In the current
Paladin Talent trees we're forced to go pretty heavily into damage. We're going to taking the best healing talents, but we will be leaning heavily into the damage playstyle, mostly because we have to.
Talent Order Breakdown
The talents are explained below in the order you should take them!
Holy Tree
5/5
Divine Intellect: Extra Intellect is great for both the increased mana pool but also for the increased spell crit chance. This gives us a bit of damage, but also synergizes nicely with
Infusion of Light and with
Illumination.
3/3
Improved Seals: Leaning into our high damage we take 3 points of
Improved Seals to gain 15% damage on all of our Seals and
Judgement. This will make both Solo Questing and dungeons easier.
3/3
Healing Light: Increased healing is amazing because it gives both increased mana efficiency and also increased healing throughput. This is a super powerful talent.
3/3
Reverence: This combined with
Blessing of Wisdom gives us a constant stream of mana that really adds up over the course of a dungeon or a questing session. It also allows us to play with better tempo as we can use some mana for damage and immediately start regening it, allowing us to
Holy Strike and
Judgement without wasting too much mana.
2/2
Spiritual Focus: Spell Push Back can turn a bad situation into a party wipe, but with this talent we get a very high chance to avoid push back when taking damage. This gets even better when combined with
Concentration Aura, giving us 100% chance to avoid spell pushback.
1/1
Divine Favor: Getting a guaranteed crit has very nice synergies with talents like
Infusion of Light and
Illumination while also offering increased healing throughput. In party play, try to use
Divine Favor on
Holy Light for a huge heal. In solo play though, you can use it on
Holy Shock to nuke down enemies.
2/2
Infusion of Light: Even though our crit chance won't be super high when leveling, this talent still gets value because of the shear amount of
Flash of Lights we cast.
Flash of Light is by far our most mana efficient heal, so we will be spamming it constantly and will get the occasional crit which allows us to get our
Holy Light out faster when we need a big heal.
1/1
Voice of Truth: Lots of mobs in dungeons have kicks and silences, and
Voice of Truth saves you from accidentally wiping the party because you got silenced.
1/1
Holy Shock: This is a damage spell.
Holy Shock should only be used to heal if you are desperate and the target will die if you don't use it. As a damage spell, its actually quite nice doing a decent amount of damage in an instant cast.
5/5
Illumination: This talent becomes insanely powerful as you get more crit chance as it will refund half the cost of your Heals every time they crit. We need to stack as much Intellect as possible to increase our crit chance, and talents like
Holy Power really scale this effect even harder.
5/5
Holy Power: Getting 15% crit chance on our
Holy Shock and
Holy Strike gives us a decent damage boost, and getting 5% crit chance on the rest of our damaging and healing spells makes us even stronger. What really makes this talent shine though are its synergies with
Infusion of Light and
Illumination.
1/1
Light's Vigil: Its worth using as a heal when healing at least 4 targets with it and can be used to dump mana for damage in single target situations. Overall it's defiantly a bit on the weaker side, and you should be very mindful about wasting too much mana on it.
Retribution Tree
With most of the good healing nodes take from the
Holy tree we now move out to the
Retribution tree for more damage and mana efficiency. We'd take more healing if we could, but none exists were getting damage instead.
5/5
Benediction: This will reduce the cost of all of our instant cast spells by 10%. This includes everything from
Purify to
Consecration, so the value of this talent really adds up.
2/2
Holy Conduit: A 40% cheaper
Consecration really allows us to start using it more and later make use of
Consecrated Ground. This gives us the ability to deal a lot more damage in dungeons.
Holy Conduit also reduces the cost of
Exorcism,
Holy Wrath, and
Hammer of Wrath which is a nice bonus.
2/2
Improved Judgement: Reducing the cooldown on
Judgement gives us more damage but also allows us to make better use of Seals like
Seal of Wisdom and
Seal of Light.
1/5
Conviction: We have nothing else to take so we're putting 1 point into
Conviction for 1% melee crit chance.
3/3
Sanctified Judgement: This actually turns
Judgement into a mana generator instead of spender, allowing us to more aggressively use our offensive spells!
2/2
Pursuit of Justice: 18% Movement is a nice utility buff. It allows us to move around the world faster but also position better in fights.
1/1
Sacred Arbiter: 20% increased damage on
Holy Strike just adds a bit more burst damage to our rotation. The secondary effect of refreshing
Judgement Effects doesn't really do anything for us.
Remaining Points
For our remaining points we're going back to the
Holy tree and picking up a couple of damage talents.
1/3
Divine Precision: The amount of hit rating from this talent point is insane. We're only taking 1 points because even just with two points we're very often going to be over capped on hit chance.
2/2
Consecrated Ground: Because most of our damage is Holy, this is gives our
Consecration a nice damage boost to all of our spells. Because we have
Holy Conduit and
Benediction, the cost of our
Consecration at this point is quite low so we can use it more freely.