TBC Anniversary realms
Holy Paladin leveling guide
The plan in one paragraph
Level as Retribution: a slow two-hander, Seal of Command, Judgement on cooldown, and a healing kit that means you never die to a bad pull and never wait for a healer. From 20 the spec plays itself; from 50 Crusader Strike makes it a rotation. The leveling tree ends on the raid Retribution build, so there is nothing to undo at 70.
Your endgame is Holy, the most mana-efficient single-target healer in the game. Illumination hands back the mana on every crit heal, so your gearing is Intellect and crit rather than Spirit, and you keep a tank up through anything with Holy Light and a Flash of Light weave. One respec at 70.
Milestones on the way to 70
Paladin milestones, 1 to 70
- 1You are here
- 4Judgement and Blessing of MightThe seal-and-judge loop starts here. Blessing of Might on yourself, always.
- 6Seal of the Crusader, Divine ProtectionNot a seal to fight with. Seal it, Judge it so the target takes more holy damage, then back to Seal of Righteousness. On a normal mob at this level, skip it and just Judge Righteousness.
- 8Hammer of JusticeYour stun. Interrupts a cast and stops a runner.
- 10First talent point, Lay on Hands, Blessing of ProtectionBenediction 1/5. Macro Lay on Hands to yourself and Protection to mouseover the same day.
- 12RedemptionThe class quest from your trainer. Carry Symbol of Divinity from now on.
- 14Blessing of Wisdom
- 16Retribution Aura, Righteous FuryRetribution Aura while questing; Righteous Fury only when you are the tank.
- 20Seal of Command, Consecration, Flash of Light, ExorcismThe level the spec arrives. A slow two-hander and Seal of Command, Consecration on packs, Exorcism on undead and demons.
- 22Concentration Aura, Seal of JusticeConcentration Aura whenever you are the healer.
- 26Blessing of SalvationOn every damage dealer in a group with a tank. Never on the tank.
- 30Seal of Light
- 34Divine ShieldImmune for twelve seconds. Not a tank button; it drops threat.
- 38Seal of WisdomJudge it on a dungeon boss and the whole group's mana comes back.
- 40Plate, Summon Warhorse, Blessing of LightThe big ding. Plate from the trainer, the warhorse from the trainer, Blessing of Light on whoever you are healing.
- 42CleanseMagic, poison and disease in one button. The raid's best dispeller from here on.
- 43RepentanceSix seconds of nothing for a humanoid, demon, undead or dragonkin. Every two-pull is a one-pull.
- 44Hammer of WrathExecute under 20% health. Ranged, and it crits.
- 50Crusader Strike, Holy WrathCrusader Strike every six seconds; the rotation finally has a second button.
- 52Greater BlessingsThirty minutes, one class at a time, a Symbol of Kings each. Buy a stack.
- 58OutlandHellfire quest greens replace most of what you are wearing. Fel Iron nodes everywhere for Blacksmithing 300.
- 60The ChargerThe epic mount. Your trainer starts the chain.
- 62Crusader Aura20% mounted speed. Switch back when you dismount.
- 64Seal of BloodHorde's raid seal. Seal of Command retires.
- 65Blessing of KingsFrom your own tree. On everyone in the group from here.
- 70Avenging WrathThirty percent more damage and healing for twenty seconds, every three minutes.
- 70Respec Holy41/20/0. Earlier if you switch from questing to dungeon-spamming in your mid 60s.
Leveling spec
Retribution, 1 to 70. You judge, you seal, you swing a slow two-hander, and when something goes wrong you have Holy Light, Divine Protection and Lay on Hands to make it go right. The real priorities in the tree are Seal of Command at 20, Conviction and Vengeance for the crits that feed it, Repentance at 43, and Crusader Strike at 50. Everything else is filler you buy to open rows, and the order below says which filler is worth something while you level (Pursuit of Justice, Crusade) and which is just the price of the next row.
Weapons: slow, two-handed, highest top-end damage. Seal of Command procs are a share of your weapon's damage, so a 3.6 speed mace or sword with a big top-end beats a faster weapon with the same DPS. Train two-handed swords, maces and axes early so you can take whatever the quest hands you; Paladins cannot use staves or polearms. The weapon masters in Orgrimmar (axes), Undercity (swords) and Thunder Bluff (maces) teach the three types between them. A freshly trained weapon type starts at skill 1; beat on grey mobs for a few minutes before you swing at orange quest mobs.
1 to 20. Seal of Righteousness is your fighting seal: holy damage on every swing. Seal it, Judge it, seal it again, swing. Never fight with Seal of the Crusader up; it trades 40% faster swings for 40% less damage per swing and kills slower than Righteousness. Its only job is its Judgement, and at these levels the debuff is small enough that it is worth the mana only on an elite or a long fight: Judge Crusader once to put the debuff on, then go back to Righteousness.
The loop from 20. Seal of the Crusader, Judge it at once (the target now takes extra holy damage for 20 seconds), then Seal of Command and swing. Re-judge the Crusader debuff when it falls off, re-seal Command after every Judgement, because judging consumes the seal in TBC. You never swing with Crusader active for more than the second it takes to Judge it. Blessing of Might on yourself, Retribution Aura until Sanctity Aura at 35, Devotion Aura when something is actually hitting you hard. Consecration when there are three or more.
Why not Protection to level? Protection with Blessing of Sanctuary, Holy Shield and Consecration grinds packs of five or six mobs at once from 30 and is the better spec for tanking dungeons on the way up. It is slower on single targets and worse at long quest chains in Outland where mobs come one at a time. Retribution all the way is the simpler path; the picker's leveling step has the Protection order if you would rather gather than duel.
Where each talent point goes
0 / 0 / 0 0 of 61 points
Holy 0
Protection 0
Retribution 0
The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.
Retribution leveling, 10 to 70 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Benediction 1/5 | retribution | Seals and Judgements cost 15% less. You recast a seal after every Judgement, so this is your mana bar. Row 2 opens at 5. |
| 11 | Benediction 2/5 | retribution | |
| 12 | Benediction 3/5 | retribution | |
| 13 | Benediction 4/5 | retribution | |
| 14 | Benediction 5/5 | retribution | |
| 15 | Improved Judgement 1/2 | retribution | Judgement cooldown 10 seconds down to 8. More Judgements is more damage and more Seal of the Crusader uptime. |
| 16 | Improved Judgement 2/2 | retribution | |
| 17 | Improved Seal of the Crusader 1/3 | retribution | Bigger Judgement of the Crusader and +3% melee and spell crit. Row 3 opens at 10. |
| 18 | Improved Seal of the Crusader 2/3 | retribution | |
| 19 | Improved Seal of the Crusader 3/3 | retribution | |
| 20 | Seal of Command 1/1 | retribution | Level 20. The seal that defines the spec: a holy proc on your slow two-hander that scales with weapon damage. |
| 21 | Conviction 1/5 | retribution | +5% melee crit, and crits feed Vengeance later. Row 4 opens at 15. |
| 22 | Conviction 2/5 | retribution | |
| 23 | Conviction 3/5 | retribution | |
| 24 | Conviction 4/5 | retribution | |
| 25 | Conviction 5/5 | retribution | |
| 26 | Pursuit of Justice 1/3 | retribution | Run speed, on foot and mounted, for the next fifty levels. Nothing else here saves you more time. |
| 27 | Pursuit of Justice 2/3 | retribution | |
| 28 | Pursuit of Justice 3/3 | retribution | |
| 29 | Crusade 1/3 | retribution | +3% damage against humanoids, demons, undead and elementals, which is most of what you fight from here to Outland. Row 5 opens at 20. |
| 30 | Crusade 2/3 | retribution | |
| 31 | Crusade 3/3 | retribution | |
| 32 | Two-Handed Weapon Specialization 1/3 | retribution | +6% damage with a two-hander, which is every weapon you will level with. |
| 33 | Two-Handed Weapon Specialization 2/3 | retribution | |
| 34 | Two-Handed Weapon Specialization 3/3 | retribution | |
| 35 | Sanctity Aura 1/1 | retribution | +10% holy damage. Seal of Command, Judgements and Consecration are all holy. |
| 36 | Improved Sanctity Aura 1/2 | retribution | +2% damage for your whole party. Row 6 opens at 25. |
| 37 | Improved Sanctity Aura 2/2 | retribution | |
| 38 | Vengeance 1/5 | retribution | +15% damage for 30 seconds after any crit, and you crit constantly. Row 7 opens at 30. |
| 39 | Vengeance 2/5 | retribution | |
| 40 | Vengeance 3/5 | retribution | |
| 41 | Vengeance 4/5 | retribution | |
| 42 | Vengeance 5/5 | retribution | |
| 43 | Repentance 1/1 | retribution | Level 43. A 6-second incapacitate on humanoids, demons, undead and dragonkin. Opens every two-pull and stops a runner. |
| 44 | Sanctified Judgement 1/3 | retribution | Mana back when you Judge. One rank here, more later; row 8 opens at 35. |
| 45 | Fanaticism 1/5 | retribution | +25% Judgement crit and 30% less threat. Row 9 opens at 40. |
| 46 | Fanaticism 2/5 | retribution | |
| 47 | Fanaticism 3/5 | retribution | |
| 48 | Fanaticism 4/5 | retribution | |
| 49 | Fanaticism 5/5 | retribution | |
| 50 | Crusader Strike 1/1 | retribution | Level 50. An instant weapon strike on a 6-second cooldown; your rotation finally has a button besides Judgement. |
| 51 | Sanctified Judgement 2/3 | retribution | Second rank; the raid build stops at two. |
| 52 | Sanctified Seals 1/3 | retribution | +3% crit and your seals resist dispel. The last of the Retribution points. |
| 53 | Sanctified Seals 2/3 | retribution | |
| 54 | Sanctified Seals 3/3 | retribution | |
| 55 | Improved Devotion Aura 1/5 | protection | Gate filler toward Kings; the armor is not nothing while you quest in plate. |
| 56 | Improved Devotion Aura 2/5 | protection | |
| 57 | Improved Devotion Aura 3/5 | protection | |
| 58 | Improved Devotion Aura 4/5 | protection | |
| 59 | Improved Devotion Aura 5/5 | protection | |
| 60 | Precision 1/3 | protection | +3% melee hit. Fewer misses on Seal of Command procs. |
| 61 | Precision 2/3 | protection | |
| 62 | Precision 3/3 | protection | |
| 63 | Guardian's Favor 1/2 | protection | Blessing of Protection cooldown down, Blessing of Freedom lasts longer. Row 3 opens at 10. |
| 64 | Guardian's Favor 2/2 | protection | |
| 65 | Blessing of Kings 1/1 | protection | Level 65. +10% to every stat, for you and anyone you group with. The reason the raid build carries 11 Protection points. |
| 66 | Divine Strength 1/5 | holy | +10% Strength to finish. Five points that could be anything; Strength is what a Retribution Paladin wants most. |
| 67 | Divine Strength 2/5 | holy | |
| 68 | Divine Strength 3/5 | holy | |
| 69 | Divine Strength 4/5 | holy | |
| 70 | Divine Strength 5/5 | holy |
Where it ends: 5/11/45, the "Retribution with Kings" build WoWSims ships as its default raid spec. The eleven Protection points at the end exist for Blessing of Kings, and Divine Strength takes the last five because a Retribution Paladin wants Strength more than anything else those five could buy. If your raid already has a Kings Paladin, the alternative is 0/0/61 with the eleven points in Deflection, Improved Blessing of Might and Divine Purpose; the engine validates either.
Pursuit of Justice early is on purpose. Run speed from 26 is worth more than Crusade or Two-Handed Weapon Specialization for the thirty levels where you are walking between quests, and the three points are in the raid build anyway.
How the class plays while leveling
Seals and Judgements
A seal is a 30-second buff on you that does something on every melee hit. Judgement spends the active seal on your target for an effect that depends on which seal it was, and in TBC that consumes the seal, so every Judgement is followed by a re-seal. The cycle is the class.
- Seal of the Crusader: 40% faster swings for 40% less damage per swing, which is a wash at best and worse than Righteousness in practice. Never fight with it active. Its point is its Judgement, which makes the target take more holy damage for 20 seconds: seal it, Judge it immediately, then seal the one you fight with. At low levels the debuff is small, so save the step for elites and long fights.
- Seal of Righteousness: holy damage on every hit, no proc chance. Your seal from 1 to 20 and the tank seal later, because its threat is reliable.
- Seal of Command (talent, 20): a chance per swing to deal a share of your weapon damage as holy. Scales with slow weapons and crit. Your seal from 20 until Seal of Blood.
- Seal of Light and Seal of Wisdom (30, 38): small health or mana back on hits; their Judgements put the same effect on the target for everyone who hits it. Judgement of Wisdom on a boss is what keeps a raid's casters going.
- Seal of Justice (22): stuns on hit sometimes, stops runners on Judgement.
- Seal of Blood (64, Horde only, the reason Blood Elf Paladins out-damage Alliance ones): extra holy damage on every hit at the cost of a little health back to you. The raid seal.
Blessings
One blessing per Paladin per target, ten minutes each; Greater Blessings at 52 last thirty and cover a whole class for a Symbol of Kings each. Might (attack power) for melee and yourself while leveling; Wisdom (Mp5) for casters and healers; Kings (talent, +10% stats) for anyone when you have it; Salvation (26, less threat) for every damage dealer in a group with a real tank, never on the tank; Sanctuary (talent) on the tank; Light (40) on the tank you are healing. Blessing of Protection (10) makes the target immune to physical damage and drops their threat, so it is the healer's panic button and never the tank's. Blessing of Freedom (18) breaks and prevents snares.
Auras
Always one aura up. Devotion (armor) when things hit you, Retribution (holy damage back to melee attackers) while questing until Sanctity (talent, +10% holy damage) replaces it, Concentration (22) in any group where you heal, the resistance auras on the fights that call for them, and Crusader Aura (62) the moment you mount; it is 20% mounted speed and most Paladins forget to switch back.
The three saves
Divine Protection (6) and Divine Shield (34) make you immune for a few seconds; Shield also drops your damage and cannot be used for a minute after it ends. Lay on Hands (10) heals the target for your full health and empties your mana, on an hour's cooldown that Improved Lay on Hands shortens. Lay on Hands on a tank in a dungeon is the save that gets you invited back.
Macros for the things you do under pressure, so you never target-swap to save yourself:
#showtooltip Lay on Hands /cast [target=player] Lay on Hands
#showtooltip Blessing of Protection /cast [target=mouseover,help][help][target=player] Blessing of Protection
#showtooltip Holy Light /cast [target=mouseover,help][help][target=player] Holy Light
The mouseover form is the healing habit worth building at level 20: hover a party frame, press, and your target never changes.
Healing while leveling
Every dungeon from Ragefire Chasm to Scarlet Monastery will take you as the healer whatever your spec. Holy Light is the big heal, Flash of Light (20) the cheap fast one, and the mana rule is the same as every healer: a low-rank Holy Light on a tank at 70% beats a max-rank one at 90%. Carry a few Intellect and +healing pieces, switch to Seal of Wisdom and Judge it on the boss, keep Concentration Aura up, and nobody will care where your talents are.
Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.
Gear and stat priority
Leveling set (Retribution): two-handed weapon damage and speed first, then Strength, then Stamina, then crit and Intellect. Mail until 40, plate from 40, and a good mail piece in your 40s is still better than a bad plate one. Intellect is not wasted on you: every point is mana for Judgements and Holy Lights, and Divine Strength and Blessing of Might cover the rest.
Holy at 70, in order:
- +Healing. Your throughput stat.
- Intellect. Mana, crit through Intellect, and 35% of it becomes +healing through Holy Guidance. The stat that makes Paladin gearing different from every other healer.
- Spell crit. With Illumination every crit heal refunds 60% of its mana, so crit is mana as much as it is healing.
- Mp5. Works while casting, which you always are.
- Spirit. Near worthless. The five-second rule turns it off while you chain-cast, and Paladins have no talent that converts it.
- Stamina. Enough to live through raid-wide damage; healer plate carries plenty.
Plate healing pieces are rare before raids; cloth, leather and mail with the right stats are yours to wear and nobody will mind.
Zones and dungeons by bracket
Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.
| Levels | Zones | Dungeons |
|---|---|---|
| 1 to 10 | Durotar, Mulgore, Tirisfal Glades, Eversong Woods | |
| 10 to 20 | The Barrens, Silverpine Forest, Ghostlands | Ragefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23) |
| 20 to 30 | Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25 | Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38) |
| 30 to 40 | Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of Sorrows | Scarlet Monastery (34 to 45), Razorfen Downs (37 to 46) |
| 40 to 50 | Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48 | Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55) |
| 50 to 60 | Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, Silithus | Sunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60) |
| 58 to 63 | Hellfire Peninsula | Hellfire Ramparts (60 to 62), Blood Furnace (61 to 63) |
| 60 to 64 | Zangarmarsh | Slave Pens (62 to 64), Underbog (63 to 65) |
| 62 to 67 | Terokkar Forest, Nagrand | Mana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68) |
| 65 to 70 | Blade's Edge Mountains, Netherstorm, Shadowmoon Valley | Sethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass |
Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.
Why these professions
You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.
The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your healer gear wants, and the gatherer that feeds it.
For a healer: Tailoring (Primal Mooncloth) if you wear cloth, Leatherworking (Windhawk) if you can wear leather or mail, Jewelcrafting for trinkets; Enchanting for the self-only ring enchants. Herbalism with Alchemy is the gold-and-flasks pairing.
Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.
Your endgame build
41/20/0. Holy to Divine Illumination, twenty Protection points for Blessing of Kings and Improved Concentration Aura. Nothing from the leveling tree survives.
Holy 41/20/0 | 61 points
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Divine Intellect 1/5 | holy | +10% Intellect: more mana, more crit, and with Holy Guidance more healing. |
| 11 | Divine Intellect 2/5 | holy | |
| 12 | Divine Intellect 3/5 | holy | |
| 13 | Divine Intellect 4/5 | holy | |
| 14 | Divine Intellect 5/5 | holy | |
| 15 | Spiritual Focus 1/5 | holy | 70% pushback resistance on Flash of Light and Holy Light. You heal while being hit. |
| 16 | Spiritual Focus 2/5 | holy | |
| 17 | Spiritual Focus 3/5 | holy | |
| 18 | Spiritual Focus 4/5 | holy | |
| 19 | Spiritual Focus 5/5 | holy | |
| 20 | Healing Light 1/3 | holy | +12% to Holy Light and Flash of Light. The two spells you cast. |
| 21 | Healing Light 2/3 | holy | |
| 22 | Healing Light 3/3 | holy | |
| 23 | Improved Lay on Hands 1/2 | holy | Shorter Lay on Hands cooldown. Row filler that occasionally saves a tank. |
| 24 | Improved Lay on Hands 2/2 | holy | |
| 25 | Illumination 1/5 | holy | Crit heals refund 60% of their mana. Your mana bar is built on this, which is why Intellect and crit beat Spirit and Mp5. |
| 26 | Illumination 2/5 | holy | |
| 27 | Illumination 3/5 | holy | |
| 28 | Illumination 4/5 | holy | |
| 29 | Illumination 5/5 | holy | |
| 30 | Improved Blessing of Wisdom 1/2 | holy | 20% more Wisdom. Every caster in the raid gets it from you. |
| 31 | Improved Blessing of Wisdom 2/2 | holy | |
| 32 | Divine Favor 1/1 | holy | Your next heal is a guaranteed crit. Paired with Holy Light on a dying tank. |
| 33 | Sanctified Light 1/3 | holy | +6% Holy Light crit, which with Illumination is also mana. |
| 34 | Sanctified Light 2/3 | holy | |
| 35 | Sanctified Light 3/3 | holy | |
| 36 | Holy Power 1/5 | holy | +5% holy crit. Same story: crit is healing and mana at once. |
| 37 | Holy Power 2/5 | holy | |
| 38 | Holy Power 3/5 | holy | |
| 39 | Holy Power 4/5 | holy | |
| 40 | Holy Power 5/5 | holy | |
| 41 | Light's Grace 1/3 | holy | Holy Light casts 0.5 seconds faster after a Holy Light. Chain-casting the big heal on a tank. |
| 42 | Light's Grace 2/3 | holy | |
| 43 | Light's Grace 3/3 | holy | |
| 44 | Holy Shock 1/1 | holy | An instant heal on a 15-second cooldown. The emergency button and the only way to heal while moving. |
| 45 | Holy Guidance 1/5 | holy | 35% of your Intellect becomes healing. The reason the gearing section says Intellect first. |
| 46 | Holy Guidance 2/5 | holy | |
| 47 | Holy Guidance 3/5 | holy | |
| 48 | Holy Guidance 4/5 | holy | |
| 49 | Holy Guidance 5/5 | holy | |
| 50 | Divine Illumination 1/1 | holy | Half-cost spells for 15 seconds, every three minutes. The capstone. |
| 51 | Improved Devotion Aura 1/5 | protection | Protection row 1 toward Kings. +40% Devotion Aura armor when you run it. |
| 52 | Improved Devotion Aura 2/5 | protection | |
| 53 | Improved Devotion Aura 3/5 | protection | |
| 54 | Improved Devotion Aura 4/5 | protection | |
| 55 | Improved Devotion Aura 5/5 | protection | |
| 56 | Guardian's Favor 1/2 | protection | Shorter Blessing of Protection cooldown, longer Freedom. |
| 57 | Guardian's Favor 2/2 | protection | |
| 58 | Toughness 1/5 | protection | +10% armor. You get hit on raid fights too. Row 3 opens at 10. |
| 59 | Toughness 2/5 | protection | |
| 60 | Toughness 3/5 | protection | |
| 61 | Toughness 4/5 | protection | |
| 62 | Toughness 5/5 | protection | |
| 63 | Blessing of Kings 1/1 | protection | +10% to every stat for the whole raid. The talent your raid leader asks you to have. |
| 64 | Anticipation 1/5 | protection | Defense. Filler toward row 4. |
| 65 | Anticipation 2/5 | protection | |
| 66 | Anticipation 3/5 | protection | |
| 67 | Anticipation 4/5 | protection | |
| 68 | Improved Concentration Aura 1/3 | protection | Concentration Aura also resists silence and interrupts by 15%, and the pushback resistance becomes 80%. The healer group's aura. |
| 69 | Improved Concentration Aura 2/3 | protection | |
| 70 | Improved Concentration Aura 3/3 | protection |
The core: Divine Intellect, Spiritual Focus, Healing Light, Illumination, Improved Blessing of Wisdom, Divine Favor, Sanctified Light, Holy Power, Light's Grace, Holy Shock, Holy Guidance, Divine Illumination. The Protection half buys Kings and Improved Concentration Aura, which are the two things a raid asks of its Holy Paladin besides heals; if another Paladin already brings Kings, put those twenty points into Protection's Improved Devotion Aura and the Retribution tree's Benediction and Improved Blessing of Might instead.
Raid job description: tank healer. Blessing of Light on your tank, Judgement of Light or Wisdom on the boss (ask the raid leader which), Holy Light rank 11 chained with Light's Grace on the tank, Flash of Light to patch, Holy Shock when the tank is moving or you are. Divine Favor into a max-rank Holy Light is the save. Divine Illumination every three minutes during the heaviest damage, not on cooldown by habit. Cleanse on assignment; you are the raid's best dispeller of magic, poison and disease at once.
Mana is crit. Illumination refunds 60% of the mana of every heal that crits, so Intellect (which is crit and +healing through Holy Guidance) beats Spirit on every piece, and a Judgement of Wisdom target you occasionally hit with Seal of Wisdom up is real mana on long fights.
When to respec: at 70, or in your mid 60s if you move from questing to dungeon-spamming; Holy in a group beats Retribution in a group. One respec, about 50g.
Endgame prep. Start now
Pre-raid gearing: normal then heroic dungeon blues with +healing, Intellect and crit; any armor class. Cenarion Expedition and the Sha'tar are the reputations with healer rewards on the way; Keepers of Time for the heroic key and the Black Morass chest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the rest.
Karazhan attunement starts in Deadwind Pass and runs through Shadow Labyrinth, Steamvault and Arcatraz to Black Morass. Do it as you gear; every one of those dungeons drops something you want.
Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.
Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.
The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.
Respec plan
Anniversary realms have Dual Talent Specialization, so the cleanest plan is two trees: level in the one you chose and carry the endgame build in the second slot from the moment you can afford it. Check the trainer for the price in game; sources disagree on what TBC Anniversary charges.
Reading an order from any level. Every talent order on this page is a list of which point to buy at which level, and the trees in the talent section have a level slider that can show any of them. To respec into a build at level 48, pick that build above the trees and drag the slider to 48: the highlighted cells are the 39 points to buy, in the order the table lists them. Every order has been checked so that each row is open by the time you reach it.
Into Holy. At 70, or in your mid 60s if you have moved from questing to dungeon-spamming: follow the Holy raid order from the top. Switching in your 40s works if you heal more than you quest; the first 25 points buy Illumination, which is the spec.
The number to budget: 50g per respec on original rules, the dual-spec price once on Anniversary. A Paladin who respecs at 40 and again at 70 pays well under 60g total; nobody should be flipping specs per dungeon.
UI and addons
Paladins live and die by timers: seal duration, Judgement cooldown, the Crusader debuff on the target, and in a raid, who has which blessing.
- PallyPower: assigns and casts blessings for every Paladin in the raid from one frame, and tracks who is missing one. Mandatory from your first raid; useful from your first dungeon.
- WeakAuras: seal missing or about to expire, Judgement ready, the Judgement of the Crusader debuff on your target, Divine Favor and Divine Illumination ready, Holy Shock cooldown.
- Healing frames: Grid with Clique, or Healbot, so that mouseover healing from the basics section becomes click healing; set it up while dungeon-healing in your 40s, not on your first raid night.
- A threat meter (Omen) in every group.
- One boss-mod addon, DBM or BigWigs, not both.
The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.
Checklist
Ticks are remembered in this browser for this class and spec.
Now
40 to 70
At 70