Utolsó módosítás programmer, ekkor: 2014.06.26.
In this article, we present you with various talent trees for Holy
Paladins (WoW 4.3) that you can use in specific situations. We also explain in
detail what the talents do, how they work together, and how you can
customise your talent tree in order to adapt it to a particular boss.
The other articles of our Holy Paladin guide can be accessed
from the table of contents on the left.
1. Common Talent Builds↑top
As a Holy Paladin, you have a relatively large amount of optional talents
to choose from, although some of them are significantly more popular and
valuable than others. In this section, we list some of the more common
This build takes talent points in Eternal Glory, which gives you a
chance for your Word of Glory not to consume any Holy Power.
- Prime Glyphs
- Major Glyphs
- Minor Glyphs
Most notably, this talent build takes optional talent points in
Pursuit of Justice, which provides you with a very useful movement speed
increase. It also takes points in Improved Judgement, increasing the
range you can judge from.
- Prime Glyphs
- Major Glyphs
- Minor Glyphs
This build provides a higher amount of Holy Power generation, by taking
talent points in Blessed Life. At the same time, this build also takes
points in Eternal Glory.
- Prime Glyphs
- Major Glyphs
- Minor Glyphs
2. Customising Your Build↑top
First, we will present and explain the fixed talents that a Holy Paladin should
always take. Then, we detail the optional talents with which you can customise
your talent build. Finally, we list the various mandatory and optional glyphs.
In the following image, the fixed talents have been hightlighted in green,
while the optional talents have been hightlighted in red:
2.1.1. Fixed Talents
- 3/3 Protector of the Innocent: this talent will account for a large
amount of the healing that we do over the course of a fight, and will often
result in overhealing. Despite this, however, it still provides free healing
to the paladin, healing which does transfer to the Beacon target, making it
- 3/3 Judgements of the Pure: 9% casting haste for the cost of two
talent points, especially considering the usefulness of haste for Holy
Paladins, is a simple choice. This talent also provides 30% increased mana
regeneration from Spirit, for 60 seconds after judging a target.
- 3/3 Clarity of Purpose: a one second reduction on the cast time of
three of our most used spells is, again, something we simply cannot live
- 1/2 Last Word: the benefit of this talent is not overly impressive,
but it is the only talent left of the first two tiers that we can take to
unlock the third tier. It can prove beneficial in some situations, but a
second talent point in it is generally a waste because of the situational
nature of this talent and the already high critical strike
chance of the spell
on sub 35% health targets due to the first talent point.
- 1/1 Divine Favor: provides you with a powerful healing cooldown
the usefulness of which is unquestionable.
- 2/2 Infusion of Light: these talent points provide two useful
benefits: firstly an increased critical strike chance on Holy Shock
and secondly a 1.5 second cast time reduction on your next Holy Light,
Flash of Light, Divine Light or Holy Radiance following a Holy
Shock critical strike. As you can notice, the two elements of this talent point have good synergy and
will not only increase the critical strike chance of a spell you should be
using every 6 seconds, but also provide you with extremely fast Divine
Lights and Holy Radiances.
- 2/2 Daybreak: this provides you with a 20% chance, when casting Holy
Light, Flash of Light or Divine Light, for your next Holy Shock cast
seconds not to trigger a cooldown. This results in occasional bursts of healing
and Holy Power generation, further boosting your healing.
- 1/2 Enlightened Judgements: This talent's benefits are threefold:
it grants hit rating based on the Holy Paladin's spirit, it increases the
range of judgements and it also provides a small heal to the paladin each
time a judgement occurs. Since Holy Paladins rely actively on being able to
land successful attacks on a target to gain the benefits of judging as well
as mana return from melee attacks and Holy Power generation from
Crusader Strike, the hit rating part of this talent is needed. With the
high amount of spirit that healers have, gaining hit rating equal to half of
it will be more than enough to make sure your attacks do not miss.
The increased range
for judgements is also useful and provides you with more mobility since you can
judge from farther
away. Finally, the self-heal does transfer to the Beacon target and while the
amount is quite small, it is effectively free. A second point in this talent
is only really justified by the need to maximise judgement range, and as such
should only be taken if 2/2 in Improved Judgement have already been taken.
- 1/1 Beacon of Light: this spell is absolutely crucial to your
healing in raids, allowing you to heal two targets at the same time, as well
as allowing Holy Power generation through direct Flash of Light or Divine
Light heals on the Beacon target.
- 3/3 Speed of Light: the benefits provided by this talent are
twofold: increased casting haste by 3% and a 60% movement speed increase for
4 seconds after using Divine Protection. Three talent
points here are vital for the casting speed bonus. In addition, the movement
speed increase can prove highly useful in many situations.
- 1/1 Sacred Cleansing: this talent grants Holy Paladins the ability to
dispel magic effects and is essential to take at least in a 10 man raiding
environment where the number of players who can dispel magic may be limited.
Regardless of its reduced necessity in 25 man raiding, there is no other
useful talent to take in order to access the fifth tier.
- 3/3 Conviction: this talent grants a stacking buff that increases
healing by 3% per stack and stacks up to three times for total of 9% increased
healing. It is triggered each time you critically hit with your spells or
abilities. During normal raid encounters, this should have high uptime and is
the sole reason why Critical Strike Rating is of any use to you outside of
Infusion of Light.
- 1/1 Aura Mastery: this is a highly useful raid damage-reduction
cooldown when coupled with Resistance Aura and as such should never
be skipped (and the spell itself should, of course, be used extensively).
- 2/2 Paragon of Virtue: this talent reduces the cooldowns of three
abilities you make use of often during any raid encounter and as such its
benefits cannot be overlooked.
- 3/3 Tower of Radiance: alongside Holy Shock, this talent is your other
source of Holy Power generation and although you will hardly ever be using
Flash of Light to trigger its effects, casting Divine Light on the Beacon of
Light target is something that can happen quite often. This talent also allows
you to generate a charge of Holy Power each time you use
- 1/1 Light of Dawn: this is your 31-point talent. Light of Dawn is a
frontal cone AoE heal that costs Holy Power.
- 3/3 Divinity: this is a flat 6% increase to healing done and healing
taken and cannot be passed up as there are no other more beneficial talents available.
- 3/3 Crusade: this talent grants a 30% increase to the healing of
Holy Shock, and as such it surpasses any other alternative in usefulness.
2.1.2. Optional Talents
Holy paladins have multiple viable glyphs to choose from, both for Prime
Glyphs and Major Glyphs. Minor Glyphs are straightforward. You should analyse
which glyphs will be of the greatest use to you on an encounter-by-encounter
basis, and change them accordingly before the fight.
2.2.1. Prime Glyphs
Which of these two optional glyphs to use is a decision that you should
make based on whether or not you have talented Eternal Glory (in which
case Glyph of Word of Glory is better), and on whether or not the encounter
will provide you with enough time to use Holy Shock at all, or will require
greater heals (such as the event in which you are assigned to tank healing
in an encounter where there is high sustained tank damage).
2.2.2. Major Glyphs
There are no mandatory Major Glyphs for Holy Paladins. Therefore,
you should choose them based on the encounter that you are currently
progressing on. The possible choices are:
- Glyph of Divine Plea: this is another mana regeneration glyph, boosting the
efficiency of your Divine Plea, making it extremely useful for encounters
where you can use Divine Plea (that is to say encounters where there are
periods of less intense incoming damage that would allow you to suffer the
healing penalty of Divine Plea).
- Glyph of Divinity: this is purely a mana regeneration glyph, which will
give you the equivalent, roughly, of a Mythical Mana Potion once per fight
(twice if you use Lay on Hands early enough and the fight last a very long
- Glyph of Divine Protection: this glyph changes your
Divine Protection so that it provides 40% reduced magic damage instead of
the unglyphed 20% physical damage and 20% magic damage reduction. It is a very
useful glyph for heavy raid damage encounters. It should be noted that there
is no real case when you will wish to gain the unglyphed benefit of Divine
Protection as a Holy Paladin.
- Glyph of Light of Dawn: increases the healing done by Light of Dawn
by 25%, but reduces the number of targets it heals by 2 (from 6 to 4).
- Glyph of Beacon of Light: it eliminates the mana cost of your
Beacon of Light. Despite Beacon of Light's 5 minute duration, this glyph is
extremely useful in terms of saving mana on fights where you end up changing
your beacon target often, but if all you are doing is refreshing your Beacon,
this glyph is lackluster to say the least.
- Glyph of Lay on Hands: this glyph provides your Lay on Hands with a 7
minute cooldown, making it realistically usable twice within numerous encounters
and thus granting us double the benefit from Glyph of Divinity.
- Glyph of Cleansing: this glyph can prove useful on fights where there
is a large amount of cleansing to be done, but it remains highly
- Glyph of Holy Wrath: it enables your Holy Wrath spell to also stun
Elementals and Dragonkin. It can prove to be a very useful glyph,
but it remains highly situational.
2.2.3. Minor Glyphs
There are only three minor glyphs that offer any use at all to a Holy
Paladin, and they all offer it in the form of reduced mana cost on
abilities which are generally used out of combat.