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PaladinHolyHealerDungeon levelingLevels 40–60

Mage Cleave 5-man: Holy Paladin healing talents for AoE groups (levels 40–60)

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Published Sep 15, 2026 · updated Sep 15, 2026 · 2 views

Holy Paladin build for mage cleave dungeon leveling from 40 to 60: Illumination and Reverence for mana, Holy Shock and Light's Vigil at 40, and Benediction and Holy Conduit from Retribution for cheaper utility.

Suggested group

Pick a group member to see their talents and when to learn each point.

Holy Paladin talents

The build this guide is about. Paladin leveling

43 / 0 / 851 of 51 points · level 60Open in calculator

Holy43 pts

Hover or tap a talent to see what it does.

Talent order by level

One talent point per level, starting at level 10. Spend them in this order as you level.

  1. 1.Divine Intellect1/5Lv 10
  2. 2.Divine Intellect2/5Lv 11
  3. 3.Divine Intellect3/5Lv 12
  4. 4.Divine Intellect4/5Lv 13
  5. 5.Divine Intellect5/5Lv 14
  6. 6.Healing Light1/3Lv 15
  7. 7.Healing Light2/3Lv 16
  8. 8.Healing Light3/3Lv 17
  9. 9.Spiritual Focus1/2Lv 18
  10. 10.Spiritual Focus2/2Lv 19
  11. 11.Reverence1/3Lv 20
  12. 12.Reverence2/3Lv 21
  13. 13.Reverence3/3Lv 22
  14. 14.Unyielding Faith1/2Lv 23
  15. 15.Unyielding Faith2/2Lv 24
  16. 16.Illumination1/5Lv 25
  17. 17.Illumination2/5Lv 26
  18. 18.Illumination3/5Lv 27
  19. 19.Illumination4/5Lv 28
  20. 20.Illumination5/5Lv 29
  21. 21.Holy Shock1/1Lv 30
  22. 22.Divine Favor1/1Lv 31
  23. 23.Infusion of Light1/2Lv 32
  24. 24.Infusion of Light2/2Lv 33
  25. 25.Voice of Truth1/1Lv 34
  26. 26.Holy Power1/5Lv 35
  27. 27.Holy Power2/5Lv 36
  28. 28.Holy Power3/5Lv 37
  29. 29.Holy Power4/5Lv 38
  30. 30.Holy Power5/5Lv 39
  31. 31.Light's Vigil1/1Lv 40
  32. 32.Purifying Power1/2Lv 41
  33. 33.Purifying Power2/2Lv 42
  34. 34.Consecrated Ground1/2Lv 43
  35. 35.Consecrated Ground2/2Lv 44
  36. 36.Benediction1/5Lv 45
  37. 37.Benediction2/5Lv 46
  38. 38.Benediction3/5Lv 47
  39. 39.Benediction4/5Lv 48
  40. 40.Benediction5/5Lv 49
  41. 41.Holy Conduit1/2Lv 50
  42. 42.Holy Conduit2/2Lv 51
  43. 43.Improved Judgement1/2Lv 52
  44. 44.Divine Precision1/3Lv 53
  45. 45.Divine Precision2/3Lv 54
  46. 46.Divine Precision3/3Lv 55
  47. 47.Improved Seals1/3Lv 56
  48. 48.Improved Seals2/3Lv 57
  49. 49.Improved Seals3/3Lv 58
  50. 50.Improved Holy Strike1/2Lv 59
  51. 51.Improved Holy Strike2/2Lv 60
Contents
  1. The group at a glance
  2. How the mage cleave plays
  3. Your job as Holy Paladin
  4. Pull by pull
  5. Mistakes that wipe the group
  6. Talent order by level
  7. Dungeons by level
  8. Where the group struggles

Theorycrafted before the WoW Forever beta (September 17, 2026). The group plan follows how cleave groups played in Classic, the talents use the pre-release WoW Forever trees on this site, and ability levels quoted from Classic may differ in Forever. Expect updates once the beta is testable.

The group at a glance

Mage Cleave for levels 40–60: a Protection Paladin, a Fire Mage, an Arcane Mage, a Balance Druid and a Holy Paladin.

Mage cleave is the high-level answer to the big open rooms of Maraudon, Blackrock Depths and Dire Maul. The Paladin gathers a large pull and holds it in Consecration, the Arcane Mage and the Fire Mage lock it in place with Frost Nova and burst it down with Arcane Explosion, Flamestrike and Blast Wave, and the Balance Druid adds Hurricane, roots and the Moonkin aura. The Holy Paladin heals through the damage and keeps every blessing up for an hour.

Role Spec Job in the pull
Tank Protection Paladin Gathers large pulls against a wall, holds them in Consecration and Holy Shield
DPS Fire Mage Flamestrike opener, Blast Wave and the second Frost Nova
DPS Arcane Mage Frost Nova, then Arcane Explosion in melee range of the pack
DPS Balance Druid Hurricane from range, Entangling Roots on runners, Moonkin aura
Healer Holy Paladin Heals the tank through big pulls, one-hour blessings, Holy Shock on splash damage

Every spec in the table links to its own guide with talents for that slot.

How the mage cleave plays

  1. Gather and stop: the Protection Paladin pulls two or three packs, stops against a wall and drops Consecration. Nobody casts until the second Consecration tick.
  2. Ranged opener: the Fire Mage casts Flamestrike on the pack and the Druid starts Hurricane from range. Both have threat reduction talents, so they open the pull while the Arcane Mage waits.
  3. Nova and burst: when the pack is below 70% health the Arcane Mage walks in, casts Frost Nova and chains Arcane Explosion. The Fire Mage follows with Blast Wave and a second Frost Nova when the first one breaks.
  4. Cooldowns in turns: Arcane Power and Presence of Mind on one big pull, Combustion and Hot Streak Pyroblasts on the next. The Paladin uses Templar’s Bulwark whenever both mages burst at once.
  5. Roots for runners: mobs that break loose are the Druid’s job: Entangling Roots holds up to three targets with Overgrowth while the mages finish the rest.

Your job as Holy Paladin

You heal one tank through very large pulls and catch the mages when a freeze breaks. Holy Light and Flash of Light on the Paladin carry most of the healing, Holy Shock is your instant answer to a mage taking a hit, and Light’s Vigil turns a Holy Shock into a party-wide heal. Illumination and Reverence decide how many pulls you can heal before drinking. Blessings last an hour in WoW Forever, so buff everyone before the run.

Pull by pull

  • Blessing of Wisdom on the casters and Kings or Might on the tank before the first pull.
  • Flash of Light on the tank while the pack gathers, Holy Light once the mages burst.
  • Holy Shock on a mage who takes damage in the pack; Light’s Vigil on the tank before a big pull so your next Holy Shock heals the whole party.
  • Divine Favor for a guaranteed crit Holy Light when Templar’s Bulwark runs out.
  • Say your mana at 40%: the mages can always wait, the tank cannot.

Mistakes that wipe the group

  • Standing next to the Arcane Mage inside the pack’s reach.
  • Casting Holy Light at full health on the tank and running dry before the burst.
  • Forgetting Cleanse on a poisoned or cursed mage in Zul’Farrak and Maraudon.

Talent order by level

One point per level from level 10. The talent tree above shows the finished level 60 build; use the level slider to see it at any level.

  • Levels 10–14 · Divine Intellect 5/5 — +10% Intellect: a larger mana pool.
  • Levels 15–17 · Healing Light 3/3 — +12% Holy Light, Flash of Light and Holy Shock healing.
  • Levels 18–19 · Spiritual Focus 2/2 — 70% chance that damage does not delay your heals.
  • Levels 20–22 · Reverence 3/3 — 30% of mana regeneration continues while casting.
  • Levels 23–24 · Unyielding Faith 2/2 — 30% shorter Fear and Disorient effects on you.
  • Levels 25–29 · Illumination 5/5 — Critical heals refund half of the spell’s base mana cost.
  • Level 30 · Holy Shock 1/1 — An instant heal or Holy damage spell.
  • Level 31 · Divine Favor 1/1 — A guaranteed critical heal, which also triggers Illumination.
  • Levels 32–33 · Infusion of Light 2/2 — Holy Shock and Flash of Light crits make your next Holy Light 1 sec faster.
  • Level 34 · Voice of Truth 1/1 — 6 sec of immunity to silence and interrupts for a caster pack that targets you.
  • Levels 35–39 · Holy Power 5/5 — +15% Holy Shock crit chance and +5% for all other spells: more Illumination refunds.
  • Level 40 · Light’s Vigil 1/1 — Your next Holy Shock on the target triggers no cooldown and heals their whole party.
  • Levels 41–42 · Purifying Power 2/2 — Cheaper Cleanse and shorter Exorcism and Holy Wrath cooldowns for undead packs.
  • Levels 43–44 · Consecrated Ground 2/2 — +10% Holy spell damage on the first enemies that enter your Consecration.
  • Levels 45–49 · Benediction (Retribution) 5/5 — 15% cheaper Seals and Judgements for the Seal of Wisdom you keep judging.
  • Levels 50–51 · Holy Conduit (Retribution) 2/2 — 40% cheaper Consecration, Holy Wrath, Exorcism and Hammer of Wrath.
  • Level 52 · Improved Judgement (Retribution) 1/2 — 1 sec shorter Judgement cooldown.
  • Levels 53–55 · Divine Precision 3/3 — +Holy spell hit, so Holy Shock and Exorcism land on level 60 mobs.
  • Levels 56–58 · Improved Seals 3/3 — +15% Seal and Judgement damage for easy pulls where you help with damage.
  • Levels 59–60 · Improved Holy Strike 2/2 — Shorter Holy Strike cooldown for trash packs that need no healing.

Dungeons by level

Every WoW Forever dungeon that overlaps levels 40–60. Dungeons marked New were added in WoW Forever; the rest are the original Classic dungeons.

Levels Dungeon Notes
34–40 Scarlet Monastery Library Original Classic dungeon.
35–40 The Drowned City (New) Trolls, naga and pirates off the Stranglethorn coast.
37–43 Scarlet Monastery Armory Original Classic dungeon.
38–44 Razorfen Downs Original Classic dungeon.
39–45 Scarlet Monastery Cathedral Original Classic dungeon.
40–55 Krol’dok Stronghold (New) New WoW Forever dungeon.
44–50 Uldaman Original Classic dungeon.
45–51 Zul’Farrak Original Classic dungeon.
48–53 Alcaz Prison (New) New WoW Forever dungeon.
48–54 Maraudon Original Classic dungeon.
52–58 Sunken Temple Original Classic dungeon.
52–60 Blackrock Depths Original Classic dungeon.
55–60 Dire Maul East Original Classic dungeon.
55–60 Blackmaw Hold (New) New WoW Forever dungeon.
57–60 Lower Blackrock Spire Original Classic dungeon.
58–60 Dire Maul West Original Classic dungeon.
58–60 Scholomance Original Classic dungeon.
58–60 The Shapers Terrace (New) New WoW Forever dungeon.
59–60 Stratholme (Undead) Original Classic dungeon.
59–60 Stratholme (Live) Original Classic dungeon.
59–60 Dire Maul North Original Classic dungeon.

Krol’dok Stronghold (40–55) is the first place this group gets comfortable, and Zul’Farrak’s open courtyards suit its pulls well. From level 52 take the group to Blackrock Depths and Maraudon, then to Dire Maul East and Blackmaw Hold at 55. Large undead packs in Stratholme and Scholomance at 58–60 are ideal for Consecration and area damage, but check which mobs resist Fire before you pull a whole room.

Where the group struggles

  • Fire-immune mobs in Blackrock Depths and Molten-themed areas cut the Fire Mage’s area damage. The Arcane Mage and the Druid carry those pulls.
  • Arcane Explosion is point-blank: the Arcane Mage stands in melee range of the pack. Without a Frost Nova ready, that mage waits.
  • Mana runs out after two back-to-back large pulls. Evocation, mana gems and the Holy Paladin’s Blessing of Wisdom help, but the whole group still drinks together.
  • Casters at range do not walk into the fire. The Paladin breaks line of sight so they come to the pack.

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