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Paladin PvE guide
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 Twist of Light talent, whose seal echoes make seal twisting official. Consecration and Blessing of Kings are trainer abilities at level 20.
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 Reverence lets part of your Mana regeneration continue while you cast. At 30 the healing build reaches Holy Shock, an instant heal.
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.
- 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. From 25, the Swift Judgement talent gives you a second taunt right away. Righteous Fury, trained at 10, makes your Holy attacks build 90% more threat, and at 20 Consecration and Retribution Aura are how you hold a whole pack.
Your job in a group
You tank. Pull, hold threat with Seal of Fury, Judgement, Holy Strike, Consecration and Retribution Aura, and taunt loose enemies back with Judgement (Seal of Fury's Judgement taunts) and, from 25, 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
- Righteous Fury: Before the first pull: your Holy attacks build 90% more threat for 30 min. It costs Mana, so cast it once and leave it on.
- Blessing of Kings: On yourself before the pull: 10% more total stats for 1 hour.
- 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, which builds threat on the whole pack. Use Devotion Aura on single enemies.
- Judgement: Open on the main target: Holy damage plus a taunt from Seal of Fury.
- Consecration: Once the pack is on you: every enemy in it takes Holy damage over 8 sec, and the first 4 take extra. It is expensive at 20, so save it for real packs.
- Holy Strike: On cooldown for extra damage and threat. It costs very little Mana.
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.
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. Their October 8 notes fixed a bug that had it using the target's spell power instead of yours. Intellect keeps Seal of Fury, Judgement and Consecration going until Shield Specialization's Mana on block reaches full strength at rank 3.
Tips
- Keep a shield on: Seal of Fury only gives absorb shields while a shield is equipped.
- Train Righteous Fury at 10 and cast it before the first pull: it lasts 30 min and makes your Holy attacks build 90% more threat. Turn it off when you play solo, since you don't need the threat.
- Judgement's range is only 10 yd, so taunting a loose enemy means walking toward it. From 25, the Swift Judgement talent 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.
- 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 at 30, where Vengeance turns your critical strikes into a damage bonus. 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 1.60.1.70658.
Tips & tricks: what ForeverDB learned
Holy
Updated 31 October 2026 for build 1.60.1.70707 · 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.
- Forever client: No simulation for this spec yet: the order here is the site's rotation card for levels 30-39, with cooldowns and costs from the Forever client. (levels 30–39)
- Forever client: Divine Favor has a 2 min cooldown at levels 30-39 (client data): about once every second or third pull. (levels 30–39)
- Forever client: Blessing of Protection has a 5 min cooldown and costs 45 Mana at levels 30-39 (client data): plan on once per dungeon wing, not per pull. (levels 30–39)
- Forever client: Lay on Hands has a 20 min cooldown at levels 30-39 (client data): plan on once per dungeon wing, not per pull. (levels 30–39)
- Forever client: Voice of Truth has a 3 min cooldown at levels 30-39 (client data): about once every second or third pull. (levels 30–39)
- Forever client: There is no simulation for this spec yet. The order shown is the site's rotation card for levels 20-29, using cooldowns and costs from the Forever client. (levels 20–29)
- Forever client: Blessing of Protection has a 5 min cooldown and costs 25 Mana at levels 20-29. You can use it once per dungeon wing, not every pull. (levels 20–29)
- Forever client: Lay on Hands has a 20 min cooldown at levels 20-29. You can use it once per dungeon wing, not every pull. (levels 20–29)
- Forever client: Divine Protection has a 5 min cooldown and costs 35 Mana at levels 20-29. You can use it once per dungeon wing, not every pull. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 40-49, with cooldowns and costs from the Forever client. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Favor has a 2 min cooldown at levels 40-49 (client data): about once every second or third pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Blessing of Protection has a 5 min cooldown at levels 40-49 (client data): plan on once per dungeon wing, not per pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Lay on Hands has a 20 min cooldown at levels 40-49 (client data): plan on once per dungeon wing, not per pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Shield has a 5 min cooldown and costs 75 Mana at levels 40-49 (client data): plan on once per dungeon wing, not per pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 50-59, with cooldowns and costs from the Forever client. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Favor has a 2 min cooldown at levels 50-59 (client data): about once every second or third pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Blessing of Protection has a 5 min cooldown at levels 50-59 (client data): plan on once per dungeon wing, not per pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Lay on Hands has a 20 min cooldown at levels 50-59 (client data): plan on once per dungeon wing, not per pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Shield has a 5 min cooldown and costs 110 Mana at levels 50-59 (client data): plan on once per dungeon wing, not per pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for level 60, with cooldowns and costs from the Forever client. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Favor has a 2 min cooldown at level 60 (client data): about once every second or third pull. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Blessing of Protection has a 5 min cooldown at level 60 (client data): plan on once per dungeon wing, not per pull. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Lay on Hands has a 20 min cooldown at level 60 (client data): plan on once per dungeon wing, not per pull. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Divine Shield has a 5 min cooldown and costs 110 Mana at level 60 (client data): plan on once per dungeon wing, not per pull. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Holy Light: Whenever it's ready: Rank 5 heals 425 to 479. Cast a lower rank for steady damage to save Mana. (ForeverDB guide, Forever client)
- Holy Shock: Whenever it's ready: Instant, 10 sec cooldown, 20 yd range: rank 1 heals 110 to 118. Use it when a heal must land now or while you move. (ForeverDB guide, Forever client)
- Flash of Light: Whenever it's ready: Rank 2 heals 62 to 70. Use it only for quick top-ups. (ForeverDB guide, Forever client)
- Purify: Whenever it's ready: Remove poisons and diseases. Purifying Power makes it cheaper. (ForeverDB guide, Forever client)
Cooldowns:
- Divine Favor: as needed (ForeverDB guide, Forever client)
- Blessing of Protection: as needed (ForeverDB guide, Forever client)
- Lay on Hands: as needed (ForeverDB guide, Forever client)
- Voice of Truth: as needed (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Protection
Updated 31 October 2026 for build 1.60.1.70707 · 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.
- Forever client: No simulation for this spec yet: the order here is the site's rotation card for levels 30-39, with cooldowns and costs from the Forever client. (levels 30–39)
- Forever client: Templar's Bulwark has a 5 min cooldown and costs 110 Mana at levels 30-39 (client data): plan on once per dungeon wing, not per pull. (levels 30–39)
- Forever client: There is no simulation for this spec yet. The order shown is the site's rotation card for levels 20-29, using cooldowns and costs from the Forever client. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 40-49, with cooldowns and costs from the Forever client. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Templar's Bulwark has a 5 min cooldown and costs 110 Mana at levels 40-49 (client data): plan on once per dungeon wing, not per pull. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for levels 50-59, with cooldowns and costs from the Forever client. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Templar's Bulwark has a 5 min cooldown and costs 110 Mana at levels 50-59 (client data): plan on once per dungeon wing, not per pull. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: No simulation for this spec yet: the order here is the site's rotation card for level 60, with cooldowns and costs from the Forever client. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Templar's Bulwark has a 5 min cooldown and costs 110 Mana at level 60 (client data): plan on once per dungeon wing, not per pull. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Righteous Fury: When it's missing from you: Before the pull, when you tank: 90% more threat from your Holy attacks for 30 min, and Improved Righteous Fury's damage reduction on top. (ForeverDB guide, Forever client)
- Seal of Fury: When it's missing from you: Rank 3 at 26 adds 14 Holy damage per swing. Keep a shield on for the absorbs. (ForeverDB guide, Forever client)
- Judgement: Whenever it's ready: On cooldown for Holy damage and a 4 sec taunt. (ForeverDB guide, Forever client)
- Holy Strike: Whenever it's ready: On cooldown. Rank 4 arrives at 28. (ForeverDB guide, Forever client)
- Exorcism: Whenever it's ready: Undead and Demons only. Rank 2 arrives at 28. (ForeverDB guide, Forever client)
Keep up:
- Seal of Fury on you, at least 0% of the time (ForeverDB guide, Forever client)
Cooldowns:
- Swift Judgement: as needed (ForeverDB guide, Forever client)
- Hammer of Justice: as needed (ForeverDB guide, Forever client)
- Templar's Bulwark: as needed (ForeverDB guide, Forever client)
Before the pull:
- Righteous Fury (ForeverDB guide, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707 (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
Retribution
Updated 31 October 2026 for build 1.60.1.70707 · 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.
- Simulator: Best consumable at levels 30-39: Bear Brisket (+1.7% DPS in the simulator); then Scroll of Strength II (+1.5%). (levels 30–39)
- Simulator: The party buff that helps you most at levels 30-39 is Blessing of Kings from a Paladin: +3% DPS in the simulator. (levels 30–39)
- Simulator: Where your damage comes from at levels 30-39: auto attacks 47%, Seal of Command 20%, Holy Strike 20% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 30–39)
- Simulator: Judgement is worth 46.5% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. (levels 30–39)
- Speculation: The simulator uses Classic's rule here (Seal of Command: 70% of weapon damage as Holy, 7 times a minute (Speculation: Classic's rate; the client has none)); the Forever client doesn't give the number: Seal of Command is worth 32.5% of your DPS at levels 30-39: the simulator's fight without it did that much less damage. (levels 30–39)
- Simulator: Stat values at level 30 (simulator, 1 attack power = 1): Strength 2, hit rating 1.51, haste rating 1.42. (level 30)
- Simulator: Best consumable at levels 20-29: Elixir of Ogre Strength (+1.9% DPS in the simulator); then Bear Brisket (+1.2%). (levels 20–29)
- Simulator: The party buff that helps you most at levels 20-29 is Blessing of Kings from a Paladin: +3% DPS in the simulator. (levels 20–29)
- Simulator: At levels 20-29, your damage splits roughly like this: auto attacks 51%, Seal of Command 22%, Holy Strike 16% (simulator, recommended build, best gear, 60 s single-target fight). (levels 20–29)
- Simulator: Judgement is worth 45.4% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. (levels 20–29)
- Speculation: The simulator uses Classic's rule here (Seal of Command: 70% of weapon damage as Holy, 7 times a minute (Speculation: Classic's rate; the client has none)); the Forever client doesn't give the number: Seal of Command is worth 32.7% of your DPS at levels 20-29: the simulator's fight without it did that much less damage. (levels 20–29)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 40-49: Bear Brisket (+1.2% DPS in the simulator); then Scroll of Strength II (+1.1%). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 40-49 is Battle Shout from a Warrior: +3.3% DPS in the simulator. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 40-49: auto attacks 41%, Seal of Command 23%, Holy Strike 20% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Judgement is worth 51.7% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Seal of Command is worth 38.7% of your DPS at levels 40-49: the simulator's fight without it did that much less damage. (levels 40–49)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Leave Seal of the Crusader out of single-target fights at levels 50-59: the simulator's 60 s fight did 2.1% more damage without it. The class guide disagrees, so treat this as a lead to test. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Best consumable at levels 50-59: Bear Brisket (+1.3% DPS in the simulator); then Scroll of Strength II (+1.1%). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at levels 50-59 is Battle Shout from a Warrior: +5.2% DPS in the simulator. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at levels 50-59: auto attacks 51%, Seal of Command 23%, Holy Strike 22% (simulator: recommended build, best gear for the level, 60 s single-target fight). (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Judgement is worth 37.2% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Seal of Command is worth 26.5% of your DPS at levels 50-59: the simulator's fight without it did that much less damage. (levels 50–59)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Leave Seal of the Crusader out of single-target fights at level 60: the simulator's 60 s fight did 3.5% more damage without it. The class guide disagrees, so treat this as a lead to test. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: The party buff that helps you most at level 60 is Battle Shout from a Warrior: +4.8% DPS in the simulator. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Where your damage comes from at level 60: auto attacks 53%, Seal of Command 23%, Holy Strike 22% (simulator: recommended build, best gear for the level, 60 s single-target fight). (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Judgement is worth 33.9% of your DPS at level 60: the simulator's fight without it did that much less damage. (level 60)
- Speculation: Above the level cap (30): the client has these levels, but nobody can play them yet: Seal of Command is worth 24.4% of your DPS at level 60: the simulator's fight without it did that much less damage. (level 60)
How to play it at levels 30–39: priority, procs and cooldowns
What to press, in order. Cast the first one that is ready and whose condition holds.
- Seal of the Crusader: Apply once before Judgement, then change seals: On elites and bosses, apply it once to judge it, then change seals; worth 15.2% of your DPS (Simulator, Forever client, ForeverDB guide)
- Judgement: Whenever it's ready: Cast it when it's ready (10 s cooldown); worth 46.5% of your DPS (Simulator, Forever client, ForeverDB guide)
- Seal of Command: When it's missing from you: Keep it up: 96% of the sim's fight; worth 32.5% of your DPS (Simulator, Forever client, ForeverDB guide)
- Holy Strike: Fill the gaps with it: Your filler: cast it when nothing above is ready; worth 20.1% of your DPS (Simulator, Forever client, ForeverDB guide)
Keep up:
- Seal of Command on you, at least 95% of the time (Simulator, Forever client)
Before the pull:
- Blessing of Kings (Simulator, Forever client)
- Battle Shout (Simulator, Forever client)
- Mark of the Wild (Simulator, Forever client)
- Bear Brisket (Simulator, Forever client)
- Scroll of Strength II (Simulator, Forever client)
- Elixir of Ogre Strength (Simulator, Forever client)
- Elixir of Agility (Simulator, Forever client)
Latest changes:
- : client build 1.60.1.70658 -> 1.60.1.70707; 40-49: Judgement worth 53.7% -> 51.7%; 50-59: Judgement worth 39.5% -> 37.2%; 60-60: Judgement worth 37.4% -> 33.9% (new client build 1.60.1.70707)
- : tip wording or values (the simulator or the site's data changed)
- : tip wording or values (DPS/HPS observation limits and bounded addon learning data)
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
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) raises Holy Strike's threat by 25% and, while Righteous Fury is up, makes it cut your damage taken by 10% for 6 seconds, so it anchors Paladin tanking.
Sources: Holy Strike (Rank 3) · Outlook: Paladin · Forever Class Deep Dives — Paladin · checked on build 1.60.1.70532