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Forever Holy Paladin Stat Priority

Last Updated: Oct 20, 2026 - 10:00 AM (4d ago)

On this page, you will find out the optimal PvE stat priority for your Holy Paladin in WoW Forever. We first present the stat priority, before delving into more complex explanations.

1.

Holy Paladin Stat Priority

Welcome to the Stats page for Holy Paladin. This page is intended for Level 60 players, but it can still be useful to understand what each stat does and how it can contribute to your healing output. Keep in mind that with Forever, many items are changing entirely and we do not have a full picture of what gearing will look like to this point. As more information is gathered, stat recommendations may change.

Healing Power
Intellect
Spirit
Mp5
Critical Strike

Each stat will provide a unique bonus, with many also providing bonuses to multiple stats.

Stat Bonus
Healing Power Increases the healing of all your abilities.
Intellect Increases your Mana and Spell Critical Strike Chance
Spirit Increases your mana regeneration when you are not casting. Additionally, it will pause for 5 seconds every time you cast a spell that costs mana.
MP5 Stands for Mana per 5, which is the amount of mana you restore every 5 seconds. This is not impacted by whether or not you have recently or are actively casting spells. You always gain the full MP5.
Critical Strike Increases the Critical Strike Chance of your abilities.
Haste Reduces your spell cast times.
TipsRemember the 5 Second Rule!

Mana is often a limiter in how fast you are able to level. Spells are extremely expensive and drinking can take a while. In order to speed up as much as possible, you will want to make sure you remember the 5-Second rule. Whenever you cast a spell, your Mana regeneration will stop for 5 full seconds. After the 5 seconds, it will begin again regenerating an amount based on your Spirit. With talents such as Reverence Icon Reverence, you can bypass it to some extent. But with this rule in mind, it can often be worth stopping casts when an enemy is close to dead or you find yourself in situations where no healing is needed. That way you can start the process of regenerating your mana which will save you a ton of time in the long run.

Below we will break down each stat a bit more beyond the basic descriptions. Additionally, you can find some of the intricate math behind each stat.

1.1.

Healing Power

Healing Power is a fairly straightforward stat in the sense that it will increase that effectiveness of all your healing spells. That being said, the effectiveness that it increases each spell by is highly variable and not the same between spells. You can click below for a more detailed breakdown.

Healing Power Explained

For this discussion, we will ignore any talents that could act as modifiers, changing the equation. We are simply focusing on Healing Power alone. When calculating Healing Power, it is important to understand that 20 Healing Power does not increase a spell's healing by 20. Each spell has an attached Spell Power Co-Efficient that you need to calculate with. The equation is as follows.


Healing Power x Spell Power Co-efficient = Healing Gained


Below we will the list Spell Power coefficients on your core healing spells at max rank.


  • Flash of Light Icon Flash of Light – 0.429
  • Holy Light Icon Holy Light – 0.714
  • Holy Shock Icon Holy Shock – 0.429
  • Light's Vigil Icon Light's Vigil – 0.143

With these numbers in mind, we can run some example calculations. If we have 20 Healing Power and multiply that by 0.429 we would get 8.58, which means that Flash of Light Icon Flash of Light and Holy Shock Icon Holy Shock would have their healing increased by 8.58 when we add 20 Healing Power.

1.2.

Intellect

Intellect increases your Mana, Spell Critical Strike Chance, and Weapon Skill improvement rate. Most of the stat's power comes from the fact it gives you a larger Mana pool, giving your more casts of high importance abilities. If your Mana pool is too low, you will often find yourself OOM very quickly into combat, leaving you without the ability to keep your allies alive during a fight.

Intellect Scaling

Each point of Intellect will increase your stats by the following.


  • Mana
    • 1 Point of Intellect grants 15 to your Max Mana total.
  • Critical Strike
    • 54 points of Intellect will reward 1% Spell Critical Strike chance.
  • Weapon Skill
    • Each point of Intellect will slightly increase your chance to level up a weapon skill.
1.3.

Spirit

Spirit Increases your Health and Mana regeneration per 5 seconds while not casting. With Reverence Icon Reverence, you can continue to gain some value from it while casting. In quick fights, this stat does not provide much value but when you are in combat for an extended period of time it can really start to shine where you are in need of extra mana. If you are unfamiliar with the 5-Second rule, make sure to click below for a detailed explanation.

5-Second Rule

Whenever you cast a spell, your Mana regeneration will stop for 5 full seconds. After the 5 seconds, it will begin again regenerating an amount based on your Spirit. With talents such as Reverence Icon Reverence, you can bypass it to some extent. But with this rule in mind, it can often be worth stopping casts when an enemy is close to dead or you find yourself in situations where no healing is needed. That way you can start the process of regenerating your mana which will save you a ton of time in the long run.

1.4.

MP5

Mana per 5 is the most straightforward stat available. Every 5 seconds you will regenerate a set amount of Mana. This is not impacted by whether or not you have recently been casting. You will always gain the full value. This stat will often appear in the form of buffs and there is no downside to having it.

1.5.

Critical Strike

Critical Strike increases both your Melee and Spell Critical chance by a percentage. It is important to note that Melee Critical Strikes will deal 100% increase damage whereas Spells and Healing Critical strikes will only be 50% more effective.

Holy Power Icon Holy Power increases the Critical Strike chance of all of our spells. This synergizes well with Infusion of Light Icon Infusion of Light which requires Critical Strikes in order to activate. Additionally, other bonuses such as Savage Icon Savage for Orcs and Endurance Icon Endurance for Tauren can increase Critical Strike.

1.6.

Haste

Haste increases both attack speed and spellcasting speed, as well as a few other more complex interactions that can be worth knowing for players who want a deeper understanding of their stats. For those that don't, you can think of Haste as a nice stat that allows you to get your spells out quicker, but it is expected to be quite rare and you may not see a lot of it.

Haste Interactions

As of now, Haste interacts with your character in the following ways:


  • Reduces your global cooldown.
  • Does not affect Healing-Over-Time effects.
  • GCD cap is expected to be 1 second (not confirmed).
  • Does not affect spell cooldowns.

There are two interactions here worth noting: it reduces the global cooldown, but does not reduce spell cooldowns. For those unaware, whenever you cast a spell you will have a short duration before you can cast another. This window is referred to as the global cooldown. With Haste, this duration decreases but is expected to cap out at 1 second, meaning you cannot go below 1 second on your global cooldown window.

In other versions of the game, Haste tends to reduce the cooldowns of spells making it a very powerful stat. This is not true in Forever as it does not reduce the cooldown of your abilities, which makes the stat a bit worse than you might have originally expected.

2.

Healing per Mana

When determining what spells are best to cast, the equation starts with understanding the Healing per Mana (HPM) and Healing per Cast Time (HPCT) of each ability. HPM will refer to how much healing a spell does divided by the amount of mana required to cast it. This measures how efficient a spell is to cast. While a spell may not offer the most amount of healing by itself, it can offer the most amount of healing per mana spent, leading to it being a more efficient choice. Healing per Cast time works similarly and tells you how much healing a spell will provide divide by the cast time.

When determining the best spells to cast, we are often looking at the HPM. The chart below provides information on the HPM of each spell with +715 healing, 315 int, 4% spell crit, and assumes standard healing talents (shoutout to Doublezug):

Spell HPM HPCT
Flash of Light 5.75 498
Holy Light 4.15 1018
Light's Vigil 4.44 2898
Holy Shock 2.79 501

With this information, we can understand that Holy Shock Icon Holy Shock is a very inefficient spell to cast, offering very little healing for the amount of mana it costs. Flash of Light Icon Flash of Light reigns supreme in term of the healing it provides and the mana it costs. Light's Vigil Icon Light's Vigil performs very well with HPM and HPCT, but it also has such an expensive cost that it needs to have very high HPM. It is not an ability you will be able to make frequent use. You will need to balance the casts to survive an entire fight.

Mytholxgy
Mytholxgy
Guide Author
Follow Mytholxgy

This guide has been written by Mytholxgy, a former RWF progression raider and analyst for Pieces and Liquid. He is also a Templar in the Paladin Class Discord, as well as one of the class experts in the Evoker Discord. You can reach him on Twitter and watch him stream occasionally on Twitch.

3.

Changelog

  • 20 Oct. 2026: Guide Added.
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