Holy Paladin Talents & Specs
Welcome to the Holy Paladin Talents & Specs page! There are no longer “cookie cutter” or straight forward talent builds, meaning each character can be individual and players are more free to choose. However, this also means it can be harder for those just starting out as a Holy Paladin with less guidelines provided.
So we’re going to help you out by providing you with a starting point with regards to choosing talents. You’re free to choose others straight away or you can wait until you’re more comfortable with the Holy Paladin class, and then re-jig your setup, but we’ll provide you with an “almost” fool-proof setup to get you started healing successfully.
First thing to do is to of course, choose your specialization and because we want to focus on healing, your specialization will be Holy. Choosing Holy as your specialization will immediately give you access to all the holy spells and passive abilities that your level allows to improve your ability to heal. To learn about the spells you will receive when choosing your specialization at maximum level, you can see all spells on the Holy Paladin Spells page and get a grasp for what each does.
In terms of talents, here’s the setup we recommend choosing, what tier they appear in, what level you can gain it, what the spell does and the suggested keybind for that spell. Hover over the spell name to get the detailed tooltip of that spell.
Not ideal for starters as it requires the use of a melee ability on an enemy for it to be used. Test this out once you’re comfortable healing.
A proactive spell, use it in preparation of damage and it will heal 5 seconds later. Good for most situations.
Not a bad option but is more mana intensive in the long run. Also the location is locked after movement so not great for movement heavy fights.
Straight forward reduction to our strong cool downs: Divine Shield, Divine Protection and Lay on Hands. This is a very simple talent and it is probable you will use one of these more than once in an encounter.
This is another option to go for, particularly in dungeons as Rule of Law isn’t as effective in dungeons, due to often short range to targets.
Increases the range of your heals including your Mastery. Use this if your raiding as it really helps to improve your heals to those far-reaching targets. If you’re in a dungeon, it isn’t as effective as you’re often not far from others.
This talent requires us to use Judgement on enemy targets and the other talents within this tier are competitive anyway, which is why recommend a talent other than this one.
Another target-based form of crowd control. Can be useful at times.
We like this as it doesn’t require a target and works on all types of mobs. Good for when mobs are attacking you.
Constant 10% damage reduction split by all party members within 10 yds. When Aura Mastery is active, each member has a 20% reduction.
10% of party members damage halved and redirected to you while you're above 75% HP. While Aura Mastery is active, it is a 30% damage reduced by 75%. Best used alongside Divine Shield.
The easiest of the auras, with a constant minor heal to 3 injured allies within 10 yds every 2 seconds, or 100% heal to all allies within 40 yds while Aura Mastery is active.
Requires you to use Judgment on an enemy i.e. a boss. The next 25 attacks against that target, heals the attacker. A worthy talent if you're comfortable targeting hitting a boss with Judgment.
Another spell you can use on bosses, healing 5 allies within 15 yds of that boss. Alternatively, single target heal an ally and damage 5 enemies within 15 yds. A versatile talent.
A strong cool down that boosts your haste and the healing power of Holy Shock. More haste means faster heals. Great for smaller group scenarios.
A great choice for small group scenarios such as dungeons, this talent increases the length of Avenging Wrath and reduces the cooldown of Holy Shock while Avenging Wrath is active.
If you're comfortable with using Judgment and Crusader Strike on enemy targets, this can be a worthy talent to take, as it boosts the power of these abilities and heals for each use.
An interesting talent that has a chance to trigger off of Light of Dawn use. Therefore only useful with heavy Light of Dawn use. Even then it's only a 15% chance. Not a large amount of control in this talent.
A 20% chance when using Light of Dawn or Holy Shock to not trigger that spell's cooldown and make the next cast free. A good option if you don't need to take Beacon of Faith.
This talent is recommended when you need to heal 2 members of your party or raid, such as two tanks in a raid setting.
A very viable option for non-raiding situations as it heals 3 allies when you heal the original target.
Again, we wish to stress that all talents are viable for a healer, depending on your play style and the different encounters, but these are what we recommend for those starting out. Now your talents are set up, head to the Holy Paladin Glyphs page.