The Light and How to Swing It: Must-have and must-miss talents
It's hard to determine the best and worst talents for a class that has three different roles. The best tanking talent is obviously going to be useless if you're primarily a healer, and the worst thing for a prot pally might be excellent with a ret build. Nevertheless, there are certain talents in all three trees that shine brightly, and other talents that make you ask "Who actually takes these?" These ... are those talents.
Best Holy Talents:
- Holy Guidance: Increases your spell damage and healing by 7/14/21/28/35% of your total Intellect. It's not a shiny new ability, it's not a magical button for mana efficiency, and it doesn't wow the crowds, but my God, is it good for both PVE and PVP. It allows the Int on our gear to do triple duty, increasing our healing as well as our mana pool and all-important crit chance.
- Healing Light: Increases the amount healed by yourHoly Light and Flash of Light spells by 4/8/12%. If you're full holy, you're probably raid/PVP healing or under a misconception about the power of Shockadins. If it's the former, this spell is invaluable. I only wish you could put five points in it ...
- Illumination: After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell, gives you a 20/40/60/80/100% chance to gain Mana equal to 60% of the base cost of the spell. Pre-2.1, this would have been a no-brainer for #1. But they nerfed it from returning 100 percent of mana to 60 percent, since pallies were stacking spell crit and grouping with shadow priests for essentially unlimited mana in raids. Still a nice talent, but not as good as it used to be.
- Holy Power: Increases the critical effect chance of your Holy spells by 1/2/3/4/5%. This, along with the less-powerful-cause-it's-only-Holy-Light talent Sancified Light, works well with Illumination and spell crit for keeping up your mana.
- Spiritual Focus: Decreases chance to be interrupted by taking damage when casting Flash of Light and Holy Light by 14/28/42/56/70%. Not super for a raid environment, but excellent for PVP, grinding, and everything else. This talent saved me a ridiculous amount of times while leveling.
Worst Holy Talents:
- Pure Of Heart: Increases your resistance to Curse and Disease effects by 5/10/15%. Unless you spend 100% of your time fighting warlocks, pick a filler talent that sucks less.
- Blessed Life: All attacks against you have a 4/7/10% chance to cause half damage. See, this would be great in Prot, but if you've got 31 points into Holy, chances are that you're healing most of the time and aren't being hit by enemies. It's also not great for PVP and leveling, since it's proc-based and undependable.
- Aura Mastery: Increases the range of your auras to 40 yards. Half the raids out there aren't even going to notice if you're using an aura, much less if they're moving out of range of it.
Best Prot Talents:
- Holy Shield: Increases chance to block by 30% for 10 sec, and deals 65 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges. Mmm, delicious prot grinding, made even better by Imp Holy Shield in the same tier. Also makes us viable tanks with the right gear by helping us hold threat and mitigate more damage.
- Reckoning: Gives you a 2/4/6/8/10% chance after being hit with a damaging attack that the next 4 weapon swings for 8 seconds will generate an additional attack. Great for ret builds, prot grinding, and early raid tanking. It's less effective as you gear up and get damaged less, but wonderful until then for a myriad of reasons. Combo ret/prot builds with this talent used to be popular, but not so much anymore.
- Improved Righteous Fury: While Righteous Fury is active, reduces all damage taken by 2/4/6% and increases the amount of threat generated by your Righteous Fury spell by 16/33/50%. Alex, I'll take "Best Talent I Forget To Use When Soloing" for 1,000. This talent is absolutely required for tanking at all.
- Sacred Duty: Increases your total Stamina by 3/6%, reduces the cooldown of your Divine Shield spell by 30/60 sec and reduces the attack speed penalty by 50/100%. It slices! It dices! It increases your stamina for raiding, decreases the cooldown on your signature ability, and lets you annoy everyone else in PVP by hitting them while invulnerable! All this for only two talent points!
- Ardent Defender: When you have less than 35% health, all damage taken is reduced by 6/12/18/24/30%. The paladin's longer-lasting but less effective Shield Wall. Necessary for tanking, great for prot grinding. I would have put Blessing of Kings here, but Kings is the odd talent that you mostly take because your guild wants you to, and a lot of pallies have a love/hate relationship with it.
Worst Prot Talents:
- Improved Devotion Aura: Increases the armor bonus of your Devotion Aura by 8/16/24/32/40%. Are you raiding and in the tank's group? Then this would be okay. Are you doing anything else? Then you shouldn't even touch Devotion Aura. In theory, it can be good for tanking, but any pally tank is going to take Redoubt and one of the other "better" tank skills instead.
- Weapon Expertise: Increases your skill with all melee weapons by 2/4/6/8/10. This talent has its defenders, but I am not one of them. If I had to push myself to take it as a rogue after the weapon skill nerf, why the heck is it an eighth-tier talent in Protection for PALADINS? Were they just totally out of ideas for talents?
- Improved Concentration Aura: Increases the effect of your Concentration Aura by an additional 5/10/15% and reduces the duration of any Silence or Interrupt effects used against an affected group member by 10/20/30%. The prot tree has a lot of good talents, so I had to stretch to find the third weakest. Theoretically good for PVP, but fairly mediocre in practice.
Best Ret Talents:
- Vengeance: Gives you a 1/2/3/4/5% bonus to Physical and Holy damage you deal for 8 sec after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to 3 times. The basic ability of ret damage, sort of like how Holy Shield is the base ability of Prot and Illumination was the base ability of Holy before it got nerfed. This requires a high crit rate to keep up constantly and get your 15 percent, but should be worth it if you have even semi-decent gear.
- Crusader Strike: A instant strike that causes weapon damage plus 40% of your Holy spell damage and refreshes all Judgements on the target. Makes playing a ret pally a little less like having your teeth pulled. ("Seal Crusader, Judge Crusader, Seal Command, wait eight seconds, Judge Command, Seal again ...") Scales well with weapon damage and gives ret a better use for spell damage gear. The multi-Judgement refreshment is nice and theoretically helps retadins in raids.
- Improved Judgement: Decreases the cooldown of your Judgment Spell by 1/2 seconds. A ton of your damage comes from judging. This lets you judge 20 percent faster. It's early and cheap. There is no bad here.
- Conviction: Increases your chance to get a critical strike with weapons by 1/2/3/4/5%. Great synergy with Vengeance, plus crits are incredibly important when you're swinging around a massive two-hander.
- Seal of Command: Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. This one is tough. It's the core damage seal for Alliance ret paladins, but falls behind Seal of Blood for belfadins. It procs 7 times a minute and thus is very good for slow weapons, but proc-based DPS is unreliable and can pull aggro. Benediction would be my choice for Hordies. Your call here.
Worst Ret Talents:
- Divine Purpose: Melee and ranged critical strikes made against you cause 4/7/10% less damage. Some of these paladin filler talents seem to assume that we're doing nothing but standing outside Ironforge and dueling. Worthless in PVE, too unreliable to count on in PVP, and even if it does proc, the damage reduction is marginal.
- Vindication: Gives the Paladin's damaging melee attacks a chance to reduce the target's Strength and Agility by 5/10/15% for 10 sec. Ha! You thought we were going to give retadins a decent raiding ability, but it actually doesn't work against most bosses, so you're pretty much boned unless you fight rogues and warriors a lot or like seeing pretty debuff icons on your opponents!
- Pursuit of Justice: Increases movement and mounted movement speed by 4/8%. Well, it's not that bad, until you get Crusader Aura at 64 which totally blows this away. Other than that, it's good for running away from stuff and carrying the flag in WSG. Why are you carrying the flag in WSG, anyway? That's why Blizzard came up with druids and shamans.
Filed under: Paladin, Talents, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
tainted Sep 11th 2007 11:01AM
Nice article. Just one note: Int already increases healing, Holy Guidance just increases that amount dramatically.
Willhaus Sep 11th 2007 11:14AM
divine purpose is actually quite good, that 10% is about as much as you;d get from 200 resilience minus the 'lessen the chance to crit of others' stuff. Come patch 2.3 ret paladins can stack resilience thus melees reducing crit damage by up to 30%(with DP ofc). Yes please
Thisbe Sep 11th 2007 11:22AM
Imp Concentration aura is a must have talent - for a Holy specced arena Paladin.
A mage's counterspell lasting 5.6 secs instead of 8. Those 2.4 seconds are an eternity in the arena. I can't count the number of times it's saved me or one of my teammates.
Keiichi Sep 11th 2007 11:25AM
I'd have to disagree on Aura Mastery, while it's not the best holy talent out there, it isn't bad. It's especially useful for encounters when you have to be out in max range. Keep in mind 40yds is also the max healing distance so people will know when they're out of range from you. Btw the worst holy talent: Divine Strength.
Dryssa Sep 11th 2007 11:50AM
@4: Divine Strength is a poor talent for a holy-specced paladin, but excellent for one specced Ret. Since this article covers talents in general and not specific talents for specific builds, it's not one of the worst talents in the tree.
rinc Sep 11th 2007 12:14PM
The talents can be divided for their usefulness in pvp or pve. Prot tree is the best example with great talents, half of which are more useful for pvp and half for pve. (dev aura and weap exp not being among them; and in mind of limited points you can spend to make a holy prot or pure prot tanking build)
Improved HoJ = great for pvp and with 4 set pvp gear bonus
Best prot talent not mentioned: Blessing of kings
Seal of command is the single most important talent in ret tree and the base of it (alliance)
Prot: imp concentration aura is a great talent. Even if its more useful in pvp, it has its uses in pve aswell.
Adese Sep 11th 2007 12:38PM
Regarding Weapon Expertise, some research is currently being done to determine if it is useful for not. Right now it seems like the first +5-6 weapon skill you get after 350 drastically helps your +hit% against raid bosses, but after that the usefulness falls off drastically.
I've heard of non-human paladins going 3/5 WE and having good results. Humans don't need it since they have a built-in +5 weapon skill to swords and maces (which is all most paladins use, anyway).
Laukidh Sep 11th 2007 12:45PM
Wouldn't ardent defender be more like last stand than shield wall?
Laukidh Sep 11th 2007 12:46PM
Eh, nevermind, I suppose I'm talking out of my a....
Laukidh Sep 11th 2007 12:48PM
Nevermind, I'm probably talking out of my a...
Laukidh Sep 11th 2007 12:50PM
Oh, sure, NOW my post shows up.
Starfury Sep 11th 2007 12:51PM
Divine purpose is a flat 10% less crit damage, not any kind of proc.
Also, I find imp concentration aura vital for arena healing as previously mentioned.
Aura mastery is also nice for when you need to be at max range from the tank to avoid AOEs.
@1 Uh...no it doesn't...int only increases spell crit and mana when you don't have that talent.
Starfury Sep 11th 2007 12:54PM
@8 How would it be like last stand, which increases health for a short period? It's a % damage reduction just like shield wall, only it kicks in at 35% instead of whenever you use it and doesn't reduce it as much.
Krick Sep 11th 2007 12:58PM
For protection AOE grinding, I find that I run out of mana way before I'm out of health so I'd skip Sacred Duty and put the two points into Divine Intellect or if that's already full, Spiritual Focus.
...
Krick
http://www.tankadin.com
Mayo Sep 11th 2007 1:04PM
I must also disagree about the "uselessness" of Aura Mastery. I'm a raider in my server's top PvE Progression guild, and I find myself in the main tank group all the time. For many fights, like say Kael'Thas in Tempest Keep, when Phase 4 begins and your main tank has to pick up Kael'Thas, it's best if you keep your distance. Extending my Fire Resist aura to the MT at max range is a big plus, so I can more easily avoid the phoenix spawns such without having to worry too much about standing too close to the MT (Mind Control range).
So... yeah... Aura Mastery is good for a raider, bad for a solo/pvp'er.
Karl Sep 11th 2007 1:40PM
Good article. Not everyone will agree with each point, because we all use different builds, but I will say that you did put some good advice out there for someone wanting to get a 70 Paladin. I will say that the aura mastery, and imp dev aura are not too bad for a leveling spec. As 5 stated though, this is not a build spec article, it is meant for the best and worst choices within that tree. Again, good article.
Adese Sep 11th 2007 2:06PM
@14 How is +10% int better than +6% stamina? In my tank gear, I have little to no int, so I would be getting very little for those 5 points. However, I get a ton of stamina from my gear, making that +6% stamina very, very useful.
As for going OOM while farming...that is what BoW, SoW/JoW, and Reckoning are for. :)
10pound Sep 11th 2007 3:17PM
Great article, thanks for writing.
Hide Sep 11th 2007 4:04PM
Absolutely terrible advice, from a PvP perspective.
Imp. Concentration is pretty much the only aura you'll ever use in arenas. Aura Mastery works in conjunction with this -- many a time your teammates will run out of range of your heals, but at least Imp. Con. will still be up.
And a paladin's true Achilles' Heel is the inability to close/escape. Pursuit of Justice is there as a talent-based alternative to a pricey +STA/+speed boot enchant. Without +speed, you're pretty much dead.
Krick Sep 11th 2007 5:46PM
@17 The answer to your question is that I'm not AOE farming in tanking gear. My farming gear has plenty of intellect (and spell damage).