Protection Paladin AoE Leveling — AoE Leveling · WoW Classic
Classic paladins can gather a pack and grind it down with Consecration, Blessing of Sanctuary and Retribution Aura, every hit they take dealing holy damage back. It works best against undead, where Exorcism and Holy Wrath add burst, and needs a shield, Stamina and a good mana pool: expect to start in the 40s, when Blessing of Sanctuary arrives, and to rest after each pull.
Paladins can take hits a mage can't, so they don't need to kite; but Classic paladins have little mana return, so AoE pulls are smaller and slower than a mage's. They shine on undead and on slow, melee-only enemies.
Strengths
- No kiting: stand and fight with a shield
- Exorcism and Holy Wrath make undead pulls fast
- Divine Shield and Lay on Hands save a bad pull
Weaknesses
- Mana runs out quickly: long rests between pulls
- Gear-dependent: needs a shield, Stamina and spell damage
- Slower than a mage outside undead areas
- Class
- Paladin
- Talents
- Protection (11/21/19)
- Starts at
- Level 40
- Difficulty
- Hard
- Farming spots
- 7
- Version
- WoW Classic
Talents by level
The build is the popular leveling build Sanctuary AoE Farmer, learned in its talent order. Each stage opens the talent calculator with the points you have at that level.
Foundation (level 30)
21 points · 11/10/0Divine Intellect and Spiritual Focus for mana and uninterrupted heals, Consecration, and Redoubt and Toughness for blocking.
Redoubt 5/5
Toughness 4/5
Guardian's Favor 1/2
Spiritual Focus 5/5
Consecration 1/1
Divine Intellect 5/5
Sanctuary (level 45)
36 points · 11/21/4Blessing of Sanctuary and Improved Hammer of Justice: the AoE engine arrives.
Benediction 4/5
Shield Specialization 3/3
Guardian's Favor 2/2
Blessing of Sanctuary 1/1
Improved Hammer of Justice 3/3
Precision 3/3
Level 60 AoE farmer
51 points · 11/21/19Benediction, Conviction and Improved Retribution Aura round out the build.
Deflection 3/5
Improved Retribution Aura 2/2
Benediction 5/5
Conviction 5/5
Improved Judgement 2/2
Pursuit of Justice 2/2
Key talents

Consecration · Holy, up to 1
The AoE damage under your feet.
Consecrates the land beneath Paladin, doing 64 Holy damage over 8 sec to enemies who enter the area.

Blessing of Sanctuary · Protection, up to 1
Every block damages the attacker and incoming damage is reduced.
Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 10 for 5 min. In addition, when the target blocks a melee attack the attacker will take 14 Holy damage. Players may only have one Blessing on them per Paladin at any one time.

Redoubt · Protection, up to 5
More blocks: more Sanctuary and shield-spike damage.
Increases your chance to block attacks with your shield by 30% after being the victim of a critical strike. Lasts 10 sec or 5 blocks.

Shield Specialization · Protection, up to 3
Bigger block value; the guide's build uses it to soak more of each hit.
Increases the amount of damage absorbed by your shield by 30%.

Improved Retribution Aura · Retribution, up to 2
More holy damage to everything hitting you.
Increases the damage done by your Retribution Aura by 50%.

Divine Intellect · Holy, up to 5
A bigger mana pool for longer pulls.
Increases your total Intellect by 10%.
Abilities

Consecration · talent, 5 ranks
Cast under the pack once it is around you; recast as it ends.
Consecrates the land beneath Paladin, doing 384 Holy damage over 8 sec to enemies who enter the area.

Blessing of Sanctuary · talent, 4 ranks
Keep it on yourself.
Places a Blessing on the friendly target, reducing damage dealt from all sources by up to 24 for 5 min. In addition, when the target blocks a melee attack the attacker will take 35 Holy damage. Players may only have one Blessing on them per Paladin at any one time.

Retribution Aura · level 16, 5 ranks
Your aura for AoE: damages every attacker.
Causes 20 Holy damage to any creature that strikes a party member within 30 yards. Players may only have one Aura on them per Paladin at any one time.

Seal of Wisdom · level 38, 3 ranks
Your seal while farming: hits restore mana.
Fills the Paladin with divine wisdom for 30 sec, giving each melee attack a chance to restore 90 of the Paladin's mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal's energy will judge an enemy for 10 sec, granting attacks and spells used against the judged enemy a chance to restore 59 mana to the attacker. Your melee strikes will refresh the spell's duration. Only one Judgement per Paladin can be active at any one time.

Judgement · level 4
Judge Wisdom on the toughest enemy for mana from your attacks.
Unleashes the energy of a Seal spell upon an enemy. Refer to individual Seals for Judgement effect.

Holy Wrath · level 50, 2 ranks
Against undead and demons: AoE holy damage.
Sends bolts of holy power in all directions, causing 490 to 576 Holy damage to all Undead and Demon targets within 20 yds.

Exorcism · level 20, 6 ranks
Burst on an undead or demon target.
Causes 505 to 563 Holy damage to an Undead or Demon target.

Hammer of Justice · level 8, 4 ranks
Stuns a dangerous enemy or a fleeing one.
Stuns the target for 6 sec.

Divine Protection · level 6, 2 ranks
Emergency immunity at low levels.
You are protected from all physical attacks and spells for 8 sec, but during that time you cannot attack or use physical abilities yourself. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection or Blessing of Protection again for 1 min.

Divine Shield · level 34, 2 ranks
Emergency immunity from 34.
Protects the paladin from all damage and spells for 12 sec, but increases the time between your attacks by 100%. Once protected, the target cannot be made invulnerable by Divine Shield, Divine Protection or Blessing of Protection again for 1 min.

Lay on Hands · level 10, 3 ranks
Full heal when all else fails.
Heals a friendly target for an amount equal to the Paladin's maximum health and restores 550 of their mana. Drains all of the Paladin's remaining mana when used.

Flash of Light · level 20, 6 ranks
Cheap heals between Consecrations.
Heals a friendly target for 348 to 388.
The pull
- Buff Blessing of Sanctuary, Retribution Aura and Seal of Wisdom; be at full mana.
- Gather melee enemies around you and stand still with your back to a wall if possible.
- Consecration under the pack.
- Judge Wisdom on one enemy and re-seal Wisdom.
- Against undead: Holy Wrath and Exorcism.
- Recast Consecration as it ends while mana allows; heal with Flash of Light when needed.
- Pulling
- Walk through the area and gather three to six melee enemies. Don't run: let them catch up so they all arrive together.
- Grouping
- Stand still once they reach you; Consecration covers everyone around you.
- Positioning
- A wall or a tree behind you stops knockbacks and keeps enemies in front, where you block.
- Crowd control
- Hammer of Justice stuns the most dangerous enemy or one that runs away at low health.
- Defensives
- Divine Protection or Divine Shield, then Lay on Hands; Blessing of Protection on yourself in an emergency.
- Mana and health
- Mana is the limit: Seal and Judgement of Wisdom return some, lower Consecration ranks cost less, and drinking between pulls is unavoidable.
Common mistakes
- Pulling casters: they don't take Consecration or Retribution damage
- Pulling more than your mana can kill
- Fighting in the open, where you get surrounded on all sides
Gear and consumables
- Gear
- A shield with block value, Stamina, then Intellect and spell damage. A shield spike adds damage to every block.
- Stats
- Stamina, block value and Intellect; spell damage boosts Consecration, Holy Wrath and Exorcism.
- Enchants
- Stamina on chest and bracers, a shield spike, and Intellect where you can.
Greater Mana PotionMana for a long pull in the 40s.
Superior Mana PotionThe same at 50 and up.
Superior Healing PotionHealth in an emergency.
Elixir of FortitudeMore Stamina.
Farming spots
In the order you reach them. Each opens its area on the World Map.
Rock Elementals in southern Badlands
Badlands · Levels 38–42
MediumGood valueRock Elementals at levels 39–40 in the south of the Badlands. They have no ranged attacks, hit slowly and carry Elemental Earth and vendor stones, which makes them a leveling and gold stop at once.
- Spawn points
- 23
- Respawn
- about 5 min
- Coin per kill
- None
- Vendor loot per kill
- 7 silver 37 copper
Creatures
- Rock ElementalLevels 39–40 · 23 spawns
Materials
Elemental Earth11% of kills · vendor price 4 silverUsed in Leatherworking (4), Blacksmithing (3), Tailoring (3), Alchemy (2), Engineering (2), Enchanting (1) recipes
Pros
- Melee only and slow
- Elemental Earth drops on about one kill in nine
- Good vendor value: stone pieces sell for several silver
Cons
- No coin
- Spread over a wide area
- Requires:
- Frost spells (they resist nothing frost-related); paladins with Consecration and a shield can tank them too.
- Value:
- Elemental Earth is a reagent for six professions; its auction price depends on your realm. The stones' vendor value adds up on its own.
How to farm it, step by step
- 1.Where to stand: Work the open ground in the south of the zone; the elementals stand apart, so plan a loop.
- 2.Pull: Aggro three to five elementals as you run between them.
- 3.Group them up: They are slow: let them gather into one tight group before you stop.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration under the pack with Blessing of Sanctuary and Retribution Aura up.
- 5.Kite: Easy to kite at walking speed while Cone of Cold is on cooldown.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Nothing hostile shares this area; watch for other players' pulls.
Southsea pirates at Lost Rigger Cove
Tanaris · Levels 44–47
MediumMore than a hundred Southsea pirates at levels 44–45 along Tanaris's eastern coast: dense melee humanoids with Mageweave and coin.
- Spawn points
- 113
- Respawn
- about 5 min
- Coin per kill
- 96 copper
- Vendor loot per kill
- 5 silver 63 copper
Creatures
- Southsea PirateLevels 44–45 · 26 spawns
- Southsea FreebooterLevels 44–45 · 27 spawns
- Southsea Dock WorkerLevels 44–45 · 30 spawns
- Southsea SwashbucklerLevels 44–45 · 31 spawns
Pros
- Very dense: pulls of eight or more
- Mageweave and coin from every pirate
Cons
- Buildings and docks limit kiting room
- Kidnappers wander through the cove
- Requires:
- Improved Blizzard and confidence with larger pulls; paladins with Consecration and Blessing of Sanctuary can tank the dock packs.
How to farm it, step by step
- 1.Where to stand: Pull the outskirts first; the docks and huts are tighter.
- 2.Pull: Gather pirates from the edge of the cove until six to eight follow you.
- 3.Group them up: Lead them onto the open sand south of the huts before you turn.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: let the pack come to you, then Consecration and keep Holy Shield up if you have it.
- 5.Kite: Kite along the open beach, not between buildings.
- 6.Finish: Arcane Explosion or Cone of Cold.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Southsea Kidnappers wander the cove; buildings block line of sight for Blizzard.
Cursed Oozes in southern Felwood
Felwood · Levels 49–51
EasyCursed Oozes at levels 49–50 near Felwood's southern road: slow, melee-only oozes that carry coin and vendor junk.
- Spawn points
- 24
- Respawn
- about 5 min
- Coin per kill
- 1 silver 13 copper
- Vendor loot per kill
- 8 silver 21 copper
Creatures
- Cursed OozeLevels 49–50 · 24 spawns
Pros
- Slow and melee only
- Coin and grey items on every kill
Cons
- Only about two dozen spawns
- Requires:
- Blizzard and Frost Nova; paladins can tank them with Consecration.
How to farm it, step by step
- 1.Where to stand: Start at the edge of the ooze pools, away from the road's travellers.
- 2.Pull: Gather five to eight oozes; they are slow, so take your time.
- 3.Group them up: Walk back until they bunch, then turn.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Blessing of Sanctuary; oozes hit slowly.
- 5.Kite: They are slow enough to kite at walking speed.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Angerclaw Bears wander nearby.
Undead on Sorrow Hill
Western Plaguelands · Levels 50–54
MediumSkeletal Flayers and Slavering Ghouls at levels 50–52 on Sorrow Hill, in the south of Western Plaguelands: melee undead with Runecloth. Paladins' Exorcism and Holy Wrath work on them.
- Spawn points
- 50
- Respawn
- about 5 min
- Coin per kill
- 1 silver 20 copper
- Vendor loot per kill
- 9 silver 35 copper
Creatures
- Skeletal FlayerLevels 50–51 · 21 spawns
- Slavering GhoulLevels 50–52 · 29 spawns
Pros
- Runecloth on about a quarter of kills
- Undead: paladins deal extra damage
- Coin on every kill
Cons
- Skeletal Sorcerers cast from range
- Requires:
- Improved Blizzard; paladins: Consecration, Exorcism and Holy Wrath against undead.
- Watch out for:
- Skeletal Sorcerer (51–52, caster)
How to farm it, step by step
- 1.Where to stand: Start at the edge of the hill away from the graves the Sorcerers stand among.
- 2.Pull: Gather Flayers and Ghouls, five to seven at a time.
- 3.Group them up: Lead them off the hill onto open ground before turning.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration, then Holy Wrath and Exorcism on the undead.
- 5.Kite: Kite downhill and away from the next graves.
- 6.Finish: Arcane Explosion or Holy Wrath.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Skeletal Sorcerers are casters; pull them alone, or not at all.
Tainted Oozes outside Jaedenar
Felwood · Levels 51–53
MediumTainted Oozes at levels 51–52 by the road in front of Jaedenar: the same slow melee oozes as the southern ones, with better coin.
- Spawn points
- 27
- Respawn
- about 5 min
- Coin per kill
- 1 silver 27 copper
- Vendor loot per kill
- 10 silver 26 copper
Creatures
- Tainted OozeLevels 51–52 · 27 spawns
Pros
- Slow, melee only
- About 1–1.5 silver coin and 10 silver of vendor loot per kill
Cons
- Jaedenar's casters stand close by
- Requires:
- Improved Blizzard; paladins with Consecration.
- Watch out for:
- Jaedenar Darkweaver (53–54, caster), Jaedenar Warlock (53–54, caster)
How to farm it, step by step
- 1.Where to stand: Stay on the road side of the oozes, away from Jaedenar's entrance.
- 2.Pull: Gather five to eight oozes.
- 3.Group them up: Back away along the road until they bunch.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds. Paladins: Consecration and Blessing of Sanctuary.
- 5.Kite: Walk away from Jaedenar, never towards it.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Jaedenar Darkweavers and Warlocks (casters), Enforcers and Legionnaires stand at Jaedenar's edge; Felpaw Scavengers roam the road.
Scarlet Workers at Northridge Lumber Camp
Western Plaguelands · Levels 55–58
HardScarlet Workers at levels 55–57 felling trees at Northridge Lumber Camp in northern Western Plaguelands: dense melee humans with Runecloth — but elite Scarlet guards share the camp.
- Spawn points
- 56
- Respawn
- about 5 min
- Coin per kill
- 1 silver 47 copper
- Vendor loot per kill
- 9 silver 93 copper
Creatures
- Scarlet WorkerLevels 55–57 · 56 spawns
Pros
- Dense: more than fifty workers
- Runecloth and coin
Cons
- Elite Scarlet Paladins and Magi share the camp
- A wrong step pulls an elite into the pack
- Requires:
- Good frost AoE control and care: elites stand in the same area.
- Watch out for:
- Scarlet Paladin (55–56, elite, caster), Scarlet Magus (56–57, elite, caster), Scarlet Sentinel (55–56, elite)
How to farm it, step by step
- 1.Where to stand: Work the workers at the camp's edges and leave the guarded centre alone.
- 2.Pull: Gather workers carefully, four to six at a time, watching for guard patrols.
- 3.Group them up: Lead them away from the camp before turning.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Away from the camp's centre.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Scarlet Paladins and Scarlet Magi (both elite casters) and Scarlet Sentinels (elite) stand in the camp: one in a pull ends the run.
Dust Stormers in north-western Silithus
Silithus · Levels 55–60
MediumHigh valueDust Stormers at levels 55–57 roaming north-western Silithus: elementals that drop Essence of Air and Elemental Air, good both for the last levels and for gold.
- Spawn points
- 35
- Respawn
- about 5 min
- Coin per kill
- None
- Vendor loot per kill
- 5 silver 10 copper
Creatures
- Dust StormerLevels 55–57 · 35 spawns
Materials
Essence of Air7.2% of kills · vendor price 4 silverUsed in Leatherworking (6), Enchanting (5), Alchemy (1), Engineering (1), Tailoring (1) recipes
Elemental Air11% of kills · vendor price 4 silverUsed in Blacksmithing (1), Engineering (1), Tailoring (1) recipes
Pros
- Essence of Air on about one kill in fourteen, Elemental Air on one in nine
- No ranged attacks
Cons
- Elite silithid and anubisath guards stand near the hives
- Spread out
- Requires:
- Frost or holy damage; they are elementals, so nothing special is needed.
- Watch out for:
- Supreme Silithid Flayer (60–61, elite), Major Resonating Crystal (63, elite), Supreme Anubisath Warbringer (62, elite)
- Value:
- Essence of Air is a reagent for Enchanting, Leatherworking and three more professions; demand and price depend on your realm.
How to farm it, step by step
- 1.Where to stand: Work the open desert between the hives, away from the elite guards.
- 2.Pull: Gather three to five stormers as you run between them.
- 3.Group them up: Let them bunch behind you.
- 4.Abilities: Frost Nova as they bunch up, step out of melee range, then channel Blizzard over the pack; Improved Blizzard and Permafrost keep them crawling through it. Cone of Cold and a second Frost Nova (after its cooldown or Cold Snap) cover the last seconds.
- 5.Kite: Kite through open desert away from the hives.
- 6.Finish: Arcane Explosion.
- 7.Recover: Drink conjured water and eat between pulls; save Evocation and a mana gem for a pull that runs long. Rebuff Frost or Ice Armor and Ice Barrier before the next pull.
- 8.Avoid: Supreme Silithid Flayers and Anubisath Warbringers (elite) and Major Resonating Crystals guard the hives; Twilight Avengers and Desert Rumblers wander in.
