues and Retribution Paladins hit you constantly, so it is up often against them, and Shield Specialization needs all 5 ranks.
- Precision 2/3: With 2 ranks you have 2% more chance to hit (1% per rank). Fewer misses on the player you are trying to stop.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your defensive cooldowns come back sooner, and a shorter Forbearance means less time locked out of the next one.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. Unlike Divine Protection, its tooltip doesn't stop you attacking, so you can keep fighting on a point.
- Improved Hammer of Justice 3/3: At 3/3, Hammer of Justice's cooldown is 15 sec shorter (5 sec per rank). Hammer of Justice is your only stun, so you get it more often on the player taking the flag or the healer behind them.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. It needs Templar's Bulwark. With Seal of Justice it is a second Judgement to stop a runner.
- Anticipation 3/5: With 3 ranks your Defense Skill is 12 higher (4 per rank), so enemies hit and crit you a little less. It also fills the points the next tier needs.
- Stoicism 2/2: At 2/2, Stun and Charm effects on you last 20% less time. Rogues and Warriors stun you often, and this gets you back to the objective sooner.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Melee players attacking you lose much of their damage to blocks.
- Reckoning 5/5: At 5/5, a block has a 40% chance and a non-periodic critical strike against you a 100% chance to give you an extra attack, stored up to 4 at a time (blocks can trigger it at most once every 1.5 sec). Players who crit you give you a free swing back.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Righteous Fury is off in PvP, so these points are mostly the way to Shieldsworn.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike lets you block spells for 6 sec, which helps against casters at a flag.
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.
- Divine Strength 2/5: With 2 ranks your Strength is 4% higher (2% per rank). The last 2 points have nowhere better to go once the Protection tree is full, and Strength adds to every swing.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool, and the last points left in the tree.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Fewer misses means fewer wasted swings and seals.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It gets you out of a bad pull without stopping your swings, and Swift Judgement needs it.
- Improved Hammer of Justice 3/3: At 3/3, Hammer of Justice's cooldown is 15 sec shorter (5 sec per rank). Your only stun comes back sooner, for casters and runners.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block is what keeps you fighting without stopping to drink.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. An extra Judgement for damage, and with Seal of Fury a second taunt if you tank. It needs Templar's Bulwark.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). Righteous Fury lasts 30 min, so with this you can keep it on while you quest for less damage taken.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so enemies hit and crit you a little less. Every point helps against bosses that crit.
- Stoicism 2/2: At 2/2, Stun and Charm effects on you last 20% less time. Stuns and charms from dungeon enemies end sooner.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. More blocks means more Mana from Shield Specialization and more damage on packs.
- Reckoning 5/5: At 5/5, a block has a 40% chance and a non-periodic critical strike against you a 100% chance to give you an extra attack, stored up to 4 at a time (blocks can trigger it at most once every 1.5 sec). With a shield you block often, so the extra swings come often too.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Holy Strike on cooldown keeps the damage reduction up.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike comes up more often and works like a free Holy Shield block, and it lets you block spells for 6 sec.
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.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool, and the last points left in the tree.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. A tank or a leveler with a shield is hit constantly, so it is up often, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Every miss is Seal of Fury damage, absorbs and threat you don't get.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your emergency cooldowns come back sooner.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. It is your emergency button, and unlike Divine Protection its tooltip doesn't stop you attacking, so you keep your threat.
- Improved Hammer of Justice 3/3: At 3/3, Hammer of Justice's cooldown is 15 sec shorter (5 sec per rank). Your only stun comes back sooner, for casters and runners.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Mana back on block keeps a tank going through long pulls.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. With Seal of Fury it is a second taunt when two enemies get loose. It needs Templar's Bulwark.
- Improved Righteous Fury 3/3: At 3/3, all damage you take is reduced by 9% while Righteous Fury is active (3% per rank). A tank keeps Righteous Fury on for every pull anyway, so this is a flat cut to every hit, spells included.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so enemies hit and crit you a little less. Every point helps against bosses that crit.
- Stoicism 2/2: At 2/2, Stun and Charm effects on you last 20% less time. Stuns and charms from dungeon enemies end sooner.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Press it before a pack reaches you and again when the charges run out: more blocks, more threat and more Mana from Shield Specialization.
- Reckoning 5/5: At 5/5, a block has a 40% chance and a non-periodic critical strike against you a 100% chance to give you an extra attack, stored up to 4 at a time (blocks can trigger it at most once every 1.5 sec). A tank blocks often, so you get more extra swings, and each one is threat.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Holy Strike on cooldown keeps the damage reduction up.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike comes up more often and works like a free Holy Shield block, and it lets you block spells for 6 sec.
- Deflection 2/5: With 2 ranks you have 2% more Parry chance (1% per rank). The last 2 points: Parry is avoidance, and Protection has nothing left to take.
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.
- Divine Intellect 5/5: At 5/5 your total Intellect is 10% higher (2% per rank). A bigger Mana pool, and the last points left in the tree.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 30% for 10 sec or 5 blocks. Warriors, Rogues and Retribution Paladins hit you constantly, so it is up often against them, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Fewer misses on the player you are trying to stop.
- Guardian's Favor 2/2: At 2/2, Blessing of Protection's cooldown is 2 min shorter and Blessing of Freedom lasts 6 sec longer. Blessing of Freedom on yourself or a flag carrier lasts longer, and Blessing of Protection comes back much sooner.
- Sacred Duty 2/2: At 2/2, Divine Shield, Divine Protection and Templar's Bulwark come back 60 sec sooner, and Forbearance lasts 10 sec less. Your defensive cooldowns come back sooner, and a shorter Forbearance means less time locked out of the next one.
- Templar's Bulwark 1/1: When activated, you get an absorb shield equal to 100% of your maximum health for 8 sec. It applies Forbearance, so it locks out Divine Protection, Divine Shield and Blessing of Protection for a while, and they lock it out. Unlike Divine Protection, its tooltip doesn't stop you attacking, so you can keep fighting on a point.
- Improved Hammer of Justice 3/3: At 3/3, Hammer of Justice's cooldown is 15 sec shorter (5 sec per rank). Hammer of Justice is your only stun, so you get it more often on the player taking the flag or the healer behind them.
- Shield Specialization 2/2: At 2/2 your shield absorbs 30% more damage, and each block has a 100% chance to restore 4% of your maximum Mana, at most once every 3 sec. Blocks pay for the Holy Light you cast on yourself while you hold a point.
- Toughness 5/5: At 5/5 your armor from items is 10% higher (2% per rank). Less damage from every physical hit, and it fills the tiers above Iron Creed.
- Swift Judgement 1/1: A second Judgement: it unleashes your Seal on an enemy without using it up, and it doesn't share Judgement's cooldown. It needs Templar's Bulwark. With Seal of Justice it is a second Judgement to stop a runner.
- Anticipation 5/5: At 5/5 your Defense Skill is 20 higher (4 per rank), so enemies hit and crit you a little less. Every point helps against bosses that crit.
- Stoicism 2/2: At 2/2, Stun and Charm effects on you last 20% less time. Rogues and Warriors stun you often, and this gets you back to the objective sooner.
- Holy Shield 1/1: Raises your block chance by 30% for 10 sec and deals 75 Holy damage to each attacker you block, with 20% extra threat, for up to 4 blocks. Trainers sell rank 2 at 40, rank 3 at 50 and rank 4 at 60. Melee players attacking you lose much of their damage to blocks.
- Reckoning 5/5: At 5/5, a block has a 40% chance and a non-periodic critical strike against you a 100% chance to give you an extra attack, stored up to 4 at a time (blocks can trigger it at most once every 1.5 sec). Players who crit you give you a free swing back.
- Iron Creed 3/3: At 3/3, Holy Strike builds 30% more threat, and while Righteous Fury is active it also cuts the damage you take by 6% for 6 sec. Righteous Fury is off in PvP, so these points are mostly the way to Shieldsworn.
- Shieldsworn 1/1: Holy Strike's cooldown is 4 sec shorter, and it now strikes with your shield: it triggers your active Holy Shield and Shield Specialization without using their charges or cooldowns, and lets you block spells for 6 sec. Holy Strike lets you block spells for 6 sec, which helps against casters at a flag.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank). It helps against Warriors, Rogues and other melee.
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.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). Critical strikes add to every swing, seal and Judgement.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
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.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). Critical strikes add to every swing, seal and Judgement.
- Sanctified Judgement 2/3: With 2 ranks, Judgement has a 66% chance to give back 40% of the judged seal's Mana cost. You Judge on cooldown, so in a dungeon this pays back some of your seals.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
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.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. It saves real time between quests.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Vengeance 1/3: With 1 rank, a non-periodic critical strike raises your Physical and Holy damage by 1% for 30 sec, stacking up to 3 times. The other ranks come at the next levels.
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.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Dungeon enemies that fear the group keep you off the target for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. Less threat lets you push harder before the tank loses an enemy.
- Vengeance 1/3: With 1 rank, a non-periodic critical strike raises your Physical and Holy damage by 1% for 30 sec, stacking up to 3 times. The other ranks come at the next levels.
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.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank). It helps against Warriors, Rogues and other melee.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). Critical strikes add to every swing, seal and Judgement.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. Its Judgement on a stunned target is your burst.
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.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank). It helps against Warriors, Rogues and other melee.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Warlocks and Priests fear you out of your burst window.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. Its Judgement on a stunned target is your burst.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. You catch casters and reach objectives first.
- Eye for an Eye 1/2: With 1 rank, every critical strike against you deals 5% of its damage back to the attacker, up to 50% of your total health. Rogues and Warriors who crit you pay for part of it.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. Holy Strike on cooldown keeps your Judgement effects on the target.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is your second crowd control next to Hammer of Justice, and Seal of Command's Judgement hits an incapacitated target as hard as a stunned one.
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.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 1/2: With 1 rank, Fear and Disorient effects on you last 15% less time. Enemies that fear you keep you off them for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. It saves real time between quests.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is the point Unsealed Wrath needs, and it takes a humanoid out of a fight while you kill another.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. When you swap seals, for example from Seal of Command to Seal of Justice on a runner, the stored Seal of Command stacks each still get their chance to hit.
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.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Dungeon enemies that fear the group keep you off the target for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Pursuit of Justice 1/2: With 1 rank you move 8% faster, mounted or not. It doesn't stack with other movement speed effects. It saves time between packs and on the run back.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. Less threat lets you push harder before the tank loses an enemy.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is the point Unsealed Wrath needs, and it takes a humanoid out of a fight while you kill another.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. When you swap seals, for example from Seal of Command to Seal of Justice on a runner, the stored Seal of Command stacks each still get their chance to hit.
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.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank). It helps against Warriors, Rogues and other melee.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Warlocks and Priests fear you out of your burst window.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. Its Judgement on a stunned target is your burst.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. You catch casters and reach objectives first.
- Eye for an Eye 2/2: At 2/2, every critical strike against you deals 10% of its damage back to the attacker, up to 50% of your total health. Rogues and Warriors who crit you pay for part of it.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. Holy Strike on cooldown keeps your Judgement effects on the target.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is your second crowd control next to Hammer of Justice, and Seal of Command's Judgement hits an incapacitated target as hard as a stunned one.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. Fight in Seal of Justice and swap to Seal of Command for your burst: the stored Seal of Justice stacks each still get their chance to stun.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is your main damage stat, and these points open Improved Seals.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). It covers Seal of Command and every Judgement, so it adds to most of your damage.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 1/2: With 1 rank, Fear and Disorient effects on you last 15% less time. Enemies that fear you keep you off them for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. It saves real time between quests.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is the point Unsealed Wrath needs, and it takes a humanoid out of a fight while you kill another.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. When you swap seals, for example from Seal of Command to Seal of Justice on a runner, the stored Seal of Command stacks each still get their chance to hit.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is your main damage stat, and these points open Improved Seals.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). It covers Seal of Command and every Judgement, so it adds to most of your damage.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Dungeon enemies that fear the group keep you off the target for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Pursuit of Justice 1/2: With 1 rank you move 8% faster, mounted or not. It doesn't stack with other movement speed effects. It saves time between packs and on the run back.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. Less threat lets you push harder before the tank loses an enemy.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is the point Unsealed Wrath needs, and it takes a humanoid out of a fight while you kill another.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. When you swap seals, for example from Seal of Command to Seal of Justice on a runner, the stored Seal of Command stacks each still get their chance to hit.
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.
- Divine Strength 2/5: With 2 ranks your Strength is 4% higher (2% per rank). Strength is your main damage stat.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank). It helps against Warriors, Rogues and other melee.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Warlocks and Priests fear you out of your burst window.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. Its Judgement on a stunned target is your burst.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. You catch casters and reach objectives first.
- Eye for an Eye 2/2: At 2/2, every critical strike against you deals 10% of its damage back to the attacker, up to 50% of your total health. Rogues and Warriors who crit you pay for part of it.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. Holy Strike on cooldown keeps your Judgement effects on the target.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is your second crowd control next to Hammer of Justice, and Seal of Command's Judgement hits an incapacitated target as hard as a stunned one.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. Fight in Seal of Justice and swap to Seal of Command for your burst: the stored Seal of Justice stacks each still get their chance to stun.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is your main damage stat, and these points open Improved Seals.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank). The heal you cast on yourself between fights goes further.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Seals, Judgement and Holy Strike all cost Mana, so you are nearly always casting in a fight, and this keeps some regeneration going.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). It covers Seal of Command and every Judgement, so it adds to most of your damage.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. Exorcism is one of your best hits on Undead and Demons, so it comes up more often in those fights.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Use it before a Holy Light on yourself when a fight goes badly.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Hammer of Wrath is your finisher and Exorcism one of your best hits, and both become much cheaper.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 1/2: With 1 rank, Fear and Disorient effects on you last 15% less time. Enemies that fear you keep you off them for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. It saves real time between quests.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is the point Unsealed Wrath needs, and it takes a humanoid out of a fight while you kill another.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. When you swap seals, for example from Seal of Command to Seal of Justice on a runner, the stored Seal of Command stacks each still get their chance to hit.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is your main damage stat, and these points open Improved Seals.
- Reverence 2/2: At 2/2, 30% of your Mana regeneration continues while you cast. Seals, Judgement and Holy Strike all cost Mana, so you are nearly always casting in a fight, and this keeps some regeneration going.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). It covers Seal of Command and every Judgement, so it adds to most of your damage.
- Purifying Power 2/2: At 2/2, Cleanse and Purify cost 20% less Mana, and Exorcism and Holy Wrath have their cooldowns cut by 33%. Exorcism is one of your best hits on Undead and Demons, so it comes up more often in those fights.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. Use it before a Holy Light on yourself when a fight goes badly.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Hammer of Wrath is your finisher and Exorcism one of your best hits, and both become much cheaper.
- Divine Precision 2/2: At 2/2 your Holy spells have 8% more chance to hit, and Silence effects on you last 20% less time. Judgement, Exorcism, Consecration and Holy Shock are Holy spells, so fewer of them miss.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Dungeon enemies that fear the group keep you off the target for less time.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. It becomes your main seal at 20.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. It saves time between packs and on the run back.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. A Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. Less threat lets you push harder before the tank loses an enemy.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is the point Unsealed Wrath needs, and it takes a humanoid out of a fight while you kill another.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. When you swap seals, for example from Seal of Command to Seal of Justice on a runner, the stored Seal of Command stacks each still get their chance to hit.
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.
- Divine Strength 5/5: At 5/5 your Strength is 10% higher (2% per rank). Strength is your main damage stat, and these points open Improved Seals.
- Improved Seals 5/5: At 5/5 your Seals and Judgements deal 15% more damage (3% per rank). It covers Seal of Command and every Judgement, so it adds to most of your damage.
- Holy Conduit 2/2: At 2/2, Consecration, Holy Wrath, Exorcism and Hammer of Wrath cost 40% less Mana. Hammer of Wrath is your finisher and Exorcism one of your best hits, and both become much cheaper.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank). It helps against Warriors, Rogues and other melee.
- Benediction 5/5: At 5/5, all instant spells and abilities cost 10% less Mana (2% per rank). Nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Improved Judgement 2/2: At 2/2, Judgement's cooldown is 2 sec shorter (1 sec per rank). Judgement doesn't use up your seal, so every extra Judgement is extra damage.
- Conviction 3/3: At 3/3 you have 6% more critical strike chance with all spells and attacks (2% per rank). More critical strikes means more Vengeance stacks.
- Sanctified Judgement 3/3: At 3/3, Judgement has a 100% chance to give back 60% of the judged seal's Mana cost. You Judge on cooldown, so this pays back a large share of your seals.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time. Warlocks and Priests fear you out of your burst window.
- Seal of Command 1/1: Your swings get a chance to deal extra Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage at rank 1, or 93 to 101 if the target is stunned or incapacitated. Trainers sell rank 2 at 30. Its Judgement on a stunned target is your burst.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not. It doesn't stack with other movement speed effects. You catch casters and reach objectives first.
- Eye for an Eye 2/2: At 2/2, every critical strike against you deals 10% of its damage back to the attacker, up to 50% of your total health. Rogues and Warriors who crit you pay for part of it.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target. Holy Strike on cooldown keeps your Judgement effects on the target.
- Two-Handed Weapon Specialization 3/3: At 3/3, with a two-handed weapon you deal 6% more physical damage and generate 20% less threat. A plain gain on every swing and Holy Strike.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec. Any damage wakes it. It is your second crowd control next to Hammer of Justice, and Seal of Command's Judgement hits an incapacitated target as hard as a stunned one.
- Vengeance 3/3: At 3/3, a non-periodic critical strike raises your Physical and Holy damage by 3% for 30 sec, stacking up to 3 times. With Conviction you crit often enough to keep the stacks up in most fights.
- Champion of the Light 5/5: At 5/5 you gain spell damage equal to up to 60% of your Intellect, and Hammer of Wrath's cast time is 1.0 sec shorter. Judgement, Consecration, Exorcism, Hammer of Wrath and the Holy part of Holy Strike all use spell damage, and at 5/5 Hammer of Wrath is instant.
- Unsealed Wrath 1/1: Your swings store a copy of your active Seal for 15 sec, up to 3 stacks. Hitting with a different Seal uses up the stacks, and each one gives the stored Seal its normal chance to go off once. Fight in Seal of Justice and swap to Seal of Command for your burst: the stored Seal of Justice stacks each still get their chance to stun.
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.
- Holy: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Protection: Not enough players yet: 4 of the 5 characters needed, from at least 3 different players.
- Retribution: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Levels 20–29
5 Paladin characters at Levels 20–29.
- Holy: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
- Protection: Not enough players yet: 3 of the 5 characters needed, from at least 3 different players.
- Retribution: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Best in slot gear at any level: Holy, Protection, Retribution
Paladin abilities
- Improved Flash of Light
- Improved Seal of Fury
- Sense Undead
- Devotion Aura (level 1)
- Holy Light (level 1)
- Judgement of Righteousness (level 1)
- Seal of Righteousness (level 1)
- Blessing of Might (level 4)
- Judgement (level 4)
- Divine Protection (level 6)
- Holy Strike (level 6)
- Seal of the Crusader (level 6)
- Hammer of Justice (level 8)
- Purify (level 8)
- Blessing of Protection (level 10)
- Lay on Hands (level 10)
- Righteous Fury (level 10)
- Seal of Fury (level 10)
- Judgement of the Crusader (level 12)
- Redemption (level 12, from the Classic class quest The Tome of Divinity (rank 1))
- Blessing of Wisdom (level 14)
- Retribution Aura (level 16)
- Blessing of Freedom (level 18)
- Blessing of Kings (level 20)
- Consecration (level 20)
- Exorcism (level 20)
- Flash of Light (level 20)
- Judgement of Command (level 20)
- Voice of Truth (level 20)
- Concentration Aura (level 22)
- Judgement of Justice (level 22)
- Seal of Justice (level 22)
- Turn Undead (level 24)
- Judgement of Fury (level 25)
- Shadow Resistance Aura (level 28)
- Divine Intervention (level 30)
- Judgement of Light (level 30)
- Seal of Light (level 30)
- Frost Resistance Aura (level 32)
- Divine Shield (level 34)
- Fire Resistance Aura (level 36)
- Judgement of Wisdom (level 38)
- Seal of Wisdom (level 38)
- Hammer of the Righteous (level 40)
- Cleanse (level 42)
- Hammer of Wrath (level 44)
- Blessing of Sacrifice (level 46)
- Holy Wrath (level 50)
- Greater Blessing of Might (level 52)
- Greater Blessing of Wisdom (level 54)
- Greater Blessing of Kings (level 60)
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 1.60.1.70790Data from the WoW Forever client, build 1.60.1.70862, extracted .