ForeverDB

Paladin

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

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

Holy (Healer)

Holy is a strong efficient single-target healer that now also has real group healing through Light's Vigil plus Holy Shock. Holy Light is the big heal and, at base values, also the most Mana-efficient one, Flash of Light is the fast cheap heal, and Illumination refunds mana on crits. Divine Favor guarantees a crit for emergencies.

Protection (Tank)

Forever turns Protection into a real tank: Seal of Fury adds holy damage and, with a shield, absorb shields to every swing, while Judgement unleashes Judgement of Fury to damage and taunt. Holy Strike (from level 6) adds holy threat between Judgements, Consecration (trained at 20) handles packs, and Holy Shield rounds out threat. Mana comes back through Shield Specialization blocks (4% of your maximum Mana per block at 2/2, at most once every 3 sec). Swift Judgement adds a second taunt and Templar's Bulwark an emergency absorb shield.

Retribution (Melee DPS)

Retribution wields a slow two-hander and relies on Seal of Command, crits and Vengeance. Forever gives every Paladin Holy Strike, an instant 10 sec cooldown attack, Sacred Arbiter to make it hit harder and refresh your Judgements, and Unsealed Wrath, the level 40 talent at the bottom of the section, which rewards swapping seals: your swings store copies of your active seal, and the first hit with a different seal gives each stored copy its normal chance to activate. Judgement and Exorcism fill the gaps.

Tips & tricks: what ForeverDB learned

Holy

Updated 13 November 2026 for build 1.60.1.70938 · From the game client

Learning from players: Healing + absorbs/s (EHPS). Collecting comparable fights before publishing observed cast patterns.

Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.

How to play it at level 60: priority, procs and cooldowns

What to press, in order. Cast the first one that is ready and whose condition holds.

  1. Holy Light: Whenever it's ready: Rank 9 at 60 heals 1495 to 1665 and rank 8 at 54 heals 1151 to 1283; pick the rank that fits the damage. (ForeverDB guide, Forever client)
  2. Holy Shock: Whenever it's ready: Rank 4 at 56 heals 307 to 333 with no cast time. (ForeverDB guide, Forever client)
  3. Light's Vigil: Whenever it's ready: Rank 3 at 60: the next Holy Shock on the marked ally heals their party for 684 to 724. (ForeverDB guide, Forever client)
  4. Flash of Light: Whenever it's ready: Rank 6 at 58 heals 286 to 320. (ForeverDB guide, Forever client)
  5. Cleanse: Whenever it's ready: Remove poisons, diseases and magic. (ForeverDB guide, Forever client)

Cooldowns:

Latest changes:

Protection

Updated 13 November 2026 for build 1.60.1.70938 · From the game client

Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.

Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.

How to play it at level 60: priority, procs and cooldowns

What to press, in order. Cast the first one that is ready and whose condition holds.

  1. Righteous Fury: When it's missing from you: Before the pull, when you tank. (ForeverDB guide, Forever client)
  2. Seal of Fury: When it's missing from you: Rank 7 at 58 adds 35 Holy damage per swing. (ForeverDB guide, Forever client)
  3. Holy Shield: When it's missing from you: Rank 3 at 60 deals 221 Holy damage per block. (ForeverDB guide, Forever client)
  4. Judgement: Whenever it's ready: On cooldown for damage and a taunt. (ForeverDB guide, Forever client)
  5. Hammer of the Righteous: Whenever it's ready: On cooldown. (ForeverDB guide, Forever client)
  6. Holy Strike: Whenever it's ready: On cooldown; rank 8 arrives at 60. (ForeverDB guide, Forever client)
  7. Hammer of Wrath: When the target is under 20% health: On an enemy at 20% health or less. (ForeverDB guide, Forever client)

React to:

Keep up:

Cooldowns:

Before the pull:

Latest changes:

Retribution

Updated 13 November 2026 for build 1.60.1.70938 · From the DPS simulator, the game client

Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.

Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.

How to play it at level 60: priority, procs and cooldowns

What to press, in order. Cast the first one that is ready and whose condition holds.

  1. Judgement: Whenever it's ready: Cast it when it's ready (10 s cooldown); worth 37.1% of your DPS (Simulator, Forever client, ForeverDB guide)
  2. Seal of Command: When it's missing from you: Keep it up: 75% of the sim's fight; worth 33.4% of your DPS (Simulator, Forever client, ForeverDB guide)
  3. Holy Strike: Whenever it's ready: Cast it when it's ready (10 s cooldown); worth 18.6% of your DPS (Simulator, Forever client, ForeverDB guide)
  4. Seal of Righteousness: When it's missing from you: Keep it up: 24% of the sim's fight; worth 11.5% of your DPS (Simulator, Forever client)

Keep up:

Before the pull:

Avoid:

Latest changes:

Every spec's latest changes. Re-studied every week and after each new game build.

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

Best professions for Paladins: Blacksmithing + Mining.

Paladin abilities

No longer trainer abilities in the live client

Data from the WoW Forever client, build 1.60.1.70938, extracted .