Overview
A Holy hybrid whose Seals, Judgements and support tools change with the role. Protection manages threat, Holy supports allies, and Retribution blends weapon attacks with Holy damage.
- Role
- Melee DPS · Tank · Healer
- Primary stats
- Strength or Intellect, by role
- Combat range
- Melee / ranged healing
- Resource
- Mana
Start Retribution for a straightforward solo route, Protection if you mainly want to tank dungeons, or Holy when healing a regular group is your priority. All three use Mana, but they solve different problems: a two-handed damage set is not a substitute for a shield tank’s equipment or a healer’s casting budget.
Reviewed November 2, 2026 against the current Forever calculator and database. The prelaunch data now contains Oath of Light, Boundless Light, Shieldsworn and Unsealed Wrath, replacing parts of the earlier beta design. All three builds were entered and their 51-point totals verified. These are starting allocations; they are not claimed as live-tested raid rankings. The Oath tooltip still has unresolved numeric values, so we do not invent them.
Start With the Role You Will Actually Play
Three different jobs, three actual allocations
| Route | Choose it for | Main tradeoff |
|---|---|---|
| Retribution · 15/5/31 | Solo leveling and two-handed melee with Holy damage. | Unsealed Wrath at 40; no Holy Shock or shield capstone. |
| Protection · 13/31/7 | A regular dungeon tanking role and a shield set. | Holy Shield and Shieldsworn interactions; solo kills can take longer. |
| Holy · 31/11/9 | Healing a dungeon group and managing a direct-heal toolkit. | Oath/Shock/Vigil support; a damage weapon alone does not solve healing gear. |
The numbers mean Holy / Protection / Retribution. At the ordinary talent start, one point per level from 10 to 60 gives 51 points. The Talented Legacy perk can move the level gates earlier without increasing that budget. Change talents at a class trainer; Dual Specialization becomes available at 40.
Bring a second equipment set when you intend to change jobs. A healer can wear a useful healing cloth piece, but that does not make it tank armor. A damage Paladin can carry a shield, but equipping it does not grant Holy Shield or Shieldsworn without the talents.
Talent Builds on the Current Tree
Retribution is expanded first. The Holy and Protection allocations open separately, and each has a text list and a link to the exact checked calculator build. Original game icons are hosted with the article; the diagrams do not require an external talent widget to load.
Retribution · 15/5/31Solo route with Command, Arbiter and the new Seal-storage capstone.
Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.
0/2
Not selected. Maximum rank 2 reference:
Reduces the duration of Fear and Disorient effects on you by 30%.
Requires 10 points in Retribution Talents1/1
This build: 1/1.
Your melee attacks store a copy of your active Seal for 15 sec, stacking up to 3 times. Landing an attack with a different Seal consumes all stacks, giving the stored Seal its normal chance to activate once per stack.
Requires 30 points in Retribution Talents; Requires 1 point in Repentance3/3
This build: 3/3.
Increases your Physical and Holy damage dealt by 3% for 30 sec after landing a non-periodic critical strike. Stacks up to 3 times.
Requires 20 points in Retribution Talents; Requires 1 point in Seal of Command1/1
This build: 1/1.
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Requires 20 points in Retribution Talents1/1
This build: 1/1.
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 69 to 73 Holy damage, 138 to 146 if the target is stunned or incapacitated. (1s cooldown)
Requires 10 points in Retribution Talents3/3
This build: 3/3.
Increases the physical damage you deal by 6%, and reduces all threat you generate by 20% while a two-handed melee weapon is equipped.
Requires 15 points in Retribution Talents1/2
This build: 1/2.
All critical strikes against you cause 5% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Requires 15 points in Retribution Talents2/2
This build: 2/2.
Increases movement speed and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.
Requires 10 points in Retribution Talents1/1
This build: 1/1.
Increases the damage of your Holy Strike ability by 20% and causes it to refresh all Judgement effects on the target.
Requires 15 points in Retribution Talents3/3
This build: 3/3.
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.
Requires 5 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Gives your damaging melee attacks a chance to reduce the target's Attack Power by (3 /- 3 * 6 ) for 30 sec.
Requires 10 points in Retribution Talents3/3
This build: 3/3.
Improves your chance to get a critical strike with all spells and attacks by 6%.
Requires 5 points in Retribution Talents2/2
This build: 2/2.
Decreases the cooldown of your Judgement ability by 2 sec.
Requires 5 points in Retribution Talents5/5
This build: 5/5.
Reduces the Mana cost of all instant cast spells and abilities by 10%.
First row; no earlier points required.0/5
Not selected. Maximum rank 5 reference:
Increases your Parry chance by 5%.
First row; no earlier points required.5/5
This build: 5/5.
Increases your spell damage by up to 60% of your Intellect, and reduces the cast time of your Hammer of Wrath by 1.0 sec.
Requires 25 points in Retribution Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cast time of your Turn Undead spell by 1.0 sec, its cooldown by 10 sec, and allows it to affect Demons.
Requires 20 points in Retribution Talents0/1
Not selected. Maximum rank 1 reference:
Applies Light's Vigil to a friendly target for 30 sec. The caster's next Holy Shock on the target incurs no cooldown and heals the target and their party for 326 to 344. Only one Vigil per Paladin may be active in each party.
Requires 30 points in Holy Talents; Requires 1 point in Holy Shock0/5
Not selected. Maximum rank 5 reference:
Increases the critical strike healing bonus of your Holy spells by 50%.
Requires 25 points in Holy Talents0/1
Not selected. Maximum rank 1 reference:
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.
Requires 20 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Improves your chance to hit with Holy spells by 8%, and reduces the duration of Silence effects on you by 20%.
Requires 15 points in Holy Talents1/1
This build: 1/1.
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Requires 10 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the mana cost of your Cleanse and Purify spells by 20% and reduces the cooldown of your Exorcism and Holy Wrath spells by 33%.
Requires 5 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 100% chance to gain Mana equal to 50% of the base cost of the spell.
Requires 10 points in Holy Talents; Requires 2 points in Reverence0/1
Not selected. Maximum rank 1 reference:
Swear an Oath to protect target ally for 5 min, increasing the healing of your Holy Light on them by up to 0, your Flash of Light by up to 0, and your Holy Shock by up to 0. Only one Oath of Light may be sworn by the Paladin at any one time.
Requires 15 points in Holy Talents0/3
Not selected. Maximum rank 3 reference:
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 12%.
Requires 5 points in Holy Talents5/5
This build: 5/5.
Increases the damage done by your Seals and Judgements by 15%.
Requires 5 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 70% chance to not lose casting time when you take damage.
First row; no earlier points required.2/2
This build: 2/2.
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.
Requires 10 points in Holy Talents2/2
This build: 2/2.
Allows 30% of your Mana regeneration to continue while casting.
Requires 5 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.
Requires 20 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1.0 sec.
Requires 15 points in Holy Talents5/5
This build: 5/5.
Increases your Strength by 10%.
First row; no earlier points required.0/2
Not selected. Maximum rank 2 reference:
Increases the critical strike chance of your Holy Shock spell by 30% when cast on allies not affected by your Oath of Light.
Requires 20 points in Holy Talents; Requires 1 point in Holy ShockShow the remaining support tree
5/5
This build: 5/5.
Increases your total Intellect by 10%.
First row; no earlier points required.0/1
Not selected. Maximum rank 1 reference:
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Requires 10 points in Protection Talents0/5
Not selected. Maximum rank 5 reference:
Damaging melee attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks. (Proc chance: 10%)
First row; no earlier points required.0/5
Not selected. Maximum rank 5 reference:
Gives you a 40% chance after Blocking and a 100% chance after receiving a non-periodic critical strike to gain an extra attack. Stores up to 4 extra attacks. Cannot occur from Blocks more than once every 1.5 sec. (1.5s cooldown)
Requires 20 points in Protection Talents0/1
Not selected. Maximum rank 1 reference:
Increases chance to block by 30% for 10 sec, and deals 75 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Requires 20 points in Protection Talents0/5
Not selected. Maximum rank 5 reference:
Increases your armor value from items by 10%.
Requires 10 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec, and reduces the duration of Forbearance by 10 sec.
Requires 5 points in Protection Talents0/3
Not selected. Maximum rank 3 reference:
Decreases the cooldown of your Hammer of Justice spell by 15 sec.
Requires 10 points in Protection Talents0/3
Not selected. Maximum rank 3 reference:
While Righteous Fury is active, all damage taken is reduced by 9%.
Requires 15 points in Protection Talents0/5
Not selected. Maximum rank 5 reference:
Increases your Defense Skill by 20.
Requires 15 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cooldown of your Blessing of Protection by 2 min and increases the duration of your Blessing of Freedom by 6 sec.
Requires 5 points in Protection Talents0/3
Not selected. Maximum rank 3 reference:
Improves your chance to hit by 3%.
Requires 5 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the duration of Stun and Charm effects on you by 20%.
Requires 20 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Increases the amount of damage absorbed by your shield by 30%, and gives your blocks a 100% chance to restore 4% of your maximum Mana. May only occur once every 3 sec. (3s cooldown)
Requires 10 points in Protection Talents; Requires 5 points in Redoubt0/1
Not selected. Maximum rank 1 reference:
Reduces the cooldown of your Holy Strike ability by 4 sec. Additionally, Holy Strike now strikes with your shield, triggering your active Holy Shield and Shield Specialization talents without consuming their charges or triggering their cooldowns, and allowing you to Block spells for 6 sec.
Requires 30 points in Protection Talents; Requires 1 point in Holy Shield0/1
Not selected. Maximum rank 1 reference:
Unleash the energy of a Seal spell upon an enemy. Does not consume the Seal. Refer to individual Seals for Judgement effect. Does not share a cooldown with your Judgement ability.
Requires 15 points in Protection Talents; Requires 1 point in Templar's Bulwark0/3
Not selected. Maximum rank 3 reference:
Increases the threat generated by your Holy Strike ability by 30%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 6% for 6 sec.
Requires 25 points in Protection TalentsOpen this exact build in the Forever calculator ↗
Read the complete allocation as text
- Retribution: Benediction 5/5
- Retribution: Conviction 3/3
- Retribution: Improved Judgement 2/2
- Retribution: Seal of Command 1/1
- Retribution: Pursuit of Justice 2/2
- Retribution: Sanctified Judgement 3/3
- Retribution: Sacred Arbiter 1/1
- Retribution: Two-Handed Weapon Specialization 3/3
- Retribution: Repentance 1/1
- Retribution: Vengeance 3/3
- Retribution: Eye for an Eye 1/2
- Retribution: Champion of the Light 5/5
- Retribution: Unsealed Wrath 1/1
- Holy: Divine Strength 5/5
- Holy: Improved Seals 5/5
- Holy: Holy Conduit 2/2
- Holy: Divine Favor 1/1
- Holy: Reverence 2/2
- Protection: Divine Intellect 5/5
Protection · 13/31/7Shield tanking with Holy Shield at 30 and Shieldsworn at 40.
Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.
0/5
Not selected. Maximum rank 5 reference:
Increases your total Intellect by 10%.
First row; no earlier points required.1/1
This build: 1/1.
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Requires 10 points in Protection Talents5/5
This build: 5/5.
Damaging melee attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks. (Proc chance: 10%)
First row; no earlier points required.5/5
This build: 5/5.
Gives you a 40% chance after Blocking and a 100% chance after receiving a non-periodic critical strike to gain an extra attack. Stores up to 4 extra attacks. Cannot occur from Blocks more than once every 1.5 sec. (1.5s cooldown)
Requires 20 points in Protection Talents1/1
This build: 1/1.
Increases chance to block by 30% for 10 sec, and deals 75 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Requires 20 points in Protection Talents3/5
This build: 3/5.
Increases your armor value from items by 6%.
Requires 10 points in Protection Talents2/2
This build: 2/2.
Reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec, and reduces the duration of Forbearance by 10 sec.
Requires 5 points in Protection Talents0/3
Not selected. Maximum rank 3 reference:
Decreases the cooldown of your Hammer of Justice spell by 15 sec.
Requires 10 points in Protection Talents3/3
This build: 3/3.
While Righteous Fury is active, all damage taken is reduced by 9%.
Requires 15 points in Protection Talents1/5
This build: 1/5.
Increases your Defense Skill by 4.
Requires 15 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cooldown of your Blessing of Protection by 2 min and increases the duration of your Blessing of Freedom by 6 sec.
Requires 5 points in Protection Talents3/3
This build: 3/3.
Improves your chance to hit by 3%.
Requires 5 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the duration of Stun and Charm effects on you by 20%.
Requires 20 points in Protection Talents2/2
This build: 2/2.
Increases the amount of damage absorbed by your shield by 30%, and gives your blocks a 100% chance to restore 4% of your maximum Mana. May only occur once every 3 sec. (3s cooldown)
Requires 10 points in Protection Talents; Requires 5 points in Redoubt1/1
This build: 1/1.
Reduces the cooldown of your Holy Strike ability by 4 sec. Additionally, Holy Strike now strikes with your shield, triggering your active Holy Shield and Shield Specialization talents without consuming their charges or triggering their cooldowns, and allowing you to Block spells for 6 sec.
Requires 30 points in Protection Talents; Requires 1 point in Holy Shield1/1
This build: 1/1.
Unleash the energy of a Seal spell upon an enemy. Does not consume the Seal. Refer to individual Seals for Judgement effect. Does not share a cooldown with your Judgement ability.
Requires 15 points in Protection Talents; Requires 1 point in Templar's Bulwark3/3
This build: 3/3.
Increases the threat generated by your Holy Strike ability by 30%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 6% for 6 sec.
Requires 25 points in Protection Talents0/1
Not selected. Maximum rank 1 reference:
Applies Light's Vigil to a friendly target for 30 sec. The caster's next Holy Shock on the target incurs no cooldown and heals the target and their party for 326 to 344. Only one Vigil per Paladin may be active in each party.
Requires 30 points in Holy Talents; Requires 1 point in Holy Shock0/5
Not selected. Maximum rank 5 reference:
Increases the critical strike healing bonus of your Holy spells by 50%.
Requires 25 points in Holy Talents0/1
Not selected. Maximum rank 1 reference:
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.
Requires 20 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Improves your chance to hit with Holy spells by 8%, and reduces the duration of Silence effects on you by 20%.
Requires 15 points in Holy Talents1/1
This build: 1/1.
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Requires 10 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the mana cost of your Cleanse and Purify spells by 20% and reduces the cooldown of your Exorcism and Holy Wrath spells by 33%.
Requires 5 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 100% chance to gain Mana equal to 50% of the base cost of the spell.
Requires 10 points in Holy Talents; Requires 2 points in Reverence0/1
Not selected. Maximum rank 1 reference:
Swear an Oath to protect target ally for 5 min, increasing the healing of your Holy Light on them by up to 0, your Flash of Light by up to 0, and your Holy Shock by up to 0. Only one Oath of Light may be sworn by the Paladin at any one time.
Requires 15 points in Holy Talents0/3
Not selected. Maximum rank 3 reference:
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 12%.
Requires 5 points in Holy Talents5/5
This build: 5/5.
Increases the damage done by your Seals and Judgements by 15%.
Requires 5 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 70% chance to not lose casting time when you take damage.
First row; no earlier points required.2/2
This build: 2/2.
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.
Requires 10 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Allows 30% of your Mana regeneration to continue while casting.
Requires 5 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.
Requires 20 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1.0 sec.
Requires 15 points in Holy Talents5/5
This build: 5/5.
Increases your Strength by 10%.
First row; no earlier points required.0/2
Not selected. Maximum rank 2 reference:
Increases the critical strike chance of your Holy Shock spell by 30% when cast on allies not affected by your Oath of Light.
Requires 20 points in Holy Talents; Requires 1 point in Holy ShockShow the remaining support tree
0/2
Not selected. Maximum rank 2 reference:
Reduces the duration of Fear and Disorient effects on you by 30%.
Requires 10 points in Retribution Talents0/1
Not selected. Maximum rank 1 reference:
Your melee attacks store a copy of your active Seal for 15 sec, stacking up to 3 times. Landing an attack with a different Seal consumes all stacks, giving the stored Seal its normal chance to activate once per stack.
Requires 30 points in Retribution Talents; Requires 1 point in Repentance0/3
Not selected. Maximum rank 3 reference:
Increases your Physical and Holy damage dealt by 3% for 30 sec after landing a non-periodic critical strike. Stacks up to 3 times.
Requires 20 points in Retribution Talents; Requires 1 point in Seal of Command0/1
Not selected. Maximum rank 1 reference:
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Requires 20 points in Retribution Talents0/1
Not selected. Maximum rank 1 reference:
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 69 to 73 Holy damage, 138 to 146 if the target is stunned or incapacitated. (1s cooldown)
Requires 10 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Increases the physical damage you deal by 6%, and reduces all threat you generate by 20% while a two-handed melee weapon is equipped.
Requires 15 points in Retribution Talents0/2
Not selected. Maximum rank 2 reference:
All critical strikes against you cause 10% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Requires 15 points in Retribution Talents0/2
Not selected. Maximum rank 2 reference:
Increases movement speed and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.
Requires 10 points in Retribution Talents0/1
Not selected. Maximum rank 1 reference:
Increases the damage of your Holy Strike ability by 20% and causes it to refresh all Judgement effects on the target.
Requires 15 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.
Requires 5 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Gives your damaging melee attacks a chance to reduce the target's Attack Power by (3 /- 3 * 6 ) for 30 sec.
Requires 10 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Improves your chance to get a critical strike with all spells and attacks by 6%.
Requires 5 points in Retribution Talents2/2
This build: 2/2.
Decreases the cooldown of your Judgement ability by 2 sec.
Requires 5 points in Retribution Talents0/5
Not selected. Maximum rank 5 reference:
Reduces the Mana cost of all instant cast spells and abilities by 10%.
First row; no earlier points required.5/5
This build: 5/5.
Increases your Parry chance by 5%.
First row; no earlier points required.0/5
Not selected. Maximum rank 5 reference:
Increases your spell damage by up to 60% of your Intellect, and reduces the cast time of your Hammer of Wrath by 1.0 sec.
Requires 25 points in Retribution Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cast time of your Turn Undead spell by 1.0 sec, its cooldown by 10 sec, and allows it to affect Demons.
Requires 20 points in Retribution TalentsOpen this exact build in the Forever calculator ↗
Read the complete allocation as text
- Protection: Redoubt 5/5
- Protection: Precision 3/3
- Protection: Sacred Duty 2/2
- Protection: Templar's Bulwark 1/1
- Protection: Shield Specialization 2/2
- Protection: Toughness 3/5
- Protection: Swift Judgement 1/1
- Protection: Improved Righteous Fury 3/3
- Protection: Holy Shield 1/1
- Protection: Reckoning 5/5
- Protection: Iron Creed 3/3
- Protection: Anticipation 1/5
- Protection: Shieldsworn 1/1
- Holy: Divine Strength 5/5
- Holy: Improved Seals 5/5
- Holy: Holy Conduit 2/2
- Holy: Divine Favor 1/1
- Retribution: Deflection 5/5
- Retribution: Improved Judgement 2/2
Holy · 31/11/9Oath, Holy Shock and Light’s Vigil, followed by a utility splash.
Gold icons are allocated. Tap a talent for its name, selected-rank effect and prerequisites; unselected talents show a maximum-rank reference.
1/1
This build: 1/1.
Applies Light's Vigil to a friendly target for 30 sec. The caster's next Holy Shock on the target incurs no cooldown and heals the target and their party for 326 to 344. Only one Vigil per Paladin may be active in each party.
Requires 30 points in Holy Talents; Requires 1 point in Holy Shock5/5
This build: 5/5.
Increases the critical strike healing bonus of your Holy spells by 50%.
Requires 25 points in Holy Talents1/1
This build: 1/1.
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.
Requires 20 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Improves your chance to hit with Holy spells by 8%, and reduces the duration of Silence effects on you by 20%.
Requires 15 points in Holy Talents1/1
This build: 1/1.
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Requires 10 points in Holy Talents1/2
This build: 1/2.
Reduces the mana cost of your Cleanse and Purify spells by 10% and reduces the cooldown of your Exorcism and Holy Wrath spells by 17%.
Requires 5 points in Holy Talents5/5
This build: 5/5.
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 100% chance to gain Mana equal to 50% of the base cost of the spell.
Requires 10 points in Holy Talents; Requires 2 points in Reverence1/1
This build: 1/1.
Swear an Oath to protect target ally for 5 min, increasing the healing of your Holy Light on them by up to 0, your Flash of Light by up to 0, and your Holy Shock by up to 0. Only one Oath of Light may be sworn by the Paladin at any one time.
Requires 15 points in Holy Talents3/3
This build: 3/3.
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 12%.
Requires 5 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
Increases the damage done by your Seals and Judgements by 15%.
Requires 5 points in Holy Talents5/5
This build: 5/5.
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 70% chance to not lose casting time when you take damage.
First row; no earlier points required.2/2
This build: 2/2.
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.
Requires 10 points in Holy Talents2/2
This build: 2/2.
Allows 30% of your Mana regeneration to continue while casting.
Requires 5 points in Holy Talents0/2
Not selected. Maximum rank 2 reference:
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.
Requires 20 points in Holy Talents2/2
This build: 2/2.
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1.0 sec.
Requires 15 points in Holy Talents0/5
Not selected. Maximum rank 5 reference:
Increases your Strength by 10%.
First row; no earlier points required.2/2
This build: 2/2.
Increases the critical strike chance of your Holy Shock spell by 30% when cast on allies not affected by your Oath of Light.
Requires 20 points in Holy Talents; Requires 1 point in Holy Shock5/5
This build: 5/5.
Increases your total Intellect by 10%.
First row; no earlier points required.1/1
This build: 1/1.
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Requires 10 points in Protection Talents0/5
Not selected. Maximum rank 5 reference:
Damaging melee attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks. (Proc chance: 10%)
First row; no earlier points required.0/5
Not selected. Maximum rank 5 reference:
Gives you a 40% chance after Blocking and a 100% chance after receiving a non-periodic critical strike to gain an extra attack. Stores up to 4 extra attacks. Cannot occur from Blocks more than once every 1.5 sec. (1.5s cooldown)
Requires 20 points in Protection Talents0/1
Not selected. Maximum rank 1 reference:
Increases chance to block by 30% for 10 sec, and deals 75 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Requires 20 points in Protection Talents0/5
Not selected. Maximum rank 5 reference:
Increases your armor value from items by 10%.
Requires 10 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec, and reduces the duration of Forbearance by 10 sec.
Requires 5 points in Protection Talents0/3
Not selected. Maximum rank 3 reference:
Decreases the cooldown of your Hammer of Justice spell by 15 sec.
Requires 10 points in Protection Talents0/3
Not selected. Maximum rank 3 reference:
While Righteous Fury is active, all damage taken is reduced by 9%.
Requires 15 points in Protection Talents0/5
Not selected. Maximum rank 5 reference:
Increases your Defense Skill by 20.
Requires 15 points in Protection Talents2/2
This build: 2/2.
Reduces the cooldown of your Blessing of Protection by 2 min and increases the duration of your Blessing of Freedom by 6 sec.
Requires 5 points in Protection Talents3/3
This build: 3/3.
Improves your chance to hit by 3%.
Requires 5 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the duration of Stun and Charm effects on you by 20%.
Requires 20 points in Protection Talents0/2
Not selected. Maximum rank 2 reference:
Increases the amount of damage absorbed by your shield by 30%, and gives your blocks a 100% chance to restore 4% of your maximum Mana. May only occur once every 3 sec. (3s cooldown)
Requires 10 points in Protection Talents; Requires 5 points in Redoubt0/1
Not selected. Maximum rank 1 reference:
Reduces the cooldown of your Holy Strike ability by 4 sec. Additionally, Holy Strike now strikes with your shield, triggering your active Holy Shield and Shield Specialization talents without consuming their charges or triggering their cooldowns, and allowing you to Block spells for 6 sec.
Requires 30 points in Protection Talents; Requires 1 point in Holy Shield0/1
Not selected. Maximum rank 1 reference:
Unleash the energy of a Seal spell upon an enemy. Does not consume the Seal. Refer to individual Seals for Judgement effect. Does not share a cooldown with your Judgement ability.
Requires 15 points in Protection Talents; Requires 1 point in Templar's Bulwark0/3
Not selected. Maximum rank 3 reference:
Increases the threat generated by your Holy Strike ability by 30%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 6% for 6 sec.
Requires 25 points in Protection TalentsShow the remaining support tree
0/2
Not selected. Maximum rank 2 reference:
Reduces the duration of Fear and Disorient effects on you by 30%.
Requires 10 points in Retribution Talents0/1
Not selected. Maximum rank 1 reference:
Your melee attacks store a copy of your active Seal for 15 sec, stacking up to 3 times. Landing an attack with a different Seal consumes all stacks, giving the stored Seal its normal chance to activate once per stack.
Requires 30 points in Retribution Talents; Requires 1 point in Repentance0/3
Not selected. Maximum rank 3 reference:
Increases your Physical and Holy damage dealt by 3% for 30 sec after landing a non-periodic critical strike. Stacks up to 3 times.
Requires 20 points in Retribution Talents; Requires 1 point in Seal of Command0/1
Not selected. Maximum rank 1 reference:
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Requires 20 points in Retribution Talents0/1
Not selected. Maximum rank 1 reference:
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 69 to 73 Holy damage, 138 to 146 if the target is stunned or incapacitated. (1s cooldown)
Requires 10 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Increases the physical damage you deal by 6%, and reduces all threat you generate by 20% while a two-handed melee weapon is equipped.
Requires 15 points in Retribution Talents0/2
Not selected. Maximum rank 2 reference:
All critical strikes against you cause 10% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Requires 15 points in Retribution Talents0/2
Not selected. Maximum rank 2 reference:
Increases movement speed and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.
Requires 10 points in Retribution Talents0/1
Not selected. Maximum rank 1 reference:
Increases the damage of your Holy Strike ability by 20% and causes it to refresh all Judgement effects on the target.
Requires 15 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.
Requires 5 points in Retribution Talents0/3
Not selected. Maximum rank 3 reference:
Gives your damaging melee attacks a chance to reduce the target's Attack Power by (3 /- 3 * 6 ) for 30 sec.
Requires 10 points in Retribution Talents3/3
This build: 3/3.
Improves your chance to get a critical strike with all spells and attacks by 6%.
Requires 5 points in Retribution Talents1/2
This build: 1/2.
Decreases the cooldown of your Judgement ability by 1 sec.
Requires 5 points in Retribution Talents5/5
This build: 5/5.
Reduces the Mana cost of all instant cast spells and abilities by 10%.
First row; no earlier points required.0/5
Not selected. Maximum rank 5 reference:
Increases your Parry chance by 5%.
First row; no earlier points required.0/5
Not selected. Maximum rank 5 reference:
Increases your spell damage by up to 60% of your Intellect, and reduces the cast time of your Hammer of Wrath by 1.0 sec.
Requires 25 points in Retribution Talents0/2
Not selected. Maximum rank 2 reference:
Reduces the cast time of your Turn Undead spell by 1.0 sec, its cooldown by 10 sec, and allows it to affect Demons.
Requires 20 points in Retribution TalentsOpen this exact build in the Forever calculator ↗
Read the complete allocation as text
- Holy: Spiritual Focus 5/5
- Holy: Healing Light 3/3
- Holy: Reverence 2/2
- Holy: Divine Favor 1/1
- Holy: Illumination 5/5
- Holy: Oath of Light 1/1
- Holy: Infusion of Light 2/2
- Holy: Holy Conduit 2/2
- Holy: Holy Shock 1/1
- Holy: Boundless Light 2/2
- Holy: Purifying Power 1/2
- Holy: Holy Power 5/5
- Holy: Light's Vigil 1/1
- Protection: Divine Intellect 5/5
- Protection: Precision 3/3
- Protection: Guardian's Favor 2/2
- Protection: Templar's Bulwark 1/1
- Retribution: Benediction 5/5
- Retribution: Conviction 3/3
- Retribution: Improved Judgement 1/2
What these builds leave out: the Retribution route does not have Holy Shock or Consecrated Ground. The Holy route does not have Sacred Arbiter, so it cannot borrow that talent’s Holy Strike behavior. Protection does not have Unsealed Wrath. Use the rotation for the points you actually allocated rather than combining all three trees’ best effects on paper.
Leveling Orders and the Abilities That Arrive Later
Follow one point order until its key milestones. A healer who spreads the first twenty points across three trees delays Holy Shock; a prospective tank who postpones the shield core is following a different route from the one shown here.
Retribution · complete 10–60 talent order
Point order for this build
| Level | Talent reached |
|---|---|
| 10–14 | Benediction → 5/5 |
| 15–17 | Conviction → 3/3 |
| 18–19 | Improved Judgement → 2/2 |
| 20 | Seal of Command → 1/1 |
| 21–22 | Pursuit of Justice → 2/2 |
| 23–24 | Sanctified Judgement → 2/3 |
| 25 | Sacred Arbiter → 1/1 |
| 26–28 | Two-Handed Weapon Specialization → 3/3 |
| 29 | Sanctified Judgement → 3/3 |
| 30 | Repentance → 1/1 |
| 31–33 | Vengeance → 3/3 |
| 34 | Eye for an Eye → 1/2 |
| 35–39 | Champion of the Light → 5/5 |
| 40 | Unsealed Wrath → 1/1 |
| 41–45 | Divine Strength → 5/5 |
| 46–50 | Improved Seals → 5/5 |
| 51–52 | Holy Conduit → 2/2 |
| 53 | Divine Favor → 1/1 |
| 54–55 | Reverence → 2/2 |
| 56–60 | Divine Intellect → 5/5 |
Protection · complete 10–60 talent order
Point order for this build
| Level | Talent reached |
|---|---|
| 10–14 | Redoubt → 5/5 |
| 15–17 | Precision → 3/3 |
| 18–19 | Sacred Duty → 2/2 |
| 20 | Templar's Bulwark → 1/1 |
| 21–22 | Shield Specialization → 2/2 |
| 23–24 | Toughness → 2/5 |
| 25 | Swift Judgement → 1/1 |
| 26–28 | Improved Righteous Fury → 3/3 |
| 29 | Toughness → 3/5 |
| 30 | Holy Shield → 1/1 |
| 31–34 | Reckoning → 4/5 |
| 35–37 | Iron Creed → 3/3 |
| 38 | Reckoning → 5/5 |
| 39 | Anticipation → 1/5 |
| 40 | Shieldsworn → 1/1 |
| 41–45 | Divine Strength → 5/5 |
| 46–50 | Improved Seals → 5/5 |
| 51–52 | Holy Conduit → 2/2 |
| 53 | Divine Favor → 1/1 |
| 54–58 | Deflection → 5/5 |
| 59–60 | Improved Judgement → 2/2 |
Holy · complete 10–60 talent order
Point order for this build
| Level | Talent reached |
|---|---|
| 10–14 | Spiritual Focus → 5/5 |
| 15–17 | Healing Light → 3/3 |
| 18–19 | Reverence → 2/2 |
| 20 | Divine Favor → 1/1 |
| 21–24 | Illumination → 4/5 |
| 25 | Oath of Light → 1/1 |
| 26–27 | Infusion of Light → 2/2 |
| 28 | Illumination → 5/5 |
| 29 | Holy Conduit → 1/2 |
| 30 | Holy Shock → 1/1 |
| 31–32 | Boundless Light → 2/2 |
| 33 | Holy Conduit → 2/2 |
| 34 | Purifying Power → 1/2 |
| 35–39 | Holy Power → 5/5 |
| 40 | Light's Vigil → 1/1 |
| 41–45 | Divine Intellect → 5/5 |
| 46–48 | Precision → 3/3 |
| 49–50 | Guardian's Favor → 2/2 |
| 51 | Templar's Bulwark → 1/1 |
| 52–56 | Benediction → 5/5 |
| 57–59 | Conviction → 3/3 |
| 60 | Improved Judgement → 1/2 |
Retribution: Seal of Command arrives at 20, Pursuit of Justice at 21–22, Sacred Arbiter at 25, Repentance at 30 and Unsealed Wrath at 40. Champion of the Light is completed at 39. Until the capstone is allocated, do not add its stored-Seal mechanic to your rotation.
Holy: Divine Favor at 20, Oath of Light at 25, Holy Shock at 30 and Light’s Vigil at 40. Boundless Light follows Holy Shock at 31–32. The route does not obtain Templar’s Bulwark until 51; having a Protection splash in the finished image does not mean the cooldown is available at 25.
Protection: Templar’s Bulwark at 20, Swift Judgement at 25, Holy Shield at 30, Iron Creed at 35–37 and Shieldsworn at 40. These are current positions. An older image placing Holy Shield at the bottom or Bulwark in the 21-point row no longer matches the calculator.
Trainer milestones used by the priorities
| Level | Ability | What changes |
|---|---|---|
| 6 | Holy Strike | A baseline instant attack; no talent point required. |
| 10 | Seal of Fury / Righteous Fury | Tanking tools. Their presence does not make them suitable for a DPS assignment. |
| 20 | Consecration / Flash of Light / Exorcism | Baseline tools for any tree; each has its own resource and target constraints. |
| 30 / 40 | Talent milestones in the chosen route | Holy Shock or Holy Shield at 30; the chosen capstone at 40. |
| 42 | Cleanse | Adds Magic removal to the later dispel toolkit. |
| 44 | Hammer of Wrath | An execute-range spell, not part of a level-20 action sequence. |
Trainer ranks matter independently of talents. Train the next rank of the heal, Seal or attack you actually use. The level-60 database preview for a low rank is not a license to treat its small number as the final spell’s damage or healing.
Seals and Judgements: Choose the Effect Before the Target
Judgement does not consume your Seal. Cast it for the current Seal’s judged effect; do not automatically spend another global and Mana reapplying the same Seal after each Judgement. Seals still have durations, and changing to another Seal replaces the active one.
A Seal changes what Judgement is for
| Seal | Useful question | Avoid this mistake |
|---|---|---|
| Righteousness / Command | Am I using a damage setup appropriate to the weapon and talents? | Reapplying the same Seal after every Judgement as though it had been consumed. |
| Fury | Am I supposed to tank this target, and am I in Judgement range? | Taunting an enemy away from the actual tank while assigned DPS. |
| Justice | Does preventing this enemy from fleeing help the pull? | Assuming it supplies a normal permanent movement slow. |
| Light / Wisdom | Does the group need recovery on this durable target? | Replacing a useful group effect without agreeing with another Paladin. |
A Paladin assigned to damage should not casually Judge Seal of Fury just because its name sounds offensive. Its taunt can turn the enemy onto you. A tank recovering an enemy should check the selected target, active Seal and ten-yard Judgement range before expecting the recovery to work.
Swift Judgement has changed: the current talent releases the active Seal’s judged effect on a separate one-minute cooldown. It neither consumes the Seal nor shares regular Judgement’s cooldown. It is no longer described as a reset that makes the next Judgement free. Keep that separate use available when a second important target or a failed recovery may need it.
Retribution: A Practical Priority, Then the Seal-Swap Decision
Before 20, keep a useful Seal active, use Holy Strike when trained and maintain weapon contact. Judge when its effect or damage earns the Mana. Heal between pulls before you enter a fight that demands it; a future self-heal is not the same as starting recovered.
- Keep the right Seal and useful Judgement active.
Seal of Command is part of this route from 20; Righteousness remains an alternative in the spellbook. Consider your weapon and the target. Sacred Arbiter, once allocated, makes Holy Strike refresh Judgement effects on the target, including effects maintained for the group.
- Use Holy Strike while you can stay on target.
The base cooldown is ten seconds, and the damage includes a weapon component. Do not copy a rotation that assumes Shieldsworn’s shorter cooldown: that capstone belongs to the Protection build.
- Add spells for the encounter and Mana budget.
Consecration helps when several valid enemies will stay in it. Exorcism’s current base target restriction is Undead or Demon. Spending every area spell into one nearly dead normal enemy can buy more drinking time than useful damage.
- Finish or control the target that matters.
Hammer of Wrath is learned at 44 and requires an enemy at 20% health or less. Champion of the Light reduces its cast time. Repentance works on Humanoids and breaks on damage; do not put a bleed, ground effect or immediate cleave into the target you needed controlled.
At 40, Unsealed Wrath adds a separate decision. Melee attacks store copies of the active Seal for 15 seconds, up to three stacks. Landing an attack with a different Seal spends all stacks; each stack gives the stored Seal its ordinary chance to activate. Three stored copies do not mean three guaranteed procs.
Let a useful Seal build copies while you maintain normal attacks. If you decide to spend the stored effect, change Seals before the next attack that will land, then allow the attack to resolve. Repeatedly swapping without landing attacks spends Mana without executing the stored-hit plan. Do not follow an old one-swing Echo description or assume the former Twist of Light Mana discount still exists in this tooltip.
This mechanic is a capstone interaction, not a requirement to stare at a sub-second Classic twisting timer from level 1. Watch the actual stored effect and target access. If the enemy dies while you are preparing the swap, or movement prevents the hit, the theoretical sequence has not paid for itself.
Protection: Build Threat and Keep the Shield Loop Working
Equip a shield and a suitable one-hander, activate Righteous Fury, and choose the first kill target before pulling. The current Righteous Fury database text includes 33% increased general threat and an additional Holy threat modifier. That is the current prelaunch reference, not permission to use it as a damage-role buff when someone else must tank.
- Start with your intended tank Seal and a controlled pack.
Seal of Fury’s judged effect taunts. Consecration makes the first four enemies entering take its larger damage component; it is not unlimited equal threat. Identify any enemy outside that favored group and follow up on it deliberately.
- Keep Holy Shield and Holy Strike serving their jobs.
Holy Shield arrives at 30 in this route. It has a duration and block charges, so an active icon is not an endless reserve of blocks. Iron Creed later makes Holy Strike supply additional threat and a short damage-reduction effect while Righteous Fury is active.
- At 40, use the Shieldsworn interaction you actually talented.
Shieldsworn reduces Holy Strike’s cooldown by four seconds, makes it strike with the shield, and triggers the Holy Shield and Shield Specialization interactions without spending their charges or triggering their cooldowns. It also allows spell blocking for six seconds. Keep the supporting shield talents and equipment in place.
- Recover a loose enemy without abandoning the pull.
Select the escapee, confirm Seal of Fury and range, then use Judgement or the separate Swift Judgement when appropriate. Follow the recovery with useful threat. Chasing one distant enemy while turning your back to the rest can make the pull harder rather than safer.
Shield Specialization returns Mana through blocks with its stated limits; it is not an unlimited refund for every attack against you. The current Seal of Fury shield also explicitly requires an equipped shield. Do not plan around the removed Improved Seal of Fury talent or an old “shield consumed → Mana returned” talent description.
Plan Forbearance before the emergency. Templar’s Bulwark grants a large short absorption effect and applies Forbearance; it cannot be cast while that restriction is active. Divine Shield, Divine Protection and Blessing of Protection also interact with Forbearance. One immunity used casually can remove a later option you expected to press.
Divine Shield protects the Paladin but is not a normal threat-holding tank cooldown. Blessing of Protection stops physical attacks and physical abilities for its recipient; placing it on the wrong melee player or tank can disrupt the group. Communicate the purpose and recovery rather than treating every defensive as interchangeable.
Holy: Oath, Shock and the Party-Heal Setup
Keep Oath of Light on the ally whose sustained healing you are planning around, often the tank. It improves your listed direct heals on that ally and is limited to one Oath. The current Wowhead preview shows unresolved “up to 0” bonuses; this guide intentionally does not publish community numbers as confirmed live coefficients. Oath does not copy all healing between players.
Boundless Light complements that choice: at 2/2, Holy Shock has 30 percentage points more critical chance when healing allies without your Oath. That makes the target relevant. Do not move the Oath away from the tank for every Shock; consider who needs the heal and what sustained benefit you would be moving.
- Ordinary direct healing: use Flash of Light for an appropriate short cast and Holy Light when a larger heal is needed. Select a useful rank for the missing health and available Mana; overhealing is not free because the cast is short.
- Urgent access: Holy Shock is instant, but it has a cooldown. Use it for a heal you need now, movement or a meaningful proc opportunity, rather than automatically on a full-health target.
- Infusion of Light: qualifying Holy Shock and Flash of Light critical effects shorten the next Holy Light within the proc window. A faster heal still costs Mana and needs a valid, useful target.
- Divine Favor: use the guaranteed critical effect for a heal that matters. Do not spend the cooldown on near-total overhealing merely to produce a critical number.
Light’s Vigil at 40: prepare a friendly target, then your next Holy Shock on that target has no cooldown and heals the target and their party. The current design is friendly-only. It no longer supplies the old offensive enemy-target damage and Mana-refund package. One Paladin can maintain one Vigil per party, so plan the party that actually needs it.
Illumination refunds 50% of an affected healing spell’s base Mana cost when its critical-heal trigger succeeds at full talent rank. It is not a full refund of every cast. Holy Power now increases the critical healing bonus, not your raw critical-strike chance. Read those two effects separately when comparing gear or an old build video.
Keep enough Mana and attention for a dispel. Purify is the earlier poison/disease tool; Cleanse arrives at 42 and includes a Magic removal. Identify what you can remove and whether the debuff is worth the global. A healer spending the whole pull on unnecessary damage casts may have no useful reserve when the tank’s health drops.
Gear You Can Actually Equip and Why It Helps
Begin with weapon usability and the role’s core stats. Keep weapon skill current. Paladins cannot solve a healing weapon shortage by equipping an attractive staff or dagger; check the allowed weapon type before planning a Scarlet Monastery caster drop. Match the item to the role, rather than selecting everything with a blue name.
Specific Forever items: comparisons, not an exhaustive BiS set
| Item | Verified role-relevant detail | How to use the comparison |
|---|---|---|
| Verigan's Fist | Two-handed mace; 3.20 speed; Stamina, Intellect and Spirit; an on-hit Holyfire effect. | Alliance class-weapon route. Compare the new proc and current weapon, not the old Era stat line. |
| Cruel Barb | One-hand sword; requires 19; 2.80 speed; +12 Attack Power. | Edwin VanCleef drop. A possible weapon for a shield set, not a claim that it is the fastest tank option. |
| Commander's Crest | Shield; requires 21; 585 armor and 12 block. | Commander Springvale drop. Useful early shield comparison when the trip fits your route. |
| Robes of Arugal | Cloth chest; requires 23; +18 healing and +6 spell damage. | Archmage Arugal drop. A healing-set comparison, not the armor to advertise for tanking. |
| Sword of the Magistrate | Two-handed sword; requires 36; 3.30 speed; Strength and Stamina. | Bind-on-equip alternative. Compare price and remaining use before replacing a functional quest weapon. |
| Aegis of the Scarlet Commander | Shield; requires 39; 1548 armor, 23 block and a Holy block-damage effect. | Scarlet Commander Mograine drop. Read the exact current tooltip instead of its old Classic description. |
| Garrett Family Crest | Shield; requires 57; Intellect and Spirit alongside its shield defenses. | A later shield/healing-set comparison. Its stats do not establish universal best-in-slot status. |
The early mace is not an automatically shared faction route. Alliance’s Test of Righteousness and Horde’s Moon-Kissed Blade/Old Fire-Eye sequence have different starts and rewards. Use the current Paladin quest list before crossing the world for an old Alliance-only instruction. A quest’s minimum level is not a promise that every dungeon step is easy to solo at that level.
For the Alliance chain, combine dungeon objectives with a group’s planned route rather than leaving the weapon notes in town and discovering a missing step after the run. For the Undead route, begin with your own class chain and its Silverpine/Tirisfal progression. Follow the faction-specific quest log; the Alliance material list is not the Undead class-weapon route.
Evaluate the whole role setup
| Role | First things to inspect | What a single stat cannot tell you |
|---|---|---|
| Retribution | Weapon damage/skill, Strength, relevant crit/hit and Intellect interactions. | A spell-damage gain can still come with a major weapon or survival loss. |
| Protection | Shield, health, armor, defensive stats, Mana and usable threat tools. | Maximum spell damage is not a complete survival plan. |
| Holy | Healing effects, Intellect, usable regeneration and critical-heal interactions. | A big Mana pool does not make inefficient overhealing sustainable. |
Champion of the Light currently converts up to 60% of Intellect into spell damage at 5/5. The older 30% reference no longer matches the talent preview. That does not prove that every Intellect item beats a weapon or Strength upgrade; compare the whole set and the attacks you use. No fixed prelaunch stat weights or universal best-in-slot claim are supplied here.
Enchant Choices by Job
Keep the enchant decision separate from the item’s name. A healing enchant can have a smaller damage line, a proc enchant is not a permanent stat bonus, and two mutually exclusive permanent upgrades on one slot cannot be added together in a gear total.
Verified spell references for the permanent upgrade
| Slot / purpose | Enchant | Choice to make |
|---|---|---|
| Weapon · melee | Enchant Weapon - Crusader | Crusader’s heal and Strength are a proc, not always-active stats. |
| Weapon · healing | Enchant Weapon - Healing Power | Current entry: up to 55 healing and 19 damage. Compare for your role. |
| Shield · survival | Enchant Shield - Greater Stamina | +9 Stamina on the shield you actually use. |
| Neck · Holy output | Enchant Necklace - Spell Power | +6 spell damage and healing; this is a necklace enchant, not a weapon enchant. |
| Wrists · healing | Enchant Bracer - Lesser Healing Power | +16 healing and +6 damage despite its healing-focused name. |
| Chest · balanced | Enchant Chest - Greater Stats | +4 all stats; choose one permanent chest upgrade. |
| Hands · melee | Enchant Gloves - Greater Strength | +10 Strength; a different goal from maximizing direct-heal output. |
| Feet · movement | Enchant Boots - Minor Speed | Current 4% speed. Check Pursuit of Justice before counting a benefit. |
Minor Speed’s current Forever entry is 4%, and Pursuit of Justice says it does not stack with other movement-speed increases. A Retribution character with that talent should not add both percentages to advertise a combined speed bonus. Reserve expensive permanent upgrades for equipment you expect to keep.
Utility Binds and Copyable Macros
Paladin control is not a conventional short-cooldown interrupt. Hammer of Justice can stop a susceptible enemy with a stun, and Repentance can control a Humanoid, but immunity and target type matter. Agree which party member will interrupt casts that your control cannot handle.
This Cleanse macro prefers a living friendly mouseover, then a living friendly target, and finally yourself. It does not decide which debuff is safe or important to remove. Before level 42, substitute Purify and remember that it does not remove Magic.
#showtooltip Cleanse
/cast [@mouseover,help,nodead][help,nodead][@player] CleanseThis Hammer of Justice macro uses a valid hostile mouseover, otherwise your selected target. Keep it for a target that can be stunned rather than expecting it to interrupt every boss spell.
#showtooltip Hammer of Justice
/cast [@mouseover,harm,nodead][] Hammer of JusticeBind Blessing of Freedom where you can reach it while moving, and distinguish it from Blessing of Protection. Lay on Hands is a large emergency heal but drains your remaining Mana in the current reference; decide how the group recovers afterward. A saved player and an empty healer are a new situation to manage, not the end of the pull.
What Changed Since the Earlier Beta Guide
The biggest practical correction is to stop treating an older class preview as a current point layout. Divine Strength and Divine Intellect have moved, Holy Shield is earlier, the capstone shield interaction is different, and Retribution’s Seal storage is no longer the old Twist of Light Echo mechanic.
This edition replaces the old allocation preview with complete builds, three leveling orders and role-specific play instructions. The current Forever Paladin calculator and its linked spell references supplied rows, ranks and prerequisites. Selected-rank text was checked separately; unresolved database formulas are not turned into invented numbers.
Blizzard’s Paladin deep dive and official beta development thread explain the earlier redesign. The current prelaunch database can be newer than those notes. Recheck the live spellbook after launch before investing in a build around a changed effect.
For the wider journey, use the leveling route and race/class reference. Cover and original game icons © Blizzard Entertainment; the cover illustrates character presentation, not a verified equipped set.




