Holy Paladin Overview & Changes - WoW Forever Guide
Holy Paladin gains faster Holy Lights through Infusion of Light, more frequent Holy Shocks and a prepared party heal in Light's Vigil. Together they cover movement and group damage. Illumination refunds less mana than in Classic, so overhealing leaves you with less to spend later.
Holy Paladin overview
Use Flash of Light for damage it can comfortably cover, Holy Light when a smaller heal will leave someone in danger, and Holy Shock when you need healing without standing still. A ready Infusion of Light lets you land Holy Light sooner, but you still pay its full mana cost up front, before any crit refund.
On this page
The biggest changes from Classic
- Hold Infusion for useful healing
At two points, Infusion of Light takes one second off your next Holy Light within 15 seconds. Hold it for incoming damage instead of spending it on a nearly full target.
- Mark the party that needs healing
A friendly Light's Vigil target heals their own party when you trigger the mark with Holy Shock. In a raid, the target's subgroup matters; this is not a raid-wide heal.
- Crit refunds only part of the cost
A successful Illumination proc returns half the qualifying spell's base mana cost. Reverence adds Spirit regeneration during casting, giving you another way to sustain healing.
Holy Paladin
Healer / Holy damage
Classic Holy leaned heavily on Flash of Light and heal-rank selection. Forever ties those small heals to faster Holy Lights, makes Holy Shock available more often and adds a targeted party heal. You still choose casts around health, incoming damage and mana, not a fixed rotation.
Build your talentsChoose Flash of Light or Holy Light before chasing procs
Use Flash of Light when its smaller heal covers the missing health and the damage you expect before your next cast. Switch to Holy Light when the target needs a larger recovery. A tank losing more between your Flash casts than you restore needs a bigger heal, not another attempt to fish for a crit.
Watch the next hit, not just the health bar. If another healer has already covered the damage and the target is safe, cancel the cast instead of paying for overhealing. Don't copy a Classic downranking list: pick among your available ranks by their actual healing and mana cost.
Spend Infusion before dangerous damage, not just before expiry
Infusion of Light triggers from Flash of Light and Holy Shock crits. At rank 2 it cuts your next Holy Light cast within 15 seconds by one second. Holy Light is not a listed trigger, so a Holy Light crit does not carry that faster-cast sequence forward.
Say a Flash crit lands while the tank is healthy and a heavy attack is due soon. Hold the proc and spend the faster Holy Light on that damage. If the tank is already in danger, use the faster cast now. If nobody needs the heal before the proc expires, letting it drop costs less mana than casting just to use it.
Don't sit on a needed Holy Light waiting for Infusion of Light. The proc improves a heal you already want to cast; it is not required for using your bigger heal.
Keep Holy Shock available for movement and Vigil
Holy Shock is instant with a 10-second cooldown. Use it on an injured player while you move out of danger, or when a cast would land too late. If you can stand still and a normal heal will do, holding Shock can beat spending it right away.
Before spending it on damage or a minor top-up, check whether you will need it to trigger Light's Vigil. A prepared mark still needs your Shock cast, so keep it ready rather than treating the mark as a separate emergency button.
Prepare Light's Vigil on the right ally
Light's Vigil has a 1.5-second cast and leaves a mark for 30 seconds. Cast it on a friendly target before expected party damage, then Holy Shock that same target when the healing is needed. The marked ally heals their own party, and that Shock triggers no cooldown.
In a dungeon the whole group is covered. In a raid, choose an ally in the subgroup you need to heal: a melee subgroup about to take damage is not covered by a mark on someone else. You may have only one Vigil active per Paladin, per party.
That setup cast is a real cost in an emergency. If the tank needs healing right now, don't spend the time on a party heal the rest of the group does not need; prepare it in a safe window instead. Its short six-second cooldown is not a reason to recast the mark whenever it is up: Blizzard describes Vigil as a high-cost spell.
The hostile version deals extra Holy damage and refunds 75% of Vigil's mana cost. The friendly party heal gets no refund, so budget the healing version without borrowing the enemy version's mana return.
Balance Illumination refunds with Reverence
Illumination can return mana on qualifying Flash of Light, Holy Light, Holy Shock and Light's Vigil healing crits. When it procs, the refund is 50% of the spell's base cost; Classic Illumination returned the full base cost on a proc. Crit still helps, but a crit heal is no longer a full refund.
Reverence keeps Spirit-based regeneration running while you cast; rank 3 is 30%. That makes Spirit matter during active healing, not just during breaks. Intellect gives you a bigger mana pool, and Divine Intellect raises your total Intellect. Neither one excuses healing full health bars.
If you run dry, check first whether you are using Holy Light on small deficits, triggering Vigil for one injured player, or spending Shock when movement is not a concern. Fixing those casts keeps healing up for the dangerous part of the fight without changing gear.
Paladin talent trees
Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.
Holy
18 talentsProtection
16 talentsRetribution
18 talentsSpend your 51 points, try different paths and share your build in the talent calculator.
Build your talentsRead all talent descriptions
Holy
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Improved Holy Strike Maximum rank 2
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Rank 1
Reduces the cooldown of your Holy Strike ability by 1 sec.Rank 2
Reduces the cooldown of your Holy Strike ability by 2 sec.Passive
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Divine Strength Maximum rank 5
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Rank 1
Increases your Strength by 2%.Rank 2
Increases your Strength by 4%.Rank 3
Increases your Strength by 6%.Rank 4
Increases your Strength by 8%.Rank 5
Increases your Strength by 10%.Passive
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Divine Intellect Maximum rank 5
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Rank 1
Increases your total Intellect by 2%.Rank 2
Increases your total Intellect by 4%.Rank 3
Increases your total Intellect by 6%.Rank 4
Increases your total Intellect by 8%.Rank 5
Increases your total Intellect by 10%.Passive
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Healing Light Maximum rank 3
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Rank 1
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 4%.Rank 2
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 8%.Rank 3
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 12%.Passive
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Spiritual Focus Maximum rank 2
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Rank 1
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 35% chance to not lose casting time when you take damage.Rank 2
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 70% chance to not lose casting time when you take damage.Passive
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Improved Seals Maximum rank 3
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Rank 1
Increases the damage done by your Seals and Judgements by 5%.Rank 2
Increases the damage done by your Seals and Judgements by 10%.Rank 3
Increases the damage done by your Seals and Judgements by 15%.Passive
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Unyielding Faith Maximum rank 2
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Rank 1
Reduces the duration of Fear and Disorient effects on you by 15%.Rank 2
Reduces the duration of Fear and Disorient effects on you by 30%.Passive
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Voice of Truth Maximum rank 1
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Rank 1
Grants you immunity to Silence and Interrupt effects. Lasts 6 sec.Instant | 3 min cooldown
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Reverence Maximum rank 3
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Rank 1
Allows 10% of your Mana regeneration to continue while casting.Rank 2
Allows 20% of your Mana regeneration to continue while casting.Rank 3
Allows 30% of your Mana regeneration to continue while casting.Passive
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Purifying Power Maximum rank 2
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Rank 1
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%.Rank 2
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%.Passive
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Infusion of Light Maximum rank 2
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Rank 1
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 0.5 sec.Rank 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 sec.Passive
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Illumination Maximum rank 5
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Rank 1
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 20% chance to gain Mana equal to 50% of the base cost of the spell.Rank 2
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 40% chance to gain Mana equal to 50% of the base cost of the spell.Rank 3
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 60% chance to gain Mana equal to 50% of the base cost of the spell.Rank 4
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 80% chance to gain Mana equal to 50% of the base cost of the spell.Rank 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.Passive
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Divine Favor Maximum rank 1
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Rank 1
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.4% of base mana | Instant | 2 min cooldown
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Divine Precision Maximum rank 3
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Rank 1
Improves your chance to hit with Holy spells by 6%.Rank 2
Improves your chance to hit with Holy spells by 12%.Rank 3
Improves your chance to hit with Holy spells by 18%.Passive
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Holy Shock Maximum rank 1
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Rank 1
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.160 Mana | 40 yd range | Instant | 10 sec cooldown
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Consecrated Ground Maximum rank 2
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Rank 1
Gives your Holy spells 5% increased damage against the first 4 enemies that enter your Consecration.Rank 2
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.Passive
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Holy Power Maximum rank 5
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Rank 1
Increases the critical strike chance of your Holy Shock spell by 3%, and all other spells by 1%.Rank 2
Increases the critical strike chance of your Holy Shock spell by 6%, and all other spells by 2%.Rank 3
Increases the critical strike chance of your Holy Shock spell by 9%, and all other spells by 3%.Rank 4
Increases the critical strike chance of your Holy Shock spell by 12%, and all other spells by 4%.Rank 5
Increases the critical strike chance of your Holy Shock spell by 15%, and all other spells by 5%.Passive
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Light's Vigil Maximum rank 1
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Rank 1
Applies Light's Vigil to the target for 30 sec. Your next Holy Shock cast on them triggers no cooldown and causes friendly targets to heal their party for 325 to 343, or enemy targets to suffer 175 to 189 Holy damage and refund 75% of Light's Vigil's Mana cost. You may only have 1 Light's Vigil active per Paladin, per party.730 Mana | 40 yd range | 1.5 sec cast | 6 sec cooldown
Protection
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Toughness Maximum rank 5
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Rank 1
Increases your armor value from items by 2%.Rank 2
Increases your armor value from items by 4%.Rank 3
Increases your armor value from items by 6%.Rank 4
Increases your armor value from items by 8%.Rank 5
Increases your armor value from items by 10%.Passive
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Redoubt Maximum rank 5
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Rank 1
Damaging melee attacks against you have a 10% chance to increase your chance to block by 6%. Lasts 10 sec or 5 blocks.Rank 2
Damaging melee attacks against you have a 10% chance to increase your chance to block by 12%. Lasts 10 sec or 5 blocks.Rank 3
Damaging melee attacks against you have a 10% chance to increase your chance to block by 18%. Lasts 10 sec or 5 blocks.Rank 4
Damaging melee attacks against you have a 10% chance to increase your chance to block by 24%. Lasts 10 sec or 5 blocks.Rank 5
Damaging melee attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks.Passive
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Precision Maximum rank 3
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Rank 1
Improves your chance to hit by 1%.Rank 2
Improves your chance to hit by 2%.Rank 3
Improves your chance to hit by 3%.Passive
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Guardian's Favor Maximum rank 2
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Rank 1
Reduces the cooldown of your Blessing of Protection by 1 min and increases the duration of your Blessing of Freedom by 3 sec.Rank 2
Reduces the cooldown of your Blessing of Protection by 2 min and increases the duration of your Blessing of Freedom by 6 sec.Passive
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Anticipation Maximum rank 5
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Rank 1
Increases your Defense Skill by 4.Rank 2
Increases your Defense Skill by 8.Rank 3
Increases your Defense Skill by 12.Rank 4
Increases your Defense Skill by 16.Rank 5
Increases your Defense Skill by 20.Passive
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Improved Seal of Fury Maximum rank 1
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Rank 1
When Seal of Fury's shield is fully absorbed, restore 60 Mana, increased by 15% per level the attacker is above you, up to 45%.Passive
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Improved Righteous Fury Maximum rank 3
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Rank 1
While Righteous Fury is active, all damage taken is reduced by 2%.Rank 2
While Righteous Fury is active, all damage taken is reduced by 4%.Rank 3
While Righteous Fury is active, all damage taken is reduced by 6%.Passive
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Shield Specialization Maximum rank 3
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Rank 1
Increases the amount of damage absorbed by your shield by 10%, and gives your blocks a 33% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.Rank 2
Increases the amount of damage absorbed by your shield by 20%, and gives your blocks a 66% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.Rank 3
Increases the amount of damage absorbed by your shield by 30%, and gives your blocks a 100% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.Passive
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Sacred Duty Maximum rank 2
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Rank 1
Increases your total Stamina by 2% and reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 30 sec.Rank 2
Increases your total Stamina by 4% and reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec.Passive
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Swift Judgement Maximum rank 1
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Rank 1
Finishes the remaining cooldown on your Judgement ability and reduces the Mana cost of your next Judgement by 100%.Instant | 1 min cooldown
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One-Handed Weapon Specialization Maximum rank 3
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Rank 1
Increases the damage you deal with one-handed melee weapons by 3%.Rank 2
Increases the damage you deal with one-handed melee weapons by 7%.Rank 3
Increases the damage you deal with one-handed melee weapons by 10%.Passive
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Improved Hammer of Justice Maximum rank 3
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Rank 1
Decreases the cooldown of your Hammer of Justice spell by 5 sec.Rank 2
Decreases the cooldown of your Hammer of Justice spell by 10 sec.Rank 3
Decreases the cooldown of your Hammer of Justice spell by 15 sec.Passive
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Templar's Bulwark Maximum rank 1
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Rank 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.110 Mana | Instant | 5 min cooldown
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Reckoning Maximum rank 5
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Rank 1
Gives you a 8% chance to gain an extra attack after Blocking a melee attack and a 20% chance to gain an extra attack after being the victim of a non-periodic critical strike.Rank 2
Gives you a 16% chance to gain an extra attack after Blocking a melee attack and a 40% chance to gain an extra attack after being the victim of a non-periodic critical strike.Rank 3
Gives you a 24% chance to gain an extra attack after Blocking a melee attack and a 60% chance to gain an extra attack after being the victim of a non-periodic critical strike.Rank 4
Gives you a 32% chance to gain an extra attack after Blocking a melee attack and a 80% chance to gain an extra attack after being the victim of a non-periodic critical strike.Rank 5
Gives you a 40% chance to gain an extra attack after Blocking a melee attack and a 100% chance to gain an extra attack after being the victim of a non-periodic critical strike.Passive
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Iron Creed Maximum rank 5
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Rank 1
Increases the threat generated by your Holy Strike ability 5%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 2% for 6 sec.Rank 2
Increases the threat generated by your Holy Strike ability 10%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 4% for 6 sec.Rank 3
Increases the threat generated by your Holy Strike ability 15%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 6% for 6 sec.Rank 4
Increases the threat generated by your Holy Strike ability 20%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 8% for 6 sec.Rank 5
Increases the threat generated by your Holy Strike ability 25%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 10% for 6 sec.Passive
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Holy Shield Maximum rank 1
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Rank 1
Increases chance to block by 20% for 10 sec, and deals 110 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.150 Mana | Instant | 10 sec cooldown
Retribution
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Deflection Maximum rank 5
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Rank 1
Increases your Parry chance by 1%.Rank 2
Increases your Parry chance by 2%.Rank 3
Increases your Parry chance by 3%.Rank 4
Increases your Parry chance by 4%.Rank 5
Increases your Parry chance by 5%.Passive
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Benediction Maximum rank 5
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Rank 1
Reduces the Mana cost of all instant cast spells and abilities by 2%.Rank 2
Reduces the Mana cost of all instant cast spells and abilities by 4%.Rank 3
Reduces the Mana cost of all instant cast spells and abilities by 6%.Rank 4
Reduces the Mana cost of all instant cast spells and abilities by 8%.Rank 5
Reduces the Mana cost of all instant cast spells and abilities by 10%.Passive
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Improved Judgement Maximum rank 2
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Rank 1
Decreases the cooldown of your Judgement ability by 1 sec.Rank 2
Decreases the cooldown of your Judgement ability by 2 sec.Passive
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Holy Conduit Maximum rank 2
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Rank 1
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 20%.Rank 2
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.Passive
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Conviction Maximum rank 5
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Rank 1
Improves your chance to get a critical strike with melee attacks by 1%.Rank 2
Improves your chance to get a critical strike with melee attacks by 2%.Rank 3
Improves your chance to get a critical strike with melee attacks by 3%.Rank 4
Improves your chance to get a critical strike with melee attacks by 4%.Rank 5
Improves your chance to get a critical strike with melee attacks by 5%.Passive
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Vindication Maximum rank 3
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Rank 1
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 67, and increase your Attack Power by 1% for 30 sec.Rank 2
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 133, and increase your Attack Power by 2% for 30 sec.Rank 3
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 200, and increase your Attack Power by 3% for 30 sec.Passive
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Sanctified Judgement Maximum rank 3
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Rank 1
Gives your Judgement ability a 33% chance to return 20% of the Mana cost of the judged seal.Rank 2
Gives your Judgement ability a 66% chance to return 40% of the Mana cost of the judged seal.Rank 3
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.Passive
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Seal of Command Maximum rank 1
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Rank 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 68 to 73 Holy damage, 137 to 145 if the target is stunned or incapacitated.65 Mana | Instant
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Pursuit of Justice Maximum rank 2
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Rank 1
Increases movement speed and mounted movement speed by 8%. This does not stack with other movement speed increasing effects.Rank 2
Increases movement speed and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.Passive
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Eye for an Eye Maximum rank 2
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Rank 1
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.Rank 2
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.Passive
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Sacred Arbiter Maximum rank 1
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Rank 1
Increases the damage of your Holy Strike ability by 10% and causes it to refresh all Judgement effects on the target.Passive
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Crusade Maximum rank 2
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Rank 1
Increases all damage dealt by 1%. Increased by an additional 1% against Demon and Undead targets.Rank 2
Increases all damage dealt by 2%. Increased by an additional 2% against Demon and Undead targets.Passive
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Two-Handed Weapon Specialization Maximum rank 3
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Rank 1
Increases the damage you deal with two-handed melee weapons by 3%.Rank 2
Increases the damage you deal with two-handed melee weapons by 6%.Rank 3
Increases the damage you deal with two-handed melee weapons by 9%.Passive
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Vengeance Maximum rank 3
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Rank 1
Increases your Physical and Holy damage dealt by 1% for 30 sec after landing a critical strike. Stacks up to 5 times.Rank 2
Increases your Physical and Holy damage dealt by 2% for 30 sec after landing a critical strike. Stacks up to 5 times.Rank 3
Increases your Physical and Holy damage dealt by 3% for 30 sec after landing a critical strike. Stacks up to 5 times.Passive
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Repentance Maximum rank 1
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Rank 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.60 Mana | 20 yd range | Instant | 1 min cooldown
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Champion of the Light Maximum rank 3
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Rank 1
Increases your spell damage and healing by up to 33% of your Intellect.Rank 2
Increases your spell damage and healing by up to 66% of your Intellect.Rank 3
Increases your spell damage and healing by up to 100% of your Intellect.Passive
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Instrument of Law Maximum rank 2
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Rank 1
Reduces the cast time of your Hammer of Wrath by 0.5 sec, and reduces all threat you generate by 10% while Righteous Fury is not active.Rank 2
Reduces the cast time of your Hammer of Wrath by 1 sec, and reduces all threat you generate by 20% while Righteous Fury is not active.Passive
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Twist of Light Maximum rank 1
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Rank 1
When you replace your Seal of Command, Seal of Righteousness, Seal of Fury, or Seal of Justice with a different Seal, gain an Echo. Your next melee attack applies the replaced Seal's effects, consuming the Echo.Passive
Healing talents and Holy-damage choices
Healing Light increases Holy Light, Flash of Light and Holy Shock healing. Holy Power increases spell crit, with a bigger bonus on Shock. Both support your healing casts directly. Spiritual Focus helps protect Flash, Holy Light and Light's Vigil from casting-time loss when you take damage; it does not grant interrupt immunity.
Purifying Power is worth points when you cast Cleanse or Purify often, since it cuts their mana cost. Judge it by the encounters and your assigned job rather than treating every point outside raw healing as wasted.
Divine Precision improves Holy spell hit, while Consecrated Ground increases Holy spell damage against the first four enemies entering your Consecration. Improved Holy Strike and Improved Seals serve damage rather than strengthening your heals. Take them for questing or a deliberate damage role, not because they sit in the Holy tree.
Consecration and Blessing of Kings are baseline. You do not need a damage talent to unlock Consecration, or Protection points just to bring Kings. The Paladin class guide covers the full blessing and racial choices.
Divine Favor and protected casting windows
Divine Favor guarantees a critical effect on your next Flash of Light, Holy Light or Holy Shock, on a two-minute cooldown. Spend it on a heal where the extra healing matters. A Holy Light crit is immediate recovery; a Flash or Shock crit can also set up Infusion of Light for the Holy Light that follows. Vigil is not in Divine Favor's listed spell set.
Voice of Truth grants six seconds of immunity to silence and interrupt effects on a three-minute cooldown. Use that window when you need to cast through enemy interrupt pressure. It does not protect against stuns or damage pushback, so keep positioning and Spiritual Focus separate from your interrupt plan.
In PvP, keep a route out of melee and your heal target in line of sight. Shock can cover movement, but it cannot replace every cast while an enemy stays on you. Ask teammates to peel rather than spend all your mana healing through uninterrupted pressure.
Compare healing, mana and survival on gear
Compare bonus healing with the Intellect, crit and regeneration you would give up. More healing per cast helps when your heals are too small. A larger mana pool helps you cover a demanding stretch, while Spirit works with Reverence during sustained casting. Crit contributes bigger heals, Illumination returns and eligible Infusion of Light triggers, but it does not guarantee the next heal lands harder or faster.
Keep enough health and protection to survive your assignment. In PvP or a dungeon where enemies reach you, trading too much Stamina or armor for a small healing gain can leave you unable to finish a cast. Don't judge an upgrade by one stat while ignoring why you died or ran out of mana.
Forever combines spell, melee and ranged crit on gear. Shared hit helps offensive spells and attacks; it is not a healing-throughput stat. Healing bonuses also grant one third as much bonus damage, so healing gear can support questing without turning every damage talent into a healing upgrade. Compare a weapon's full stats before choosing it for a racial weapon bonus.
Common mistakes in dungeons and raids
- Cast Holy Light when it is needed; do not wait for an Infusion of Light proc while the tank drops.
- Check the marked ally's subgroup before preparing Light's Vigil, and coordinate the heal with your other healers.
- Keep Holy Shock ready when you will need to trigger Vigil or heal while moving.
- Add damage only when your position, the tank's health and your mana allow it. Holy Strike requires melee access, and Consecration spends mana you may need on the next pull.
Holy Paladin questions
Can Holy Paladin heal a party other than its own?
Yes. Friendly Light's Vigil makes the marked target heal their party. Choose an ally in the subgroup you want to cover, then trigger the mark with Holy Shock. It does not heal every raid subgroup at once.
Does Divine Favor guarantee a faster Holy Light?
With Infusion of Light, using Divine Favor on Flash of Light or a healing Holy Shock provides the qualifying crit for a faster following Holy Light. Using Favor on Holy Light guarantees that heal's crit, but Holy Light is not an Infusion trigger.
Does Light's Vigil immediately reset a Holy Shock that is already on cooldown?
The talent description says your next Holy Shock on the marked target triggers no cooldown. It does not specify that applying Light's Vigil clears an existing cooldown. Have Shock ready before you need the party heal.
Can I deal damage in my healing gear?
Yes. Forever gives healing bonuses an additional damage bonus equal to one third of the healing amount. That helps your offensive spells while questing. Dungeon healing still requires you to reserve mana and casts for your group; damage talents such as Consecrated Ground do not directly improve your healing.