Protection Paladin Talents
This section of the Protection Paladin guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. This guide is written by
, creator of
, moderator of
. Updated for the latest patch.
Rotation & Abilities
Macros & Addons
This is a basic Protection Paladin build with an emphasis on single-target survival and some cooldowns for friendly players. Additional talent substitutions as follows:
for Survival against heavy magic damage (ideally dots),
for dps or survival against physical damage,
if you're struggling with aoe pickup or heavy movement.
Level 30: Single target damage / survival -
, AoE damage -
, AoE survival -
depending on damage patterns.
for AoE CC + extra damage in 5 mans.
if you need to negate a magic mechanic, if you need some marginal dps increase
otherwise, as it provides fairly solid mobility increase.
generally the go-to for survival,
if frequent movement is required, or you need extra CDs against nuke.
for Raid CD,
default for extra raid healing,
if you need to kite mobs.
for single target survival,
only for dps - best used if fight has long tank swaps or you overgear it.
Level 15 - Tier 1
: (Passive) Increases your block chance, allows you to block spells, and your successful blocks deal
damage to your attacker.
Mostly used for defensive reasons, especially against dots. Problematic to use against magic nuke's as you can not rely on it activating.
: Throws a
that spirals outward, dealing
damage to enemies that it hits, and causing them to deal 12% less damage to you on their next auto attack.
Highest DPS talent in the row, and the best one for survival vs physical damage. Can hit same target multiple times, applying damage reduction each time. Spins Clockwise.
has no cooldown.
now always gain the benefit of
Not particularly useful unless you want a faster rotation, or experience issues picking up mobs with baseline abilities.
Level 30 - Tier 2
: (Passive) Increases the damage of
by 50% to the first target, and increases the chance for its remaining cooldown to be reset by abilities and talents by 10%.
With 7.1 you no longer suffer the penalty of not hitting other targets, and more frequent grand crusader procs will help you be competitive with
on dps in multi-target encounter.
: 2 min CD - Immediately grants 3 charges of
Good synergy for burst set up, especially if used with
. With the recent changes, it no longer gets de-sync'd from our other cooldowns, which drastically increases it's single target dps value.
: (Passive) Completely re-designed in 7.1 :
has two charges, and each
adds one charge back. This is good for our survival on big pulls, however, the gameplay is somewhat problematic, as we have to spend a lot more globals on using single target ability, in a multi-target setting.
Level 45 - Tier 3
reduces the remaining cooldown on
by 10 sec.
Can be useful if encounter has stunnable adds.
: Forces an enemy target to meditate, incapacitating the target and dealing up to a maximum of 25% of the target's health in damage over 1 min.
Soft Crowd Control (CC) that slowly deals damage. Doesn't have a lot of use.
: Emits dazzling light in all directions, blinding enemies within 10 yards, dealing
damage and causing them to wander disoriented for 6 sec. Non-Holy damage will break the disorient effect.
Instant damage and AoE CC. Due to most abilities (Except Auto Attacks and primary target HotR) dealing holy damage, can keep mobs CCed for the entire duration, while you continue to do damage.
Level 60 - Tier 4
: Places a blessing on a party or raid member, protecting them from all magical attacks for 10 sec.
Similar to Hand of Protection, which it replaces, except instead of Physical damage it prevents Magical damage.
: Divine Steed now has 2 charges.
Nice boost to our mobility, which also has decent synergy with
]: (Passive) You deal
damage to any enemy whose melee attack strikes a party or raid member within 60 yards.
With 7.1 changes to remove tank restriction, this is now the only talent in the row that gives us damage.
Level 75 - Tier 5
: Calls down the Light to heal a friendly target for 25% of the target's missing health.
Reduces CD and allows you to cast LotP on other players.
: (Passive) Reduces the cooldown of
by 50% and reduces all damage taken while mounted on your
Good if you require extra mobility, or if you need a 20% DR cooldown with frequent access.
: (Passive) When you use
, you also taunt all targets within 15 yards for 8 sec.
Questionably usable talent, which is likely only to be needed if you need AoE taunt.
Level 90 - Tier 6
: 5 Min CD - Channels an
that protects you and all allies standing within 10 yards behind you for 6 sec, reducing all damage taken by 20%.
Awkward placement and long CD, but can be useful in some fights.
to the target, causing the next 40 successful attacks against the target to heal the attacker.
Low healing, but can help people not tick down from weakest dmg. Generally the go to talent in tier.
: (Passive) Up to 6 allies standing within your
receive healing every sec, and enemies within your
have 50% reduced movement speed.
Even lower healing than JoL, and only works on melee, but can be useful if you need to kite adds on a fight.
Level 100 - Tier 7
reduces the remaining cooldown on
by 3 sec.
Default talent on ST fights, or anything with adds not lasting a long time. Also works with HotP, which allows you to use it very frequently.
: The Light temporarily magnifies your power, increasing your Haste, Critical Strike, Mastery, and Versatility. Consumes up to 2 charges of
, and lasts 8 sec per charge.
Extremely useful for dps, but not that effective for survival. Can be used with partial SotR charges.
: (Passive) Each enemy within 8 yards reduces the damage that you take and increases the damage that you deal by 3%.
Good on multi-target fights, or anything with large packs of adds that are clumped together.
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05-08-2015: Link fixes/formatting changes.
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