The Forever Erabeta build 1.60.1.70009
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The Forever Era
MapItemsBiSTalents

Forever guide

ChangesEvery change with the Classic value next to it
ClassesAll nine classes, spec by spec

World

ZonesNew and updated zones by level
DungeonsAll 29 dungeons on a level chart
RaidsBarrow Deeps, Hyjal Summit and Onyxia, with a countdown to December 9
RacesSkyborne, racials and who can be what
SystemsLegacy, camping, realmless and more

Beta and launch

LaunchDates, editions and day-one content
BuildsBuild history and known issues
RoadmapFrom the beta to summer 2027

Tools

Legacy calculator16 points, three trees and the 65 challenges
SpellbookEvery class ability and rank compared with Classic
Tier listsBuild and share your tier list
Launch checklistEverything to do before November 4

Guides

Class guidesHow to play and level every class in Forever
Professions1-300 leveling generated from the client recipes
Leveling by zonesWhich zone to do from 1 to 60, Alliance and Horde
NewsEvery Blizzard post about Forever in one feed
Blue trackerBlizzard posts and new builds, updated automatically
Launch in …
Class guide

Paladin guide for WoW Forever

The most reworked class in the beta: Holy Strike, Sacred Arbiter, Twist of Light and a redone Vengeance. Retribution finally levels with a rotation, and the undead paladin arrives with its own storyline.

3
specializations
14
documented changes
8
sections
1,354
words

1Overview and roles

The paladin is the plate hybrid: mana, seals and judgements, auras for the group, blessings and heals that in Classic made it more useful supporting than hitting. It can heal, tank and deal damage, and it is the class that changes most in Forever, with 14 entries in the build 1.60.1.70009 list, almost all so that Retribution and Protection work as real specializations.

Holy (healer)

The plate healer: Holy Light and Flash of Light, Illumination refunding the mana of every crit and now Holy Strike with Holy Power, which gives it something to do when nobody needs a heal. It is the sturdiest healer in the game and the one that spends the least mana per point healed.

Protection (tank)

Shield tank whose threat comes from Consecration, Holy Shield and seals, so it scales with intellect and spell power as well as stamina and defense. In Forever, Righteous Fury returns to Classic's 60% holy threat after trying 90% in the beta.

Retribution (damage)

Two-handed damage with Seal of Command and very slow weapons. It is the tree Forever rebuilds most: Holy Strike as a weapon attack, Sacred Arbiter, Twist of Light and a Vengeance that triggers on direct crits. It is the leveling spec.

2What changes in Forever

General (whole class) · 6

S
Retribution AuraCHANGEDSpell
Classic
Fixed damage when cast.
Forever
Dynamically updates based on the caster's spell power.
B
ConsecrationCHANGEDBug fix
Classic
—
Forever
Fixed the increased damage effect not applying to some targets, the Z-axis inconsistency and the vertical pulling of targets.
S
Holy StrikeCHANGEDSpell
Classic
Not in Classic. In the beta: 25/25/30/30/35/35/40/40% weapon damage per rank.
Forever
Weapon damage per rank: 25/29/32/36/39/43/46/50%.
B
Echo of JusticeCHANGEDBug fix
Classic
—
Forever
Fixed an activation chance bug.
S
Righteous FuryCHANGEDSpell
Classic
Increases Holy damage threat by 60%.
Forever
Holy threat set to 60% (was 90% in the beta). Back to the Classic value.
B
Flash of LightCHANGEDBug fix
Classic
—
Forever
Fixed the cast animation.

Holy · 4

S
Classic
Not in Classic. In the beta: 12 sec.
Forever
Cooldown lowered to 10 seconds.
T
Classic
Not in Classic.
Forever
Talent removed from the Holy tree.
T
Light's VigilCHANGEDTalent
Classic
Not in Classic.
Forever
Tooltip reorganized for clarity.
T
Holy PowerCHANGEDTalent
Classic
Increases the critical strike chance of Holy spells.
Forever
Also increases Holy Strike critical strike chance by 15%. Retains its old effects.

Retribution · 4

T
VengeanceCHANGEDTalent
Classic
After a crit, +3/6/9/12/15% Physical and Holy damage for 8 sec (5 ranks).
Forever
3 ranks. Activates off non-periodic critical strikes and stacks up to 3 times (5 in the beta).
T
Classic
+2/4/6% damage with two-handed weapons.
Forever
+2/4/6% damage. The beta had raised it to 3/6/9% and build 70009 returns it to the Classic value.
T
Sacred ArbiterCHANGEDTalent
Classic
Not in Classic.
Forever
Increases Holy Strike damage by 20% (was 10%).
T
Twist of LightCHANGEDTalent
Classic
Not in Classic.
Forever
Reduces the mana cost of Seal spells by 20%.
See every change for the class →

Fourteen documented changes: no class moves this much. Everything centres on Holy Strike, a new attack that does not exist in Classic and dealt 25-40% weapon damage per rank in the beta; it now progresses from 25 to 50% (25/29/32/36/39/43/46/50) and for Holy its cooldown drops from 12 to 10 seconds. Three talents orbit it: Sacred Arbiter raises its damage by 20% (was 10%), Holy Power adds 15% crit to it on top of its old effects, and Improved Holy Strike disappears from the Holy tree.

For Retribution, Vengeance now triggers only on non-periodic crits and drops to 3 stacks (5 in the beta), Two-Handed Weapon Specialization settles at 2/4/6% (3/6/9 in the beta, 1/2/3 in Classic) and Twist of Light cuts the mana cost of seals by 20%. The tree leaves the build with less burst but more base damage and more mana.

The rest are general adjustments: Righteous Fury returns to Classic's 60% threat (it tried 90%), Retribution Aura scales dynamically with spell power, Consecration fixes three bugs (targets missing the increased damage, the Z axis and the vertical pull), Echo of Justice fixes its activation chance, Light's Vigil reorders its tooltip and Flash of Light fixes its animation. For a tank, what matters is that Consecration now hits everything standing in it.

3How to level

Recommendation: Retribution from 10 to 60. In Classic, leveling a paladin was judgement, auto-attack and waiting; in Forever, with Holy Strike at 25-50% weapon damage, Sacred Arbiter and Twist of Light cheapening the seals, Retribution finally has a rotation and the mana to sustain it. Protection for leveling is still slow solo, though it is the most sought-after tank in dungeons; Holy only if you will heal group after group.

Recommended talent order, broadly:

  • From 10 to 20, the Retribution talents that raise damage and crit; Two-Handed Weapon Specialization as soon as you can, because the whole tree lives off the slow weapon.
  • The 16-point milestone arrives around 25-26; in Forever you can use one of the two class presets if you would rather not decide.
  • Sacred Arbiter and Twist of Light as soon as you use Holy Strike and seals every fight: that is where you gain the most damage and mana per point in this build.
  • Vengeance maxed: with 3 stacks it fills faster than with 5 and with direct crits it is easy to keep up.
  • Switching to Protection to tank costs 1 silver in the beta: do it the day you have a group.

Pacing:

  • No level scaling: the paladin handles orange mobs better than almost anyone thanks to plate and heals, but every heal is mana you do not spend on seals. Yellow and a judgement in every fight.
  • The mount comes with the riding skill in Forever; if you are undead, the epic mount quest at level 60 starts at Bandarion Keep.
  • The campsite repairs your plate and gives you three one-hour buffs before Shadowfang Keep and Wailing Caverns, the two dungeons with Retribution BiS pieces at level 20.
  • Legacy Points: Well Rested, the example perk Blizzard has shown, gives more rested experience, which helps a class that rarely dies but kills slowly.

4Stat priority

Weights relative to the spec's primary stat (= 1). They are the same weights the BiS calculation uses.

HolyHealer
Critical Strike8per 1%Spell Critical Strike8per 1%Mana per 5 sec2.5Healing1Spell Power1Intellect0.55Spirit0.25Stamina0.25Main-hand DPS0.1per point of DPS
Reasoning behind the weights

Healer built around Holy Light and Flash of Light: healing is the king stat and spell power counts the same because it heals too. Intellect weighs more than for other healers thanks to Illumination (each crit refunds the spell's mana), so 1% crit ≈ 8 healing. 1 mana per 5 s ≈ 2.5 healing in long fights. No ranged slot: librams are not scored. Weapon + shield, weapon + off-hand item and two-hander are compared.

ProtectionTank
Dodge12per 1%Parry10per 1%Block6per 1%Hit4per 1%Critical Strike3per 1%Main-hand DPS1.5per point of DPSDefense1.2Stamina1Mana per 5 sec0.8Block value0.5Agility0.5Strength0.4Spell Power0.35Intellect0.3Attack Power0.2
Reasoning behind the weights

Shield tank. Same criteria as Protection Warrior (stamina, defense, dodge/parry/block, armour) plus a bit of intellect and spell power, since paladin threat comes from Consecration, Holy Shield and seals, which scale with mana and holy damage. Block is worth more than for warriors because of Holy Shield and Redoubt.

RetributionDPS
Hit14per 1%Critical Strike12per 1%Two-hand weapon DPS6per point of DPSStrength1Attack Power0.5Agility0.4Stamina0.3Spell Power0.25Intellect0.15
Reasoning behind the weights

Two-handed damage: Seal of the Crusader and Seal of Command benefit from very slow weapons (Command procs 7 times per minute and deals weapon damage), so speed weighs even more than for Arms. Strength and AP like any melee; a pinch of intellect and spell power since judgements and the seal itself scale with holy damage and cost mana.

See the full BiS →

Retribution: a slow two-hander above everything (Seal of Command deals weapon damage with 7 procs per minute, so speed weighs even more than for an Arms warrior), then strength, hit, crit and a pinch of intellect and spell power for judgements. Protection: stamina and defense like any tank, dodge, parry and block, which is worth more here thanks to Holy Shield and Redoubt, plus some intellect and spell power for Consecration threat. Holy: healing and spell power, then intellect (Illumination refunds the mana of every crit, so 1% crit ≈ 8 healing) and mana per 5 s; with no ranged slot, librams are not scored. In Forever, melee and spell hit and crit are separate stats: check which one the piece carries.

5Gear

BiS gear at level 20. Hover each piece for its tooltip. The full list, with alternatives per slot, is on the BiS page.

HolyHealer
Acolyte's Silvered Chain HelmScholarly PendantMagician's MantleBattle Healer's CloakAcolyte's Chain ShirtMindthrust BracersPristine GlovesPristine SashAcolyte's Chain LeggingsAcolyte's BootsAdvisor's RingLorekeeper's RingRune of PerfectionRune of DutyPathfinder's ClearwaySeedcloud Buckler
16 pieces: 6 crafted · 5 from vendors · 2 unknown source · 2 dropped by enemies · 1 world drops
ProtectionTank
Protector's Silvered Chain HelmErudite's AmuletCutthroat PauldronsSentry CloakProtector's Chain ShirtRift BracersGuard's GlovesProtector's Chain BeltProtector's Chain LeggingsProtector's BootsDefias Renegade RingSustaining RingRune of PerfectionRune of DutyBarrens BasherRedbeard Crest
16 pieces: 6 crafted · 3 dropped by enemies · 2 unknown source · 2 world drops · 2 from vendors · 1 from quests
RetributionDPS · two-handed
Veteran's Silvered Chain HelmErudite's AmuletCutthroat PauldronsLambent Scale CloakVeteran's Chain ShirtPatterned Bronze BracersThorbia's GauntletsCobrahn's GraspVeteran's Chain LeggingsVeteran's BootsLegionnaire's BandProtector's BandRune of PerfectionRune of DutyThe Axe of Severing
15 pieces: 5 crafted · 4 from vendors · 3 dropped by enemies · 2 world drops · 1 unknown source
See the full BiS →

At level 20 the paladin wears Blacksmithing: Protection equips six new Forever recipes, Retribution five and Holy four plus two from Tailoring. The dungeon pieces are few but decisive: for Retribution, The Axe of Severing from Shadowfang Keep and Cobrahn's Grasp from Wailing Caverns; for Protection, the Rift Bracers from Shadowfang Keep and the Defias Renegade Ring from The Stockade (the Jimmied Handcuffs from the same dungeon come in at 30); for Holy, the Seedcloud Buckler from Verdan in Wailing Caverns and the Mindthrust Bracers from Shadowfang Keep.

On the way up, the Scarlet Monastery is the paladin's gold mine with nine BiS pieces across the three trees (Scarlet Leggings and Boots, Raging Berserker's Helm, Aegis of the Scarlet Commander, The Frozen Clutch…), and the Temple of Atal'Hakkar adds three for Protection (Might of Hakkar, Warrior's Embrace, Nightfall Drape). Shadowfang Keep and Razorfen Kraul hold three each; the Death Speaker Scepter from Razorfen Kraul is Holy's leveling weapon. The new beta dungeons have no loot in our database yet. Full list per level on the paladin BiS page.

Items that are the best piece for their slot for some spec and level of the class. Click a dungeon to see all of its loot.

6Races

The big news is the undead paladin, the only Horde race that can be one and one of Forever's six new combinations, with its own Tirisfal storyline and an epic mount quest at level 60 starting at Bandarion Keep. The Alliance keeps humans and dwarves, unchanged. There is no Skyborne paladin. Among the racials changed in this build, none is paladin-specific; Touch of the Grave no longer breaks crowd control or triggers from non-damage abilities. Choose by faction: for the first time the Horde has paladins, and that changes group play more than any racial.

7Recommended professions

Mining + Blacksmithing, with more reason than anyone: four to six pieces of each tree's level-20 BiS are Blacksmithing recipes, and Forever adds more than 600 new recipes and a passive bonus per profession. Legacy also has its own Professions tree, although its perks are not detailed yet.

If you will heal, Herbalism + Alchemy pays for your mana potions; if you will tank, Blacksmithing is almost mandatory for the shield and plate. First Aid even if you heal (bandages cost no mana) and Cooking for the small experience bonus of crafted food. Each profession's leveling path is in the profession guides.

8Common mistakes and tips

  • Leveling the Classic way (judge and wait). Forever gives you Holy Strike and Vengeance; use them in every fight.
  • Carrying a fast weapon as Retribution. Seal of Command deals weapon damage: the slower, the better.
  • Tanking without Righteous Fury. It is back to Classic's 60%, but it is still your threat multiplier.
  • Dropping Consecration and moving the group. It now hits everything standing in it; keep the mobs inside.
  • Healing yourself mid-fight every time. Every heal is mana you do not spend on seals; bandage between fights.
  • Skipping Twist of Light. 20% less seal cost is the cheapest mana talent in the tree.
  • Fighting orange mobs. Without level scaling you survive, but it takes twice as long. Yellow.
  • Repairing late. Plate breaks expensively; the campsite repairs before every dungeon.

Original guide by The Forever Era. Recommendations are the team's opinion; every value quoted comes from the beta notes and the client. Reviewed with every build.