A knight of the Light, risen from the grave
Archbishop Alonsus Faol founded the Order of the Silver Hand, whose first knight was Uther the Lightbringer, the man who refused Arthas's order to purge Stratholme. Classic paladins belonged only to the Alliance, among humans and dwarves. In Forever, the dead have taken up the Light, and undead are the only Horde race with this class.
The undead paladin's home is Bandarion's Keep in northwestern Tirisfal. It is named after Garek Bandarion, who supposedly died defending Undercity and may have been the first Forsaken to turn back to the Light. Danita Morr commands the keep and leads the order Tyr's Watch. The Argent Dawn has invited her order to join, but she refuses: the Forsaken are her people, and undeath is not a disease she wishes to cure.
The Light still brings pain. Your Deathknell mentor advises enduring it as you would exercise a weakened muscle.
Seal, Judgement, strike
Paladin combat starts with a seal.
Seal of Righteousness lasts 30 seconds and adds Holy damage to every swing, while
Judgement unleashes its power on an enemy. In Classic, Judgement consumed the seal. In Forever, the seal remains, and you use Judgement every 10 seconds.
At level 6,
Holy Strike joins them: weapon damage plus Holy damage that armor does not reduce. Your two-hander swings every three-plus seconds; between swings, you press abilities and watch mana drain faster than expected.
Paladins have several seals. A slow two-hander later favors the
Seal of Command talent, while a tank needs
Seal of Fury. Veterans use seal twisting: switching seals mid-swing to trigger both. In Forever, this is tied to the top of the Retribution tree.
An aura is always active around you, one from each paladin.
Devotion Aura adds armor to you and nearby group members. Cast blessings on yourself and allies, one per target from each paladin:
Blessing of Might for physical damage dealers, and from level 14,
Blessing of Wisdom for mana users. In Forever they last an hour rather than five minutes: cast them in town and forget about them.
Every mana expenditure pauses Spirit-based regeneration for 5 seconds, although Blessing of Wisdom and item-based mana regeneration continue. Veterans therefore heal after combat with one strong spell to 75–80%, rather than repeatedly topping up during a fight.
If a fight goes wrong,
Hammer of Justice stuns the enemy for 3 seconds once a minute, enough to cast
Holy Light. If things get worse,
Divine Protection makes you immune to attacks and spells for 6–8 seconds every 5 minutes, while still allowing self-healing. Your final trump card is
Lay on Hands: full health for all your mana, now on a 20-minute cooldown instead of an hour in Forever.
Leveling 1–30: mana first, Strength later
Early on, mana is the limiting factor. You have enough for two or three enemies, then sit down to drink despite dealing sufficient damage. Blessing of Wisdom at 14 helps, as does fighting only one or two enemies at once: before 20, you have no area damage. Undead also eat corpses: in Forever,
Cannibalize restores mana as well as health. It requires a nearby humanoid or undead corpse; beasts do not count.
Do not miss class quests. An undead paladin learns
Holy Light from Return to the Light at level 2 rather than a trainer, and
Redemption comes only from the A Lesson in Piety chain at 12. That chain needs 10 Linen Cloth, so keep linen from your earliest enemies.
Level 20 brings major training:
Consecration,
Exorcism against undead and demons,
Flash of Light, and
Blessing of Kings. Forum reports and Wowhead's overview describe paladins as the beta's strongest class from this point, recommending leveling one "with your eyes closed." Retribution gains mana recovery at 20 through
Sanctified Judgement: each Judgement refunds 60% of the seal's cost.
Paladins still move slowly. The horse arrives at 40; until then, mobility consists of the
Pursuit of Justice talent for +15% movement speed and
Blessing of Freedom against slows.
Dungeons and raids: three roles and blessings for everyone
Before level 30, a paladin can heal, tank, or deal damage. You choose before the dungeon, not at character creation. Flash of Light helps healers from 20, damage dealers need a two-hander and blessings for the group, and
Purify removes poisons and diseases.
Forever gives paladin tanks a taunt for the first time in Classic. From level 10, Seal of Fury absorbs some damage while using a shield, and its Judgement forces an enemy to attack you for 4 seconds. Previously, that button did not exist, which was one reason warriors were always chosen to tank.
In Classic raids, paladins usually healed and maintained blessings. Each could place only one of their own blessings on a player, so raids brought four or five and divided the work: one supplied Kings, another Salvation, and another Might for damage dealers and Wisdom for healers. PallyPower coordinated it all. An old raid joke was putting
Blessing of Salvation on the warrior tank: it reduces threat, exactly what a tank needs to generate.
In Forever, Greater Blessings also last an hour, and
Blessing of Kings is trained from level 20 instead of being a Protection talent as in Classic. Resistance Aura now affects the whole raid rather than just the group. Dual specialization arrives at 40. Raids are not yet available for testing in beta.
PvP: try killing this
In Classic's open world, paladins frustrate opponents looking for quick wins. They have healing, mail and a shield, Divine Protection,
Blessing of Protection for allies, and Lay on Hands.
There is little writing on paladin PvP in Forever's beta, but one thing is clear: the class remains slow. Its only interrupt is
Hammer of Justice once a minute, and it has neither a slow nor a charge.
Blessing of Freedom from 18 counters mage slows, while Purify removes rogue poisons.
The class's defining meme is bubble-hearth. In a losing Classic fight, a paladin activated the bubble, rank two
Divine Shield, and cast Hearthstone: a 10-second cast under a 12-second shield, and the paladin was gone. Everyone laughed except the person who had almost won.
According to players, Forever teaches
Divine Shield only at level 34, and it halves your damage. It is therefore unavailable in beta, while Divine Protection is too short to cover a Hearthstone cast. The Protection talent
Reckoning sits at 21 points and, since October 8, can trigger no more than once every 1.5 seconds. The October 15 update restored storage of up to 4 charges: the next autoattack consumes them for one extra attack per charge. The beta's only battleground is Darkspear Islands, available from 30.
What is new in Forever, and what testers say
Base healing and Holy damage are lower than in Classic, but spell power on equipment improves seals and strikes. In the talent trees,
Holy Shock and
Repentance moved from 31 points to 21, while the new
Light's Vigil and
Twist of Light became the Holy and Retribution capstones.
Testers praise paladin strength at level 20, then start disagreeing. Some find Retribution boring: too few buttons, with
Hammer of Wrath only arriving at 44. The Blizzard forum thread Major Design Concerns for Paladin particularly criticizes the Retribution capstone,
Twist of Light. After switching seals, the next hit also triggers the old seal, but veterans call it "not real twisting," merely another seal to maintain.
The beta's central debate is this: if seals scale with spell power, has the paladin become a caster in plate?
One tester called the Forsaken class quests fantastic, although A Lesson in Piety is easy to miss, leaving you without resurrection. According to Icy Veins, developer Josh Greenfield called it a bug that
Holy Light did not burn the paladin during the level 2 quest and promised a fix in the next build.
Is this your class?
Choose paladin if you want to be useful everywhere: a healer, tank, or damage dealer with blessings for the whole group, and someone who prefers taking hits to running away.
There are drawbacks: frequent drinking before 20, only one interrupt every minute, no slow or charge, and almost no speed boosts before the level 40 horse. One habit reveals an experienced paladin: checking the blue bar before the red one.
To begin, open the Undead Paladin 1–30 leveling guide. It covers the journey from Deathknell's crypt to Thousand Needles, including class quests and builds. The route does not suit humans or dwarves, but its talents and mana advice apply to all.
Since October 15, Salvation and its group version no longer occupy a blessing slot; a separate Revoke command removes Salvation from a selected member.
Righteous Fury grants +90% Holy threat. Consecration's spell power scaling fell from 9.5% to 4.2% per tick, and
Shield Specialization restores 4% mana no more than once every 3 seconds.
Champion of the Light grants spell power equal to 10/20/30% of Intellect.