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Paladin Builds
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic
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, Protection gets Seal of Fury, Judgement of Fury, Swift Judgement, Templar's Bulwark and trainer-taught Hammer of the Righteous, and Retribution gains Holy Strike, Sacred Arbiter and the level 40 Twist of Light talent, whose seal echoes make seal twisting official. 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. Improved Seals adds 15% to every seal and Judgement, Healing Light makes your self-heals stronger, and Reverence keeps some Mana coming back while you fight. It kills more slowly than Retribution, but you stay in the Holy tree and can heal dungeons along the way.
- Divine Intellect 5/5: All 5 ranks add 10% to your total Intellect (2% per rank), so you have a bigger Mana pool for long fights and for healing a dungeon.
- Improved Seals 3/3: At 3/3 your Seals and Judgements deal 15% more damage (5% per rank). In Forever it covers every seal and Judgement, not only Seal of Righteousness as it did in Classic.
- Healing Light 2/3: Two ranks make Holy Light and Flash of Light heal 8% more (4% per rank), so the heal you cast on yourself between fights goes further. The third rank (12%) is the first point to add if you switch to healing.
- Reverence 1/3: Rank 1 lets 10% of your Mana regeneration continue while casting. Seals, Judgement and Holy Strike all cost Mana, so you are nearly always casting in a fight, and this keeps a little regeneration going. It is also the first step toward Illumination at 25.
Fight with Seal of Righteousness (slower weapons deal more per swing) and press Judgement and Holy Strike whenever they are ready. Judgement no longer uses up your seal. From 20 every Paladin trains Consecration: drop it under two or more enemies, but rank 1 costs 135 Mana, so don't use it on a single target. Heal yourself with Holy Light between fights, and keep Blessing of Wisdom on yourself to cut down on drinking. If you join a dungeon as the healer, this build works, but the healing build below does it better.
Holy: Dungeon healer (level 20)
The start of the Holy healing tree: more Intellect, 12% stronger Holy Light and Flash of Light, casts that keep their speed when you are hit, and the first rank of Reverence for Mana regeneration while you cast. It is built for healing level 20 dungeons.
- Divine Intellect 5/5: All 5 ranks add 10% to your total Intellect (2% per rank), which means a bigger Mana pool. At this level Mana, not time, is what ends a dungeon run.
- Healing Light 3/3: At 3/3, Holy Light and Flash of Light heal 12% more (4% per rank), and so does Holy Shock once you have it. It is the biggest healing increase you can reach this early.
- Spiritual Focus 2/2: At 2/2, Flash of Light and Holy Light have a 70% chance not to lose casting time when you take damage (35% at rank 1). That helps when an enemy gets loose and reaches you. It covers Light's Vigil too, later.
- Reverence 1/3: Rank 1 lets 10% of your Mana regeneration continue while casting. A healer casts through most of a pull, so this is Mana you would otherwise not get back until the fight ends. It also starts the path to Illumination, which needs Reverence at 3/3.
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. 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. If casters in a dungeon keep interrupting you, the PvP build's Voice of Truth is the alternative to Reverence in tier 3.
Holy: Holy melee leveling (level 30)
Builds on the level 20 leveling build with Divine Strength for harder swings and Benediction from Retribution, which makes your seals, Judgement, Holy Strike and Consecration 10% cheaper. You rarely need to drink, and you can still heal a dungeon.
- Divine Intellect 5/5: All 5 ranks add 10% to your total Intellect (2% per rank), so you have a bigger Mana pool for long fights and for healing a dungeon.
- Improved Seals 3/3: At 3/3 your Seals and Judgements deal 15% more damage (5% per rank). In Forever it covers every seal and Judgement, not only Seal of Righteousness as it did in Classic.
- Healing Light 2/3: Two ranks make Holy Light and Flash of Light heal 8% more, which helps your heals between fights and in dungeons.
- Reverence 1/3: Rank 1 lets 10% of your Mana regeneration continue while casting, and a melee Paladin spends Mana on something every few seconds.
- Divine Strength 5/5: All 5 ranks add 10% to your Strength (2% per rank), so your weapon swings and the weapon part of Holy Strike hit harder. Tier 1 points also count toward the tier gates.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank), and nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
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. Benediction makes all of those cheaper, and Reverence keeps some Mana regeneration going while you fight. At 30 you can train Seal of Light, which can heal you as you swing when you need staying power more than damage. Healing Light helps Holy Light in dungeons, but the dedicated healing build with Illumination, Divine Favor and Holy Shock heals far better.
Holy: Dungeon healer (level 30)
The level 30 healing build goes all the way down to Holy Shock, an instant heal on a short cooldown, and picks up Illumination and Divine Favor on the way. Divine Favor makes your next heal a guaranteed critical heal, and Illumination turns critical heals into Mana.
- Divine Intellect 5/5: All 5 ranks add 10% to your total Intellect (2% per rank), which means a bigger Mana pool. At this level Mana, not time, is what ends a dungeon run.
- Healing Light 3/3: At 3/3, Holy Light and Flash of Light heal 12% more (4% per rank), and so does Holy Shock once you have it. It is the biggest healing increase you can reach this early.
- Spiritual Focus 2/2: At 2/2, Flash of Light and Holy Light have a 70% chance not to lose casting time when you take damage (35% at rank 1). That helps when an enemy gets loose and reaches you. It covers Light's Vigil too, later.
- Reverence 3/3: At 3/3, 30% of your Mana regeneration continues while you cast (10% per rank). Illumination needs all 3 ranks.
- Voice of Truth 1/1: When activated, you are immune to Silence and Interrupt effects for 6 sec. It is the answer to dungeon casters that interrupt or silence you, and it is one of the 5 tier 3 points that open tier 4.
- Purifying Power 1/2: Rank 1 makes Purify (and Cleanse, later) 10% cheaper and cuts Exorcism's cooldown by 17%. A dungeon healer removes a lot of poisons and diseases, and it is the fifth point tier 3 needs.
- Illumination 4/5: At 4/5, a critical heal from Flash of Light, Holy Light or Holy Shock has an 80% chance to return Mana equal to 50% of the spell's base cost (20% per rank). The fifth rank, for a 100% chance, is the first point to add at 31.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance, and with Illumination that critical heal will usually refund Mana too. Use it on an emergency Holy Light.
- 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. It is your only instant heal besides Lay on Hands, so it saves a tank when a Holy Light would land too late. Trainers sell rank 2 at 40.
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 Light or a Holy Shock makes it a guaranteed critical heal. 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, and Voice of Truth protects your casts from Silence and Interrupt effects for 6 sec.
Holy: Battleground healer (level 20)
A level 20 PvP healing build. It keeps Divine Intellect and Spiritual Focus from the dungeon healing build, adds Unyielding Faith so Fear and Disorient effects hold you for less time, and ends in Voice of Truth, 6 sec of immunity to Silence and Interrupt effects. You heal a little less per cast and spend far less time unable to heal.
- Divine Intellect 5/5: All 5 ranks add 10% to your total Intellect. A bigger Mana pool matters in PvP, where you rarely get a quiet moment to drink.
- Spiritual Focus 2/2: At 2/2, Flash of Light and Holy Light have a 70% chance not to lose casting time when you take damage (35% at rank 1). In PvP someone is usually hitting you while you cast, so this is worth even more than in a dungeon.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time (15% at rank 1). Warlocks and Priests can make you flee, and every second you run is a second nobody is healed.
- Healing Light 1/3: Rank 1 makes Holy Light and Flash of Light heal 4% more. It is also the tenth point in tiers 1 and 2, which opens Voice of Truth.
- Voice of Truth 1/1: When activated, you are immune to Silence and Interrupt effects for 6 sec. Kick, Shield Bash and Earth Shock can't stop a heal you cast in that window, which is how a Holy Paladin survives a melee player on them.
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 before a big heal: for 6 sec, Kick, Shield Bash and Earth Shock can't stop it. 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, and Blessing of Freedom on yourself or a slowed flag carrier. The dungeon healing build also works in PvP and heals a little more, but it has no Voice of Truth.
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, and Infusion of Light turns those critical heals into a faster Holy Light.
- Divine Intellect 5/5: All 5 ranks add 10% to your total Intellect. A bigger Mana pool matters in PvP, where you rarely get a quiet moment to drink.
- Spiritual Focus 2/2: At 2/2, Flash of Light and Holy Light have a 70% chance not to lose casting time when you take damage (35% at rank 1). In PvP someone is usually hitting you while you cast, so this is worth even more than in a dungeon.
- Unyielding Faith 2/2: At 2/2, Fear and Disorient effects on you last 30% less time (15% at rank 1). Warlocks and Priests can make you flee, and every second you run is a second nobody is healed.
- Healing Light 3/3: At 3/3, Holy Light, Flash of Light and Holy Shock heal 12% more (4% per rank).
- Voice of Truth 1/1: When activated, you are immune to Silence and Interrupt effects for 6 sec. Kick, Shield Bash and Earth Shock can't stop a heal you cast in that window, which is how a Holy Paladin survives a melee player on them.
- Reverence 3/3: At 3/3, 30% of your Mana regeneration continues while you cast (10% per rank), and in a battleground you are nearly always casting. Illumination needs all 3 ranks.
- Divine Favor 1/1: When activated, your next Flash of Light, Holy Light or Holy Shock has a 100% critical effect chance. On Holy Shock that is a big instant heal nobody can interrupt.
- Infusion of Light 2/2: At 2/2, a critical Holy Shock or Flash of Light cuts 1.0 sec off your next Holy Light cast within 15 sec (0.5 sec at rank 1). Divine Favor on Holy Shock sets it up whenever you need it, so a fast Holy Light follows the instant heal.
- Illumination 1/5: Rank 1 gives your critical heals a 20% chance to return Mana equal to 50% of the spell's base cost. It is mainly the point that completes tier 4 so the build reaches Holy Shock.
- 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. An instant heal can't be interrupted or slowed by damage, which is what a healer under attack needs most.
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. From 22, Concentration Aura gives your party within 30 yards a 35% chance to ignore spell interruption when damaged. Divine Protection and Blessing of Protection share Forbearance, so use one and hold the other.
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, and Benediction from Retribution cuts the Mana cost of everything you press. 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, each damaging melee attack against you has a 10% chance to raise your block chance by 20% (4% per rank) for 10 sec or 5 blocks. With a shield on that is a lot less damage taken, and Shield Specialization needs all 5 ranks.
- Precision 1/3: The eleventh point: rank 1 improves your chance to hit by 1%, and every missed swing is Seal of Fury damage and absorbs you don't get.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank), and Seal of Fury, Judgement, Holy Strike and Consecration are all instant.
Wear a shield, because Seal of Fury only gives its absorb shields while a shield is equipped. 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, 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, some Defense, and the first rank of Shield Specialization, which lets your blocks restore Mana. It skips Improved Righteous Fury because no trainer teaches Righteous Fury itself in the current client.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 20% (4% per rank) for 10 sec or 5 blocks. A tank is hit constantly, so it is up often, and Shield Specialization requires all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Without Righteous Fury your threat is low, and every missed swing is Seal of Fury damage, absorbs and threat you don't get.
- Anticipation 2/5: Two ranks add 8 Defense Skill (4 per rank), so enemies hit and crit you a little less. They also complete the 10 points in tiers 1 and 2 that tier 3 needs.
- Shield Specialization 1/3: Rank 1 makes your shield absorb 10% more damage and gives your blocks a 33% chance to restore 6% of your maximum Mana. The client doesn't show how often it can trigger, but Mana is what limits a level 20 tank.
Seal of Fury is your tanking seal. Every swing adds Holy damage, and with a shield it also gives you a small absorb shield. Its Judgement deals Holy damage and taunts the target for 4 sec, so Judgement is both your threat button and your taunt. Without Righteous Fury you have no threat bonus, so give yourself a few seconds before the group attacks. 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. Swift Judgement, a second taunt right away, is a tier 4 Protection talent you can reach at 25.
Protection: Sword and board leveling (level 30)
Adds the rest of Precision, Anticipation, Shield Specialization, Improved Seal of Fury, Sacred Duty and Swift Judgement to the level 20 leveling build. At rank 3, Shield Specialization makes your blocks restore Mana, so together with Benediction you rarely need to drink, and Swift Judgement gives you a free extra Judgement when a fight needs to end quickly.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank), and Seal of Fury, Judgement, Holy Strike and Consecration are all instant.
- Redoubt 5/5: At 5/5, each damaging melee attack against you has a 10% chance to raise your block chance by 20% (4% per rank) for 10 sec or 5 blocks. With a shield on that is a lot less damage taken, and Shield Specialization needs all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). More hits mean more Seal of Fury damage and absorbs.
- Anticipation 2/5: Two ranks add 8 Defense Skill (4 per rank), so enemies hit and crit you a little less. They also complete the 10 points in tiers 1 and 2 that tier 3 needs.
- Shield Specialization 3/3: At 3/3 your shield absorbs 30% more damage, and every block has a 100% chance to restore 6% of your maximum Mana (33% per rank). The client leaves the internal cooldown blank, but Mana on block is what keeps a tank going through long pulls.
- Improved Seal of Fury 1/1: When Seal of Fury's absorb shield is fully used up, you restore Mana, 15% more for each level the attacker is above you, up to 45%. The client leaves the base amount blank. The point is also required for Swift Judgement.
- Sacred Duty 1/2: Rank 1 adds 2% to your total Stamina and takes 30 sec off the cooldowns of Divine Protection, Divine Shield and Templar's Bulwark. It is the fifth point tier 3 needs to open tier 4.
- Swift Judgement 1/1: When activated, it finishes Judgement's remaining cooldown and makes your next Judgement cost no Mana. Solo it is a free burst of damage; in a dungeon it is a second taunt right away.
You use the same seal and buttons as at 20. Shield Specialization's Mana on block rewards fighting two enemies at once, so pull in pairs with Retribution Aura running, and drop Consecration when three or more are on you. Seal of Fury rank 3 at 25 adds 14 Holy damage per swing. Press Swift Judgement for an instant second Judgement when a fight needs to end quickly. Templar's Bulwark is one tier further down and needs 20 points in the tiers above it, so this build doesn't reach it at 30; the tank build does.
Protection: Dungeon tank (level 30)
The level 30 tank goes deep enough for Templar's Bulwark, an absorb shield equal to your maximum health. On the way it takes Shield Specialization for Mana on block, Swift Judgement for a second taunt, Sacred Duty for Stamina and shorter defensive cooldowns, and One-Handed Weapon Specialization for more threat. It still skips Improved Righteous Fury, because no trainer teaches Righteous Fury.
- Redoubt 5/5: At 5/5, damaging melee attacks against you have a 10% chance to raise your block chance by 20% (4% per rank) for 10 sec or 5 blocks. A tank is hit constantly, so it is up often, and Shield Specialization requires all 5 ranks.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Without Righteous Fury your threat is low, and every missed swing is Seal of Fury damage, absorbs and threat you don't get.
- Anticipation 2/5: Two ranks add 8 Defense Skill (4 per rank), so enemies hit and crit you a little less. They also complete the 10 points in tiers 1 and 2 that tier 3 needs.
- Shield Specialization 3/3: At 3/3 your shield absorbs 30% more damage, and every block has a 100% chance to restore 6% of your maximum Mana (33% per rank). The client leaves the internal cooldown blank, but Mana on block is what keeps a tank going through long pulls.
- Improved Seal of Fury 1/1: When Seal of Fury's absorb shield is fully used up, you restore Mana, 15% more for each level the attacker is above you, up to 45%. The client leaves the base amount blank. The point is also required for Swift Judgement.
- Sacred Duty 2/2: At 2/2 your total Stamina is 4% higher, and Divine Protection, Divine Shield and Templar's Bulwark come back 60 sec sooner (30 sec per rank).
- Swift Judgement 1/1: When activated, it finishes Judgement's remaining cooldown and makes your next Judgement cost no Mana. With Seal of Fury that is a second taunt right away when two enemies get loose.
- One-Handed Weapon Specialization 3/3: At 3/3 you deal 10% more damage with one-handed melee weapons (3% and 7% at ranks 1 and 2). Without Righteous Fury, more damage is more threat, and these points bring the build to the 20 that Templar's Bulwark needs.
- 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 for 1 min, so it shares its lockout with Divine Protection and Blessing of Protection, but its tooltip doesn't stop you attacking, so you keep your threat.
Your threat tools are the same as at 20: Seal of Fury, Judgement on cooldown for damage and a 4 sec taunt, Holy Strike, and Consecration on packs, plus Swift Judgement for a second taunt. Rank 3 of Shield Specialization gives you Mana back when you block, which keeps long pulls going. Templar's Bulwark is your emergency button, and unlike Divine Protection its tooltip doesn't stop you attacking; with Sacred Duty it comes back after 4 min instead of 5. Hammer of the Righteous (trainer, level 40) and Holy Shield (talent, level 40) are still far away. Put Blessing of Salvation (from 26) on your hardest-hitting damage dealer and 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 Toughness for armor, Guardian's Favor for a longer Blessing of Freedom and a shorter Blessing of Protection cooldown, and Sacred Duty for Stamina and a faster Divine Protection. You deal little damage, but you are hard to kill and hard to slow.
- Toughness 5/5: At 5/5 the armor from your items is 10% higher (2% per rank). Plate and a shield already give you a lot of armor, and armor cuts the damage you take from Warriors, Rogues and Hunter pets.
- Guardian's Favor 2/2: At 2/2 Blessing of Freedom lasts 6 sec longer (3 sec per rank) and Blessing of Protection comes back 2 min sooner. Blessing of Freedom is how you keep a flag carrier, or yourself, moving through slows and roots.
- Anticipation 3/5: Three ranks add 12 Defense Skill (4 per rank), so Warriors, Rogues and Retribution Paladins miss and crit you less. They also complete the 10 points tier 3 needs.
- Sacred Duty 1/2: Rank 1 adds 2% to your total Stamina and takes 30 sec off Divine Protection's cooldown, so you can use it more often in a long battleground.
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 for 6 sec. In dungeons, the dungeon tank build is better, because hit and Shield Specialization's Mana matter more there.
Protection: Battleground defender (level 30)
Extends the level 20 PvP build with Precision, the rest of Anticipation, a second point of Sacred Duty and Improved Hammer of Justice, and reaches Templar's Bulwark at 30. You stun more often, your defensive cooldowns come back sooner, and Templar's Bulwark absorbs damage equal to your maximum health while you keep fighting. It gives up the dungeon tank build's Shield Specialization and Swift Judgement.
- Toughness 5/5: At 5/5 the armor from your items is 10% higher (2% per rank). Plate and a shield already give you a lot of armor, and armor cuts the damage you take from Warriors, Rogues and Hunter pets.
- Guardian's Favor 2/2: At 2/2 Blessing of Freedom lasts 6 sec longer (3 sec per rank) and Blessing of Protection comes back 2 min sooner. Blessing of Freedom is how you keep a flag carrier, or yourself, moving through slows and roots.
- Anticipation 5/5: At 5/5 you have 20 more Defense Skill (4 per rank), which helps against Warriors, Rogues and Retribution Paladins.
- Precision 3/3: At 3/3 you have 3% more chance to hit (1% per rank). Every missed swing is Seal of Fury damage and absorbs you don't get, and these points fill tier 2 so the build can reach tier 5.
- Sacred Duty 2/2: At 2/2 your total Stamina is 4% higher, and Divine Protection and Templar's Bulwark come back 60 sec sooner (30 sec per rank).
- Improved Hammer of Justice 3/3: At 3/3 Hammer of Justice's cooldown is 15 sec shorter (5 sec per rank), so you stun more often. It is your only stun and your only way to stop a cast.
- 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 for 1 min, so it shares its lockout with Divine Protection and Blessing of Protection, but its tooltip doesn't stop you attacking, so you keep your threat.
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. Run Concentration Aura when you stand with your healers, and Devotion Aura when you are the one being hit. Seal of Fury rank 3 at 25 adds 14 Holy damage per swing. 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.
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 melee critical strikes. It kills quickly and doesn't need much drinking.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank), and 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 no longer uses up your seal, so every extra Judgement is pure extra damage.
- Conviction 3/5: Three ranks give 3% more critical strike chance with melee attacks (1% per rank). They complete the 10 points that Seal of Command's tier needs, and the last two ranks come at 30.
- Seal of Command 1/1: This becomes your main seal at 20. Swings have a chance to add Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage, or 93 to 101 if the target is stunned or incapacitated.
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 no longer uses 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 Holy Conduit, which makes Consecration and Exorcism 40% cheaper, so you can afford Consecration on trash packs and Exorcism on every Undead or Demon in the dungeon.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank), and nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Conviction 3/5: Three ranks give 3% more critical strike chance with melee attacks (1% per rank). With Holy Conduit they complete the 10 points that Seal of Command's tier needs.
- Holy Conduit 2/2: At 2/2, Consecration, Exorcism, Holy Wrath and Hammer of Wrath cost 40% less Mana (20% per rank). Consecration is expensive at this level, so this is what lets you drop it on every trash pack, and Exorcism gets the same discount against Undead and Demons.
- Seal of Command 1/1: This becomes your main seal at 20. Swings have a chance to add Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage, or 93 to 101 if the target is stunned or incapacitated.
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 Conviction, Sanctified Judgement and Pursuit of Justice, 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: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank), and 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 no longer uses up your seal, so every extra Judgement is pure extra damage.
- Conviction 5/5: At 5/5 you have 5% more critical strike chance with melee attacks (1% per rank). Critical strikes are what keep Vengeance stacked.
- Seal of Command 1/1: This becomes your main seal at 20. Swings have a chance to add Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage, or 93 to 101 if the target is stunned or incapacitated.
- Sanctified Judgement 3/3: At 3/3 every Judgement returns 60% of the judged seal's Mana cost (rank 1 is a 33% chance to return 20%). You Judge on cooldown, so this pays back a large share of your seals. Vengeance requires all 3 ranks.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not (8% at rank 1). It saves real time between quests, but it doesn't stack with other movement speed effects.
- Vindication 1/3: Rank 1 gives your melee attacks a chance to weaken the target's attack power and raise yours by 1% for 30 sec. It is the twentieth point in tiers 1 to 4, which Vengeance's tier needs.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target, so a Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Vengeance 1/3: Rank 1 increases your Physical and Holy damage by 1% for 30 sec after a non-periodic critical strike, stacking up to 3 times. With Conviction you crit often enough to keep 3 stacks up in most fights, and ranks 2 and 3 (2% and 3% per stack) come at 31 and 32.
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. 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. It keeps Holy Conduit for cheap Consecration on packs, takes all 3 ranks of Vindication, whose debuff lowers the attack power of whatever the tank is fighting, and reaches Vengeance through Sanctified Judgement and Sacred Arbiter.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank), and nearly everything you press is instant: seals, Judgement, Holy Strike, Consecration and Blessings.
- Conviction 5/5: At 5/5 you have 5% more critical strike chance with melee attacks (1% per rank). Critical strikes are what keep Vengeance stacked.
- Holy Conduit 2/2: At 2/2, Consecration, Exorcism, Holy Wrath and Hammer of Wrath cost 40% less Mana (20% per rank). Consecration is expensive at this level, so this is what lets you drop it on every trash pack, and Exorcism gets the same discount against Undead and Demons.
- Seal of Command 1/1: This becomes your main seal at 20. Swings have a chance to add Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage, or 93 to 101 if the target is stunned or incapacitated.
- Sanctified Judgement 3/3: At 3/3 every Judgement returns 60% of the judged seal's Mana cost (rank 1 is a 33% chance to return 20%). You Judge on cooldown, so this pays back a large share of your seals. Vengeance requires all 3 ranks.
- Vindication 3/3: At 3/3 your melee attacks have a chance to lower the target's attack power and raise yours by 3% for 30 sec (1% per rank). In a group, the lower attack power on the target means a little less damage on your tank.
- Sacred Arbiter 1/1: Holy Strike deals 20% more damage and refreshes all your Judgement effects on the target, so a Seal of the Crusader Judgement doesn't fall off while you press Holy Strike on cooldown.
- Vengeance 1/3: Rank 1 increases your Physical and Holy damage by 1% for 30 sec after a non-periodic critical strike, stacking up to 3 times. With Conviction you crit often enough to keep 3 stacks up in most fights, and ranks 2 and 3 (2% and 3% per stack) come at 31 and 32.
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. Let the tank land a few hits first, because nothing in this build lowers your threat. From 26 you can put Blessing of Salvation on yourself if you keep pulling threat, but each player can hold only one of your Blessings.
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 Improved Judgement and Conviction for five points of Deflection, so you parry more melee attacks. Your damage between stuns is a little lower, and you last longer against Warriors and Rogues.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank). Seals, Judgement, Holy Strike, Hammer of Justice and Blessing of Freedom are all instant, and PvP leaves little time to drink.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank), which helps against Warriors, Rogues and other melee. Together with Benediction these 10 points open Seal of Command.
- Seal of Command 1/1: Swings have a chance to add Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage, or 93 to 101 if the target is stunned or incapacitated. Hammer of Justice followed by Judgement 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 Conviction, Pursuit of Justice and Eye for an Eye 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.
- Benediction 5/5: All 5 ranks make instant spells and abilities 10% cheaper (2% per rank). Seals, Judgement, Holy Strike, Hammer of Justice and Blessing of Freedom are all instant, and PvP leaves little time to drink.
- Deflection 5/5: At 5/5 you have 5% more Parry chance (1% per rank), which helps against Warriors, Rogues and other melee. Together with Benediction these 10 points open Seal of Command.
- Conviction 5/5: At 5/5 you have 5% more critical strike chance with melee attacks (1% per rank), so your stun window hits harder more often.
- Seal of Command 1/1: Swings have a chance to add Holy damage equal to 70% of weapon damage, and its Judgement deals 48 Holy damage, or 93 to 101 if the target is stunned or incapacitated.
- Pursuit of Justice 2/2: At 2/2 you move 15% faster, mounted or not (8% at rank 1), so you catch casters and reach objectives first. It doesn't stack with other movement speed effects.
- Eye for an Eye 2/2: At 2/2 every critical strike against you deals 10% of its damage to the attacker as well (5% per rank), capped at 50% of your total health. In Classic it only worked on spell criticals; the Forever tooltip covers all critical strikes. These points also open tier 5.
- Repentance 1/1: Incapacitates a Humanoid for up to 6 sec, and any damage wakes them. Player characters are Humanoids, so it is a second crowd control next to Hammer of Justice: take a healer out of the fight, or Judge the incapacitated target for Seal of Command's bigger hit.
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. 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.
Checked against WoW Forever beta build 1.60.1.70170.
Best in slot gear at any level: Holy, Protection, Retribution
Paladin abilities
- Improved Flash of Light
- 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)
- 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)
- Sense Undead (level 20, from the Classic class quest The Tome of Valor)
- 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)
- 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)
- 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)