Holy Paladin Healing Spec, Builds, and Talents (Legion 7.3.5)
Table of Contents
General Information
On this page, we present the viable talent choices for Holy Paladins in World of Warcraft Legion 7.3.5. We detail what each of the talents do and in which situations they should be taken.
The other pages of our Holy Paladin guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved by Rhyno, a Holy Paladin moderator from the Hammer of Wrath Discord channel and a member of the Convert to Raid superguild on Aerie Peak-US.
1. Talent Choices
Level | Choices | ||
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15 |
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30 |
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45 |
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60 |
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75 |
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90 |
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100 |
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Talents can be freely changed when out of combat and in a rested XP area
(such as an inn or a capital city). Moreover, Tome of the Tranquil Mind
and
Codex of the Tranquil Mind can be used to temporarily allow
players to change talents anywhere, as long as they are out of
combat.
2. Tier 1 (Level 15) Talents for Holy Paladins
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Bestow Faith is an active ability with a 12-second cooldown. It places a 5-second buff on an ally, which heals them at the end of the 5 seconds (but which does nothing until then).
Light's Hammer is an active ability with a 1-minute cooldown. It allows you to place a hammer on the ground at the targeted location, which lasts for 14 seconds. Every 2 seconds, it damages enemies within 10 yards, and heals up to 6 allies in the same radius.
Crusader's Might causes
Crusader Strike to reduce the cooldown of
Holy Shock and
Light of Dawn by 1.5 seconds.
For pure healing output, the best talent in this tier is
Bestow Faith.
Crusader's Might is a viable progression talent on many fights, especially fights with very predictable damage or mechanics.
Light's Hammer could be used on encounters where a large number of
stacked raid members will sustain damage. It is quite poor on fights where the
raid must spread out or move out of the active area. It is also fairly expensive
compared to the Mana-efficient
Bestow Faith.
For dungeon content, we recommend Bestow Faith as the default
choice, with
Crusader's Might as a possible option in case you want to
deal additional damage (in addition to its healing benefit).
3. Tier 2 (Level 30) Talents for Holy Paladins
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Cavalier causes your
Divine Steed to have 2 charges.
Unbreakable Spirit passively reduces the cooldown of your
Divine Shield,
Divine Protection, and
Lay on Hands by 30%.
Rule of Law is an active ability with 2 charges and a 30-second recharge time. It increases the range of your heals, of your
Mastery: Lightbringer, and of
Tyr's Deliverance by 50% for 10 seconds. Regarding the Mastery range increase, your Mastery causes your healing to have full effectiveness on targets that are within 10 yards of you, with the effectiveness decreasing the farther away they are beyond that point. While Rule of Law is active, the maximum effectiveness radius is extended by 50%, to 15 yards, and only after that does your healing start to decrease.
In raids, we believe that the best choice is Rule of Law, which
not only provides you with increased maximum range, but more importantly also
increases the maximum effectiveness radius of your
Mastery: Lightbringer
to 15 yards. Note that this is also the only talent in this tier that
increases overall healing done.
Unbreakable Spirit might be worth taking instead, but only
if there are survivability issues that require more frequent use of
Divine Shield or
Divine Protection.
Finally, Cavalier is a poor choice for raid content in general,
but it could work for fights where you absolutely need increased mobility.
In dungeons, all the talents are viable, but we recommend taking
Cavalier by default, especially for Mythic+ content.
Unbreakable Spirit has the same caveats as for raid content, while
Rule of Law will only prove useful in exceptional cases where the group
is spread out.
4. Tier 3 (Level 45) Talents for Holy Paladins
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Fist of Justice causes your
Judgment to reduce the remaining cooldown of
Hammer of Justice by 10 seconds.
Repentance is an active ability with a 15-second cooldown. It is a form of crowd-control that incapacitates the target for up to 1 minute. Damage done will break the effect. Repentance can only be used against Demons, Dragonkin, Giants, Humanoids, and Undead.
Blinding Light is an active ability with a 90-second cooldown. It disorients all enemies within a 10-yard radius around you, and non-holy damage done to them will break the disorient effect.
The talents in this tier are completely situational, and you should choose them based on the requirements of the encounter.
That said, you will generally prefer Blinding Light for
the additional interrupt; in Mythic+ dungeons especially, the mass interrupt is
extremely useful. Alternatively, it can be nice to use
Repentance for
crowd-control in some situations (like Ilysanna Ravencrest is in Black Rook
Hold, or when you value the fact that Repentance can allow you to skip some
trash packs), but Blinding Light is typically better.
5. Tier 4 (Level 60) Talents for Holy Paladins
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Devotion Aura is an aura that causes allies within 10 yards to take 20% reduced damage, split over the number of allies affected by the aura (2 allies means that each one takes 10% reduced damage, and so on). During
Aura Mastery, all allies within 40 yards benefit from the full damage reduction (20% for each player).
Aura of Sacrifice is an aura that redirects 10% of all damage taken by allies within 10 yards of you to you, whenever you are above 75% health. During
Aura Mastery, 15% of the healing you do (not counting overhealing) is replicated to all the allies within 40 yards.
Aura of Mercy is an aura that causes you to heal 3 injured allies within 10 yards every second for a modest amount. During
Aura Mastery, all allies within 40 yards are healed, and the healing amount is doubled.
All 3 talents in this tier are viable, depending on the situation.
If a particular event may kill raid members, the 20% raid-wide damage reduction
provided by Devotion Aura during
Aura Mastery is both unique and
invaluable. If no damage events call for the raid-wide damage reduction
of Devotion Aura,
Aura of Mercy provides significant amounts of free healing
over the course of the encounter, and useful raid healing during Aura
Mastery.
Aura of Sacrifice is one of the highest HPS cooldowns in the game,
being able to provide massive amounts of healing during
Aura Mastery,
if combined with throughput cooldowns such as
Avenging Wrath and
Holy Avenger. It shines when the encounter has phases during which
burst healing is required. The damage redirected to you is generally
negligible.
In Mythic+ dungeons, Devotion Aura is typically most useful, because
with at most 5 and as few as 1 or 2 players inside the 10-yard aura, each
affected member will gain significant damage reduction. It can be particularly
useful for high-end Mythic+ with extremely high tank damage, by simply staying
near the tank to provide constant 10% damage reduction.
6. Tier 5 (Level 75) Talents for Holy Paladins
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Divine Purpose causes
Light of Dawn and
Holy Shock to have a 15% chance to not trigger their cooldowns, and to make their next cast (within seconds) free of cost.
Holy Avenger is an active ability with a 90-second cooldown that increases your haste and the healing of your
Holy Shock by 30% for 20 seconds.
Holy Prism is an active ability with a 20-second cooldown. It allows you to target an ally or an enemy. When cast at an ally, it heals the target and damages 5 enemies within 15 yards of them. When cast at an enemy, it damages them and heals 5 allies within 15 yards of them.
For progression, we recommend Divine Purpose for Mana
sustainability, or
Holy Avenger for another healing cooldown.
Holy Prism is competitive, but rather lackluster in terms of actual
results; it is basically another
Light of Dawn in terms of healing
output — a little less in fact, as it is not buffed by any Artifact
traits — for the cost of roughly a
Flash of Light. Holy Avenger
and Divine Purpose, on the other hand, both scale with Artifact traits.
In Mythic+ dungeons, again, all 3 talents are viable, although we believe
Holy Avenger is the best choice for high end Mythic+ progression, as it
allows you to rotate between Holy Avenger and
Avenging Wrath and
have a cooldown up for every single trash pack.
7. Tier 6 (Level 90) Talents for Holy Paladins
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Fervent Martyr causes casts of
Holy Light and
Flash of Light to reduce the Mana cost and damage taken from your next
Light of the Martyr by 25%. This effect stacks up to 4 times.
Sanctified Wrath increases the duration of
Avenging Wrath by 25%, and reduces the cooldown of
Holy Shock by 50% while Avenging Wrath is active.
Judgment of Light causes
Judgment to apply a debuff with 40 charges to the target, called Judgment of Light. When the target is attacked, the attacker is healed and one charge is consumed.
Judgment of Light is the best raid-healing talent in this tier,
whereas
Sanctified Wrath is best in Mythic+ content.
Fervent Martyr is never worth taking.
8. Tier 7 (Level 100) Talents for Holy Paladins
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Beacon of Faith is an active ability with no cooldown. It allows you to place a second
Beacon of Light on a different target. The second Beacon target will receive the same healing as the first one, but both beacons have 20% reduced efficiency (when compared to not using this talent).
Beacon of the Lightbringer causes your
Mastery: Lightbringer to increase your healing the closer the target is to either you or your
Beacon of Light target, whichever they are closer to. Moreover, Beacon of the Lightbringer passively increases the healing and the range of
Light of Dawn by 30%.
Beacon of Virtue replaces
Beacon of Light. It has a 15-second cooldown, and it lasts 8 seconds. It allows you to place a Beacon of Light on the target, which also affects 3 injured allies within 30 yards. All 4 targets are healed for 40% of all healing you do for the 8-second duration. Your
Flash of Light and
Holy Light casts on these targets will refund 30% of their Mana cost.
For progression raiding, both Beacon of Faith and
Beacon of the Lightbringer are good, with both putting up strong showings
on most fights. Beacon of the Lightbringer should be considered if a specific
mechanic forces the Holy Paladin to stand in the ranged group instead of the
melee group, as this helps keep Mastery effectiveness up. Beacon of the
Lightbringer is also a good idea if the fight provides excellent opportunities
for
Light of Dawn usage. Otherwise, we recommend Beacon of Faith.
For Mythic+ dungeons, Beacon of Virtue is highly recommended, and we
consider it by far the best talent in almost every situation.
9. ChangeLog
- 28 Aug. 2017: No changes needed for Patch 7.3.
- 15 Jun. 2017: Updated the number of times that Fervent Martyr can stack to from 2 to 4.
- 12 Jun. 2017: Made various updates to talent discussions and updated the page to account for Patch 7.2.5 changes.
- 28 Mar. 2017: Updated tier 5 talent section and Judgment of Light description.
- 18 Jan. 2017: Made a pass and updated several talent tier discussions, most notably to give more weight to Aura of Sacrifice (tier 4) and to better explain the choice of tier 7 talent.
- 10 Jan. 2017: Updated talent descriptions to account for Patch 7.1.5.
- 06 Nov. 2016: Updated tier 1, 3, 4, 5, and 7 talent discussions.
- 25 Oct. 2016: Updated Rule of Law, Aura of Sacrifice, and Sanctified Wrath descriptions to account for Patch 7.1 changes.
- 29 Aug. 2016: Updated for Legion's launch.
- 04 Aug. 2016: Added Cavalier talent in place of Divine Steed.
- 20 Jul. 2016: Fixed an error where we had mixed up some comments about Aura of Mercy with Rule of Law.
- 18 Jul. 2016: Updated for the Legion pre-patch.



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