Retribution (6.0.3) - Do you even Inq, bro?


85 Blood Elf Paladin
Notice: Do not post asking questions that are already answered here or have been discussed in length elsewhere. You will NOT receive a response. Defer any discussion or questions related to this guide to other/new threads in the Paladin sub-forum. Even stickies must abide by the 500 post cap, and we are in no rush to get there.

Raiding as Retribution - "How to" in 6.0

-- Note: I am still playing as Qris @ Area 52.

This guide is a work in progress and is being edited regularly. Feedback is greatly appreciated. You can find information on major updates in the Change Log.

The information here is drawn from several sources including Exemplar's article on Elitist Jerks, Solsacra's thread on MMO-C, and several topics here on these forums. 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. :)

Table of Contents

• 1 ... What's new in 6.0?
• 2 ... Talents
• 3 ... Glyphs
- 3.1 ... Major
- 3.2 ... Minor
• 4 ... Rotation
- 4.1 ... Single Target
- 4.2 ... Multi-Target
• 5 ... Cooldowns
- 5.1 ... Avenging Wrath
- 5.2 ... Holy Avenger
- 5.3 ... Pre-potting
• 6 ... Tier Set Bonuses
• 7 ... Gearing
- 7.1 ... Stat Priorities
- 7.2 ... Gemming
- 7.3 ... Enchants
• 8 ... Mechanics
• 9 ... Consumables
• 10 .. Races
- 10.1 .. Alliance
- 10.2 .. Horde
• 11 .. Addons & Macros
- 11.1 .. Useful Addons
- 11.2 .. Macros
• 12 .. Frequently Asked ?s
• 13 .. Other Resources
• 14 .. Change Log



AoE Area of Effect
AP Attack Power
AW Avenging Wrath
BiS Best in Slot
BoP Hand of Protection (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
ES Execution Sentence
Exo Exorcism
FV Final Verdict
GCD Global Cooldown
HA Holy Avenger
HoP Hand of Purity
HoPo/HP Holy Power
HotR Hammer of the Righteous
HoW Hammer of Wrath
Judge/J Judgment
LH Light's Hammer
LoH Lay on Hands
Sim Simulate (specifically, through SimulationCraft)
SP Spell Power
SS Sacred Shield
SW Sanctified Wrath
TV Templar's Verdict

Edited by Svayne on 11/26/2014 1:09 PM PST
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85 Blood Elf Paladin

1 What's new in 6.0?

Universal Changes

• Stats have been squished; the idea is for numbers to be smaller, but for effective power to remain the same (if a Fireball hit for 30% of a mob's HP before, it still will)
• 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
- Any Hit and Expertise on old gear has been replaced with other secondaries
• Reforging has been removed entirely

• Snapshotting has been removed; all DoTs (like ES) now scale dynamically

• Strength now grants 1 AP per point (down from 2 AP per point of Strength)
• Agility and Intellect no longer increase Critical strike chance
• AP increases weapon damage at rate of 3.5 AP to 1 WDPS (up from 14:1)

• Weakened Blows debuff has been removed from the game; Crusader Strike and Hammer of the Righteous will no longer apply this debuff
• Physical Vulnerability debuff has been removed from the game; Judgment will no longer apply this debuff via Judgments of the Bold (also removed)

• 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

• 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 potions and do not stack with other movement speed bonuses (AKA they're useless and are a DPS loss to utilize)

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
• Hand of Salvation has been removed from Retribution and Holy

• Judgments of the Bold removed; Judgment now naturally grants Holy Power
• The Art of War passive has been baked into baseline Exorcism
• Blinding Light is no longer baseline; it has replaced Evil is a Point of View (removed) in the level 30 talent row, its effects and cooldown remain unchanged

• Sanctity Aura: This new Retribution passive grants the Paladin and all nearby party and raid members +3% Versatility
• Righteous Vengeance: New passive, grants an additional 5% Mastery from all sources

Ability & Tuning Changes

• Censure now deals 6.2% of SP as periodic Holy damage per stack (down from ...?)
• Seal of Righteousness now deals 12% weapon damage as Holy damage to all targets within 8 yards (up from 9% weapon damage)

• Sword of Light now increases 2-handed melee damage by 25% (down from 30%)

• Flash of Light now heals for 300% of Spell Power (up from ...?)
• Supplication: For 8 sec after killing a foe, Flash of Light heals for 50% more and has a 100% critical strike chance (as opposed to only being a guaranteed critical)
• Hand of Sacrifice is no longer on the GCD, Protection and Freedom are unchanged
• Divine Protection now lasts 8 seconds (down from 10 seconds)
• Quality of life change: Redemption’s mana cost has been reduced by 95%

Racial Changes

• Draenei racials have been adjusted and are now slightly more potent
- Heroic Presence now increases your Strength, Agility, and Intellect by 65 @ L100 (17 @ L90) instead of increasing your Hit by 1%
- Gift of the Naaru now heals for 20% of max health over 5 sec (down from 15 sec)

• Human racials have been adjusted and are comparable to before
- Mace and Sword specializations have been removed along with Expertise
- The Human Spirit now increases Versatility by 100 @ L100 (26 @ L90)
- Every Man For Himself remains unchanged

• Dwarf racials have been adjusted and are comparable to before
- Crack Shot and Mace Specialization have been removed along with Expertise
- Might of the Mountain is a new racial passive ability that increases Critical Strike bonus damage and healing dealt by 2% (similar to how Amp trinkets work)
- Stoneform now also removes magic and curse effects, and reduces physical damage taken by 10% for 8 seconds (down from all damage taken)

• Blood Elf racials have been adjusted and are now noticeably more potent
- Arcane Torrent now grants 1 Holy Power on use instead of 2% Mana
- Arcane Acuity is a new passive that grants 1% Critical strike chance

• Tauren racials have been adjusted and are now slightly more potent
- Brawn is a new racial passive ability that increases Critical Strike bonus damage and healing done by 2% (similar to how Amp trinkets work)
- Endurance now increases your Stamina by 197 @ L100 (51 @ L90), instead of increasing your Base Health by a flat 5%

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Edited by Svayne on 11/26/2014 1:09 PM PST
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85 Blood Elf Paladin

2 Talents

The majority of talent choices (with the exception of tiers 5, 6, and 7) are inconsequential to your DPS and are geared towards mobility, survival, and raid utility.

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: Divine Purpose. Ultimately depends on L100 talent choice; Final Verdict is currently the generic winner for that row, and Divine Purpose has the most synergy with (and is the highest DPS output in conjunction with) Final Verdict.

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: Overall, Final Verdict offers the greatest DPS gains. However, particular fights may find better use of other talents. Use your best judgment.

3 Glyphs

Glyphs have no significant impact on our DPS. Where we used to glyph for things like flat increases to TV damage, we now glyph primarily for survival and utility.

3.1 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+ important targets that you don't have to move out of melee range to rotate Judgments on. It is completely useless on single-target fights such as Iron Juggernaut.

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 Protectors and Spoils.

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.

3.2 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 11/26/2014 6:02 PM PST
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85 Blood Elf Paladin

4 Rotation

Retribution's rotation is a loose priority system based largely on what hits hardest and on efficient use and build-up of Holy Power, our primary resource. While it's historically been a bit faceroll, mastering the spec is now far more complicated depending on your talent choices and the current tier's set bonuses. 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. There is a nice, clean table there that may be easier to comprehend. You can find a link in the Resources section of this guide, post #11.

4.1 Single Target

This is the Standard rotation without any talent choice or set bonus variations:

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

* If Divine Crusader (Empowered DS buff) has less than 4 seconds remaining on it, cast DS. ** During Avenging Wrath or in Execute range (<35% target HP). *** Sacred Shield, if talented; try not to cast SS unless you have nothing else to do

4.1.1 Talent- & Tier-based Variations

This is a modified rotation which includes Divine Purpose procs in order to demonstrate placement and use of this talent. Also included is the T17 4p bonus, 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 > DP (-4sec) > EDS (-4sec) > 5HP TV > HoW > ExoBC* > TV (AW/-35%)** > CS > EDS (AW/-35%) > J > DP TV > EDS > 4HP TV > Exo > 3HP TV

* Exorcism with Blazing Contempt up (T17 4p set bonus) and LESS than 3 Holy Power. This will grant 3 Holy Power. ** This also entails using DP on TV during AW or sub-35% target health.

Here is a further modified rotation which includes Final Verdict as well as Divine Purpose, along with the T17 set bonuses (ExoBC). DP + FV is currently the most consistent and efficient build, so this is the priority you will be using the most.

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

* Empowered Divine Storm w/ the Final Verdict DS buff up. ** Any time Final Verdict is available at this point in the queue.

One thing about Divine Storm for single target: When talented for Final Verdict, you should only ever use an EDS proc if you also have the FV buff up or if there are <4 seconds remaining on the EDS buff (Divine Crusader). The rules change slightly for multiple target; you can read more about that in the next section.

When using Sanctified Wrath or Holy Avenger, the only change is that DP is removed from the above priority. Here is another version of the rotation, assuming Final Verdict without Divine Purpose:

ES > 5HP EDSFV > EDS (-4sec) > 5HP FV > HoW > ExoBC > EDSFV (AW/-35%) > FV (AW/-35%) > CS > EDSFV > 3-4HP FV > Judge > Exo (> SS)
Despite my best efforts, I'm unable to explain Seraphim and Empowered Seals usage accurately to the degree that Solsacra has already managed on the MMO-C theorycrafting thread, so the next two sub-sections shall be quoted thereof.

Seraphim Usage

To use Seraphim optimally you will need to pay close attention to both its duration and CD. As Seraphim hits ten seconds remaning of its CD, take note of how much HoPo you have, and how many generators are available. This means that dumping a TV at three HoPo may be optimal if you know you can regenerate five HoPo before you reach at most three seconds before Seraphim is ready. This means that optimal Seraphim usage 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 up to four seconds, to ensure at least two generators are available upon activation. This roughly three second window is where you should utilize your EDS procs, as saving them for the opening Seraphim rotation can cause wastage in potential procs. We want to cram as many abilities into that brief 15 second window as possible. For this reason Haste is our strongest stat while utilizing Seraphim. Seraphim is off of the GCD, so pop it preferably <200ms before your opening generator. Align Seraphim with your other CDs.

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).

Empowered Seals Usage

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 Judgment 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.

If you need to refresh Maraad’s Truth before you hit Judgment in your priority, you can prioritize Judgment ahead of Crusader Strike to maintain it.

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.

4.1.2 Single Target APL (SimulationCraft)

This is SimulationCraft's present APL (Action Priority List) for 1-2 targets. With 1 target, you are using Seal of Truth. With 2 targets, you are using Seal of Righteousness. This section can be difficult to understand outside the context of SimulationCraft, so don't feel too bad if you don't understand it at first, and don't feel like you need to.

There is a cleaner copy (formatting on these forums is horrible) in the actual SimCraft application and, so long as it's up-to-date, in the Retribution theorycrafting and discussion thread on the MMO-C forums (link in Resources).



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Edited by Svayne on 11/27/2014 8:11 AM PST
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85 Blood Elf Paladin

4.2 Multiple Target

Seal of Righteousness is superior to Truth at a mere 2+ targets. Be sure to swap.

As before, Light's Hammer is superior to Execution Sentence at 2+ targets.

When not talented for Final Verdict: at 2+ targets, Empowered Divine Storm's priority shifts up significantly. At this point, you will want to treat EDS as if you are speced for Final Verdict, e.g. you'll use EDS before Judgement (and DP) instead of after it.

Aside from EDS, if you are not talented for FV, then you will continue to spend HoPo and DP procs (if talented) 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.

When you are talented for Final Verdict: at 2+ targets, you will begin rotating between Final Verdict and Divine Storm as your finishers. Remember to take note of Final Verdict's buff availability before using Divine Storm.

You will want to start using Hammer of the Righteous instead of Crusader Strike at 5+ targets. This is also the point at which it's best to start using Divine Storm exclusively instead of rotating between FV and DS for sustained AoE. However, it's unlikely that there will often be very sustained 5+ target AoE. Use your best judgment.

At 5+ targets, glyphed Mass Exorcism tentatively takes priority over Judgment.

4.2.1 Multiple Target APL (SimulationCraft)

As seen in the last sub-section, this is another APL from SimulationCraft, but for multiple targets (more than 2). At 3+ targets, refer to the cleave list. At 5+ targets, refer to the AoE list. In both cases, Seal of Righteousness is utilized.






5 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.

5.1 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.

5.2 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.

5.3 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.

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Edited by Svayne on 11/26/2014 10:57 AM PST
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85 Blood Elf Paladin

6 Tier Set Bonuses

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.

T16 2p - When using Exorcism, all damage is increased by 5% for 6 sec.
T16 4p - Holy Power consumers have a 25% chance to make your next Divine Storm free and deal 50% more damage.

7 Gearing

7.1 Stat Priorities

Unlike at the end of MoP, we don't currently have a set value of Haste to aim for before focusing on other stats. Instead, we have a series of soft plateaus for Haste where it dips in value in relation to the other secondaries. That said, Mastery is top dog currently and Haste is mostly scaling against Multistrike and Crit strike now.

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 to squeeze out as much damage as possible, you need to sim your own values. However, for those who prefer some kind of structure or loose guideline to follow, you can find an outline below.

Stat Priority
1. Strength
2. Mastery
3. Haste to 9.52% (unbuffed)
4. Multistrike
5. Crit strike
6. Versatility
7. More Haste

Remember: the given Haste value is just a loose guideline. If you want to know exactly where you should be going with your Haste in your current gear, you must sim yourself with scaling and reforge plots. You can find a link to the sim tool used for basically everything here (SimulationCraft) in the Resources section of this guide.

11/23/2014 10:52 AMPosted by Qris
As far as secondaries go: Haste, Mastery, and Multistrike are what you want on your gear. Critical strike is roughly equivalent to Multistrike, if slightly behind. Versatility is the devil and should be avoided. (Unless you're PvPing.)

Now, the part that people are getting caught up on, and probably the reason why so many sources have varying stat priorities listed, is that you cannot accurately depict our optimal stat priorities in a simple lineup right now.

At the end of MoP, we wanted to get to a certain Haste value, right? 40% for most, 50% if you were absurdly geared and could get there easily. However, now there is no such hard value for us to get to. Instead, we focus on how dynamically our secondaries scale against each other. This might sound a little confusing, but it's quite simple: as you gain more of one stat, its value decreases compared to others on a sliding scale.

Example: I have 100 Haste and 100 Mastery; I sim my stat weights and it shows Haste as being worth more. If I add another 100 Haste, I now have 200 Haste and 100 Mastery. If I were to sim my stat weights again, I would probably see Haste's value is lower than before, perhaps even lower than Mastery.

Mastery is the big dog right now. Haste is mostly competing with Multistrike and Crit strike at this point. As you pick up more Haste, it will progressively fall further down the scale until it's the least valuable stat to have more of at a given point in your gear. The less you have, the more valuable it becomes to the point that it's the second best stat to add more of (after Mastery).

Bottom line, you want Mastery, and then Haste to a certain point, and then Multistrike and Crit strike. The Haste point is highly dynamic and will scale up and down depending on your current gear, but a safe point to let it sit at is 9.52%, which is 15% with raid buffs. At that point, you can be certain that Mastery, Multistrike and Crit strike are what you want to add more of.

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Edited by Svayne on 11/25/2014 8:50 PM PST
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85 Blood Elf Paladin

7.2 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

Note: It is highly unlikely that you will ever have so little Haste from gear that its value would surpass Mastery by enough to merit using a Haste gem.

Remember how long this section used to be? ( ͡° ͜ʖ ͡°)

7.3 Enchants

Item slot - [Optimal enchant]
- [Less effective, potentially 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

Mark of the Shattered Hand is superior at lower item levels (630-ish), but Mark of Bleeding Hollow quickly moves ahead as you start picking up raid gear.

Note: It is highly unlikely that you will ever have so little Haste from gear that its value would surpass Mastery by enough to merit using a Haste enchant.

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Edited by Svayne on 11/23/2014 11:00 AM PST
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85 Blood Elf Paladin

8 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 100 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.

• 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 11/16/2014 3:54 AM PST
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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 - Food grants 50 or 75 of secondary stats. Your preferred food will depend on your stat weights, which are affected by talent choices and gear.

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 11/16/2014 3:39 AM PST
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85 Blood Elf Paladin

11 Addons & Macros

11.1 Useful Addons

clcRet -
- This addon is an absolute must-have for new Rets. It tracks your ability cooldowns and makes suggestions of what you should use next in your rotation based on editable skill priorities. The addon isn't perfect right now, but it has its uses.

Updated version (6.0.3):

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

WeakAuras 2 -
- Highly confirgurable visual and audio cues for various in-game events. Can be used to track de/buff stacks, time left on Inquisition, and/or various other crucial elements.

11.2 Macros

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

This macro will allow you to Judge your current target, but will instead cast it on whatever your cursor is hovering over if it's different than your target. Useful for 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 Argalan for contribution.

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Edited by Svayne on 11/19/2014 12:10 PM PST
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85 Blood Elf Paladin

12 Frequently Asked Questions

Q. Why does Crusader Strike have a higher priority than Judgment or Exorcism?
A. Crusader Strike is the only one of these three that deals Mastery damage.

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, Seal of Righteousness for multi-target (2+ targets).

Q. Is it okay to use mail/leather gear?
A. No; gone are the days of stealing gear from Hunters and Rogues. These items no longer have attack power as a secondary stat. This lack of attack power 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. I still don't understand something or have a question that isn't answered here.
A. Please create a new thread or post elsewhere with your question. There's a post cap that even stickies must adhere to, so try not to clog this thread up too much.

Q. Is there any way we can contact you directly for discussion/questions?
A. You can either post elsewhere on this sub-forum (not in this thread) or contact me directly in-game: Svayne#1779. Please only contact me in-game if you absolutely cannot find your answers elsewhere, or if your goldfish is on fire (take pics).

13 Other Resources

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

Elitist Jerks - Retribution Concordance

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

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Edited by Svayne on 11/18/2014 8:44 AM PST
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85 Blood Elf Paladin

14 Change Log

Saturday, Nov. 23, 2014
Changes to the Stat Prioties, Gemming, and Enchants sections.

Tuesday, Nov. 18, 2014
Updated for patch 6.0.3 (level 100-current). Constant WIP.

Saturday, Oct. 11, 2014
Updated for patch 6.0 (level 90-current).

Sunday, Apr. 13, 2014
Started reformatting in preparation for WoD. Updated talents section. Updated stats, gemming, and reforging sections for clarity. Updated racials section for clarity.

Saturday, Sep. 28, 2013
Updated for patch 5.4.

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Edited by Svayne on 11/23/2014 11:01 AM PST
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85 Blood Elf Paladin

Reserved for future use.

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Edited by Svayne on 2/14/2014 1:58 PM PST
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85 Blood Elf Paladin

Reserved for future use.

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Edited by Svayne on 2/14/2014 1:58 PM PST
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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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