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Does the Palidan Talent Art of War Proc Off Auto Attacks

Introduction

The following is an FAQ that is updated to reverberate any documented changes thus far to the PTR which will impact a Paladin'south DPS when patch iii.3 comes out. Because this is too a "beginner'due south guide", I will be going into detail on some items that an experienced player should already know.

Contents: (Copy the bracketed letters and hitting Ctrl+F to skip to a specific part of the FAQ).
[1VRH]- Version History
[2ACS]- Acronyms
[3BSS]- Base Stats
[4SCS]- Stat Conversations
[5CTS]- Gainsay Statistics
[6SWS]- Stat Weightings

**Re-Updated**
[7EMS]- Enchantments
[8GMS]- Gemming
[9CSB]- Consumables
[1SLS]- Seals
[2CBA]- Combat Abilities
[3UTL]- Utilities
[4ATG]- Armor Sets
[5DRS]- DPS Rotations
[6TBS]- Talent Builds
[7EGE]- Endgame Expectations
[8UFM]- Useful Macros
[9CCN]- Conclusion
[1PSS]- Bonus Material

[1VRH]- Version History:
v1.0- Initial Posting, small-scale format editing.
v1.0.1- Updated info on Armor Pen and SoC.
v2.0- Adjusted SoV changes, added in new information.
v2.ane- Added Search role, reserved infinite for Gemming and Enchantments.
v2.ii- Added Enchants, Gems, and Consumables section, and updated the Contents index appropriately.
v2.3- Update to three.2.2. Fixed minor spelling and tooltip errors.
v3.0- Added changes on the PTR that are expected to get live. Bonus Fabric department added. Minors fixes fabricated.
v3.1- Added a Macro section to the guide.
v3.ii- Added Lay on Hands and Sacred Shield to the utilities section.
v3.three- Updated three.3 Stat Weights. Thanks Killtorz for reminding me :P
v3.four- Reworked DPS Rotation sections to be accurate.
v3.4.1- Added Armor (tier) sets, updated Redcape'southward Stat Weights with T10 bonuses.
v3.4.2- Reworked the Stat Weights once again- Concluding version of guide until Calamity hits.

[2ACS]- I'll offset by listing common Acronyms that are used commonly throughout this guide or elsewhere throughout these and other forums.

AE or AoE- Expanse of Consequence. By and large spells, buffs, or effects that just affect targets in a given range.
AP- Assault Power.
ArP- Armor Penetration.
Bubble- A Paladin's Divine Shield and Hand of Protection spells are referred to as beingness encased inside a bubble through which aught can enter.
CS- Crusader Strike
DI- Divine Intervention
DoT- Harm over Time. Any spell or ability that deals its damage gradually as time passes, rather than upfront.
DPS- Damage per Second. The higher your DPS, the more damage you lot do to a target as fourth dimension passes.
DS- Divine Storm or Divine Shield.
DS/G- Divine Sacrifice/Guardian.
EBAE- Environment-base Area of Issue.
EXP- Shorthand for Expertise, or Experience, which is needed to level upwards.
FoL- Wink of Light.
FotM- Flavor of the Calendar month. Typically players will make a new class, which is usually currently favored in a specific aspect of the game, over another class.
HoW- Hammer of Wrath.
HoF- Manus of Freedom.
HoJ- Hammer of Justice.
HoP- Hand of Protection.
HoR- Paw of Reckoning.
HoS- Hand of Sacrifice.
HW- Holy Wrath.
INT- Shorthand for a character'due south Intellect.
MA- Main Help. You lot target any this person targets to ensure it dies speedily.
MT- Main Tank. The main person that holds the Aggro of a mob.
n00b- An inexperience or new player. Tin also be an insult to a player's level of thinking.
NPC- Non-playable Character. A PC is referred to a Playable Grapheme which you directly control.
OT- Off Tank. More often than not either a back-upwardly tank or an extra tank for an come across.
PBAoE- Player-base Area of Effect.
PuG- Option up Group. A random group of players that ban together to conquer greater challenges.
PvE- Player vs. Environment. Situations in which players fight confronting computer-controlled opponents.
PvP- Player vs. Player. Any situation in which players fight against each other in battle.
QFT- Quoted for Truth.
SP- Spell Ability.
STR- Autograph for a character's Strength.
1337- Having the skillz to pay the billz.

Listed below are the typical Base of operations Stat values that a Level fourscore Paladin should have when they are not wearing whatsoever armor, are not affected by any buffs, and do not have any passive talents which increment stats- Annotation that this may slightly differ, depending on your chosen Race.

[3BSS]- Base Values at lxxx
Wellness = 6934
Mana = 4394
Strength = 175 = 350 Attack Power
Intellect = 97 = 1455 Mana
Agility = 86 = 1.65% Crit
Stamina = 196 = 1960 Health

All Mana-bound abilities are a percentage of Base mana, or mana with no additional Intellect: That is, as your Mana-puddle increases, the toll of your spells does not.

[4SCS]- Stat Conversations, for Base stats
Each Base Stat can be cleaved down to reverberate their impact on combat.

Each betoken of Strength is worth 2 Attack Power. With proper talents, like Divine Strength, this is increased to 2.3 AP. With Blessing of Kings, the corporeality gained is again increased, for a full of 2.53 effective AP per 1 Strength.
*Of import Note*---> With the Sheath of Calorie-free talent, ane Strength is also equal to = 0.759 effective Spell Power.

Each indicate of Agility is equal to 0.88 Critical Strike Rating, and for every 52.08 points of Agility, the Paladin gains 1% additional chance to Crit.

Intellect increases your total Mana by 15 points per point of Intellect: although not considered a DPS stat, we are however a Mana-bound form, and so buffs like Cabalistic Intellect will help to increment your sustained harm.

[5CTS]- Combat Statistics , that affect attack rolls
Each of the follow affects how often (and how difficult) you striking your enemy for.

Hit Cap = Striking rating increases your adventure to successfully state attacks. Increasing your Hit rating is often the all-time style to increase your DPS until y'all attain the soft hitting cap. The Hit Cap for all melee-bound abilities is 5%, plus an additional 1% for each level that your target is above yous. For a raid boss, this is a total of 8% hit. For every 32.79 Hitting Rating, you'll gain i% Hit. Some abilities, similar Exorcism and Consecration, scale off of Spell hit, which has a considerably higher cap- however, yous will gain a higher DPS by not stacking any additional Hit once past the Soft Cap.

Expertise Cap = Expertise increases your take chances to successfully state attacks by ignoring an opponent'due south run a risk to Contrivance and Parry. Depending on your opponent, yous may crave boosted Expertise rating to completely ignore an opponent's Dodge and Parry chance. With every 8.2 Expertise rating equal to 1 Expertise, and each betoken of Expertise lowering your opponent's chance to Contrivance and Parry by 0.25%, y'all would need a total of 214 Expertise rating (or 26 Expertise) to hitting the Hard Cap of half dozen.five% for a Raid Boss. Both Humans and Dwarves accept Racial abilities which lower the corporeality of Expertise needed to hit a Raid Boss. Humans receive 3 Expertise when using either Swords or Maces, and Dwarves receive 5 Expertise when using Maces lone.

Critical Strike = Increases your chance to Critically Hitting with attacks for 200% damage. While most of the Paladin's abilities are Melee-oriented, some abilities (like Exorcism) are Spell-oriented; Thus, they only hit for fifty% additional impairment instead of 100%. For every 45.91 points of Disquisitional Strike rating, you volition gain an boosted i% chance to Crit. Although there is no Hard or Soft Cap for Crit, a minimum of 30% adventure to Crit is commonly recommended. Also, Disquisitional Strike Rating gradually gets worse as y'all obtain more than- That is, you will see a less of an effect if you lot went from 50% to 55% Crit than if you lot went from fifteen% to 20% Crit.

Armor Penetration = Armor Penetration increases the amount of Physical impairment dealt to the target by reducing their armor. 1% of the target'due south Armor is ignored for every 12.31 points of Armor Pen. Because a Paladin does a mix of both Physical and Spell damage by a ratio of 7:13, it is often not recommended to favor Armor Pen over other stats.
*Important Note*---> Only 3 scoures of a Pladin's attack are considered
Physical damage and are afflicted by Armor Pen: White hits, Crusader Strike, and
Divine Storm. All other abilities deal Holy magical impairment.

Haste = Haste decreases the initial cast time of your spells, as well equally the amount of time it takes to swing with your weapon. Every 25.21 points of Haste Rating volition increase your Haste by one%- Note that it is not directly proportional to the cast time or swing time of your spells or weapons- That is, if yous cast a spell with a 3 second cast while having 33% Haste, the total bandage time volition

Not be equal to 2 seconds. As well-nigh of a Ret Paladin's spells are Instant-cast, Haste merely mostly affects the swing time of your weapon (and ultimately, the number of hits from your Seal spells). Haste does, however, stack multiplicity. The formula for finding your weapon speed is given below:

Base of operations speed / {(i+ Haste event ane)*(1+ Haste event 2)* … *( 1+ [Haste rating
one + Haste rating two + … + Haste rating N]/2521)}

For example, if a Paladin with a 3.6 second weapon swing timer is under the event of both Icy Talons and Heroism, and has xiv% Haste from their Haste rating, and uses a Potion of Speed, they would have the post-obit:

Swing Timer / Icy Talons (twenty%) * Heroism (30%) * haste from Haste rating
three.half dozen seconds / {(1 + 20/100)*(1+ 30/100)*(1+ [352.94 + 500]/2521)} = 1.72 seconds

Resilience = Resilience is a PvP-oriented stat. For every 82 points of Resilience, you will:
--->Be 1% less likely to be Critically Hit
--->Take ii.2% less harm from a Critical Strike if it lands
--->Lose 1% less Mana if Mana Drained
--->Reduce all incoming impairment dealt to you by 1%

A normal level of Resilience for fighting in an Arena battle for a Ret Paladin is in between 600 and 800. There is no Hard Cap on Resilience: However, a player can only reduce the damage they have from Critical Strikes by a maximum value of 33%, which is roughly 1230 Resilience Rating. Whatever boosted Resilience will not reduce disquisitional damage taken further, but will all the same continue to contribute to the other benefits.

[6SWS]- Stat Weightings
Stat Weightings are the approximate value of stats when compared to 1 Assault Power- The higher the value, the more the stat is worth. Stat weights are great for comparing multiple pieces of gear that have different stats between them.

Hitting rating 264 (30)
Strength 204
Exp rating 170 (0)
Crit rating 134
Haste 137
Agility 130
Armor Pen 99
AP 81
SP 26

The values given in the parenthesis is the value of the stat one time you reach the soft cap of the stat.

Based off the given Stat Weighting, 1 can determine which gems and enchantments are also most beneficial to your paladin- Notation that the recommended Gems and Enchantments are assuming you have both your Hit rating and Expertise rating capped.

[7EMS]- Enchantments
Enchantments are the all-time way to improve upon your gear in one case you obtain them. The following are considered to yield the highest DPS per enchant:

Cloak: Either Major Agility or Haste
Breast: Powerful Stats
Bracers: Greater Assault
Gloves: Crusher
Boots: Greater Assault
Weapon: Berserking

*Of import Note*---> If you are an Enchanter, you lot tin requite each of your rings Assault

In add-on to Scrolls, you can also raise other pieces of gear with crafted Armorkits or purchased Inscriptions (not to be confused with the Inscription profession):

Helm: Arcanum of Torment- Obtained through Revered status with the Ebonhold Knights.
Shoulders: Greater Inscription of the Axe- Obtained through Exalted status with the Sons of Hodir.
Chugalug: Eternal Belt Buckle- Obtained from a Blacksmith.
Leggings: Icescale Leg Armor- Obtained from a Leatherworker.

[8GMS]- Gemming
Gemming every bit a Paladin is quite elementary. The Meta of choice to use is a Relentless Earthsiege Diamond- This is mainly due not only to the fact that it provides a hefty DPS heave, merely every bit because it has the easiest requirements to fulfill by the utilise of a unmarried Nightmare Tear. One time yous attain your Meta requirements, you but fill in every slot with Bold Cardinal Scarlet, which give the most Forcefulness.

Once you larn the 2 set bonus for Tier 9 gear, it has been shown that socketing an Inscribed Ametrine into set bonuses that yield 4 or more than Forcefulness will provide more DPS than if yous socketed pure +20 Strength gems.
*Of import Note*---> Jewelcrafters will want to utilize 3 Assuming Dragon's Eye in their Ruddy sockets.

[9CSB]- Consumables
Finally, a number of consumables are too available to once again increase efficiency- These range from Elixirs to Flasks to Food buffs:

Flask of Choice: Flask of Countless Rage
Boxing Elixir of Choice: Elixir of Major Forcefulness
Guardian Elixir of Selection: Elixir of Mighty Thoughts
Food Vitrify of Selection: Dragonfin Filet
Secondary Food Buff Choice: Fish Banquet
Potion of Choice (express to 1 per use): Potion of Speed

*Important Notation*---> You gain more of a DPS increase if you use your Potion of Speed during Heroism, due to Haste existence multiplicative with itself.

[1SLS]- Seals
Ane of a Paladin's main sources of DPS comes from his or her Seal pick. Seal spells augment your weapon to do different affects when you strike an enemy- they tin be either offensive or utilitarian. Currently, there are 3 key choices for a Seal when choosing to DPS in a raid surround:

Seal of Vengeance-
What the Seal Hit does:
---> Applies a DoT effect on auto-swing simply that deals [(1.3% SPH + 2.5% AP) * five] * [X] Holy
harm over 15 seconds, stacking upwards to 5 times, with X being the number of stacks on the target.
---> Strikes for seven% Weapon impairment, based on the number of stacks on your target (max of 33%
weapon damage when fully stacked); Unlike normal spells, when this crits it strikes for 200%
impairment instead of 150%.
What the Sentence does: Deals [1 + (22% SPH) + (xiv% AP)] * [1 + (Ten/10)] Holy damage, with X being the number of stacks on the target.

Seal of Vengeance is the prime number DPS spell for unmarried-target competitive PvE DPS. The seal is optimal when you take targets that die slowly or that effort and outlast you- This is mainly due to the fact that each weapon stikre deals an additional seven% weapon damage- once you reach the application limit on the Seal'due south Harm over Time component, every weapon swing or melee ability will deal a total of 33% weapon damage. As the DoT ticks abroad for amounts near 1100-1200 every three seconds, you'll also have a steady income of damage being dealt to your target. The impairment done via Sentence when buffed with Seal of Vengeance volition also increase by 10% for each application of the DoT you have on your target. Due to the DoT only beingness practical on White hits, it does take a decent corporeality of time to use your stacks- somewhere between 12-15 seconds normally, depending on your Haste and weapon speed.

The initial damage done past the DoT, Seal Hit, and Judgement effect of the spell tin can all exist increased by speccing into Seals of the Pure for v talent points in the first tier of the Holy tree.

Seal of Command-
What the Seal Hitting does: Deals 36% Weapon Damage, simply as Holy impairment instead of Physical damage: Can chain to up to 2 additional targets when applied with a single target Melee ability, excluding Judgement.
What the Judgement does: Deals [19% Weapon Damage + viii% AP + 13% SP] Holy damage.

Seal of Command is learned by spending ten points in the Retribution tree, and an additional one indicate in the spell itself- Thus, the primeval that this spell can be obtained is at level 20. The seal does a percentage of your weapon harm on every hitting, but as Holy harm rather than Concrete. In improver, the spell volition as well hit upwardly to two additional targets (often refereed to as "cleaving") when proc'd off any

single-target melee ability outside of Judgement- either White hits, Crusader Strike, or Hammer of the Righteous. The amount washed past Command's Judgement consequence, even so, is relatively depression compared to other DPS Seals, critting for amounts around 2500 from a decently geared player earlier other factors such as Resilience or Avenging Wrath are taken into effect. Seal of Command is all-time suited for taking out small enemies that don't last long under concentrated group fire or weaker ones that don't final long plenty to use Seal of Vengeance's full benefits past utilizing the cleave effect of Command.

Seal of Righteousness-
What the Seal does: Deals [Base Weapon Speed * (2.ii% AP + 4.four% SP)] additional Holy damage.
What the Judgement does: Deals [1 + xx% AP + 32% SP] Holy damage.

Seal of Righteousness is the bones DPS Seal for all Paladin specs at the earlier levels of their career. Information technology scales the almost with Spell Ability, and deals a portion of Holy spell damage on each hit. Considering of the scaling, it is often not used past a Ret Paladin once Seal of Command is obtainable. Nevertheless, testing has shown that with points in Seals of the Pure, it tin exist viable to use in single target fights in which you cannot stack Seal of Vengeance, due to the increased Judgement impairment.
*Important Note*---> Dissimilar other DPS Seals, Seal of Righteousness cannot crit.

[2CBA]- Combat Abilities
Outside of Seals, well-nigh of a Paladin's Combat Abilities are either enhanced or obtained by spending points in the Retribution talent tree.

Crusader Strike: Crusader Strike is Ret's 41 signal talent. It instantly deals up to 75% Weapon damage every 4 seconds. The initial damage dealt can be increased past talents such as Sanctity of Battle and Art of War, and as well by the PvP Gloves, which increases the damage dealt by v%, for a full of 94-95% (PvE) or 99-100% (PvP) weapon damage. Combined with your Seal Proc, Crusader Strike is one of the strongest abilities for unmarried-target DPS.

Divine Storm: Like Crusader Strike, Divine Tempest is too learned through talents. The assault deals 110% weapon impairment, and tin can striking up to 4 targets when used, or striking no enemies at all if they are far plenty abroad. What is unique most Divine Storm when compared to other Whirlwind-blazon furnishings is that it will also heal your group or political party based off of the damage acquired. The more than targets wounded by the storm, the more healing it provides. However, the corporeality healed is but equal to 25% of the total damage done. Like all other attacks, Divine Storm also procs your Seal spell on all targets. In a Multi-target situation, Divine Storm is second to none.

Judgement: Judgements are the core stable ability of a Retribution Paladin- a Judgement focuses the energy of the electric current Seal being used, and releases its lawful penalty upon your enemy. Judgement spells are broken downwards into 3 separate abilities, which all have a shared cooldown: Sentence of Wisdom, Judgement of Light, and Judgement of Justice. Depending on which Sentence is used, attackers can gain a benefit when striking your Judged target. Judgements are classified as a Melee spell that cannot be Blocked, Dodged, or Parried, significant they either Hit or Miss- largely this is due to the Judgements of the Wise talent, which enables Ret paladins to DPS with high-cost spells and a depression mana pool. They can, all the same, be used while Disarmed, simply not while Silenced or Spell-locked out of the Holy school. Additionally, if the Paladin Judges a target, they will also affect 10 Raid or Party members with the Replenishment vitrify to further help with Mana regeneration. Note that if the Judgement deals 0 damage (through an Allowed, Miss, or Absorb result), the paladin gains no mana.

Righteous Vengeance: Righteous Vengeance is not an on-need ability, merely is rather procced when your Crusader Strike, Divine Storm, and Judgement abilities deal Critical Damage to a target. If i of these abilities Crits while y'all already have this DoT up, the DoT is refreshed with the actress harm added on- This tactic is known as "rolling", in much a similar fashion to a mode a Mage "rolls" ignites.

The Two-piece T9 bonus enables Righteous Vengeance the chance to crit, with it'southward crit adventure equal to your current crit change plus 4%. Crit damage from Righteous Vengeance is classified every bit a Concrete ability, and thus hits for 200% harm.

Induction: Consecration is a ABAoE spell that amercement enemies that enter and leave the area. The harm dealt by Induction is dealt as between all ticks, meaning that the initial tick, a eye tick, and the concluding tick of the spell should all deal the same portion of harm, equally long as outside factors remain consequent. Despite Consecration's large Mana toll, it is yet invaluable to use for DPS, even against single targets. Finally, Induction scales off your Spell Hit table, meaning whatsoever ticks of the spell can miss or be resisted with less than 17% Spell Hit.

Exorcism: One of three of the Paladin'due south Ranged attacks, Exorcism deals Holy damage after a curt cast. When used in combination with an Art of War proc, the bandage time is negated and the spell becomes an Instant Cast. Due to the purifying potential of the spell, it will instantly strike for Critical damage when used on Demon- or Undead- type mobs. However, the long cooldown limits its practical use.

Hammer of Wrath: The Hammer of Wrath is the Paladin's finishing skill; It is just useable on targets with less than 20% health remaining. Withal, the spell does deal instant Holy harm, and when used with points spent in Sanctified Wrath, information technology has a high adventure to Crit for 200% damage. The hammer can also be fired from a longer range, and thus does not require the Paladin to be in melee range for execution.

Holy Wrath: Undead and Demon targets will sob beneath you once you unleash your Holy Wrath. Every 30 seconds, a Paladin can stun all Undead and Demon targets in range for a brief moment while dealing some moderate Holy harm. The spell can be used offensively to cutting through weak groups with ease, or defensively, giving yous ample fourth dimension to heal yourself if wounded. The stun effect on Holy Wrath, similar all stuns, is subject to diminishing returns.

Mitt of Reckoning: The last of a Paladin's ranged attacks, Hand of Reckoning is actually a taunt that deals impairment if the target is non focused on you. This power is just useful for tagging mobs in PvE, or for peeling a mob off one your weaker teammates. Information technology has fiddling utilize in PvP, unless used against Aggressive Pets and Minions or Guardians or to keep your opponent in combat (to prevent drinking and mounting out of combat).

[3UTL]- Utilities

Existence a Hybrid, the paladin brings many utilities to a grouping, both Offensively and Defensively.

Blessings and Greater Blessings:

Approving of Might: The primary Approval used by Ret paladins. Blessing of Might replaces Boxing shout on the buff bar, and offers upward to 687.five Assault Power when fully talented into- Note this besides gives us 206.25 SP as well. This is virtually optimal for physical classes, such every bit Warriors, Hunters, Deathknights, and Rogues, every bit well every bit Feral Druids.

Approval of Kings: Often used equally a redundancy Blessing with multiple Paladins or a smaller group sizes, Approval of Kings increases all of the target's base stats (Strength, Intellect, Agility, Spirit, and Stamina) by ten%. It is useful to employ on Tanks for larger health pools, on Spell caster DPS for larger Mana pools and regen, and Concrete DPS for more AP. Generally, all classes should accept Kings on them.
*Important Note*---> Blessing of Kings is applied multiplicity with other effects that increase stats past a percentage. For case, a Paladin with Divine Strength (x15% STR) and Approving of Kings (x10% STR) would gain a total of 26% increased Strength.

Approval of Wisdom: Most of the time, you volition have either a Shaman or a Holy Paladin use Blessing of Wisdom- However, in smaller 5man instances, you lot may not take both or either of these. Some classes may prefer Wisdom over Kings for mana regen too. Note that in larger raids, a Restoration Shaman may drop their Mana Tide totem- this will more than likely override a Ret Paladin's Wisdom, due to the college amount of Mana restored every 5 seconds.

Manus spells:

Mitt of Freedom: Paw of Freedom prevents motion effects such every bit roots and snares from affecting the target. This works wonders in PvP battles because nosotros have a limited amount of means to catch up to a fleeing target. When talented, this spell also removes all stuns from the target, merely does non foreclose any boosted stuns from existence applied. Stronger stuns, such as Maexxna'southward Spider web Warp, may exist allowed to its effects.

Hand of Protection: When an ally is in suddenly threatened, Hand of Protection can exist used to prevent any concrete impairment. Because the chimera blocks all physical damage, the target of the spell can also not physically set on: however, they can still freely cast spells. This ability also causes Forbearance on the target, and then they cannot be affected by Divine shield or another Mitt of Protection.

Mitt of Sacrifice: Hand of Sacrifice redirects impairment taken from the target, and instead depletes information technology from your ain Health pool. While in some cases this may be unwanted, when combined with Divine Shield all the damage washed to the player is negated.
*Important Note*---> Damage received through Hand of Cede can also break Oversupply Control effects which break on harm (Freeze Trap, Repentance, Polymorph, etc).

Paw of Salvation: The Ret Paladin's threat dump. If you severely outgear your tank, or exercise non wait for him or her to proceeds initial aggro, you may cease up grabbing the mobs attending- In almost cases, this ends up with the histrion'south death. When Glyphed, it also reduces the amount of harm done to yourself. The best thing about this Manus is that it is usable on other people that pull aggro apace, and a timed Salvation can help proceed the mobs on the tank.

Other Utilities:

Vindication: Vindication is applied from other attacks and needs to exist specced into after spending 10 points in the Retribution tree- The amount of Assault Power reduced scales with your level, and every bit such does not crave any additional training for higher ranks. At level lxxx, the amount of AP reduced is equal to either 287 or 574, depending on how many points you invest in the talent.

Sacred Shield: Sacred Shield is our master agile defense. Information technology reduces incoming damage every 6 seconds by placing a shield on our target that reduces a total of 500 damage, plus 75% of our Spell power. With the Divine Guardian talent, the length and the corporeality captivated past Sacred Shield is increased. Similar Sacred Shield effects do not stack.
*Of import Note*---> The blot effect from this ability will non "roll" with itself- meaning that if you had function of a damage shield remaining and are stuck again after vi seconds, a new refreshed shield volition be place on yous or your target instead.

Divine Sacrifice: Divine Sacrifice is a talent in the Protection tree that is available after spending 10 points. Some Retribution Paladins will pick it up to negate a large portion of Political party-oriented and Raid-broad damage. However, virtually Ret Paladins volition have to sacrifice some DPS or other utility to obtain this as it is out of the way for the virtually part. Note that it is, still, the prerequisite for the Divine Guardian talent, which helps to better survivability for Arena-bound Ret Paladins.

Cleanse: Cleanse removes ane Poison, Magical, and Disease effect form the target. This is useful for assisting other teammates when a large amount of people are inflicted with sick condition weather condition.

Hammer of Justice: Mainly used in PvP, but also in PvE to help foreclose spell casting, Hammer of Justice will stun it's target for 6 seconds. It's risk to hitting targets is dependent upon your Spell Hit take a chance and not your Melee Hit run a risk.. Notwithstanding, all other spell statistics (Resist, Spell Reflect, etc.) nevertheless affect Hammer of Justice.
*Important Annotation*---> This ability will also interrupt spell casting of Just mobs when they are allowed to the stun outcome- Players immune to stun effects will NOT be interrupted.

Lay on Hands: A powerful heal on a xx minute cooldown, Lay on Easily can exist used in many situations to prevent a wipe or to prevent yourself from being killed. Its cooldown tin be reduced to 15 minutes with a glyph, and farther to 11 minutes with talents in the Holy tree.
*Important Note*---> This ability volition also cause Forbearance when used on yourself- However, it can be used inside 30 seconds and while under the furnishings of Avenging Wrath.

[4ATG]- Armor Sets
DISCLAIMER- Since the tier 7 and 8 gears are outdated, they have been chosen to exist excluded from this guide.

Tier nine- Turalyon's Battlegear and

Liadrin's Battlegear
Set bonuses:
[url=http://www.wowhead.com/?spell=67188]ii slice bonus[/url]: Righteous Vengeance has a take chances to crit.
4 slice bonus: Sentence crit gamble is increased by 5%.
Libram: Libram of Valiance

Comments: The ii piece bonus adds tremendously to our DPS, making RV anywhere from our 5th well-nigh damaging ability to our 1st most dissentious ability. The crit chance of RV is calculated past existence equal to your current Melee crit risk plus an additional iv%. The 4 piece bonus is somewhat lackluster, adding crit gamble to an ability with an already high crit chance. The stats on the gear are besides less than optimized, as some of the itemization points are wasted on Armor Penetration and Expertise.

The libram adds upwardly to 556.6 attack ability when SoV or SoCorr does harm, and with a lxx% proc time it will almost always be upwards when SoV or SoCorr is active: Thus, this should be your first Emblem of Triumph buy.

Tier x-

Lightsworn Battlegear
Set Bonuses:
2 piece bonus: Melee Attacks have a xl% take a chance to reset the cooldown of Divine Storm
4 piece bonus: Seal and Judgement damage increased by 10%.
Libram: Libram of Iii Truths

Comments: Tier 10 offers the virtually exciting and most damaging set bonuses. Not only is our Tier gear perfectly itemized, but it has been shown that combined the 2pc bonus and 4pc bonus tin increment our DPS by upwards to 8%. The 2pc bonus really shines in AE situations, where when combined with Seal of Control can wreak havoc.

The libram offers a minor upgrade from the previous tier, and has a ramp up time. Withal, information technology is usable on any seal and not limited to SoV and SoCorr. Taken from Arikah's iii.3 Ret Guide on EJ:

Libram comparison chart, thanks exemplar. The T10 libram requires 39 seconds to reach equivalence with the T9 libram, and is better after that signal. Manifestly, the T10 libram tin can be used with whatsoever seal making it useful on fights where yous demand to use SoC. The T10 libram also becomes more than powerful than the pvp librams at a mere 2 stacks, 5 seconds into a fight. The nautical chart assumes you lot utilize CS at time 0 - in real FCFS situations at the T10 level, equivalence time is slightly higher at about 45 seconds. The T10 libram will likely be one of your concluding badge purchases if you already have the T9 libram.

Fourth dimension T9 T9 Avg T10 T10 Avg
0 sec 0 Str 0 Str 44 Str 44 Str
5 192 100 88 100
10 192 128 132 88
xv 192 144 176 110
20 192 153.six 220 132
25 192 160 220 146.66
thirty 192 164.57 220 157.fourteen
35 192 168 220 165
twoscore 192 170.66 220 171.11

When should I drop 2pc T9?
This question comes upwardly a lot on the forums. Basically, the 2pc bonus from Tier 9 is merely worth breaking when you tin can acquire the 4pc Tier x bonus. Below I accept included a refference guide for when you should break T9.

Depends on his current gear. Basically:

2pc T9 i232 + 2pc T10 i251 < 4pc T10 i251
2pc T9 i245 + 2pc T10 i251 < 4pc T10 i251
2pc T9 i258 + 2pc T10 i251 > 4pc T10 i251

2pc T9 i232 + 2pc T10 i264 < 4pc T10 i264
2pc T9 i245 + 2pc T10 i264 < 4pc T10 i264
2pc T9 i258 + 2pc T10 i264 > 4pc T10 i264

2pc T9 i232 + 2pc T10 i277 < 4pc T10 i277
2pc T9 i245 + 2pc T10 i277 < 4pc T10 i277
2pc T9 i258 + 2pc T10 i277 < 4pc T10 i277

[5DRS]- DPS Rotations
Unlike other DPS specs of other classes, a Ret Paladin has no true rotation- Instead, y'all must scout the cooldown of your abilities and use them once they are available, much similar an Enhancement Shaman or Affliction Warlock. Depending on the state of affairs, you may practise more damage with one specific ability than you would with another.

Single-target DPS- For Slow dying mobs, or Raid Bosses with a large corporeality of health.
Without any Tier bonuses, the following gives the most DPS, based on the amount of damage each
ability does over the grade of i minute, instead of how much burst impairment information technology does
per cooldown:

Hammer of Wrath > Crusader Strike > Judgement > Divine Storm > Exorcism (when
undead or demon) > Consecration > Exorcism (non-undead or demon) > Holy Wrath

With the 2pc Tier 9 bonus, thus changes slightly due to
Judgement's naturally larger crit chance:

Judgement > Crusader Strike > Hammer of Wrath > Divine Storm > Exorcism (when
undead or demon) > Consecration > Exorcism (not-undead or demon) > Holy Wrath

The rotation changes a third time with the 2pc Tier 10 bonus:

Judgement > Divine Storm > Hammer of Wrath > Crusader Strike > Exorcism (when
undead or demon) > Induction > Exorcism (non-undead or demon) > Holy Wrath

The rotation changes a final time when the 2 piece Tier ix bonus is dropped for two piece Tier 10:

Judgement > Divine Tempest > Crusader Strike > Hammer of Wrath > Exorcism (when
undead or demon) > Induction > Exorcism (non-undead or demon) > Holy Wrath

Multi-target DPS- For weaker multiple mobs or groups with little wellness.
Crusader Strike > Induction > Divine Tempest > Judgement > Hammer of Wrath >
Holy Wrath (when bachelor) > Exorcism

The rotation changes a once with the 2pc Tier x bonus:

Divine Tempest > Judgement > Crusader Strike > Induction > Hammer of Wrath >
Holy Wrath > Exorcism

[6TBS]- Talent Builds
Depending on which attribute of play a player wants to participate in will make up one's mind where he or she places their Talent Points. I'll list some come builds for all aspects of play.

PvE Build: http://world wide web.wowhead.com/?talent#sVZVZ...uhdIfsu:oa00cm

A common build for a Paladin that plans to join a Raid grouping and focus on killing mobs. The Paladin volition be using Seal of Vengeance most of the time, unless fighting confronting mobs that are very weak or have trivial wellness and dice apace, in which case Seal of Righteousness or Seal of Command will be utilized. Make note that the player has 7 remaining points left- This leaves for multiple branches of possibilities. Past placing the points in the Holy tree, a Ret Paladin could pick Imp Lay on Easily to apply on the tank, or Aura Mastery for group utility. By speccing farther down the Prot tree, a actor could likewise get Divine Sacrifice to reducing impairment done to all players.

Recommended Glyphs:

Glyph of Judgement - Increases Judgement damage by 10%. Increased damage on ane of our hardest hitting abilities is core to DPS.

Glyph of Seal of Vengeance - Adds 10 Expertise when Seal of Vengeance or Seal of Corruption is active. Annotation that this adds pure Expertise, and not just Expertise rating. This glyph allows for more freedom when choosing gear, as it reduces the Paladin's Expertise cap to 16 for boss fights. On fights that do not use SoV, however, this glyph will practice nothing. It has been found that if you gain a benefit of at to the lowest degree ii expertise, that this glyph will provide more DPS than another glyph (such as Exorcism)

Glyph of Consecration - Increases the length of Consecration by 2 seconds. This glyph does iii things:
It makes Consecration more mana efficient past removing 1 Consecration per minute from your rotation, putting less of a stress on your mana puddle.
Increases Consecration DPS. Since just the first tick of a mob moving in and out of Consecration can miss, this reduces the miss chance of Induction past i per minute.
Frees up for GCD. With 1 more GCD saved per minute, you can use the free GCD on a more powerful ability.

Glyph of Exorcism - Increases damage done by Exorcism past twenty%. This is the "filler glyph" for when Seal of Vengeance is not needed, due to being over the expertise cap. Even in ICC with all of the mobs being by and large undead, this glyph still provides the least amount of DPS.

PvP Build: http://www.wowhead.com/?talent#sZVZVfMtbIuGdIbsz:a0j0zV
An outline for a PvP build, there are two means to get from here:

---> Build A: http://www.wowhead.com/?talent#sZVGz...uGdIbsk:a0j0zV
Build A focuses on primarily using Seal of Command as the main DPS Seal. There are
enough points in the build to reach downwards to grab both Imp Righteous Fury and Imp
Hammer of Justice, every bit well equally DS/G. Overall, this build is more defensive when
compared to Build B.

---> Build B: http://www.wowhead.com/?talent#sV0bZ...uGdIbsu:a0j0zV
Build B forgoes Seal of Control and favors both Seal of Vengeance and Seal of
Righteousness. This build plays more of an Offensive threat, past increase Seal and
Judgement damage, equally well as resistance to fear effects, past sacrificing some defensive
utility.

Glyph choices for both builds are presented for the Arena-bound Paladin. Of course, other alternates could include the

Glyph of Divine Storm for more than healing, Glyph of Seal of Righteousness for college burst damage, Glyph of Seal of Command for more mana, or even the Glyph of Hammer of Wrath .

[7EGE]- Endgame Expectations

PvE:
As a DPS spec, you lot are here to deal impairment, as that is your primary role. With buffs such as your Blessings of Might and Kings, you increment your grouping'south damage potential. With both Judgement of Wisdom and Replenishment, y'all aid ensure that Mana-jump classes are never short on resources. Your Cleanse spell can also save a person's life (or the raids), and your Divine Intervention helps your Raid recover from an attempt gone bad. Although not the strongest of the DPS on some fights, the amount of utility you lot bring alongside your competitive DPS helps to ensure your position.

PvP:
In PvP, the Ret Paladin helps to protect his or her allies. Utilizing your Paw spells helps continue team members alive and unhindered. Your Cleansing aids in the removal of undesired effects applied from other players, and your instant heals and bubbles assist in recovering from whatsoever damage done to you or your team's health. You are not without your Damage potential, nonetheless- A Ret Paladin can easily tear through an under-geared or under-skilled opponent in seconds. Working well and strategically choosing your correct teammates is key for success in the later brackets of any Arena, as a Ret Paladin relies on others for the offensive tools he or she lacks.

[8UFM]- Useful Macros
Below are some macros that I find useful to Ret Paladins in all aspects of the game. I'll post the code first, and then briefly describe how each one functions. Yous can re-create and paste the code directly into the macro field.

Quote Originally Posted by /macro

#showtooltip Crusader Strike
/dismount
/cancelaura Paw of Protection
/cast Crusader Strike

A basic Crusader Strike macro. The macro first attempts to dismount you if you are riding on a mount. It and then cancels the buff Hand of Protection, since Hand of Protection disables you from preforming any Melee action. Finally, information technology casts Crusader Strike on your target or the nearest mob, which as well starts your set on sequence.

Quote Originally Posted by /macro

#showtooltip Divine Tempest
/startattack
/bandage Divine Storm

A elementary Divine Storm macro that cats Divine Tempest and starts your attack sequence on the nearest target, since Divine Storm does not practise so on its own.

Quote Originally Posted by /macro

#showtooltip Flash of Light
/cast [target=target,aid,nodead][target=targettarget,assistance,nodead][target=player] Flash of Calorie-free

A complex macro for Flash of Light, it preforms the following:
one. Checks to see if yous have a target.
2. Checks to see if the target is Friendly. If and so, information technology skips to step 5.
3. Checks to see if your target has a target. If not, information technology skips to step v.
four. Checks to see if your target'south target is friendly. If information technology is, it casts FoL on them without deselecting your target. If not, it continues to stride 5.
5. Casts FoL ordinarily.

Quote Originally Posted by /macro

#showtooltip Blessing of Might
/cast [modifier:alt] Greater Approving of Might; Blessing of Might

Casts a Blessing, in this instance Approving of Might, on your target. If used while property down the Alt key, it will instead cast Greater Approval of Might. Supplant the text to utilise for each Anoint/Greater Approval.

Quote Originally Posted by /macro

#showtooltip
/clearfocus [target=focus,dead]
/focus [target=focus,noexists]
/cast [target=focus]Repentance
/clearfocus [modifier: alt]

When Repentance is used, it sets your Repentance target as your Focus target. Until your focus target dies or does not exist anymore, y'all volition continue to cast Repentance on that target without deselcting your electric current target. If Repentance is cast with a dead focus target or one that does non exist, it makes your new target your focus and casts Repent on them instead. If pressed while holding downwards the Alt key, it will articulate your focus regardless if it is alive or non. Replace Repentance for Plow Evil, if desired.

Quote Originally Posted by /macro

#showtooltip Holy Light
/dismount
/bandage [target=mouseover,exists] Holy Light;Holy Light

A uncomplicated mouseover macro. In this case, yous will cast Holy Light on whatsoever target you currently have your mouse over. If your mouse is over a hostile/dead target or is over no target, then it is cast on yourself. a very useful macro in general, works with most of a Paladin's spells (Heals, Easily, Taunts, etc)

Quote Originally Posted by /macro

#showtooltip
/cast Seal of Vengeance
/equip Libram of Valiance

Casts Seal of Vengeance and equips a Libram. Useful for librams with specific seal requirements, like Libram of Valiance.

Quote Originally Posted by /macro

#Showtooltip
#showtooltip
/bandage [raid][group][combat] Exorcism; Paw of Reckoning

This macro will cast Hand of Reckoning when the following is met:
i. You are non in combat
2. Y'all are not in a group, political party, or Raid.

If either of these requirements "fails", information technology will instead bandage Exorcism.

Quote Originally Posted by /macro

/script for bag = 0, 4 practise for slot = 1, GetContainerNumSlots(bag) do local name = GetContainerItemLink(pocketbook,slot) if name and string.observe(proper name,"ff9d9d9d") then DEFAULT_CHAT_FRAME:AddMessage() UseContainerItem(pocketbook,slot) end finish stop

Although not a Paladin specific macro, I really like this one: When used while having a Vendor pulled upward, it volition immediately browse all of your bags for "Junk" items (i.east. [Gray Items] ) and sell them all at once to a vendor.

[9CCN]- Conclusion
Delight provide whatever further discussions for the Retribution Paladin below.
I, similar many other users of these forums, have utmost trust in our forum section Moderators; therefore, trolling or the use of whatever insults to another role player or group is prohibited volition not be tolerated. Please keep your comments effective (for the most part ).

[1PSS]- Bonus Material
Hither'due south a new department that offers something extra. As I update the FAQ, I'll add some tidbits of information or random epic items related to Paladins.

The Future of Ret- The Calamity awaits (added in v3.0)
Based on the released data of Cataclysm, we can hopefully expect to see the post-obit downwards the road.

---> Haste reducing the cooldown on Judgement. Reason: Because Haste will refresh the charge per unit of all
"pool" systems (Focus/Rune/Mana/Energy/Rage), lowering Sentence's cooldown finer increases
our Mana gain per minute.
---> Intellect becoming more powerful. Reason: Int volition also increment our DPS by increasing our SP. I'm
non saying we will precious stone for Int, but rather maxim that a STR to INT talent or a talent like Divine Intellect
will be somewhat more than appealing.
---> Melee-oriented Mastery Bonuses, including +Melee Harm, +Melee Crit chance, and +Redux on
Cooldowns.
Reason: As Ret does mainly Physical/Melee damage, we can wait to run across these
implemented equally our Mastery bonuses. The first two I am 100% sure on, the concluding one can perhaps
either be a reduction on all cooldowns, or a reduction on the GCD.
---> More PewPew, Less QQ. Reason: By this I mean "A move away from Defensive Playstyle as Ret to a
more than Offensive Playstyle". Things similar removing the amount of protection a Ret has through SS or
Healing implies this alter.

More than to come in futurity versions, check dorsum frequently! Peace!

~Ron

oswaldtine1992.blogspot.com

Source: https://www.mmo-champion.com/threads/658641-Patch-3-3-Retribution-Paladin-FAQ

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