Dragonflight Talents

Holy Paladin's current talent tree has brought so many different playstyles and builds to life it can seem overwhelming, so let's take a step back and talk about each of our talent options and when/why we would take them. Once you know the basics, we'll discuss the most powerful meta builds.
Paladin Class Tree
Tier 1 Talents
Strike an enemy dealing damage and generating 1 Holy Power
Value: Required
This is an execute style ability that costs very low mana and generates Holy Power, making it strong for mana conservation and damage. It's only usable during Wings or on enemies with less than 20% health, but as one of our few Holy Power generators, there is no build where you would not take this ability.
Cleanse also removes all Disease and Poison effects
Value: Situational
This is one of our most situational talent choices as it's only useful if the encounter or dungeon you're doing has Diseases or Poisons. That being said, you will generally take this talent regardless as it is the most efficient path to Blinding Light.
Speed and Avoidance increased by 2%
Value: Medium
As far as tier 1 talents go, this is a good pickup when doing higher end content as the 2% Avoidance becomes more impactful with higher damage taken. Below +20 keys and in heroic raid you'll be better off taking Seasoned Warhorse.
Learn Retribution Aura and Crusader Aura
Value: Situational
At least one paladin in your raid should always be running this but that should generally not be the healer as Holy Paladins will need to use Devotion Aura with Aura Mastery. In coordinated Mythic+ push groups, you may see some hpals running this and swapping auras situationally but for most players I wouldn't recommend this talent.
Fear an Undead, Aberration, or Demon for up to 40 seconds
Value: Situational
This talent should only ever be taken to counter the Incorporeal affix.
Each Holy Power spent reduces the cooldown of Hammer of Justice by 1 second
Value: Medium
Fist of Justice is definitely one of the weaker talents in the tree, but it does give us significantly more single target stuns. Ultimately raid builds may avoid this as the CC is not as desirable in most boss encounters, but M+ players will find this useful for mob control.
Increases your movement speed by 100% for 3 seconds
Value: Required
As our only movement speed ability, this is a required talent for any and all content types. Do not try and play around with builds that sacrifice core movement for throughput, underestimating modern WoW's fast paced gameplay and high mobility requirements is a huge mistake.
Judgment prevents the next 25,000 damage dealt by the target
Value: Required
Greater Judgment is now a core part of Holy Paladin and will do a large amount of passive healing for you, especially when it consumes Infusion of Light.
Incapacitate an enemy for 1 minute / Blind all enemies within 10 yards for 6 seconds
Value: Situational / High
This node should generally be avoided in raid as they're mostly useless except in very rare circumstances. For Mythic+, Repentance is a situationally useful ability that can be taken when your group lacks hard CC, but seeing as most comps in modern WoW have significant sources of hard CC you should rarely need to pick this up. Blinding Light should always be your default choice in this node as it is a crucial part of our Mythic+ utility kit. An AoE blind can be used to stop casts that can't be interrupted or stunned and can't be DR'd, you should be using this very often in dungeons.
Divine Steed now has 2 charges
Value: High
While not quite as required as the baseline Divine Steed, this talent is as close to required as it gets for the same reasons. Modern WoW is extremely fast paced and requires frequent heavy movement, so getting a second charge of your core movement ability is very strong.
Increases the duration of Divine Steed by 2 seconds
Value: Medium
Seasoned Warhorse gives us a decent boost to our mobility, especially when you have to travel long distances. Generally speaking this should always be run in raid unless you need to drop a talent for a utility talent like Improved Cleanse.
Interrupts and prevents any spell in that school from being cast for 4 seconds
Value: Required (M+), High (Raid)
After years of having our interrupt stolen from us, we finally get it back! As a 15 second interrupt and a 4 second lockout, our interrupt is extremely strong and if used well will prevent more damage then you could imagine. It'll take some time to get used to interrupting as a healer again, but the value of this talent is incredibly high (especially when pugging).
Tier 2 Talents
Armor and critical strike chance increased by 2%
Value: High
There's not a whole lot to say about this talent, it provides significant flat stats and defensive power per talent point so there's very little reason every build should not include this. This crit is included in your "stat sheet" secondary stat percentage.
Increases your damage and healing by 20% for 20 seconds
Value: Required
Avenging Wrath is Holy Paladins core throughput cooldown and is required in every build. A lot of Holy Paladins throughput revolves around managing and timing this cooldown well by balancing not sitting on it for too long and also having it available for dangerous sections.
Judgment's damage is increased by 10%
Value: Low
Justification seems like a solid talent, but in reality it is an extremely small dps gain for Holy Paladin and as such should rarely be taken.
Interrupting an enemy casts an extra Crusader Strike
Value: Low
Once again similar to Justification, Punishment is a very weak talent for Holy Paladin unless you're getting successful interrupts off on cooldown which is extremely rare. More often then not this talent will provide a very insignificant increase to your throughput.
Consecration heals you and 5 allies within it every 1 second
Value: Situational (M+), Medium (Raid)
The value of this talent is always solid in raid, but highly dependent on what comp you run in Mythic+. If you have 2+ melee dps it will be very high, but if you only have 1 or none its value will drop off a significant amount. Overall it's a solid pickup if you have a free point available, but seeing as there are a lot of strong talents in this section its unlikely to be included in most M+ builds.
Freedom increases the target's movement speed by 15% and Sac/BoP reduce the target's damage taken by 15%
Value: High (M+), Medium (Raid)
As a one point talent, and coupled with 1 minute Blessing of Sacrifice (Sacrifice of the Just), this creates the most powerful external WoW has ever seen. Accounting for diminishing returns, this basically turns your Blessing of Sacrifice into a ~32% DR for 12 seconds, then 15% DR for 8 seconds. It also adds DR to Blessing of Protection and movespeed to Blessing of Freedom which can be very situationally strong.
Reduces an allies damage taken by 20%, you take 100% of the damage prevented
Value: Required
As our main external cooldown, this talent is required in all content regardless of build. It's also more powerful in Dragonflight then it's ever been before due to all the other talents that improve it.
Armor increased by 6%, Stamina and Avoidance increased by 3%
Value: Required
Both the points in this talent are absolutely required as it is a huge increase to our survivability for a relatively low cost. There is no build or situation where you should ever not talent into this.
Blesses your target, granting immunity to Physical damage for 10 seconds
Value: Required
Blessing of Protection is vital to any Holy Paladin build as it immunes all Physical damage and melees. It's important to note that despite popular belief, BoP does not actually remove threat at all, it simply makes the target immune to being auto attacked. This means if your friend rips aggro on a pack and you BoP them, casters in that pack will still cast on them while mobs that melee will prioritize the second highest threat target until the BoP wears off. Check out the Mechanics to BoP section to read up on where this ability is needed.
Shield of the Righteous heals nearby allies for 1% max health
Value: Low
While in theory a spell like this seems good for passive AoE healing while AoE dpsing with Shield of the Righteous, in reality you don't use SotR enough even in Mythic+ to make good use of this talent. Plus even if you did, the heal is so small it still wouldn't be worth it.
Golden Path strikes the lowest health ally an extra time for 50% of its effect
Value: Low
Golden Path may be a good talent, but Seal of Mercy would need to be at least doubled in value before it actually provided any meaningful healing increase. With it's current values there's no build where you should take this.
After you spend 20 Holy Power, your next WoG heals another ally at 30% power
Value: Medium
Afterimage is a decent way to increase your spot healing by making your WoGs sometimes echo to nearby allies. It's not a great talent, but it's also not bad which means it'll still be played in most builds.
Reduces the cooldown of Blessing of Sacrifice by 60 seconds / 50% of the prevented damage from Sac is added to Judgment, or WoG as healing
Value: Required / Value: Medium
There is no understating just how good Sacrifice of the Just is. Reducing our Blessing of Sacrifice to a 1 minute cooldown gives us the most powerful external of any healer in WoW's history. You may be tempted to take Recompense because it deals damage, but trust me there is no world where you would not want Sacrifice of the Just. It's just that good.
Reduces the cooldown of Divine Shield, Divine Protection, and Lay on Hands by 30%
Value: Required
Reducing the cooldown of our three most important life saving abilities by 30% is an obvious pick for any build. With this you can use Divine Shield much more frequently instead of holding just for emergencies, and Divine Protection can be used to prevent pretty much any damage intake since it becomes such a short cooldown.
Reduces the cooldown of Blessing of Protection by 60 seconds
Value: Situational
Despite Blessing of Protection's strong value, it's very rare that a reduction from 5 minutes to 4 minutes would see much value in that type of ability. Only take this talent if it's for 2 very specific things that you need to use BoP on that you wouldn't otherwise be able to without it.
Increases the range of your Crusader Strike, Rebuke and Auto-Attacks by 3 yards
Value: High (M+), Medium (Raid)
The increased range of crusader strike and rebuke is a huge quality of life improvement for Paladins in modern day WoW when there are so many melee mechanics to dodge. This will allow you to maintain higher melee uptime, with the added benefit of a small constant stream of self healing.
Tier 3 Talents
While in your Consecration, your SotR and WoG have 10% increased power
Value: High (M+), Low (Raid)
Introduced in 10.0.7, this talent is a huge boost to our spot healing and AoE dps in Mythic+, and as such should almost always be taken in any dungeon builds. On the other side, in raid you should never use this as you rarely ever spend holy power on Word of Glory or Shield of the Righteous in raid.
Judgment causes the next 5 attacks against the target to heal the attacker
Value: Medium
Similar to Golden Path, Judgment of Light will also provide you with a decent amount of free passive healing without costing a GCD. However, it was nerfed fairly hard during beta so it's not quite as powerful as it was in Shadowlands making its value more middle of the road.
Mastery increased by 2% and Intellect increased by 2%
Value: High
Seal of Might provides a very large boost to our healing and a moderate boost to our damage, as such there are very few builds that will not include this talent.
Holy Power builders have a chance to make your next spender free and 15% stronger
Value: High
Divine Purpose is one of the single strongest talent points in the final tier of talents for Holy Paladins, and as such should almost always be included in any build regardless of content type.
Haste increased by 2% and Judgment cooldown reduced by .5 seconds
Value: High
This talent's value is equally valuable across all content types, there's no version of Holy Paladin that doesn't love haste or more Judgments. This haste is included in your "stat sheet" secondary stat percentage.
Spending Holy Power has a chance to cause your Consecration to deal extra damage / Your spells have a chance to deal damage or heal an ally for a small amount
Value: Low
Incandescence will be a small damage increase in M+ as your Consecration uptime should always be high, but in raid it will do almost nothing for you. Touch of Light's healing proc was buffed an immense amount this patch, and yet unfortunately still will proivide you with very little healing for a tier 3 talent.
Word of Glory grants 20% bonus armor for 4.5 seconds
Value: Low
For some reason Blizzard gave us a tank talent in our class tree so it's safe to say this should never be taken for any reason.
When you cast 3 Holy Power generators, you gain Blessing of Dawn. When you consume Dawn, you gain Blessing of Dusk
Value: Required
With the rework in 10.0.7, this talent became much more easy to use and no longer needs to be tracked. This will now passively buff your next Holy Power spender by 20% every 3 generator casts.
Instantly cast Holy Shock on up to 5 targets within 40 yards
Value: Required
Divine Toll is a Holy Paladin's dream button: 1 minute cooldown, huge party wide heal, spreads Glimmer of Light (if talented), and generates max Holy Power. To make the most out of this cooldown, make sure you spend all your Holy Power before casting it so you don't waste any!
Your auto attacks heal a nearby ally
Value: Medium
This is a fairly non-impactful talent in the final tier of our class tree, but will provide a decent amount of passive hps in raid.
In Dawn, your Holy Power spenders are 10% stronger. In Dusk, your Holy Power generators cooldown 10% faster / grant an absorb shield
Value: High / Medium
After the second 10.1.5 nerf and bug fixes to Fading Light, Seal of Order is now our BIS node in this slot in all content, providing us with a lot CDR on our core rotational abilities and further buffs to our Holy Power spenders.
After casting Divine Toll, you instantly cast Holy Shock every 5 seconds for 15 seconds / Divine Toll's cooldown is reduced by 15 seconds
Value: High / High
While both of these talents are strong, your default in raid should typically be Divine Resonance for the overall throughput gain, while in M+ you'll want to run Quickened Invocation for more frequent burst healing power.
Hammer of Wrath has 1 extra charge and on enemies below 20% health generates 1 additional Holy Power
Value: Medium
Vanguard's may seem good at first glance, but isn't really worth sacrificing any of the other capstones (or Divine Purpose) to get.
Holy Paladin Spec Tree
Tier 1 Talents
Heals an ally or damages an enemy
Value: Required
As our most core ability as a Holy Paladin, this will be your main source of generating Holy Power and spot healing. It's mana efficient and has a ton of talents that bring back a lot of the healing power Holy Paladins have been asking for since the Shadowlands changes.
HS leaves a Glimmer of Light on the target for 30 seconds. When you Holy Shock, all targets with Glimmer are damaged or healed
Value: Required
As of 10.1.5, glimmer is now a core part of Holy Paladin's kit and will need to be played around so make sure you track both ally and enemy glimmers. This talent will be a major source of damage, healing, damage mitigation and cooldown power.
Heal up to 5 injured allies within a 15 yard frontal cone
Value: Required
As your only other healing Holy Power spender and a core talent, Light of Dawn is a must pick for all builds and should be used over Word of Glory any time 4 or more allies are injured and within range. Make sure you remember this is a conal heal so it has to be aimed at the players you want to heal!
Holy Shock now has 2 charges
Value: Required
Having a second charge of Holy Shock opens up our spell priority and rotation a lot as we no longer have to hit Holy Shock on cooldown. You should generally still be using Holy Shock as much as possible but it at least lessens the throughput punishment if you forget to press it as soon as one charge is available.
Empowers your chosen aura for 8 seconds
Value: Required
Aura Mastery with Devotion Aura active is our major group wide Damage Reduction talent and is definitely required for all content types.
Mastery: Lightbringer is now based on the target's proximity to either you or your beacon, whichever is closer
Value: Required
This is a talent Paladins have been begging to return for a long time now as it allows us to get full value out of our mastery on both ranged and melee, instead of being pigeonholed into always healing melee for effective healing.
Your FoL heals for an additional 15% when cast on your Beacon target / Holy Light splashes healing on up to 5 targets
Value: Medium / Medium
This talent either buffs your Flash of Light or Holy Light so you should pick whichever you'll be casting more of in whatever build you're running. Most builds will default to Resplendent Light, especially in raid, due to Holy Light being a Holy Power generator so it typically gets used more.
Lay on Hands' cooldown is reduced by 1.5 sec per Holy Power spent and restores 5% mana
Value: Medium
On average this will reduce your Lay on Hands cooldown by a little more then half and restores a small amount of mana. Overall not very impactful but can definitely be a "turn the tides" talent under the right circumstances.
LoD increases the healing of your next WoG, up to 45%
Value: Low (M+), Medium (Raid)
With Light of Dawn almost never being used in Mythic+, this talent will really only ever see play in raid as a passive boost to your spot healing.
Holy Shock, Holy Light, and Flash of Light critical healing increased by 20% / Crusader Strike generates 2 Holy Power
Value: Medium / Medium
Awestruck provides us with a solid increase to our spot healing, especially with our Season 4 tier set. On the other hand, Crusader Strike provides an increase to your Holy Power generation which makes it the better option for damage in Mythic+.
Tier 2 Talents
Your next Holy Light or FoL heal 60% more, and have reduced mana cost and cast time / Your next 2 Holy Lights heal 80% more, cost 50% less mana, and are instant cast
Value: High / Medium
While Hand of Divinity has great synergy with Tyr's Deliverance, Divine Favor will give you more consistently strong buffed casts so your default in most cases should be Divine Favor. When using Divine Favor, you should always pair it with Holy Light to get the most value out of the talent. When running Hand of Divinity, always group it with Tyr's Deliverance.
Spending Holy Power has a 25% chance to trigger Glimmer of Light's healing and damage
Value: Required
With how core Glimmer of Light has become to Holy Paladin this patch, there is no build in which you shouldn't run this talent.
The cooldown of Aura Mastery is reduced by 30 seconds / Aura Mastery also increases raid members healing received by 10%
Value: Medium / Low
Unwavering Spirit can be very strong if the damage patterns of a specific fight or dungeon work well with 2.5 minute Aura Mastery. Meanwhile, Protection of Tyr is pretty much useless except for very niche situations in raid where there was unhealable damage consistently going out DURING Aura Mastery DR. Overall this is generally a situational talent you'd only pick up for something specific that it countered.
Consuming Infusion of Light reduces the cooldown of Holy Shock by 2 seconds
Value: Medium
This talent will either be very strong or relatively useless, depending on the build you're running. It's core to the rotation of Infusion Caster builds, but instant cast crusader builds won't be hard casting much outside of Hand of Divinity uses.
Sacrifice a portion of your own health to instantly heal an ally
Value: Medium
Light of the Martyr remains a very strong spot heal, but the need for it has diminished significantly with Dragonflight playstyles having so much more spot healing the Shadowlands. In builds that make use out of Maraad's Dying Breath, it will still be required of course but otherwise it should only be run if there's a specific encounter with very high spot healing requirements during heavy movement.
Glimmer can affect 5 additional targets / Glimmer is increased by 25%, but it can only affect 1 target at a time
Value: High / Low
Illumination will always be the default talent choice in this node as it will increase your Divine Toll's power, your Glimmer throughput, and your Daybreaks significantly. You should only ever take Blessed Focus if you're trying to counter a specific fight where only one person needs throughput or you're parsing for boss damage lol.
When an ally with your Beacon of Light is damaged below 30% health, they gain an absorb
Value: Medium
There's a lot of good to be said about an absorb that triggers at low health on priority targets, but it's not a very large shield. Also you should only ever run this if you're also running Beacon of Faith / Virtue as they both greatly increase the power of Saved by the Light.
Hurls a hammer, damaging nearby enemies and healing nearby allies / Fires a beam that deals damage to an enemy and heals allies
Value: Required
These are the abilities that the entire Aberrus tier set is based around, making them now a core part of our kit this season. Your choice in raid should generally be Light's Hammer as it will provide the most throughput for the least GCDs, but in Mythic+ you want to run Holy Prism for the huge spot healing and instant holy power generation. The general rule for what to use Holy Prism on with the tier set is to cast it on an ally if you want single target healing or damage, and cast it on an enemy if you want AoE healing.
Judgment, HL and FoL have a chance to increase the healing of your next HS by 10% of all damage and effective healing you do within the next 10 seconds
Value: Medium
This talent is decent for builds that use a lot of Holy Light and Flash of Light, but otherwise is pretty weak compared to the other options in this tier of talents so it's unlikely to see much play in builds that don't cast frequently.
Your allies with Glimmer of Light take 16% reduced damage, split evenly among them
Value: Required
This talent is required for all builds as it provides a significant amount of DR spread amongst your active allied glimmers. This can and should be heavily min/max'd in Mythic+, especially with uses of Daybreak.
50% of Glimmer of Light's overhealing is converted into an absorb shield
Value: Required
Making one of your highest passive healing sources convert its overhealing in an absorb is just about the best thing you could ask for in any build. This talent should always be taken as it increases your allies' effective health and greatly increases your healing efficiency.
Shield of the Righteous deals extra damage to its first target struck and every 5 casts makes your next WoG or LoD free
Value: Required (M+) / Low (Raid)
In Mythic+, there isn't a single better talent you could ask for. This not only provides you with significantly higher active priority damage on fights with low healing requirements, but it also provides you with free healing spenders even when spending on damage. In raid, you should never be spending your Holy Power offensively so this talent will see no meaningful use.
Infusion of Light increases Flash of Light healing by 20%, or makes Holy Light and Judgment refund 0.5% of your max mana
Value: Medium
For any build that makes heavy use of Holy Light or Flash of light this will be very strong for, but any other builds would be wasting a point spending it here unless you really need the mana efficiency from Judgment.
Beacon of Light transfers an additional 10% of the amount healed
Value: Required
This may be one of the strongest talents in the entire tree, increasing all the healing funneled into your Beacon targets. There isn't a single build this shouldn't be taken with.
Judgment has a 30% chance to cast Consecration at the target's location
Value: Medium
This will give you a solid amount of free damage in Mythic+ as it doesn't count towards the standard consecration cap of 1 (it's in addition to your manual casted Consecrate). As for raid, it's free damage and will double dip your Golden Path healing if you're talented into it, so it's still a solid pickup.
Increases the range of Light of Dawn to 25 / 40 yards
Value: Situational
While this should never be taken in M+ because you should always spend your holy power on WoG, you may occasionally want to pick this up in raid on fights where the melee group doesn't really need any healing and the ranged aren't close by.
Casting FoL or HL on your Beacon grants 1 Holy Power, and on targets without Beacon has a chance to grant 1 Holy Power
Value: Medium
Similar to Divine Revelations, this talent is also core for casting heavy builds and relatively useless for the other. For the builds that do run this, it will make hard casting one of your main sources of Holy Power generation.
Holy Shock and Judgment have an 8% increased critical strike chance
Value: Required
Every build wants Holy Shock and Judgment crits, regardless of if it's just to make them hit harder or to guarantee more Infusion procs. Divine Glimpse gives us just that, making it a required pickup for all situations.
Light of the Martyr's damage and healing is increased by 10% each time it is cast up to 5 times
Value: Medium
Untempered Dedication should only be run if you plan on also taking Maraad's Dying Breath, creating a powerful build centered around Light of the Martyr.
Tier 3 Talents
Gain a second Beacon but reduce your Beacon healing by 30% / Apply a Beacon of Light to your target and 4 injured allies within 30 yards for 8 seconds
Value: High / High
Virtue and Faith have taken turns being meta in each season of Dragonflight both in Mythic+ and Raid. Which one you run is dependent on the damage patterns of the raid encounter or dungeon you're entering. As a default, I generally recommend Faith for raid and Virtue for Mythic+ this season as the damage patterns of the dungeons this season work very well with Virtue.
Hammer of Wrath heals up to 5 allies for 200% of the damage done, split among them. FoL, HL, and Judgment crits reset HoW's cooldown and make it usable on any target
Value: Medium
Veneration is a decent talent, but with its current tuning is unlikely to compete with the other tier 3 talent options. If it gets buffed it may see some play, which would be awesome because throwing your hammer at an enemy and having it burst heal your group would be pretty fun!
Avenging Wrath now also grants 15% critical strike chance / Replaces Avenging Wrath: Crusader Strike and Judgment cool down 30% faster and heal nearby allies
Value: High / Medium
Avenging Wrath's critical strike element is still strong, but has been significantly nerfed compared to all previous iterations of Wings. Meanwhile, Avenging Crusader's numbers were toned down significantly in 10.1.5 and as such is unlikely to see much play.
HS and CS refund some of their Mana and deal more damage / Grant an absorb to a nearby ally. Your effective healing from HS, FL and HL increases the shield
Value: Medium / High
Reclamation will provide a lot of mana return for the instant cast build that primarily uses Holy Shock and Crusader Strike for Holy Power generation, but in general will provide a fairly small amount of throughput so you should only run this if you find yourself struggling heavily with mana. On the other side, Barrier of Faith provides a large amount of single target healing with a nearly 80% uptime shield that constantly refreshes its power based on your Holy Shock, Flash of Light or Holy Light effective healing.
LoD increases your next Light of the Martyr by 10% for each ally healed, and allows that Light of the Martyr to heal through Beacon of Light
Value: High
The Maraad's build from Shadowlands is still alive and well, although not quite as meta as it was last expansion. Running this will provide you with a lot of powerful spot healing and Beacon of Light funnel, but with all the increased spot healing power to baseline builds, this talent will definitely fill a more niche role in this expansion.
Absorb your active Glimmers, triggering their effects at 200% value and granting mana
Value: Required
This talent is 100% required for every build of Holy Paladin, especially now that our tier set revolves around it as well. It provides you with a huge burst of healing, high mana return and has a ton of synergy with Divine Toll.
Crusader Strike reduces the cooldown of Holy Shock by 1.5 second
Value: Low
The Crusader's Might talent is no stranger to Holy Paladins, and with the value increasing to 1.5 seconds this patch, it will be a solid pickup for any Holy Shock centric build. That being said, its power is relatively low compared to the other tier 3 talent options so it's unlikely to see much play in any meta build.
Rotate through a unique series of ally buffs ranging from damage increases to cooldown reduction
Value: High
This is a great talent for groups that have a high level of coordination. In less coordinated environments like PUGs, its value drops significantly as you have to make sure the summers are lining up with the right players cooldowns in the right spots. Each Blessing has its own unique power that ranges from moderate to very powerful. Your strongest blessing is by far Summer, then Winter, leaving Autumn and Spring as the least powerful. Learn more about min/maxing Blessing targets in the Blessing of the Seasons playstyle section.
Spending Holy Power grants you 1% haste per finisher for 12 seconds, stacking up to 5 times
Value: Medium (M+) / High (Raid)
Holy Paladins have never been one to scoff at haste talents, and with its recent buffs, the 5% haste is great so if you find yourself with a point to spare, this is a great use. The reason it's valued higher in raid then M+ is in keys you'll often drop your stacks in between packs.
Heal 5 injured allies plus an additional every 1 second (increased with haste) for 20 seconds. Allies healed also receive 25% increased healing from HS, HoL and FoL
Value: Medium
This Artifact ability from Legion was reintroduced in Dragonflight, and was buffed significantly in 10.1.5 making it a very strong addition to hpal's cooldown repertoire. This will provide a strong amount of passive healing over 20 seconds (extended to 60 with its capstone talent) while also buffing the healing received from Holy Shock, Holy Light and Flash of Light.
After casting Daybreak, your next 3 Holy Shocks cast 2 additional times
Value: Required
Rising Sunlight is a massive boost to our spot healing, essentially providing you with 3 Lay on Hands' that triple proc your Glimmers on a 1 minute cooldown. This is one of the best talents Holy Paladin has and as such should be in every meta build.
Holy Shock has a 10+% chance to refund a charge when cast. Glimmer's healing and damage is increased by 10%
Value: High
With how core Holy Shock and Glimmer are to Holy Paladin, there is no world in which this talent wouldn't be strong. This is definitely a good pickup, however that can be said about all of our capstones so you may not see this played in every build.
Wings is increased by 5 seconds and decreases the cd of Holy Shock by 20% / Holy Power spenders grant 1 stack. At 12 stacks, your next Judgment activates Wings for 12 seconds
Value: Medium / High
Sanctified Wrath in its current state is a fairly weak increase to an already weakened cooldown and as such is unlikely to see any significant play. Awakening is stronger then ever as a 1 point talent, and can now be controlled via Judgment rather than being an rng proc.
Infusion of Light has 1 additional charge and is 30% more powerful / Judgment empowers your next WoG to automatically activate an empowered LoD
Value: High / Medium
With the recent 10.2 buffs to casting and nerfs to mana regen, Inflorescence has become one of our strongest capstones as it gives you double the infusion casts and empowering them in unique ways. Empyrean Legacy on the other hand only provides a small boost to your healing if your Light of Dawn gets full value and even then LoD has been nerfed so much that this talent has lost almost all of its value.
Casting HS, FoL or HL on targets affected by Tyr's Deliverance extends the duration of your Tyr's Deliverance
Value: Medium
Any build that runs Tyr's Deliverance will definitely want this as well, as it extends the duration of Tyr a significant amount for each Holy Shock, Flash of Light or Holy Light cast on affected targets. DO NOT FORGET you have to cast these abilities on players with the Tyr's Deliverance buff to get the extension.
Core Build - The Light's Crusade
The Light's Crusade build focuses heavily on melee instant cast gameplay while utilizing FoL for spot healing. In Mythic+ it focuses heavily on spending Holy Power on Shield of the Righteous/WoG, utilizing Divine Toll and Daybreak aggressively to carry AoE healing/damage, and powerful bursts of healing with Virtue and Divine Favor in dungeons. This will likely be the go to build for season 4 in both Mythic+ and raid.
Mythic+ Version
Copy Talent Build String

*Veneration can be swapped for Tyrs in dungeons with low healing requirements like Brackenhide or Azure Vault. Boundless can be swapped for Inflo in dungeons like Halls where you want more sustained hps instead of spot healing.

The Light's Crusade is our most powerful and versatile build in Mythic+. This build in M+ plays very smooth and generally speaking will look like this: Prio HS/Judgment, spot heal mostly with infused Flash of Lights or Holy Shock, SotR heavily for damage, and AoE heal with 45 second Divine Toll + Daybreak.

This build leans hard on Holy Shocks and Infused Flash of Lights for spot healing which means the majority of your Holy Power should be spent on Shield of the Righteous except during very healing intensive moments when you need to funnel all your power into hps.

In Mythic+, you almost always want to Divine Toll BEFORE Daybreak in Mythic+ for several reasons, read more about that here.

Raid Version
Copy Talent Build String

In raid this build plays very similar to M+, except for one major thing: you don't want to spend Holy Power on LoD/WoG unless you have at least one stack of Dawn. For that reason, I recommend making sure you have a great way of tracking Dawn or use my Holy Power Tracking weakaura that when in raid will display your holy power as gray and only become colored when you have dawn stacks.

The playstyle of this build in raid will typically looks like this: Prio HS/Barrier, spend all infusions on Flash of Light, spend Holy Power on LoD/WoG only if you have the dawn buff, DO NOT press Judgment, HoW or CS almost ever (yes this is very cringe haha).

Judgment is your filler when you don't have HS, Dawn Stacks or Infusion Procs. It is crucial that you go against all your instincts build up over time and simply never press CS or HoW, they are very very very weak because Holy Power is largely irrelevent in this build. Most of your healing will come from Holy Shock, Glimmer, Flash of Light, Beacons, and then a small amount from spenders that you use when you have Dawn.

In raid you should generally Daybreak BEFORE Divine Toll, unless you don't have many Glimmers out. Read more about that here.

At this point your character's builds should be set up, so now let's take a look at gear and general setup.