By Cheats on January 2nd, 2010
How to play a Retribution Paladin
So you want to lay the holy smack down on the enemy? Want to prove that Paladins can dish it out as well as they can take it? Well, you have come to the right place. This guide will walk you through the basics of playing a Retribution spec’ed Paladin. Since part way through the Burning Crusade expansion Retribution Paladins have seen huge buffs in ability and utility. Through WotLK they have continued to be a strong DPS choice in any group.
Playing a Retribution based Paladin can be a lot of fun as long as you realize you may still not be to be at the top of all the DPS charts. You will however be able to hold your own in PvE and PvP content and level at a far faster rate than other paladin specs. Realize up front though that DPS classes and players FAR outnumber healers and tanks. In addition most players view Paladins as healers or tanks, so you will most likely be expected to have a heal or tanking offspec and gearset. Discuss your options with a group before joining so that they know what you are. If you are doing this for PvP then more power to you, explain to no one!
Talents and Glyphs
As a DPS Paladin you will be spending the majority of your talent points in the Retribution talent tree. You need to do this gain some serious damage causing abilities including some of your main damage abilities such as Crusader Strike and Divine Storm. There are also several other abilities that add a lot to your damage causing abilities through passive boosts to some of your key spells and stats.
Probably the most important talents are your Crusaders Strike and Divine Storm, since they will form 2 of the 5 main attacks that make up your DPS rotation. For more information on that rotation skip down to the Attack Rotation section of the guide. Crusader’s Strike is a single target attack with a short cooldown that will become a staple in all of your rotations, while Divine Storm hits multiple targets and factors in against groups of enemies.
Some of the other really critical talents in the Retribution tree are Judgements of the Wise, Sanctified Retribution, Swift Retribution and Heart of the Crusader. All of these talents grant you party or raid utility which is much needed since you are just a DPS player once you are in a group (Tanks and Healers being much more important in a group situation). Judgements of the Wise brings you the ability to replenish mana to up to 10 raid members, which your healers and casters will thank you for. Sanctified and Swift Retribution bring you a 3% damage and 3% haste buff that affects the whole raid as long as your retribution aura is active. Lastly, Heart of the Crusader puts a +3% crit debuff on any target you judge, once again boosting party damage output.
This is the Retribution Build I use when speccing for damage in raids – Retribution Build. It has proven itself over and over again in the level 80 instances and raids. It dips into the protection tree for some extra strength, healing and a situationaly awesome ability called Divine Sacrifice. Divine Sacrifice allows you to absorb some of the damage incoming to the group and transfer it to you.
While there are a number of decent Glyphs for a Retribution Paladin the ones I suggest are based on raid usefulness. Therefore the greater glyphs I believe you should use are:
Glyph of Seal of Vengeance – This glyph gives you almost half of the Expertise (10 points) that you need to reach the soft cap. That’s a lot of expertise that you will not have to find on equipment, gems or enchants, allowing you to focus on more damage causing stats.
Glyph of Judgement – Increases damage of all Judgements by 10%. Since Judgements are one of your main damage dealing abilities, a 10% boost to it is a great boost from a glyph.
Glyph of Consecration – Increases the length and cooldown of Consecration by 2 seconds. This means that you will not have to cast Consecration as often, freeing up an addition global cooldown for a damage attack.
Stats and Gear
Gear for a Retadin is not nearly as difficult as many other classes. Up until you are level 80 you simply need to stack as much Strength as you can, with critical strike being second on your stat radar. Once you get to level 80, however, your priorities change a little. Reaching the Hit and Expertise cap are your priorities, and after that is done you start stacking Strength, Crit, and Attack Power (when strength isn’t an option).
Once you reach level 80 and start looking for +hit it takes just under 33 points to earn a +1% chance to hit. This means you need 263 points of hit rating to reach your 8% hit cap. This means you will not miss your melee attacks, spells can still miss though as a significant amount more hit is required for spells. Reaching hit cap when fresh to level 80 can be difficult and requires several gems or enchants and tough gear choices. Once you start getting higher item level gear, you will generally have more than you need.
After hit, expertise is needed to remove the chance an enemy will dodge your attacks. If you are attacking from behind (as you should) you only need to reach the soft expertise cap. The amount of expertise you need varies based on your race, weapon, and glyph. You will normally need 214 expertise to be capped, 190 if you are a human using a sword or mace, or173 if you are a dwarf with a mace. If you are properly glyphed with the Glyph of Seal of Vengeance you need 82 less as long as you have Seal of Vengeance active. Due to the glyph’s bonus it is relatively easy to reach the cap and you should not need to go out of your way to find much expertise.
After you are capped with both hit and expertise the most important stat is Strength. Every point of Strength you gain grants you 2 attack power which is then multiplied by your Divine Strength talent. This means a real bonus of 2.3 per point in Strength. This Strength is then further increased any time you or another Paladin has Blessing of Kings active. This easily makes it your best damage causing stat.
Critical strike boosts are also important as any time you crit you cause extra damage. However if you ever have a choice, more strength beats more crit.
Gems and Enchants
Gems and enchants will play a critical part in how much damage you can put out against an enemy. The bonuses that you can add through enchants and gems at high levels are almost as much as you get on the item itself. Better yet they can be customized to be what you require.
Starting with the easier topic of gems, in general you should be putting a +20 strength red gem or better in every socket you have, red or not. When the socket bonus is worth following (meaning it is at least +8 strength of more) you can fill the other coloured sockets as follows. Yellow slots should be filled Strength / Hit orange gems. Blue sockets should only be filled when you need to meet meta gem requirements as they will always result in less DPS than any other gem.
As for Meta Gems the best you can get is the Relentless Earthsiege Diamond because of its very simple to meet requirement. It provides agility and increased critical hit damage and gives you more damage than the Chaotic Skyflare Diamond since you will not have to use 2 blue gems.
Now onto the more difficult topic of enchants on your gear. Proper enchants can add a ton of stats to your already good gear. The most critical ones will largely depend on your gear level. If you are fresh to 80 you will probably require +hit to gear through gems and enchants. Once you have been 80 for a while this will shift to pure damage abilities. The most critical damage enchant will likely be the one to your weapons, so don’t be cheap on it, as soon as you get a good weapon get it enchanted with Berserking. For the rest of the enchants I have included a table to outline the ones that are best on each slot.
Gear Enchants
Slot Bonus Notes / Source (if not from an enchanter)
Head +50 Attack Power and +20 Crit Knights of the Ebon Blade – Revered
Shoulders +40 Attack Power and +15 Crit Sons of Hodir – Exalted
Chest +10 to all stats
Back +50 Attack Power
Wrists +50 Attack Power
Hands +44 Attack Power Can substitute with +20 hit if you are not hit capped
Legs +75 Attack Power and +22 Crit From Leatherworkers
Feet +32 Attack Power Can substitute with +12 Crit and +12 Hit if you are not hit capped
Weapon Berserking A must have, it is the best by far
Seals, Judgements, and Auras
As a Retribution Paladin you really only have two seals that you will use with any regularity. Seal of Vengeance (Alliance), or its equivalent Seal of Corruption if you play Horde, or Seal of Command. In most situations when fighting Bosses you will use Seal of Vengeance and when fighting groups of enemies you will use Seal of Command.
Vengeance is our main seal though and it is complicated due to its two parts. Firstly, it does a small amount of damage when you hit someone, secondly it places a DoT on them that hurts them over time. Lastly, the higher the stack the DoT is in on the target (up to 5) the more damage the seal does when you judge it on them.
Seal of Command is a seal that allows you to hit additional targets with your attacks. This means that when fighting normal enemies if there is more than one there, you can hit multiples with the same amount of damage. So against multiple targets you want to switch over to this seal. Due to the extra DoT damage that SoV causes though, it is not as good against single targets.
When you Judge your seals against an enemy you will generally be using Judgement of Wisdom so that you have constant mana returns. However you can use Judgement of Light instead if there is lots of damage being caused and other ways to get mana back. Lastly in PvP situations you will likely use Judgement of Justice to keep enemies from fleeing, especially against pesky Druids or Shaman.
As for Auras, since so many of your talents focus on improving your Aura of Righteousness and granting extra benefits to it, it becomes your only valid choice. Unless of course you are in a fight that really needs some form of resistance that you and no one else can provide.
Basic Attack Rotation
Ok, you have the gear, you have specced retribution, now what? How do you go about doing damage?
A Retribution Paladin uses what is called a FCFS (First Come First Serve) rotation. This can be considered a face roll rotation too, however since some abilities do cause more damage there is a decreasing level of priority that you need to work through. However, since even the lowest DPS attack is not significantly lower, it is better to use any ability rather than wait for another to be available.
The order of priority is as follows:
1. Hammer of Wrath – Only becomes available once the enemy is below 20% health
2. Crusader Strike – A decent attack that also applies a Seal of Vengeance stack
3. Judgement – Use Judgement to do Vengeance damage once you have a 5 stack up on the target.
4. Divine Storm – Against single targets it is fourth, when there are multiple targets it jumps up to #2
5. Consecration – This provides ok DPS against any number of targets but as soon as there are 4 or more targets this becomes the #1 priority instead of Hammer of Wrath.
6. Exorcism – It’s ok, but due to being a spell it needs more hit to be reliable.
7. Holy Wrath – If you are fighting lots of undead this becomes a good option (4 or more)
As with any rotation there are numerous exceptions and situations where you need to break the standard priority. Some of them are outlined in the list itself, such as AoE situations of 4 or more enemies, while others depend of different factors. For example if you have 2 pieces of Tier 9 gear equipped the 2 set bonus significantly alters your priority making Judgement jump to the top of the list.
For any standard fight though, try to stick to the attack rotation as much as possible. Just remember the basic rule: it’s better to be hitting something than nothing, so use an attack any time the global cooldown is up.
Consumables
While items and gear are required for any raid, obviously, you also really should bring along all the consumables that will help you maximize your damage causing ability and your survivability. The ones that every Retribution Paladin should bring to a group or raid are:
* Flask of Endless Rage – This flask provides 180 attack power, there is no real alternative
* Dragonfin Filet – This food grants a boost of 40 strength and stamina allowing you to cause more damage and live longer.
* Runic mana and healing potions – Bring a stack of each just to be safe.
Macros
There are a few simple macros that you can make that will simplify your life. Three that I really like are a Judgement Macro, Seal Macro, and various mouse over macros.
The first two are Judgement and Seal macros that are essentially there to simply save tool bar space. They are set to cast the Judgement or Seal I use most frequently when clicked, or my alternate Judgement or Seal if clicked while holding the alt key.
#showtooltip
/cast [modifier: alt] Judgement of Light; Judgement of Wisdom
or
#showtooltip
/cast [modifier: alt] Seal of Command; Seal of Vengeance
The other macro I like to use is one that lets me cast key spells by moving my mouse over a player or their frame rather than having to click on them first. This can be used with various spells but I mainly use it with Cleanse (when not using Decursive), Hand of Salvation, or Blessing of Protection.
#showtooltip <Spellname>
/cast [target=mouseover,nomodifier,exists] <Spellname>; [help] <Spellname>
Things to remember
Things to do
* Learn to watch your attack rotation and learn the sequence that works best for you.
* Learn to switch between seals and judgements as required, it will up your DPS and utility.
* You should always run a threat meter of some sort (the one I prefer is Omen). It will allow you to judge how close you are to the tank and if you need to lay off damage.
* Remember everything in this guide!
Things to avoid
* Avoid multiple combats of the same level or higher if you can. You have much lower armor than you do with a shield equipped and do not have any multiple target attacks.
* Using potions or bubbles too early. Save them and try to use Seal of Wisdom or Light instead. My favorite is to judge Seal of Light and then use Seal of Wisdom, then when the SoW is almost expired, reverse them. Continue this mixed with heals until you are at full mana and health.
* Ignoring some of your stats. Don’t focus on just one thing or you’re cheating yourself
* Fast low damage weapons! Even though they often display higher dps rates, they do not factor in how your abilities work. Stick with the weapon that has the highest maximum damage.
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