Paladin PvE
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic
Paladins are plate hybrids that heal, tank and fight in melee with Seals and Judgement. Forever overhauls them heavily: the new Light's Vigil turns the level 40 Holy Shock talent into group healing, Protection gets Seal of Fury, Judgement of Fury, Hammer of the Righteous and Templar's Bulwark, and Retribution gains Holy Strike and Twist of Light seal echoes (Twist of Light is in Blizzard's notes, but the client does not show how to learn it).
Holy Paladin PvE guide
Holy is the Paladin's healing spec. At level 20 you heal one target at a time with Holy Light and Flash of Light, and you have no group heal, so the tank always comes first. In Forever, Holy Light is both your biggest and your most Mana-efficient heal, and the new Voice of Truth protects your casts from interrupts.
Your job in a group
You are the group's healer. Keep the tank alive with Holy Light, top up everyone else with Flash of Light or a low rank of Holy Light, and remove poisons and diseases with Purify. You have no group heal and no interrupt at 20, but Hammer of Justice stuns a caster or an enemy that reaches you. You also bring Devotion Aura for the party, a Blessing for each player (Wisdom for casters, Might for melee), Blessing of Protection for a party member who pulls an enemy off the tank, Lay on Hands for an emergency, and Redemption to bring the dead back after a fight. Pulling is the tank's job; yours is to stay in range and keep enough Mana for the next pull.
Opener
- Blessing of Wisdom: On yourself before the pull. Rank 1 restores 12 mana every 5 seconds for 1 hour, which adds up over a whole dungeon.
- Blessing of Might: On melee party members; give other casters Blessing of Wisdom. Each player can hold only one of your Blessings.
- Devotion Aura: Keep it running. Rank 3 gives 275 extra armor to party members within 30 yards.
- Holy Light: Wait until the tank has hit the enemies a few times, then start with a rank that fits the damage. Rank 3 heals 142 to 168.
- Flash of Light: Only when a heal has to land fast. Rank 1 heals just 43 to 49.
Cooldowns
- Divine Protection: If enemies turn on you. Rank 2 makes you immune to attacks and spells for 8 sec, and its tooltip only stops attacks and physical abilities, so you can keep healing.
- Blessing of Protection: Save a party member who isn't tanking from physical attacks for 6 sec. They can't attack while it lasts, so never put it on the tank.
- Lay on Hands: Heals the target for an amount equal to your maximum health, but drains all your Mana. Use it only when someone is about to die.
- Voice of Truth: Press it before a heal you can't afford to lose when an enemy keeps interrupting or silencing you. It lasts 6 sec.
- Hammer of Justice: Stun a caster, or an enemy that is hitting you, for 3 sec so the tank can take it back.
Stats
Healing Power, Intellect, Mana per 5 sec, Spirit, Stamina, Critical Strike. Healing Power adds to every heal, and Holy Light takes a large share of it (its spell power coefficient is 0.714, against 0.429 for Flash of Light). Intellect and Mana per 5 sec come next, because at 20 you run out of Mana long before you run out of time. Critical Strike matters little yet: Illumination, which returns Mana on critical heals, can't be reached until 25.
Tips
- Holy Light rank 3 heals 142 to 168 and is more Mana-efficient than Flash of Light rank 1 (43 to 49). Don't bring the Classic habit of spamming Flash of Light.
- Cast a lower rank of Holy Light when the tank needs only a little. Overhealing is wasted Mana, and Mana is what ends your dungeon runs at this level.
- Each player can hold only one Aura and one Blessing from you. Blessing of Protection and Blessing of Freedom replace that player's other Blessing from you, so re-buff after the fight.
- Divine Protection and Blessing of Protection both apply Forbearance for 1 min, and neither can be used while it is active. Using one blocks the other.
- Holy Light and Flash of Light have a 40 yd range. Stand where you can see the tank, but far enough back that enemies reach the tank first.
Protection Paladin PvE guide
Protection is the Paladin tank. Forever gives it Seal of Fury, whose swings deal Holy damage and, with a shield, grant small absorb shields, and whose Judgement taunts. Swift Judgement gives you a second taunt right away. No trainer teaches Righteous Fury yet, so threat builds slowly, and Retribution Aura is your only way to hold a whole pack at 20.
Your job in a group
You tank. Pull, hold threat with Seal of Fury, Judgement, Holy Strike and Retribution Aura, and taunt loose enemies back with Judgement (Seal of Fury's Judgement taunts) and Swift Judgement. You have no interrupt; Hammer of Justice is your only way to stop a cast. Pull at a pace your healer's Mana allows, and turn enemies away from the group. You bring Devotion Aura or Retribution Aura for the party, a Blessing for each player, and Lay on Hands and Blessing of Protection for emergencies.
Opener
- Seal of Fury: Before the pull, with a shield on. It lasts 30 sec and Judgement doesn't use it up, so you rarely recast it mid-fight.
- Retribution Aura: On pulls of more than one enemy: every enemy that strikes a party member within 30 yards takes Holy damage, your only way to threaten a whole pack. Use Devotion Aura on single enemies.
- Judgement: Open on the main target: Holy damage plus a taunt from Seal of Fury.
- Holy Strike: On cooldown for extra damage and threat. It costs very little Mana.
- Swift Judgement: When a second enemy runs for the healer, reset Judgement and taunt it right away. The next Judgement is also free.
Cooldowns
- Hammer of Justice: Stun a caster, or an enemy you can't taunt back in time, for 3 sec.
- Divine Protection: Only when you are about to die: you are immune for 8 sec, but you can't attack, so enemies may turn to your healer. It applies Forbearance.
- Lay on Hands: Heal yourself or the healer for an amount equal to your maximum health. It drains all your Mana, so it is a last resort.
- Blessing of Protection: On a party member who pulled an enemy off you: 6 sec of immunity to physical attacks, but they can't attack either.
- Swift Judgement: Save it for a second taunt when two enemies get loose, not for damage.
Stats
Defense, Stamina, Armor, Block Value, Hit, Strength, Spell Power, Intellect. Defense, Stamina and armor keep you alive through the mistakes a level 20 group makes, and Defense stacks on top of Anticipation's Defense Skill. Hit matters because every missed swing is Seal of Fury damage, absorbs and threat you don't get. Blizzard's notes say Retribution Aura now scales with your spell power, which helps you hold packs. Intellect keeps Seal of Fury and Judgement going until Shield Specialization returns Mana at 30.
Tips
- Keep a shield on: Seal of Fury only gives absorb shields while a shield is equipped.
- No trainer teaches Righteous Fury in the current client, so you have no threat bonus. Ask your group to give you a few seconds before they attack.
- Judgement's range is only 10 yd, so taunting a loose enemy means walking toward it. Swift Judgement resets the cooldown for a second taunt right away.
- Divine Protection stops you attacking, so it costs threat. Save it for when you would otherwise die.
- Heal yourself with Holy Light between pulls to save your healer's Mana for the fights.
Retribution Paladin PvE guide
Retribution is the Paladin's two-handed damage spec. From 20, Seal of Command adds Holy damage to your swings, and because Judgement no longer uses up your seal, you Judge on cooldown. Forever adds Holy Strike, an instant strike, and Blizzard has since cut its cooldown to 10 seconds and raised the weapon damage of every rank after the first.
Your job in a group
You deal melee damage. Seal of the Crusader's Judgement makes elites and bosses take more Holy damage for 40 sec, which helps you and any other Holy damage dealer. You have no interrupt, but Hammer of Justice stuns a caster, and a stunned target takes far more from Seal of Command's Judgement. You bring Blessing of Might for melee and Blessing of Wisdom for casters, an aura, Purify for poisons and diseases, and Lay on Hands, Blessing of Protection and Redemption as backup for the healer. Let the tank pull and hit first: nothing in your build lowers your threat.
Opener
- Blessing of Might: On yourself and other melee before the pull. Rank 2 at 12 adds 25 melee attack power for 1 hour.
- Seal of the Crusader: On elites and bosses only. Its Judgement lasts 40 sec, and your melee strikes keep it refreshed.
- Judgement: Judge Seal of the Crusader once the tank has the enemy's attention.
- Seal of Command: Switch to it right after and keep it up; it lasts 30 sec.
- Holy Strike: On cooldown from the first swing. It is a cheap instant hit with weapon and Holy damage.
Cooldowns
- Hammer of Justice: Stun, then Judge: Seal of Command's Judgement deals 93 to 101 Holy damage to a stunned target instead of 48. It also stops a caster for 3 sec.
- Swift Judgement: Right after that Judgement, reset it and Judge again while the target is still stunned. The second Judgement is free.
- Exorcism: On cooldown against Undead and Demons. It does nothing to other targets.
- Lay on Hands: Save the healer or tank when they are about to die. It drains all your Mana, but you can keep swinging without it.
- Blessing of Protection: Save a caster an enemy has reached. They can't attack while it lasts.
Stats
Weapon DPS, Strength, Hit, Critical Strike, Agility, Stamina, Intellect. Seal of Command's bonus and Holy Strike are both based on weapon damage, so a slow, hard-hitting two-hander matters most. Strength adds attack power, and hit keeps your swings, and the seal procs that ride on them, landing. Critical Strike gains value in the level 30 build, which takes Conviction. Intellect pays for your seals and Judgements.
Tips
- Use the slowest two-handed weapon you can find. Seal of Command's proc deals Holy damage equal to 70% of weapon damage, so bigger hits mean bigger procs.
- Judgement no longer uses up your seal in Forever. Judge on cooldown instead of saving it.
- Seal of the Crusader's Judgement lasts 40 sec in Forever instead of Classic's 10, and your swings refresh it, so one Judgement covers most fights.
- Judgement and Hammer of Justice have only a 10 yd range. Stay in melee rather than stepping back and forth.
- Exorcism only works on Undead and Demons, so check the target type before you spend Mana on it.
Checked against WoW Forever beta build 1.60.1.70009.
Paladin abilities
- Improved Flash of Light
- Improved Seal of Fury
- Sanctified Judgement
- Twist of Light
- Devotion Aura (level 1)
- Holy Light (level 1)
- Judgement of Righteousness (level 1)
- Seal of Righteousness (level 1)
- Swift Judgement (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)
- Seal of Fury (level 10)
- Judgement of the Crusader (level 12)
- Redemption (level 12)
- Blessing of Wisdom (level 14)
- Retribution Aura (level 16)
- Blessing of Freedom (level 18)
- Exorcism (level 20)
- Flash of Light (level 20)
- Judgement of Command (level 20)
- Sense Undead (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)
- Blessing of Salvation (level 26)
- Shadow Resistance Aura (level 28)
- Divine Intervention (level 30)
- Judgement of Light (level 30)
- Seal of Light (level 30)
- Templar's Bulwark (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)
- Blessing of Light (level 40)
- Hammer of the Righteous (level 40)
- Light's Vigil (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)
- Greater Blessing of Light (level 60)
- Greater Blessing of Salvation (level 60)