Retribution (6.1.2) - Updated 5/15/15


85 Blood Elf Paladin

Retribution, a Dragonslayer's Guide (6.1.2)

12/06/2011 03:40 AMPosted by Svayne
• Friday, May 15, 2015
Steadily making changes for 6.2 as information becomes available.

This is a Retribution Paladin DPS guide focused on providing a thorough understanding of the spec. This guide is a constant WIP and is being edited regularly. Feedback is greatly appreciated. You can find information on updates in the Change Log.

The information here is drawn from several sources including Solsacra's thread on MMO-C, discussion around these forums, and arduous personal testing and simulation. While generally accepted as correct, much of the information provided here is, for all intents and purposes, theoretical and should be taken as suggestion, not gospel.

If you notice any discrepancies anywhere within the thread, be they grammatical, mathematical, or otherwise, please let me know so that I can correct them.

Thank you and have a nice day. :)

Paladin Community IRC: #HammerofWrath

#HammerofWrath is an IRC channel created to serve as a real-time discussion forum for the Paladin community. The goal is to expand our community's ability to communicate new ideas and developments in a timely manner.

Everyone is welcome, and becoming part of the channel is as simple as following the instructions in this Google document:

Author Information

I'm currently playing as Qris @ Mannoroth. I main Retribution for Infinity, a 9-hour/week progression guild. I've played Retribution as a main spec since T11 and have been maintaining this guide since March 2011 - albeit with a few short breaks. :-)

I can be contacted most easily here on the forums or via Twitter - @acquadichris - although you may feel free to contact me directly in-game.

Table of Contents

• X ... Table of Contents, Glossary
• 1 ... What's new in 6.2? >
• 2 ... TL;DR Guide
- 2.1 ... Talents & Glyphs
- 2.2 ... Rotation
- 2.3 ... Stat Priority
- 2.4 ... Gems & Enchants
- 2.5 ... Consumables
- 2.6 ... Useful Addons >
• 3 ... Talents
- 3.1 ... Tier by Tier Breakdown
• 4 ... Glyphs
- 4.1 ... Major
- 4.2 ... Minor >
• 5 ... Rotation
- 5.1 ... Single Target >
- 5.2 ... Multiple Target
- 5.3 ... Seraphim & Empowered Seals>
• 6 ... Cooldowns
- 6.1 ... Avenging Wrath
- 6.2 ... Seraphim
- 6.3 ... Holy Avenger
- 6.4 ... Pre-potting
• 7 ... Tier Set Bonuses >
• 8 ... Gearing
- 8.1 ... Stat Priorities
- 8.2 ... Gemming
- 8.3 ... Enchants
- 8.4 ... Trinkets (T17) >
• 9 ... Consumables
• 10 .. Races
- 10.1 .. Alliance
- 10.2 .. Horde >
• 11 .. Mechanics >
• 12 .. Addons & Macros
- 12.1 .. Addons
- 12.2 .. WeakAuras
- 12.4 .. Macros >
• 13 .. Boss Guides >
• 14 .. Frequently Asked ?s
• 15 .. Other Resources >
• 16 .. Change Log >



AoE .... Area of Effect
AP ..... Attack Power
AW ..... Avenging Wrath
BiS .... Best in Slot
BoP .... Hand (originally Blessing) of Protection
CD ..... Cooldown
CS ..... Crusader Strike
DoT .... Damage Over Time
DP ..... Divine Purpose
DPS .... Damage per Second
DS ..... Divine Storm
EDS .... Empowered Divine Storm
EDSFV .. EDS w/ the FV buff active
EF ..... Eternal Flame
EmpS ... Empowered Seals
ES ..... Execution Sentence
Exo .... Exorcism
FV ..... Final Verdict
GCD .... Global Cooldown
HA ..... Holy Avenger
HoPu ... Hand of Purity
HoPo ... Holy Power
HoPr ... Holy Prism
HoT .... Heal Over Time
HotR ... Hammer of the Righteous
HoW .... Hammer of Wrath
Judge .. Judgment
LH ..... Light's Hammer
LoH .... Lay on Hands
HoSac .. Hand of Sacrifice
Sera ... Seraphim
Sim .... Simulate (via SimulationCraft)
SoR .... Seal of Righteousness
SoT .... Seal of Truth
SP ..... Spell Power
SS ..... Sacred Shield
SW ..... Sanctified Wrath
TV ..... Templar's Verdict
WoG .... Word of Glory

Edited by Svayne on 5/15/2015 8:30 AM PDT
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85 Blood Elf Paladin

1 What's new in 6.2?

• Mastery: Hand of Light has been reduced in effectiveness by 6%. This rounds out to about a 1% nerf to Hand of Light damage.

Warlords of Draenor Changes - Implemented in 6.0

Universal Changes

• Hit and Expertise have been removed as stats; there is still a 3% chance to be Parried from the front, so you still want to melee from the back whenever you can

• New secondaries have been introduced: Multistrike, Versatility, and Bonus Armor
- Multistrike grants two separate chances for your abilities to MS for 30% damage
- Versatility grants a flat increase to damage, healing, absorbs, and damage reduction
- Bonus Armor is exactly what it sounds like, and is irrelevant to Retribution Paladins

• New Tertiary stats have been added to gear as an RNG proc (like Warforged). Tertiary stats are "bonuses" which offer little to no significant advantage in combat.
- Avoidance causes you to take less AoE damage from creatures
- Leech causes you to heal for a small portion of any damage or healing you deal
- Speed increases your movement speed by a small amount (surprise!)
- Indestructible makes the item immune to durability damage

• Gem sockets are no longer standard; all gear now has a random chance to drop with a Prismatic socket (again, like Warforged). There are no more socket colors and no more socket bonuses. Also, all gems now exclusively provide secondary stats.

• All performance-enhancing professional perks have been removed from the game; your choice of professions will no longer have any effect on your DPS
- Engineer Nitro Boosts now share a CD with combat (Strength) potions and do not stack with other movement speed bonuses

Ability Pruning & Condensation

• Inquisition has been removed (RIP in peace)
• Devotion Aura and Hand of Salvation have been removed from Retribution; Holy retains Devotion Aura and Protection retains Hand of Salvation
• Guardian of Ancient Kings has been removed from Retribution and Holy; Protection Paladins retain Guardian of Ancient Kings

• Sanctity Aura: This new Retribution passive grants the Paladin and all nearby party and raid members +3% Versatility (welcome back to Wrath)
• Righteous Vengeance: New passive, grants an additional 5% Mastery from all sources. This is our version of the "attunements" added in Warlords.

Ability & Tuning Changes

• Base damage of all damaging seals (Truth, Righteousness, Justice) is now equal. Seal purpose is now clearly defined by their secondary effects.

• Hand of Sacrifice is no longer on the GCD, Protection and Freedom are unchanged
• Divine Protection now lasts 8 seconds (down from 10 seconds)

Other Changes

• Many Racial abilities and passives have seen changes, some have been removed, and some new ones have been added. You can find more information on these changes in the Races section (section 10, post #9).

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Edited by Svayne on 5/15/2015 8:28 AM PDT
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85 Blood Elf Paladin

2 TL;DR Guide

The following is a diluted version of the guide for reference and exceptionally new Rets. I still recommend checking the main guide for a fuller understanding.

2.1 TL;DR Talents & Glyphs

Non-T17 sims (Talents & stat weights):
T17 sims (Talents & stat weights):

Optimal talent choices with the T17 2-piece and 4-piece set bonuses:

Single-target: Final Verdict + Divine Purpose
2+ Target Cleave: Final Verdict + Divine Purpose
AoE: Final Verdict + Divine Purpose

Execution Sentence for single-target, Light's Hammer for cleave/AoE.

"But what if I don't have my T17 4P yet?" - Different talents for different situations:

Highest raw single-target output: Empowered Seals + Sanctified Wrath

You can (and should) find more information on how to properly play EmpS in section 5.3 of the main guide:

- It's worth noting that FV + SW is perfectly capable of competing with EmpSeals + SW on a single target with about half the effort until you have your T17 set bonuses. FV is generally the better option for any movement-heavy fights as well.

Execution Sentence for single-target, Light's Hammer for cleave/AoE.

Highest Cleave/AoE output: Final Verdict + Any L75 Talent

DP provides more AoE potential, SW provides more single target. HA falls behind in most scenarios. Final Verdict plays very similarly to T16 Ret. Has its complexities when using DP, but otherwise requires basically no attention span.

Final Verdict builds are generally superior for any encounter where 2+ targets are consistently present. FV is also the go-to talent for 5-mans.

Execution Sentence for single-target, Light's Hammer for cleave/AoE.

And the other talents, the ones that don't make us pewpew harder?

• First tier (L15) affects movement; use whatever's appropriate for the sitatution.
• Second tier (L30) affects CC; same deal, use what's appropriate.
• Third tier (L60) affects utility; Unbreakable Spirit is a good default, but Clemency is extremely strong in groups. Hand of Purity has fewer uses but does shine in some scenarios, like on raid bosses with big DoTs (think Brackenspore).

Mandatory glyph(s): Glyph of Templar's Verdict
Interchangeable: Double Jeopardy (multi-target DPS), Mass Exorcism (multi-target DPS), Hand of Sacrifice (utility), Divine Storm (survival), Avenging Wrath (survival)

2.2 TL;DR Rotation

Base Rotation (No talent-based alterations)
ES > EDS (-3sec)* > 5HP TV > HoW > ExoBC** > TV (AW/-35%)*** > CS > EDS (AW/-35%) > Judge > EDS > 4HP TV > Exo > 3HP TV (> SS)

* Exorcism with Blazing Contempt up (T17 4p set bonus) and LESS than 3 Holy Power. This will grant 3 Holy Power. ** If Divine Crusader (Empowered DS buff) has less than 3 seconds remaining on it, cast DS. *** During Avenging Wrath or in Execute range (<35% target HP).

The base rotation is your best frame of reference for Empowered Seals play. To understand ideal seal swap and Judgment placement, you will have to read the EmpSeals section:

With Final Verdict + Any L75 Talent (The DP lines only matter if you're using DP):
ES > 5HP EDSFV* > DP (-3sec) > EDS (-3sec) > 5HP FV > HoW > ExoBC > EDSFV (AW/-35%) > DP FV (AW/-35%) = FV (AW/-35%) > CS > Judge > EDSFV > DP FV = 4HP FV > Exo > 3HP FV (> SS)

* Empowered Divine Storm w/ the Final Verdict DS buff up.

With Seraphim + Sanctified Wrath (Or Holy Avenger, but why are you using HA?):
ES > Sera > EDS (-3sec) > 5HP TV > HoW > ExoBC > TV (AW/-35%) > CS > EDS (AW/-35%) > Judge > EDS > 4HP TV > Exo > 3HP TV
When either Divine Purpose or Empowered Divine Storm (AKA Divine Crusader) falls below 3 seconds remaining of their respective procs, burning them takes priority over all else (except Execution Sentence or Light's Hammer).

Seal of Truth for 1 target or 2 targets that each last longer than the duration of Censure (multi-DoT for 2 long-lived targets). Seal of Righteousness for 2 targets that won't live longer than the duration of Censure, and for 3 or more targets.

Use Hammer of the Righteous instead of Crusader Strike at 4+ targets.

Rotate between FV and DS for 2+ targets if using Final Verdict. Make sure you have the FV buff up before casting DS or EDS. When not talented for Final Verdict, use Divine Storm instead of Templar's Verdict at 3+ targets.

When not talented into Final Verdict, at 2+ targets, Empowered Divine Storm's priority shifts up significantly. At this point, you will want to consume the buff as if the FV buff were available, e.g. ahead of Judgment instead of behind.

2.3 TL;DR Stat Priority

Strength > Mastery > Multistrike > Crit strike > Haste > Versatility
Moving into BRF, with generally higher item levels and set bonuses becoming available, Haste becomes a little more fluid. Hitting Haste plateaus isn't a big deal anymore, AKA "9.52%" isn't really a thing at this point.

There is no need to stress over whether you have low Haste or not. You don't.

2.4 TL;DR Gems & Enchants

Mastery gems, Mastery enchants, all day, everyday. For your weapon, Enchant Weapon - Mark of the Shattered Hand at lower item levels, Enchant Weapon - Mark of Bleeding Hollow once you have a weapon you like enough (655+ or so).

You should, of course, prefer the higher-end Gift enchants over the lower tier Breath enchants when you can afford them. This is especially true for the cloak enchant, which grants a +10% movement speed bonus that stacks with everything.

2.5 TL;DR Consumables

Flask - Greater Draenic Strength Flask or Draenic Strength Flask

Food - Sleeper Sushi (125 Mastery) or Sleeper Surprise (100 Mastery). Savage Feast (100 of attunement stat - Mastery) works too.

Potion - Draenic Strength Potion all day, err' day. Remember to pre-pot.

Augment Rune - Stout Augment Rune for the dedicated among us.

2.6 TL;DR Useful Addons

DBM (or BigWigs), clcRet, Grid+Clique (2 addons), Skada (or Recount), ExtraCD, WeakAuras, and your choice of unit frames, cast bars, and action bars.

clcRet strings and some useful Retribution WeakAuras can be found in the main guide's AddOn section:

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Edited by Svayne on 5/17/2015 6:28 AM PDT
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85 Blood Elf Paladin

3 Talents

With T17 4-piece Set Bonus
Top DPS talents for ALL scenarios: Final Verdict and Divine Purpose
T17 sims (Talents & stat weights):

Without T17 4-piece Set Bonus
Non-T17 sims (Talents & stat weights):
Without the T17 4-piece set bonus, ideal talent choices depend heavily on the niche strengths of each talent relative to the encounter. The effectiveness of different talent combinations will depend on your group's kill times and strategies.

For strictly single-target performance, SW+EmpS, SW+FV, and SW+Seraphim are all viable choices when played with comparable accuracy.

For multi-target performance, FV is the only real L100 option for AoE, while the L75 talents have their niches. SW offers superior single-target damage, which is great for fights like Mar'gok or Ko'ragh. DP is ideal for fights with sustained cleave or AoE such as Twin Ogron or Iron Maidens. HA tends to fall behind on most fights.

3.1 Tier by Tier Breakdown

Tier 1 - Level 15
• Speed of Light - Grants +70% movement speed for 8 seconds (45 second CD)
• Long Arm of the Law - +45% movement speed for 3 seconds after Judgment hits
• Pursuit of Justice - +15% movement speed at all times, plus an additional 5% for each current HoPo, up to a max 3 HoPo (15% + 15% at 3+ HoPo = 30% total bonus)

Recommended: No recommendation. PoJ may be the generic winner because of its consistency. LAotL offers a good burst of speed at the beginning of the fight and can help you reach new targets quickly. SoL is strong for combating wind and fixate effects but does have a long CD and requires binding yet another key.

Tier 2 - Level 30
• Fist of Justice - 6 second stun, 20 yard range, 30 second CD (replaces HoJ)
• Repentance - Incapacitates an enemy for 1-minute, 15 second CD, 1.5 second cast
• Blinding Light - Blinds enemies within 10 yards, disorienting them for 6 sec

Recommended: No recommendation. FoJ is the most universally useful choice and Repentance is your generic PvE CC. Blinding Light may have uses in Challenge Modes or add-rich fights, though the removal of its glyph hurts its effectiveness somewhat.

Tier 3 - Level 45
• Selfless Healer - Judgment reduces FoL cast time and mana cost by 35% and increases effectiveness if used on others by 35%. Stacks up to three times
• Eternal Flame - Consumes up to 3 HoPo to heal a friendly target and apply a HoT that ticks every 3 seconds for 30 sec. More HoPo, more healing. Replaces WoG
• Sacred Shield - Produces a shield that absorbs 117% of SP worth of damage every 6 seconds. Can be cast on others. Only 1 active at a time. Costs no mana

Recommended: Selfless Healer is my recommendation, but Sacred Shield is arguably the generic winner. Even with limited up-time, SS offers the greatest personal survival if you have the empty globals to use on it. However, SH is a very strong heal which can be used to save yourself or another raid member (such as a tank or healer) when well-utilized. EF is rubbish and is a DPS loss if utilized due to the waste of HoPo.

Tier 4 - Level 60
• Hand of Purity - Reduces target's damage taken by 10% and harmful periodic damage taken by an additional 80% for 6 seconds (30-second CD)
• Unbreakable Spirit - Reduces the cooldown of Divine Shield, Divine Protection, and Lay on Hands by 50% (new CDs: Divine Shield 2.5m, DP 30s, LoH 5m)
• Clemency - Hand of Freedom, Hand of Protection, and Hand of Sacrifice can be used twice each before incurring their cooldowns

Recommended: You will find scattered use for each of these talents. Sometimes having multiple BoPs and Sacs is useful. Sometimes having DP or LoH up as often as possible is helpful. Certain fights may have severe tank or raid DoTs that can be minimized by HoP (think Dark Shaman). Use your best judgment.

Tier 5 - Level 75
• Holy Avenger - Zealotry redux. All HoPo generating abilities deal an additional 30% damage and healing and generate 3 HoPo, lasting 18 seconds (2-minute CD)
• Sanctified Wrath - Avenging Wrath lasts 50% longer (30 sec) and Hammer of Wrath CD is reduced by 50% during Avenging Wrath
• Divine Purpose - Abilities that cost HoPo have a chance to proc DP, which causes your next HoPo ability to consume none but cast as if 3 were used

Recommended: With the T17 4-piece set bonus, Divine Purpose. Please refer to the above section for non-T17 talent choices.

Tier 6 - Level 90
• Holy Prism - De/buff target. Enemies take Holy damage and radiate healing to 5 nearby allies. Allies are healed and radiate Holy damage to 5 nearby enemies (20s CD)
• Light's Hammer - 10 yard ground-targeted AoE. Deals Holy damage to enemies and healing to allies within range every 2 seconds for 14 seconds, as well as slowing affected targets by 50% for 2 seconds per pulse (1-minute CD)
• Execution Sentence - De/buff target. Enemies take increasing damage each second for 10 seconds, then burst damage. Allies take increasing healing each second for 10 seconds, then burst healing (1-minute CD)

Recommended: For single-target, Execution Sentence. For 2+ targets that are consistently within 10 yards of one another, Light's Hammer.

Tier 7 - Level 100
• Empowered Seals - Your Seals also cause your Judgment to empower you with an additional beneficial effect which persists through changing Seals:
- Judgment of Truth: Increases your Attack Power by 15% for 20sec
- Judgment of Righteousness - Increases your Haste by 15% for 20sec
- Judgment of Justice: Increases movement speed by 20% for 20sec
- Judgment of Insight - Heals for 1% of max HP every 2sec for 20sec
• Seraphim - Increases Haste, Critical strike, Mastery, Multistrike, Versatility, and Bonus Armor by 1,000 for 15 sec. Costs 5 Holy Power, 30 second cooldown
• Final Verdict - Replaces Templar's verdict. Deals 200% weapon damage as pure Holy damage and increases the damage and radius of your next Divine Storm by 100%

Recommended: With the T17 4-piece set bonus, Final Verdict. Please refer to the above section for non-T17 talent choices.

4 Glyphs

Glyphs ordinarily have no significant impact on our DPS, although there are situations (multi-target, mostly) in which particular glyphs can offer some slight increase. Outside of these situations, we primarily glyph for survival and utility.

4.1 Major

Glyph of Templar's Verdict - Reduce damage taken by 10% for 6 sec after dealing damage with Templar's Verdict or Exorcism

Glyph of Divine Storm - Causes your Divine Storm to also heal you for 4% of your maximum health

Glyph of Avenging Wrath - While Avenging Wrath is active, you are healed for 1% of your maximum health every 4 sec

Glyph of Double Jeopardy - Judging a target increases the damage of your next Judgment by 20%, but only if used on a different target

Glyph of Mass Exorcism - Reduces the range of Exorcism to melee range, but causes 25% damage to all enemies within 8 yards of the primary target (but still deals 100% damage to the primary target)

Glyph of Hand of Sacrifice - Hand of Sacrifice no longer redirects any damage to the Paladin

Glyph of Judgment - Increases the range of Judgment by 10 yards

Glyph of Templar's Verdict is recommended for its high up-time. Divine Storm and Avenging Wrath are nice passives for when Double Jeopardy and/or Mass Exo serve no real purpose in an encounter. Hand of Sacrifice is a strong option for helping to reduce incoming tank or raid damage at no real cost to the Paladin.

Double Jeopardy is a DPS increase where there are 2 or more targets that you rotate Judgments on. It is completely useless on single-target fights such as Butcher.

Mass Exorcism causes 100% damage to your primary target and 25% of that damage to all other targets within 8 yards, but you lose the ability to use it at range. Strong for target-rich fights such as Tectus or Brackenspore.

Glyph of Judgment is essentially a replacement for the old Retribution PvP 2-piece. You probably won't find much use for it, but it's an okay default if you can't decide what else to use, or if you find yourself getting stuck at range during an encounter.

4.2 Minor

Glyph of the Falling Avenger
Glyph of the Righteous Retreat (Bubblehearth!)

Minor glyphs no longer affect our damage or healing efficiency in any way. These are the only two which could potentially save you a repair bill here and there.

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Edited by Svayne on 5/17/2015 6:32 AM PDT
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85 Blood Elf Paladin

5 Rotation

Retribution's rotation is a loose priority system based on what hits hardest and on efficient use and build-up of Holy Power, our primary resource. I'd recommend taking this section in small-ish steps, especially if you are newer to Retribution.

Due to formatting constraints, it can be difficult for me to clearly lay out some of this information. If you are horribly confused by the end of this section, please refer to Solsacra's thread on MMO-C. The formatting there is much cleaner and potentially easier to understand. Link:

5.1 Single Target

This is the Base rotation without any talent choices. The T17 4p set bonus is included, which causes Exorcism to generate 3 HoPo when used after HoW. This is denoted by ExoBC, which stands for Exorcism with the Blazing Contempt buff up.

ES > EDS (-3sec)* > 5HP TV > HoW > ExoBC** > TV (AW/-35%)*** > CS > EDS (AW/-35%) > Judge > EDS > 4HP TV > Exo > 3HP TV (> SS)

* Exorcism with Blazing Contempt up (T17 4p set bonus) and LESS than 3 Holy Power. This will grant 3 Holy Power. ** If Divine Crusader (Empowered DS buff) has less than 3 seconds remaining on it, cast DS. *** During Avenging Wrath or in Execute range (<35% target HP).

The base rotation is also your best frame of reference for Empowered Seals play. To fully understand ideal seal swap and Judgment placement, you will have to read the EmpSeals section:

5.1.1 Talent- & Tier-based Variations

This is the Divine Purpose rotation (plus the T17 4p) with no other talents active.

ES > DP (-3sec) > EDS (-3sec) > 5HP TV > HoW > ExoBC > TV (AW/-35%)* > CS > EDS (AW/-35%) > J > DP TV > EDS > 4HP TV > Exo > 3HP TV

* Also entails using DP on TV during AW or sub-35% target health.


This is the Final Verdict rotation, including Divine Purpose placement. FV introduces a 100% damage buff for Divine Storm after every cast of FV, causing DS to become a more prominent part of the single target priority.

Take note that the DP lines are only relevant when talented into Divine Purpose. Using Sanctified Wrath or Holy Avenger has no direct impact on the base rotation.

ES > 5HP EDSFV* > DP (-3sec) > EDS (-3sec) > 5HP FV > HoW > ExoBC > EDSFV (AW/-35%) > DP FV (AW/-35%) = FV (AW/-35%) > CS > Judge > EDSFV > DP FV = 4HP FV > Exo > 3HP FV (> SS)

* Empowered Divine Storm w/ the Final Verdict DS buff up.

One thing about Divine Storm with Final Verdict: When talented for Final Verdict, you should only ever use DS or an EDS proc if you also have the FV buff up or if there are <3 seconds remaining on the EDS buff (Divine Crusader).

This is the Seraphim rotation. It's essentially the base rotation with the exception that you must pay mind to how much time Sera's CD has remaining when using finishers.

ES > Sera > EDS (-3sec) > 5HP TV > HoW > ExoBC > TV (AW/-35%) > CS > EDS (AW/-35%) > Judge > EDS > 4HP TV > Exo > 3HP TV
A good rule of thumb is to allow yourself up to 2 seconds per Holy Power spent to rebuild it before Seraphim is ready to be used. Granted, it's not quite that cut and dry in practice; Haste values vary, AoW procs are as RNG as it gets, and you have an extra generator in wings and execute phase. It's a good place to start, though.

Neither Sanctified Wrath nor Holy Avenger will directly affect this priority. You should never use Divine Purpose alongside Seraphim.

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Edited by Svayne on 5/17/2015 6:35 AM PDT
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85 Blood Elf Paladin

5.2 Multiple Target

For 2 targets which will each be alive for longer than the duration of Censure (Twin Ogron, Brackenspore's big add), multi-DoTing Censure is a DPS gain. If neither target will be alive long enough for the full duration of Censure, Seal of Righteousness is superior. For 3 or more targets, Righteousness is the way to go.

Light's Hammer is superior to Execution Sentence at 2+ targets which are consistently in range of the hammer's Arcing Lightning AoE (10 yds).

At 4+ targets, start using Hammer of the Righteous instead of Crusader Strike.

Glyphed Mass Exorcism is superior to Judgment at 2+ targets. However, the glyph of Double Jeopardy puts Judgment back in front of Exorcism as long as you're rotating targets. At 3+ targets, Mass Exorcism is superior even to Double Jeopardy.

Final Verdict cleave/AoE: at 2+ targets, you will begin rotating between Final Verdict and Divine Storm as your finishers. Remember to take note of the availability of Final Verdict's buff before using Divine Storm.

There is presently no target threshold at which you would spam DS instead of weaving. When talented for FV, you will always want to weave FV/DS for multiple targets.

General cleave/AoE: (without Final Verdict talented) at 2+ targets, Empowered Divine Storm's priority shifts up significantly. At this point, you will want to consume the buff as if the FV buff were available (refer to the EDSFV priority for placement).

Outside of EDS: if you are not talented for FV, then you will continue to spend HoPo and DP procs on TV until 3 targets, since DS is so weak on its own. At 3+ targets, you will simply sub Divine Storm in for Templar's Verdict.

5.3 Seraphim & Empowered Seals

The following sub-sections are directly quoted (some paraphrasing is present) from Solsacra's theorycrafting thread on the MMO-Champion forums.

5.3.1 Empowered Seals

EmpSeals entails cycling through SoT/SoR to maintain the AP buff and Haste buff. For the pull, if you are not using Bloodlust/Heroism you will need to be in Seal of Righteousness and perform this sequence as your opening rotation:

Not talented into HA: SoR > J > SoT > CS > Exo> J > CDs/HoW > TV
Talented into HA: SoR > J > SoT > CS > Exo> J > TV4 > HA/AW+HoW

Twists from Seal of Truth to Seal of Righteousness will need to be performed just above Crusader Strike in the base rotation if Liadrin's Righteousness is down, or in place of Exorcism if Liadrins Righteousness is still active, but has less duration than the cooldown of Judgment.

Twists from Seal of Righteousness to Seal of Truth will need to be performed just before CDs or before Crusader Strike if Maraad's Truth is down, or (like Righteousness) in place of Exorcism if it is still active, but has less duration than the cooldown of Judgment.

- Note: the above logic isn’t 100% rigid. Using some common sense when to twist will always be optimal regardless of current priority state, e.g. out of range, CD’s becoming available, etc. Buff up-time priority is always Maraad’s Truth > Liadrin’s Righteousness.

There is no inherent need to quickly jump back to Truth. The swap conditions to Truth are similar to Righteousness, however the buff provided is far more important. For this reason, Seal of Truth is the seal we will want to have active during CDs. Liadrin’s Righteousness expiring is far less important; in fact, it is often optimal to let the buff fall off before refreshing. This ensures that full use of the Haste buff is dedicated to your damage dealing and not seal cycling. Try to refresh Liadrin’s Righteousness before CDs, preferably less than 5 seconds before they’re available, then make the swap back to Truth if you’re using talents like Holy Avenger or Sanctified Wrath, even if said Judgment clashes with abilities like Crusader strike, or any other low priority ability.

5.3.2 Seraphim Usage

To use seraphim optimally you will need to pay close attention to both its duration and CD, typically a good point to start planning for usage is 10 seconds before the CD is ready. Optimal Seraphim usage often encourages doing nothing, waiting for generators and Seraphim to become available. The length of the pooling period before Seraphim’s activation/CD reset should be roughly three seconds (or two GCD’s), to ensure at least two generators are available upon activation. Should you find yourself in a situation where you have stopped your rotation to early in preparation for the activation of Seraphim, e.g.: a wait longer equal to or greater than two GCD’s, you can use Divine Crusader or Exorcism, even if you’re at holy power cap.

We want to cram as many abilities into that brief 15 second window as possible. For this reason, Haste has a higher relative stat weight (up to a point) while utilizing Seraphim. Seraphim Is off of the GCD, so pop it, preferably <200ms before your opening generator. Always align seraphim with your CD’s, i.e. every fourth Seraphim cast.

All pooling should be done before Seraphim is off cooldown, as pooling afterwards will cause a hefty DPS loss by pushing back your two minute CD’s (Avenging Wrath & Holy Avenger), as well as potential Seraphim usage loss over the course of a fight. As a general rule, when attempting to factor whether or not to use Templar's Verdictwithin the aforementioned 10 second prep window you should follow this rough outline, while simultaneously assuming average HP generation rate of 1 HP per 2 seconds, 1HP/GCD during execute:

Don’t cast Templar's Verdict if:

HoPo = 5 & cooldown remains less than 4 GCDs (6s with zero Haste)
HoPo = 4 & cooldown remains less than 5 GCDs (7.5s with zero Haste)
HoPo = 3 & cooldown remains less than 6 GCDs (9s with zero Haste)

A linear increase in pool time proportional to the decreasing level of current holy power, pretty straight forward. If the mob in question is sub 35% HP minus one GCD from that pool time as execute HP generation increases.

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Edited by Svayne on 3/31/2015 6:49 PM PDT
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85 Blood Elf Paladin

6 Cooldowns

All of our CDs are off of the GCD. On-use trinkets and Strength potions share this characteristic -- they can all be used within the same GCD as other skills, with the exception that most on-use trinkets can't be used at the same time.

6.1 Avenging Wrath

Avenging Wrath increases all damage and healing by 20% while active. When active, it allows you to use Hammer of Wrath regardless of target health. It lasts for 20 seconds and is on a 2-minute CD. Talenting for Sanctified Wrath causes Avenging Wrath to last 30 seconds and cut HoW's cooldown in half.

Use Avenging Wrath at the beginning of the fight, and then on cooldown from there.

6.2 Seraphim

Seraphim is a talented cooldown at level 100 (Tier 7). This short cooldown costs a whopping 5 Holy Power, lasts 15 seconds, and has a 30 second cooldown, giving it a distinct Inquisition-like tone. During the 15 seconds it's up, Seraphim grants 1000 Haste, Mastery, Crit strike, and Multistrike to Ret Paladins.

Use this ability on CD, as soon after it becomes available as is humanly possible. Addons such as WeakAuras can help with upkeep. You can read more in-depth about proper usage of this talent in section 5.3, just above this post.

6.3 Holy Avenger

Holy Avenger is a talented cooldown (available in Tier 5) which causes your HoPo-generating abilities to deal 30% more damage and healing as well as generate a full 3 Holy Power. This allows you to spend half of every GCD on TV (big burst). The buff lasts for 18 seconds and has a cooldown of 2 minutes.

Use Holy Avenger in conjunction with Avenging Wrath for every cast.

6.4 Pre-potting

Potions have a 1 minute CD outside of combat. Within combat a potion can only be used a single time. To maximize potion usage, it is possible to pre-pot. This is the practice of using a potion a few seconds before combat engages. This places you on the 1 minute potion CD, but it immediately begins ticking down as it began outside of combat. Thus 1 minute later, in the middle of the fight, you can again use a potion. This second usage is your combat usage and prevents further potion usage during the fight.

Pre-potting is not a 100% guaranteed DPS increase. Its utility is based partially on tank threat. If the usage of the potion increases your threat to the level where you need to stop/slow DPS, then you are losing much of your increase and possibly even incurring an overall loss.


7 Tier Set Bonuses

T18 2p - Avenging Wrath now has 2 charges. Note that separate charges cannot "cool down" at the same time. This bonus means you get 1 more Avenging Wrath per fight, regardless of length. Still, this is a superb 2-set for tactical play.
T18 4p - When you cast Avenging Wrath, your damage done increases by 5% every second for 10 sec. Canceling AW early also causes this bonus damage to end.

T17 2p - Spending Holy Power has a 30% chance to allow the use of Hammer of Wrath regardless of your target's current health.
T17 4p - Hammer of Wrath causes your next Exorcism to generate 3 Holy Power.

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Edited by Svayne on 5/15/2015 8:04 AM PDT
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85 Blood Elf Paladin

8 Gearing

8.1 Stat Priorities

The best way for you to figure out which stats you should be gearing towards is to sim your character with scaling and reforge plots with SimCraft. I cannot stress this enough; if you want truly accurate stat values, you need to sim your own character.

With that said, below is a generalized stat balance for most builds and gear sets:

Stat Priority
Strength > Mastery > Multistrike > Crit strike > Haste > Versatility

You can find a link to the sim tool used for practically everything here (SimulationCraft) in the Resources section of this guide. I suggest learning to use it.

8.2 Gemming

Gem sockets are no longer standard on gear. All gear (even trinkets) now has a chance to drop with a Prismatic socket, just as it has a chance to drop as Warforged. Gems are now individually more powerful and socket bonuses no longer exist.

Prismatic (All) sockets:
Greater Mastery Taladite or Mastery Taladite


8.3 Enchants

Item slot - [Optimal enchant]
- [Less effective, cheaper alternative]

Cloak - Enchant Cloak - Gift of Mastery
- Enchant Cloak - Breath of Mastery

Neck - Enchant Neck - Gift of Mastery
- Enchant Neck - Breath of Mastery

Ring - Enchant Ring - Gift of Mastery
- Enchant Ring - Breath of Mastery

Weapon - Enchant Weapon - Mark of Bleeding Hollow
- Enchant Weapon - Mark of the Shattered Hand

Shattered Hand is actually superior at much lower item levels, but Bleeding Hollow moves ahead quickly once you start picking up any kind of raid gear.

8.4 Trinkets (T17)

The following is a tentative BiS trinket list for the tier. This list includes all raid trinkets, craftables, and the Scabbard of Kyanos. What this list does not account for are WF and sockets, which may variably affect trinket placement.

01. M Vial of Convulsive Shadows (700) BRF
02. M Horn of Screaming Spirits (700) BRF
03. H Vial of Convulsive Shadows (685) BRF
04. M Forgemaster's Insignia (700) BRF
05. H Horn of Screaming Spirits (685) BRF
06. N Vial of Convulsive Shadows (670) BRF
07. H Forgemaster's Insignia (685) BRF
08. 4/4 Skull of War (685) DMF
09. N Horn of Screaming Spirits (670) BRF
10. 4/4 Stone of Fire (685) Alchemy
11. M Tectus' Beating Heart (685) HM
12. Scabbard of Kyanos (665) BoE (Sync w/ AW)
13. N Forgemaster's Insignia (670) BRF
14. M Bottle of Infesting Spores (685) HM
15. 3/4 Skull of War (670) DMF
16. 3/4 Stone of the Waters (670) Alchemy
17. H Tectus' Beating Heart (670) HM
18. H Bottle of Infesting Spores (670) HM
19. 2/4 Skull of War (655) DMF
20. 2/4 Stone of the Earth (655) Alchemy
21. N Tectus' Beating Heart (655) HM
22. N Bottle of Infesting Spores (655) HM
23. 1/4 Skull of War (640) DMF
24. 1/4 Stone of Wind (640) Alchemy
25. <PvP and Heroic dungeon trinkets go here>


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Edited by Svayne on 3/30/2015 7:55 PM PDT
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85 Blood Elf Paladin

9 Consumables

Flask - Greater Draenic Strength Flask grants 250 Strength. Draenic Strength Flask grants 200 Strength and is a cheaper alternative.

Potion - Draenic Strength Potion grants 1000 Strength for 25 seconds.

Food - Sleeper Sushi is our best option, granting 125 Mastery. Alternatively, Sleeper Surprise grants 100 Mastery. Savage Feast is the new max-level feast which grants 100 of your attunement stat (Mastery, in our case).

Augment Rune - Stout Augment Rune grants 50 Strength and stacks with flasks, but is lost on death. These are looted from Satchels of Savage Mysteries and from LFR bosses. They are tradable so you can find them on the AH as well.

10 Races

Many racials have been brought up in an effort to make each race roughly comparable to the others in performance. In this venture Blizzard has mostly succeeded, but it's still important to know what each race has available to it.

10.1 Alliance (Eww)

Draenei Racials
- Heroic Presence: Increases your Strength, Agility, and Intellect by 65 @ L100
- Gift of the Naaru: Heals 4% of max health every sec for 5 sec. 3-minute CD.

Human Racials
- The Human Spirit: Increases Versatility rating by 100 @ L100
- Every Man For Himself: Free CC break. 2-minute CD. May be used to earn a few extra seconds of DPS time or to get to a safe spot during an encounter.

Dwarf Racials
- Might of the Mountain: Increases Critical strike bonus damage and healing by 2%
- Stoneform: Clears all magic, curse, poison, disease, and bleed effects and reduces incoming Phyiscal damage by 10% for 8 seconds. 2-minute CD.

10.2 (For the) Horde

Blood Elf Racials
- Arcane Torrent: Instantly grants 1 Holy Power and AoE silences for 2 sec on a 2-minute cooldown. Use on CD unless an AoE interrupt is needed at a specific time.
- Arcane Resistance: Static 1% reduction to Arcane damage taken.
- Arcane Acuity: Passively grants an additional 1% Critical strike chance.

Tauren Racials
- Brawn: Increases Critical strike bonus damage and healing done by 2%
- War Stomp: 2-second stun. 2-minute CD. Very little use in PvE due to its cast time.
- Nature Resistance: Static 1% reduction to Nature damage taken.
- Endurance: Increases Stamina by 197 @ L100. Some usefulness for survival.

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Edited by Svayne on 3/24/2015 3:59 AM PDT
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85 Blood Elf Paladin

11 Mechanics

• At level 100, Versatility converts at a rate of 130 rating to 1%, Multistrike at a rate of 66 rating to 1%, Mastery at a rate of ~49 rating to 1%, Haste at a rate of 90 rating to 1%, and Critical strike at a rate of 110 rating to 1%.

• Glancing blows no longer happen against mobs up to 3 levels higher than you (including raid bosses). It's still possible to land glancing blows against mobs higher than that, i.e. 4 or more levels higher than you.

• Boss level mobs have melee crit suppression of 4.8% and spell crit suppression of ~2.1%. This means you will crit somewhat less frequently than the % displayed on your character screen.

• Autoattack crit cap is 71.2% (100% - 24% glancing - 4.8% suppression). Crit above this level would not generate more crits.

• Ability crit cap is either 95.2% (100% - 4.8% suppression) or possibly 100% (104.8% - 4.8% suppression). Either is beyond possibility for Ret Pally gear.

• Hit and Expertise no longer exist as stats. All characters now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance for glancing blows, when fighting creatures up to 3 levels higher.

• Autoattacks, Crusader Strike, Judgment, and Templar's Verdict are all considered melee attacks. They are susceptible to Parry. Hammer of Wrath is ranged and cannot be Parried. Exorcism is a spell and cannot be Parried.

• All damaging attacks do 200% damage when they Crit, before modifiers. Critical hits only deal 150% damage in PvP, before modifiers.

• We gain Spell Power equal to 100% of AP from Sword of Light. Cannot gain SP from other sources (Intellect, enchants, etc).

• Mastery damage bonus is applied to: Crusader Strike, Templar's Verdict, Hammer of the Righteous, Divine Storm, and Hammer of Wrath.

Source (Partial):
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Edited by Svayne on 1/12/2015 10:56 PM PST
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85 Blood Elf Paladin

12 Addons & Macros

12.1 Addons

Hekili -
- Newer addon (at least for Retribution) that tracks ability cooldowns and makes suggestions for what should be used next based on imported data from the SimCraft APL. Has separate modules for single target, cleave, and AoE.

While editable, doing so is a little more complicated than it is with clcRet. The good news is that Hekili rarely needs to be updated manually for accuracy (if ever).

clcRet -
- More or less a simpler version of Hekili, clcRet (a.k.a. FCFS Retribution) tracks your ability cooldowns and makes suggestions for what you should use next based on editable skill priorities. Especially useful for newer Retribution Paladins. Below, you'll find priority strings for both Seraphim and Final Verdict.

Seraphim + Sanctified Wrath (or Holy Avenger)
es eds_4s tv5 how tv_aw_exec cs eds_aw_exec j eds tv4 exo tv3
Final Verdict + Any Level 75 Talent
es eds5_fv tv_dp_4s eds_4s tv5 how exo_bc eds_fv_aw_exec tv_aw_exec cs j eds_fv tv_dp tv4 exo tv3
WeakAuras 2 -
- Highly confirgurable visual and audio cues for various in-game events. Can be used to track de/buff stacks, time left on said de/buffs, and various other crucial elements.

ForteXorcist -
- Highly configurable spell and cooldown timers. Particularly useful for monitoring various de/buffs (trinket procs, DoTs, HoTs, potions, and cooldowns).

12.2 WeakAuras

You can use the following WeakAuras by copying the strings in the linked Pastebins and then pasting them into the import box under the "New" WeakAuras tab.

Full listing of WAs I currently use:
Final Verdict Buff Indicator (Graphic)
Description: Simple runic graphic which indicates when the Final Verdict buff is up.
Sample Image:

Blazing Contempt Tracker (T17 4-set)
Description: Tracks Blazing Contempt buff availability with a simple, pulsing graphic.
Sample Image:

EmpDS + DP (<4 sec) Alerts (Progress Bars)
Description: Alerts for when EDS and DP have <4 seconds remaining on their buffs.
Sample Image:

ES/LH CD Alert Group (Icons) - Source credit: Mbdtf
Description: Basic trackers that pop up when ES or LH has <10 seconds left on its CD.
Sample Image:

Seraphim Monitor Group (Progress Bars) - Source credit: Creapur
Description: Complete monitor group for Seraphim CD, duration, and availability.
Sample Image(s):

Seraphim CD Alert (Text, Timer)
Description: Text alert + countdown for when Seraphim has <10 seconds left on CD.
Sample Image:

EmpSeals Tracker (Progress Bars) - Source credit: Mbdtf
Description: Progress bar trackers for the duration of each Empowered Seals buff.
Sample Image:

12.3 Macros

Mouseover Judgment Macro
/cast [target=mouseover,harm] Judgment; [harm] Judgment

This macro will allow you to Judge your current target, but will (also) instead cast it on whatever your cursor is hovering over if it's different than your current target. Useful for Censure cleaving and utilizing the Double Jeopardy glyph effectively.

Divine Shield Cancelaura Macro
/cast Divine Shield
/cancelaura Divine Shield

This macro allows you to bind your Divine Shield so that it activates on the first use and is removed on the second use. You can use this functionality to stop an incoming spike in damage where you may have otherwise died, and then remove the bubble early in order to start DPSing at full potential again a bit earlier.

Seal Cast Sequence Macro
/castsequence [nomod] !Seal of Righteousness, !Seal of Truth

One-button macro for seal swapping between Seal of Truth and Seal of Righteousness. May help reduce keybind bloat. Credit to Argalan for contribution.

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Edited by Svayne on 3/30/2015 7:46 PM PDT
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85 Blood Elf Paladin

13 Boss Guides - BRF

Welcome to the the boss guides section, where you can find talents and glyph recommendations for each relevant encounter. Also included are pointers for how to best utilize your different abilities and utilities in each encounter; some pointers are clever or obscure, others are common knowledge but merit mentioning.

Do you have any other tips or tricks to add to this section? Let me know! Any suggestions that are published here will include credit given to the poster.

13.0 Beastlord Darmac
Talents (without T17 4-set): Final Verdict + Sanctified Wrath or Divine Purpose
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Double Jeopardy

13.0.1 Universal Bullet Points

• Execution Sentence is the most consistent option for your L90 talent here, but Light's Hammer can be decent for taking out clumps of spears and adds if your raid's DPS isn't that high on them. You'd also have to be very particular about your LH timing.

• Clemency can be extremely useful for combating high tank damage in the later phases (Rylak and final phase) with double Sac, and for nullifying Pin Down damage and removing Rend DoTs with double BoP.

• Mass Exorcism can be very useful, but there tends to be enough player and boss movement that most players will find themselves missing the ability's range.

• Place yourself opposite of the majority of the ranged & healers as often as you can. It'll generally make it easier to dodge Rends, bait or dodge Inferno Breaths, and avoid being double-knockbacked by Ironcrusher's charge.

• Trying to maximize your AoE damage? Watch Call of the Pack timers. Try to hold EDS procs for Pack adds if they'll be out before the proc falls off. On the same token, try to get the most out of your Divine Storm's enhanced radius with FV by stepping slightly out from the boss to also hit any nearby spears when you're able to.

13.0.2 Mythic Bullet Points

• Unlike Normal and Heroic, Light's Hammer is generally the best choice for Mythic Darmac. Several reasons: (1) Pack adds have more health, (2) Darmac jumps off of his beasts at 40% HP, meaning there's a reasonable amount of 2+ target up-time, and (3) there's enough incoming raid damage from Tantrum, Rends, and spears that the extra healing from LH may be valuable to some groups, particularly during progression.

• Make sure to multi-DoT 5 stacks of Censure between Darmac and each of the first 3 beasts when he jumps off of their backs at 40% HP.

• Survival: Save your Healing Tonic or Health Stone for the very last phase. You'll want to use Divine Protection for as many Tantrums as you can. Don't be afraid to bubble off any Rend stacks you might take - not that you should be taking any!

• Hand of Protection (BoP) can be used to remove Rend stacks from yourself or other players, or to stop the damage from Pin Down should anyone get hit by a spear.

13.1 Patchw--er, Gruul
Talents (without T17 4-set): Empowered Seals or Final Verdict + Sanctified Wrath
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Avenging Wrath

13.1.1 Universal Bullet Points

• Execution Sentence is the way to go here 99% of the time. However, if your healers are having an excessive amount of trouble with healing, then Light's Hammer might be useful for alleviating some of that pressure.

• This is essentially a tunnel-the-boss kind of fight, so there's nothing fancy to do here to min/max your damage. Just execute the single target rotation to the best of your ability while executing mechanics, a.k.a. don't eat Overhead Smash.

• Make sure you're using DP every time it's available to mitigate Inferno Slice damage. Use it before the Inferno Slice actually goes off, as the most dangerous part is the spike damage, rather than the the DoT afterward.

• In a raid healing or lack-of-tank emergency, you can pop Divine Shield, run off to a side by yourself, and THEN taunt the boss to entirely negate an Inferno Slice. Just make sure a tank knows to taunt off of you immediately afterward if possible, and only use this tactic if totally necessary to prevent a wipe.

13.2 Oregorger
Talents (without T17 4-set): Empowered Seals or Final Verdict + Sanctified Wrath
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Judgment

13.2.1 Universal Bullet Points

• Without the T17 4-set bonus, Empowered Seals + SW will give you the absolute min/maxed single target DPS if played correctly. However, Final Verdict makes it easier to burn down boxes in P2 and to damage Oregorger on the move when chasing him.

• Use Divine Protection liberally during P2 to reduce the unavoidable raid-wide Nature damage taken each time Oregorger slams into one of the walls.

• You should delay Avenging Wrath if it comes up during P2. ES can be landed quite easily due to its long range, but you may want to hold it as well. Use your second potion when you enter the second P1 with AW (and ES, if you saved it).

• Clemency is recommended for this fight, as it gives you 2 Hands of Sacrifice to use on the tanks for Acid Torrent. Additionally, Hand of Protection can actually be used as a form of mitigation for Acid Torrent, so having 2 of those doesn't hurt either.

• Glyph of Judgment makes it a little easier to tag far-away boxes in P2, as well as keep up Censure on Oregorger as he rolls around. That said, this glyph can probably be replaced with just about anything and your performance won't really change.

13.3 Hans'gar & Frazok
Talents (without T17 4-set): Final Verdict + Sanctified Wrath or Divine Purpose
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Double Jeopardy

13.3.1 Universal Bullet Points

• Execution Sentence is the most consistent option here since only one boss is down half the time, and then you have all of that annoying leaping around.

• Be sure to maintain 5 stacks of Censure on both targets whenever they're both down. Also do your best to juggle Judgments for the bonus damage from Double Jeopardy.

• Glyph of Divine Protection can be subbed in instead of Double Jeopardy if you feel like you're taking too much damage from Aftershocks (or if you're eating Pulverize for some reason). The odds of it actually saving your life are pretty slim, though.

• Clemency is extremely useful as it gives you twice the Hands of Sacrifice to use on the tanks for Crippling Suplex, and you can use Hand of Protection to prevent damage from Aftershocks and Pulverizes in a tight spot.

• Long Arm of the Law is your friend here. It's your best choice for maintaining up-time on the bosses during Bodyslams and Pulverizes. In the same vein, make sure you're using the central railings to move against the belts as needed to avoid Pulverizes. Only actually run ON belts to move sideways or with the belts to avoid Pulverizes.

13.4 Flamebender Ka'graz
Talents (without T17 4-set): Final Verdict or Empowered Seals + Sanctified Wrath
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Double Jeopardy

13.4.1 Universal Bullet Points

• Light's Hammer can work, but I still recommend Execution Sentence for Normal and Heroic. As always, it's more consistent, and add timers are usually off enough that your wings + LH sync ends up getting destroyed.

• Without the T17 set bonuses, Empowered Seals offers the highest possible single-target DPS when played correctly. This makes it valuable for boss damage, and you don't lose much in terms of cleave since adds are so few are far between. Still though, Final Verdict is a much more consistent option in terms of reach and cleave damage.

• When trying to min/max damage, stack Censure to 5 on Aknor, then switch to Flamebender and proceed with your 2-target cleave from there. However, if Aknor is dying too slowly, just stay on him until he starts leaping.

• When Cinderwolves spawn, immediately switch to one and get it to 5 stacks of Censure. Then switch to the other wolf and do the same to it. Once the fixates start, stick to the melee wolf, but do your best to maintain the 5-stack of Censure on the fixating wolf AND the boss with Judgment. There is a mouseover Judgment macro in the Macros section that can help with this, as well as with Double Jeopardy usage.

13.4.2 Mythic Bullet Points

• Light's Hammer is the way to go in Mythic. Cast on the pull to cleave Aknor and Flamebender, and then use it on cooldown. Its cooldown will more or less line up with every Cinderwolf and Firestorm phase, although you may have to delay it just slightly for wolves. The AoE healing will also help with Firestorm damage.

• Depending on how quickly the wolves die in your group, it's probably beneficial to swap to Seal of Righteousness once the wolves have spawned. With the Mythic wolf strat, you will be cleaving up to 5 targets at once for a decent amount of time.

• Unless your raid absolutely needs to second pot to kill Cinderwolves, you'll still get the most benefit out of second potting with your second set of wings (during the 1st Firestorm). Coincidentally, this will also make healing the Firestorm easier since you'll have a second potted LH down for it, not to mention with wings up.

13.5 Kromog
Talents (without T17 4-set): Empowered Seals or Final Verdict + Sanctified Wrath
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Double Jeopardy

13.5.1 Universal Bullet Points

• This fight is essentially a tank and spank for melee. The only thing you really have to do is survive, which means dodging Rippling Smash and Reverberations. Save Divine Protection and your Healing Tonic or Health Stone for Stone Breaths, as the only damage you should be taking is from that and Slam.

• Use Execution Sentence unless you feel like your raid needs the healing from Light's Hammer. Don't forget to dump your ES on Kromog as you enter the Grasping hand phase, as it'll often be coming off of CD as you move away from the boss.

• Generally, Grasping hands actually die too fast as opposed to too slowly, so having the extra cleave potential and range from FV may be superfluous at best IF you don't have the T17 set bonuses. Without the T17 4-set, Empowered Seals can be a good choice for pushing boss DPS, which can make the Frenzy phase a little bit easier.

13.5.2 Mythic Bullet Points

• Depending on how DPS is assigned to pillars, you should be safe putting 5 stacks of Censure onto the first pillar that spawns, and then moving on to focus DPS on the second or third pillar, whichever one spawns adjacent to the first one - you don't want to run across the room for the second pillar if it spawns far.

13.6 Operator Thogar
Talents (without T17 4-set): Final Verdict + Sanctified Wrath or Divine Purpose
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Double Jeopardy

13.6.1 Universal Bullet Points

• Light's Hammer is tempting due to the sheer add density, but due to the infrequency and uneven spawn timers, Execution Sentence is generally the way to go.

• Glyph of Divine Protection is a good option if your group is having trouble with raid damage. Iron Bellow from the Grom'kar Man-at-Arms is the primary source of raid damage on Normal and Heroic and is actually Physical, meaning Divine Protection can reduce the damage you take from it by 20% when glyphed.

• Mass Exorcism provides a larger DPS increase than Double Jeopardy, but there's enough movement in this fight that you may regret the loss of range.

• As a more-or-less on demand speed boost, Long Arm of the Law is probably your best option for train dodging. Pursuit of Justice will do the job, but not quite as comfortably. Speed of Light is a poor choice for this fight due to the long cooldown and the unlikelihood of actually needing that large of a speed boost.

13.6.2 Mythic Bullet Points

• Don't glyph for Divine Protection on Mythic, as the damage from Burning (a new debuff caused by getting hit flamethrowers and fire bombs) is far more dangerous than Iron Bellow damage. Standing in Prototype Pulse Grenades will also hurt more.

• Burning stacks can be bubbled off with Divine Shield, and Iron Bellows damage can be nullified by Hand of Protection for either yourself or another raid member. Good utilization of these skills can easily prevent raid deaths.

• During split phases, consider swapping to Seal of Righteousness the GCD before the adds hop out of their car. Depending on your raid's DPS, this can be very helpful with making sure the adds die fast enough. For non-split phase add cars, seal swapping usually isn't worth it since the entire raid is there to cleave everything down.

13.7 The Iron Maidens
Talents (without T17 4-set): Final Verdict + Sanctified Wrath or Divine Purpose
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Double Jeopardy

13.7.1 Universal Bullet Points

• Light's Hammer is the L90 talent of choice for this fight. However, Execution Sentence is a viable choice if you're going up on boats and/or your group is having trouble focusing down targets during the sub-20% frenzy phase.

• When all three bosses are on the ground, you want to be in Seal of Righteousness. During boat phase, whether or not you're going up onto the boat, you want to swap to Seal of Truth. On the ground, be sure to multi-DoT Censure on the two remaining bosses. At sub-20%, Seal of Truth is ideal for focusing down kill targets.

• Hand of Protection can be used to cancel Penetrating Shot, but should only be used to do so during bomb phases or sub-20%, as PenShot poses very little threat outside of these phases. On that note, Divine Shield can be used to solo soak Penetrating Shot.

• Fireballs from Dominator Turrets in the burn phase apply a stacking debuff that's liable to kill you within seconds at more than a single stack. These stacks can be bubbled off with Divine Shield or mitigated with Divine Protection.

• During the burn phase, Marak deals a portion of the damage she does to her current threat target as raid-wide Shadow damage. You can help to mitigate this raid-wide damage by rolling Hand of Sacrifice on the Marak tank.

13.7.2 Mythic Bullet Points

• Marak's Convulsive Shadows ability has to be dispelled within 2 seconds on Mythic difficulty, but deals considerable damage to its target when this happens. Hand of Sacrifice works as a dispel in Retribution specialization. Considering it's also a damage reduction, Retribution HoS is arguably one of the best dispels available for this fight.

13.8 The Blast Furnace
Talents (without T17 4-set): Final Verdict + Sanctified Wrath or Divine Purpose
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, Double Jeopardy

13.8.1 Universal Bullet Points

• The target density is high in this fight, but Execution Sentence is ideal for burning down the important targets such as Bellows Operators, Primal Elementalists, and the Heart of the Mountain. However, you can probably get away with Light's Hammer for the additional AoE and raid healing on non-Mythic difficulties.

• Not getting the most use out of Double Jeopardy? Avenging Wrath or Divine Storm can be decent enough fill-ins for the slight boost in survival ability. Mass Exorcism is not recommended as you need the single target damage and range.

• Try to hold cooldowns for important targets like Bellows Operators and Primal Elementalists. Delaying CDs for excessive amounts of time is obviously a loss, but generally the delays don't need to be that long.

• During phase 1, Furnace Engineers will periodically start running toward the nearest Heat Regulator. This is the lead-in for the Repair cast, which needs to be stopped. Stunning or silencing them as they run towards the regulator will cancel the sequence entirely, so casting Fist of Justice on them at this point will prevent the Repair cast from ever happening. Blood Elves can also use Arcane Torrent to silence them.

• Throughout the fight, you'll want to be using Divine Protection as much as possible to combat the constant raid damage from Blast. DBM and BigWigs have accurate timers for Blast throughout the fight, and you should use them to time your personals. This becomes increasingly important as the fight progresses and heat levels increase.

13.8.2 Mythic Bullet Points

• Execution Sentence is basically mandatory here, as single-target DPS on the primary targets is even more important than on the lower difficulties. Hold every ES for Bellows Operators and Primal Elementalists. Hold AW as able, but not for too long.

• Remember that Lay on Hands and Selfless Healer exist. You will probably find yourself needing to utilize every bit of your utility to help keep people alive.

13.9 Blackhand
Talents (without T17 4-set): Final Verdict or Empowered Seals + Sanctified Wrath
Talents (with T17 4-set): Final Verdict + Divine Purpose
Recommended Glyphs: Templar's Verdict, Hand of Sacrifice, <Varied>

13.9.1 Universal Bullet Points

• Glyphs: For the third glyph slot, you have a few options. Double Jeopardy offers a slight boost to your balcony add damage (if you go up) and your Siegemaker damage in P2. Divine Protection can reduce the damage from Demolition in P1 and from Shattering Strike in P2 (if you go up). However, neither of these glyphs offers any benefit in the last phase since there are no adds and all of the damage is Fire.

Alternatively, Glyph of Avenging Wrath or Glyph Divine Storm can offer a very minor gain in personal healing. Divine Storm will only be useful when you have EDS procs or when going up onto the balconies, and Avenging Wrath is obviously only useful a few times throughout the fight. Ultimately, there's no perfect 3rd glyph for this fight.

• Without the T17 4-piece, Empowered Seals offers a modest gain in single target damage over Final Verdict -- if played correctly. This means it's possible that Empowered Seals could serve you better in terms of boss damage here if you have no issues with constant movement, because there's a lot of it. However, due to said constant movement, Final Verdict is the more consistent option here. This is especially true if you're going up onto balconies or trying to cleave Siegemakers in P2.

• Are your ranged DPS having trouble with Siegemakers? Try to use the Judgment mouseover macro to stack Censure on it, and tag it with FV-buffed Divine Storm when you get the chance. Don't go out of your way to DPS the Siegemaker, though.

• Hand of Protection can be used to stop the initial burst of damage from Marked for Death's Impale, which can be helpful when Marks are coming out with no Siegemaker up in P2, or to mitigate damage in P3. Divine Shield can also allow you to "soak" unfortunately timed Marks in P2, but only do so if it's called for.

• Holding cooldowns is generally a bad idea unless the time to next phase is exceptionally short. If you will have time to get majority use out of your Avenging Wrath and trinket(s), use them. Otherwise, you're just wasting damage.

The exception here is if you KNOW that the last phase will be short enough that you won't have time for another set of wings if you pop yours at, say, 35-40% HP. If this is the case, and the raid is mostly stable, you should be safe to hold cooldowns. This will result in LESS overall DPS and damage done, but can help with P3 progression.

• Survival: Divine Protection should be used pretty much off cooldown in P3, particularly before smashes. Also note that you can Divine Shield the smashes, but you won't get knocked back and will have to move out of the area of the slag eruption yourself.

Healing Tonics or Health Stones should be saved for P3. Also remember to utilize Lay on Hands and Selfless Healer as is necessary to keep raiders alive. On that note, even if Hand of Sacrifice is not called for, you should expect to keep it on CD during P3.

13.7.2 Mythic Bullet Points

• Glyph of Divine Protection is mandatory to survive Demolition in P1 on Mythic difficulty. Demolition is purely Physical damage, so unglyphed DP offers no protection from it. You'll take more damage from P3 mechanics than you would without the glyph, but the damage from Demolition is too heavy to not have something.

• Hand of Protection (BoP) has a few potential uses in P3. You can either 1) use it to allow yourself or someone else to solo soak some falling debris, or 2) use it to prevent someone from taking burst damage and being knocked back by Marked for Death. BoP should be on cooldown when the boss dies (as should all of your utilities, really).

• Divine Shield obviously has many uses here. It can save you from dying to Demolition, it can drop the Ash debuff at the beginning of P2, and it can be used to more efficiently soak smashes in P3. One good use is for the first Massive Shattering Smash; the damage will still count you in the split and it will prevent you from getting knocked back in the middle of Bloodlust/Heroism. Be sure to have a cancelaura macro so that you can drop the damage-reducing Bubble after the smash.

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Edited by Svayne on 5/4/2015 10:14 AM PDT
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85 Blood Elf Paladin

14 Frequently Asked Questions

Q. Normal T17 4-piece vs 660 PvP 4-piece vs Mythic Highmaul gear?
A. They're all effectively equal, with some variance depending on fight length and type. One piece of Heroic tier will typically push the T17 set over.

Q. When do I use Empowered Divine Storm (Divine Crusader) procs?
A. Two answers to this: 1. When you're using Final Verdict, only use an EDS proc when either you have the FV buff up OR there are fewer than 3 seconds left on the EDS buff. 2. When using another talent (like Seraphim), just use EDS when it comes up in the normal rotational priority, or when the buff has <3 seconds remaining.

Q. Are faster weapons or slower weapons better?
A. Slower weapons of an equal or similar item level should be slightly superior because they have higher top-end weapon damage.

Q. Why does Crusader Strike have a higher priority than Judgment or Exorcism? And why does Judgment have a higher priority than Exorcism?
A. Crusader Strike is the only one of these three that deals Mastery damage, and it has the shortest CD. Judgment deals seal damage and has a shorter CD than Exo.

Q. Is the Immediate Truth glyph a DPS increase since they nerfed Censure so much?
A. No. Glyph of IT was also nerfed (from 40% to 30% bonus seal damage) for the express purpose of making it a DPS loss, or at best DPS-neutral.

Q. What seal(s) should I be using for PvE?
A. Seal of Truth for single-target or two targets that will both live longer than the duration of Censure, in which case you should multi-DoT (also known as Censure cleaving). Seal of Righteousness should be used for 3+ targets.

Q. Is it okay to use mail/leather gear?
A. No; these items no longer have attack power as a secondary stat. This lack of AP versus Strength gear (which we do get AP from) makes Strength gear vastly superior. In addition, using all plate gear grants a free +5% Strength via Plate Specialization.

Q. What about higher-DPS Agility weapons?
A. No, an Agility weapon of similar item level should never be as good as a Strength weapon for the same reason that plate > mail and leather gear (lack of AP).

Q. Help! I still don't understand something or have a question that isn't answered here.
A. You can either post here or contact me directly via Twitter @acquadichris -- I ask that you be thorough in your research beforehand, though.

15 Other Resources

Solsacra's Theorycrafting & Discussion Thread (MMO-C)

SimulationCraft - Useful, easy-to-learn sim program.

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Edited by Svayne on 5/17/2015 5:44 AM PDT
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85 Blood Elf Paladin

16 Change Log

Friday, May 15, 2015
Steadily making changes for 6.2 as information becomes available.

Tuesday, Mar. 31, 2015
Added the Boss Guides section (section 13, post #12). This is the largest addition to the guide in over a year; it consists of fight-specific talent and glyph recommendations, in addition to pointers on how to best utilize one's abilities and consumables in order to maximize damage and/or raid utility.

Also added Hekili to the AddOns section. Hekili is functionally very similar to clcRet, but draws its action lists from the SimCraft APL.

Tuesday, Mar. 24, 2015
Updated consumable sections for 125 stat foods added in 6.1. Added clarifications to some TL;DR sections (talents, stat priority, enchants).

Thursday, Mar. 19, 2015
Updated trinket BiS profile (sec 8.4) to reflect item level changes; added Alchemy trinkets. Updated clcRet string suggestions.

Adjusting and adding additional notes to the TL;DR section as needed. One such note pertains to pre-T17 single target talent recommendations.

Wednesday, Feb. 25, 2015
Updated for patch 6.1. Updated talent and rotation sections to reflect Empowered Seals overtaking Seraphim for pre-T17 single-target performance. Added #HammerofWrath IRC and Twitter information to first post.

Thursday, Jan. 29, 2015
Updated for BRF release: added T17 set bonus talent choices, updated general stat priority. Highmaul (non-T17) talent choices updated for current item levels.

Thursday, Jan. 1 - Saturday, Jan. 3, 2015
Happy New Year! FAQ updated for weapon speed and Empowered DS procs. Continuing to fix grammatical errors and clean up inflated sections.

Updated Seraphim rotation and multi-target information pertaining to FV/DS weaving and the CS/HotR threshold. SimulationCraft APL sections removed.

Added a new WeakAuras section (sec. 12.2, post #11). Updated TL;DR rotation section. Slight adjustments to trinket BiS profile.

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Edited by Svayne on 5/15/2015 8:30 AM PDT
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85 Human Paladin
Wow, i'm impressed. It's very neat and organized.

I'll definitely go ahead and give it a read as I will be raiding soon on this toon, yet i'm sort of new to Retribution Paladins.
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85 Blood Elf Paladin
Been 3mins must be safe to post now.

Can i recommend powerauras? Not only is it good at tracking inq its good at tracking other things like divine protection/trinkets/ect.

Also why not just edit your old guide? Why remake it?
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85 Blood Elf Paladin
Wow, i'm impressed. It's very neat and organized.

I'll definitely go ahead and give it a read as I will be raiding soon on this toon, yet i'm sort of new to Retribution Paladins.

Thank you.

Been 3mins must be safe to post now.

Can i recommend powerauras? Not only is it good at tracking inq its good at tracking other things like divine protection/trinkets/ect.

Also why not just edit your old guide? Why remake it?

Sure, I'll tack it up there in just a bit; thanks for the suggestion. I used that myself until the in-game auras were launched.

The reason I didn't just edit the old guide is because I no longer have access to the account under which it was written.
Edited by Svayne on 10/12/2014 10:39 PM PDT
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85 Blood Elf Paladin
The reason I didn't just edit the old guide is because I no longer have access to the account under which it was written. You move away and have no time for games for the better part of a year and things tend to happen/get lost...but here I am anyway!

Okay just curious.

/requested sticky

Glad to have you back. Awesome guide!

edit: try emailing and ask if they will switch out your guides.
Edited by Celyndrashad on 12/6/2011 3:55 AM PST
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85 Blood Elf Paladin
Thank you, and thank you. I'll certainly email them.
Edited by Svayne on 10/12/2014 10:39 PM PDT
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