Paladin retribution 5.4 8 rotation. Retribution Paladin Guide - WoW JP
I advise you to familiarize yourself with other guides on the Druid in WOW:
PvE guide to Holy Paladin
PvE Retri Paladin Guide
Retri Paladin PvP guide 5.3.8
1. Talents
2. Symbols
3. Characteristics
4. Stones/Inchat
5. Rotation
6. Macros
7. Bis
1. Talents
Tier 1
Speed of Light - Gives a nice but temporary speed boost. It will help a lot with important points when you need to react or run away from a puddle.
Tier 2
From the position of evil - the choice fell on this talent, because. in pandari patches we fight against humanoids.
Tier 3
Sacred Shield - absorbs as much damage as Eternal Flame heals, but it can look a little more attractive due to the fact that it makes incoming damage "smoother", cannot go into overhealing and does not consume light energy.
Tier 4
Unbroken Spirit - Allows you to use some cooldowns more often and should be the default choice for all fights.
Tier 5
Sacred Wrath - allows you to reduce the recovery time of Judgment by 50%, especially when applying Judgment, it gives us the accumulation of 1 unit of light, and the healing efficiency increases by 20%.
Tier 6
Hammer of Light will be the best choice in the vast majority of situations as it provides both good AoE damage and decent AoE healing.
2. Symbols
There are several symbols that can be useful in some situations:
Combat target symbolclient- This glyph will provide quite a lot of passive healing to the raid.
Glyph of the Alabaster Shield- When you successfully block an attack, the damage dealt by your next Shield of the Righteous ability will be increased by 20%. Stacks up to 3 times.
Glyph of Directed Shield Throw- Avenger's Shield hits 2 fewer targets, but deals 30% more damage to them.
Symbol of consecration - you can now cast Sanctify on the target area within a 25 yard radius.
Symbol of divine protection- Reduces the magic damage taken limit of Divine Protection by 20%, but now the physical damage taken will be reduced by 20%.
Glyph of the Hammer of the Righteous- Increases the duration of the physical damage reduction applied by Hammer of the Righteous by 50%.
Glyph of Avenging Wrath - While Avenging Wrath is active, heal yourself for 1% of your maximum health every 2 sec.
Glyph of Unbridled Anger- The spell "Wrath of Heaven" deals an additional 50% damage to enemies who have less than 20% health.
Small symbols are cosmetic and do not affect your game in any way.
3. Priority of characteristics
Stamina > Accuracy (7.5%) > Mastery (15%) > Speed > Mastery
Endurance. The main characteristics of the tanks. Most bosses have hits that cannot be avoided and the damage from which cannot be reduced. You need to gain enough stamina to survive such blows. As a rule, in most cases, the stamina from the equipment will be enough.
Parry and Dodge. Both statistics give the tank an avoidance - that is, a complete avoidance of damage. It is very important that you should always have 2-2.5 times more Parry than Dodge. The reason for this is the different diminishing when typing these characteristics. In other words, Parry loses effectiveness much more slowly than Dodge. Always keep these characteristics balanced.
Mastery. Sacred Bulwark increases the chance of blocking melee attacks and increases the effectiveness of Shield of the Righteous.
Accuracy. Reduces the miss chance of all enemies. The hit cap for a paladin in Pandaria is 7.5% or 2550 hit rating (2210 for draenei). This value will avoid misses on level 93 bosses.
Mastery. Determines how likely an enemy is to dodge or parry your attacks. In patch 5.4, you need to reach 15% mastery (5100 rating) to eliminate the chance of your attacks being parried. Some races require slightly less Mastery Rating to reach the cap due to bonuses:
Dwarves with blunt weapons
People with swords or blunt weapons
Which of the caps you need - depends on the selected priority of characteristics. A set of Accuracy and Mastery increases the generation of Light Energy.
Speed. Increases attack speed and, thanks to Holy Battle, increases the generation rate of Holy Energy, which increases the survivability of the paladin, allowing you to use Shield of the Righteous more often.
4. Stones / Inchat
stones
Special Socket Rough Primal Diamond
Red Socket Clear Primordial Ruby / Imperial Guardian Amethyst / Wicked Sunset Onyx
Blue Socket Rigid Heart of the River / Powerful Native Jade / Lightning Native Jade
yellow nest soft sunshine
Enchanting
Shoulders Greater Inscription of Bull Horn
Back +200 stamina / +180 hit
Chest +300 stamina
Wrists +180 dodge / +170 mastery
Hands +170 Mastery / +170 Speed
Belt Living Steel Belt Buckle
Legs Ironscale pads
Feet+140 Mastery Shield+170 Parry
Weapon Song of the River
5. Rotation
One goal
Strike with the Warrior of Light on cd to generate ES.
Hit Judgment on CD to generate ES.
Use Avenger's Shield (regardless of the Great Warrior of the Light proc).
Use the talent from Tier 6.
Use Heaven's Wrath.
Hit Hammer of Wrath when the target is below 20% health.
Apply Consecration.
Multiple goals
A paladin tank in 5.4 should only go into an AoE rotation if it's dealing with 4+ enemies. Otherwise, maintain a normal single-target rotation.
The differences between rotations are as follows:
Replace Crusader Strike with Hammer of the Righteous.
Consecration will take precedence over Avenger's Shield without a proc.
Survival Abilities
Prot Pal has two survivability abilities that he should use frequently in combat.
Shield of the Righteous should be used before heavy hits or periods of high damage to soften it up.
Triumph should be used in difficult moments when the healers can not cope with the treatment of the tank. You should always use this spell with three charges of Holy Energy.
Game improvement
Survival and Shield of the Righteous
Shield of the Righteous has a 1.5 second CD and reduces physical damage taken by 25% for 3 seconds. Recasting the spell will extend the existing effect.
In addition, casting Shield of the Righteous stacks up to 5 stacking Bastion of Glory on the pro paladin, increasing the healing of the next Triumph (applied to self) by 10% per stack of effect (i.e. up to 50%).
Both effects are enhanced by Mastery.
It is important to remember that the Shield of the Righteous only reduces physical damage, it does not affect magical attacks in any way.
You should keep your Shield of the Righteous uptime as high as possible whenever you are hit by more or less significant boss attacks. This will also build up charges of Bastion of Glory, allowing you to heal with Triumph if needed.
6. Macros
Macros
Most of the macros for the Paladin are based on casting a spell on targets that are hovered over:
#showtooltip Hand of Protection
/stopcasting
/cast [@mouseover] Hand of Protection
#showtooltip Hand of Salvation
/stopcasting
/cast [@mouseover] Hand of Salvation
#showtooltip Hand of Freedom
/stopcasting
/cast [@mouseover] Hand of Freedom
#showtooltip Hand of Sacrifice
/stopcasting
/cast [@mouseover] Hand of Sacrifice
These macros will allow you to apply various Hands to the target under the cursor.
#showtooltip Lay on Hands
/stopcasting
/cast [@mouseover] Lay on Hands
Places Lay on the target under the cursor.
#showtooltip cleanse
/cast [@mouseover] Cleanse
This macro places Purify on the target at the cursor.
#showtooltip Divine Shield
/stopcasting
/cast Divine Shield
This macro interrupts the casting of the current spell and casts a Divine Shield on the target.
#showtooltip Rebuke
/stopcasting
/cast [@focus,exists] Rebuke
This macro applies Rebuke as your focus target, if not then on the direct target.
#showtooltip Divine Shield
/cast Divine Shield
/cancelaura Divine Shield
This macro will allow you to apply/cancel Divine Shield. Divine Shield Cancel is useful if you have used Divine Shield to reset debuffs and keep tanking the boss. If you are affected by a divine shield, the boss will attack the target with the next highest amount of aggro.
/cancelaura Hand of Protection
Allows you to cancel Hand of Protection for the same reasons as Divine Shield.
7. Bis
Head: | Faceguard of Winged Triumph | Current bloodthirsty (Token) |
Breast: | Chestguard of Winged Triumph | Sha of Pride (Token) |
Wrists: | Bubble Burst Bracers | Deep |
Arms: | Handguards of Winged Triumph | Nazgrim (Token) |
Legs: | Legplates of Unthinking Strife | Garrosh Hellscream |
Shoulders: | Shoulderguards of Winged Triumph | Siegemaster Blackfuse (Token) |
Cloak: | Qian-Ying, Fortitude of Niuzao | Legendary |
Belt: | Demolisher's Reinforced Belt | iron giant |
Feet: | Malkorok's Giant Stompers | Malkorok |
Neck: | Juggernaut's Ignition Keys | iron giant |
Rings: | Bloodclaw Band | Kor "kron dark shamans |
Asgorathian Blood Seal | Siegemaster Blackfuse | |
Weapon: | Siegecrafter's Forge Hammer | Siegemaster Blackfuse |
Bulwark of the Fallen General | General Nazgrim | |
Trinkets: |
Thok's Tail Tip |
The current is bloodthirsty |
Vial of Living Corruption |
Malkorok |
We present to your attention the Retre Paladin PvE guide for the WoW 5.4 patch (5.4.8). This guide covers all the basic principles of playing a Retribution Paladin in the Mists of Pandaria: talents, build, rotation, caps, equipment selection and much more.
Talents / Build
In Mists of Pandaria, the concept of a “standard” pve build has disappeared, as all previously required talents have been removed from the branches, and now work passively. From now on, paladins have a choice of other talents that will help you in a particular battle, depending on the mechanics. This will depend on their choice. To create an optimal dd palu build, you should understand what each of the talents represents.
Tier 1
Talents that affect movement speed.
- Lightspeed is perhaps the best talent on this tier, allowing for a significant increase in speed when needed. Useful in many T15 battles.
- The long arm of the law is a rather weak talent in PvE, it can be useful when frequently switching between targets that are at some distance from each other.
- Pursuit of Justice is a permanent passive movement speed boost. It will be useful mainly for faster running out of puddles and other similar effects.
Tier 2
Talents for control.
All tier 2 talents are more suitable for PvP than PvE. However, control may also be required in a raid, in which case choose a talent depending on the mechanics of the battle and personal preferences.
Tier 3
The choice of talents for treatment.
You have to choose between selfless healer and Holy Shield, since Eternal Flame consumes light energy and thus negatively affects dps. Shield of Heaven can be easily rotated and will provide a good amount of damage absorption throughout the fight, so for most fights it is recommended to take it.
Selfless Healer is of considerable utility to the raid. Due to the frequent use of Judgment, you will almost always have 3 stacks of effect, and will be able to quickly and effectively heal a wounded ally in a difficult moment of battle.
Tier 4
The choice between useful abilities for the raid.
It's believed that Unbroken spirit should be the standard choice in this tier. The talent increases survivability well and favorably improves some spells. The better the gear, the more enjoyable the talent becomes: a higher haste rating results in faster light energy generation, which reduces ability cooldowns.
Softness: The double use of the hands is certainly very useful. If you plan on using hand spells frequently in combat, this talent is the best choice.
The usefulness of the Hand of Purification largely depends on the number and strength of the harmful effects, the damage from which this ability reduces the damage. For example, if you can reduce a lot of damage to the tank at a difficult moment in the battle, the talent will be very useful for the raid.
Tier 5
Talents that somehow increase the dps of the retreat fell.
At the moment, the difference between all three talents is small. Holy Wrath gives the most dps boost, in most cases you should choose it.
Holy Punisher and divine design close in effectiveness to each other, they can also be useful in many situations, but the first is usually taken for short fights, and the second for long ones.
Tier 6
New abilities to deal/heal damage.
For fights with one goal, definitely, you should take death sentence. In AoE fights Hammer of Light can be more useful, but the difference will still be small.
Divine Prism spends too much GCD, so it should be avoided.
Symbols
Large symbols
The following large glyphs are most useful for the Retreat Paladin in 5.4 and 5.4.8:
- Glyph of Repunishment - Slightly increases dps in multi-opponent fights.
- Glyph of Harsh Words - can be useful for attacking through Celebration when you are not in a melee radius of the boss. In other cases, the Power of Light is better to use on the Templar's Verdict.
- Glyph of Triumphant - Useful if you use Triumph to heal allies in an emergency or deal damage with Triumph with the previous glyph.
- Glyph of the Hand of Sacrifice - allows you to reduce damage to an ally without redirecting it to the paladin. This glyph will be useful in many situations.
- Glyph of Mass Exorcism - Useful for AoE fights where there are many enemies within a mile radius.
- Glyph of Templar's Verdict - Helps your healers a little.
- Glyph of Divine Storm - When using an ability, heals the paladin's damage by 5% health. Can be useful in AoE damage intensive fights where you need extra healing.
- Glyph of Avenging Wrath - Provides a small amount of healing throughout the fight.
Small symbols
In Mists of Pandaria 5.4, small glyphs are mostly cosmetic. Choose according to personal preference.
Primary stat priority and reforging
PvE Retriever Palu in Mists of Pandaria 5.4 should adhere to the following stat priority:
Accuracy (7.5%) > Mastery (7.5%) > Strength > Speed > Mastery > Critical Strike
Strength. The main characteristic of the Retri Paladin. Increases attack power and critical strike chance.
Accuracy. Increases the chance of hitting an enemy. Accuracy Cap for PvE Retriever fell in Pandaria - 7.5% or 2550 Accuracy Rating (2210 for Draenei).
Mastery. Determines how likely the boss is to dodge your attacks. Mastery cap in patch 5.4 is 7.5% or 2550 skill rating (2210 for dwarves with blunt weapons and humans with swords or blunt weapons). Having gained caps of accuracy and skill, you are guaranteed not to miss the raid bosses.
Speed. Increases attack speed and also lowers the cooldown and GCD for your main abilities thanks to Holy Battle, which in turn allows for faster Holy Power generation.
Critical hit. Increases the critical strike chance of all attacks and abilities.
Mastery. Hand of Light allows you to deal additional Light damage when using basic offensive abilities.
Reforging
Reforging DD for a retribution paladin should be done in accordance with the priority of characteristics. Gain Accuracy and Mastery caps first, and then their surpluses, Critical Strike and Mastery forge into Speed.
stones
special nest | Thundering Primal Diamond |
red nest | Embossed Primordial Ruby |
blue nest | Engraved Imperial Amethyst Faceted Imperial Amethyst |
yellow nest | Catchy sunset onyx |
Enchanting
Shoulders | Greater Inscription of Tiger's Fang |
Back | +180 hit / +180 crit blow |
Breast | +80 to all stats |
Wrists | +180 Strength |
Hands | +170 Strength |
Belt | Living Steel Belt Buckle |
Legs | Wrathskin Overlays |
Feet | +140 Mastery / +175 Accuracy |
Weapon | Dancing steel |
Infusions, potions, food
The main characteristic of the Retri Pal is Strength, so all consumables are aimed at increasing it:
Flaska: Flask of Biting Frost
Potion: Potion of Mogu Strength
Food : Spare Ribs with Black Pepper and Crayfish
rotation
This section will introduce the single and multi-target retri paladin rotation in Mists of Pandaria 5.4.
Seal: Retribution paladins always cast Seal of Truth.
One goal
Single target PvE retrieval rotation is based on the following priority list:
Multiple targets
AoE rotation is based on the same priority list, but has a few small differences:
- Against 2 Enemies: Replace Templar's Verdict with Divine Storm and Radiant Strike with Hammer of the Righteous.
- VS 8: Replace Seal of Truth with Seal of Righteousness .
Paladins should constantly switch between targets to get the most out of Glyph of Repunishment and maintain full stacks of Condemn (from Seal of Truth) on each target.
With the 4T15 proc active, Templar's Verdict will be better than Divine Storm in a fight with 2-3 enemies (but not with more of them).
Game improvement
Inquiry
Inquisition is an effect that increases the paladin's Holy damage damage by 30% for 20 seconds per Holy Energy (ES) charge. Maintaining 100% uptime of Inquisition is extremely important for DPS Retreat.
You should always try to cast Inquisition with 3 EP charges - it makes it easier to maintain the rotation (you don't have to constantly monitor the effect and spend extra GCDs). The only exception when Inquisition should be used with 1-2 SP charges is if the boss doesn't survive another 60 (or 40) seconds.
You should start accumulating ES to refresh the effect about 5 seconds before it wears off.
Light Energy
With Infinite Persuasion, the PvE Retriever can generate up to 5 charges of Holy Energy. However, no ability consumes more than 3 charges. In this way:
- You don't have to use EP-consuming abilities once you reach 3 charges.
- A larger supply of ES allows you to burst: for example, two Templar's Verdicts in a short period of time.
To make the most of Holy Energy, you should always prioritize abilities that generate AP over consuming AP when you're below 5 AP.
For 5 EC charges: never use abilities that generate Light Energy. Instead, spend energy on the following abilities:
- Inquiry (if need to update)
- Celebration (to keep an ally alive; this is a loss of dps)
On 3 EC charges: use abilities that create the Energy of Light on cd. If none of these are available, use one of the abilities that consumes SP.
Less than 3 EC charges: do not use Templar's Verdict and Inquest (only if it falls off the target soon or has already fallen). You should use abilities that generate Light Energy. If they are all on cooldown, just wait for one of them to become available.
I also advise you to look at the paladin guide:
Guide proto fell 5.4.8 PvE
1. Talents.
2. Symbols
4. Chants / Stones
5. Macros/Prints.
6. Addons.
1. Talents
Tier 1
long arm Justice is the most effective talent for pvp. Can be combined with the Judgment symbol, which will slow down the target when using Judgment, and the talent will increase our speed.
Tier 2
Fist of Justice is the best choice in Tier 2. Gives a stun on an enemy without a cast, it also has an advantage over Repentance, in that when dealing damage to a target, the target will not leave the stun. The Fist of Justice was an integral part of Lk (in Lk it was called the Hammer of Justice).
Tier 3
Selfless Healer is a great talent for bg, 1v1, and also suitable for the 2v2 arena. Those. The main advantage of this talent is its mobility. It makes it possible to use a flash drive on yourself without casting if we have 3 stacks, and each stack increases the speed of casting a flash drive, so the talent is mobile and easy to control for us. It also heals a partner most effectively.
Tier 4
Softness is the best choice of all, increases our mobility in the arena.
Tier 5
Holy Punisher - Slightly altered Fanaticism, the essence is the same. Since there is no cd for the Celebration now, you can use it to heal yourself / teammates as soon as possible. Or drain all points for damage (verdict or triumph when the Symbol of Harsh Words is taken). Theoretically, every second gcd you will have three points of Light energy.
Tier 6
Divine prism - for the greatest effectiveness, you need to damage those who are surrounded by your allies, or heal those who are surrounded by your adversaries. A cooldown of 20 seconds makes you think about how it would be more efficient to spend the GCD under the prism. After all, a prism will not give a charge of the energy of Light. But the prism does good damage and, again, ranged ability. Watch the situation carefully: sometimes it's better to hit one and heal five than to heal one and hit five.
2. Symbols
Symbol of harsh words - adds one new ability to us. The Celebration spell can now be cast on enemies and deal Holy damage to them equal to the amount of health it can restore. Does not work in conjunction with the Unquenchable Flame spell.
I advise everyone to have a symbol of the severity of guilt! - Mandatory.
Glyph of the Templar's Verdict is one of the most useful glyphs to soften the blows. In 5.2, it now began to roll after the use of Exorcism. - Recommended.
Symbol of Celebration - since our main healer is Celebration, and we heal quite often, each use of it will increase your damage. - Recommended.
Glyph of Repunishment - for increased damage when switching (very good glyph for RBG games)
Glyph of Flash of Light - to increase your survivability (if you didn't take Selfless Healer, then do not take this symbol)
Small symbols- the taste and color, as they say ... However
Glyph of Falling Avenger / Glyph of Righteous Retreat are the most useful.
3. Stat Priority, Reforging
Accuracy / Mastery -> Strength -> PvP Strength/Haste -> Crit -> Mastery -> PvP Resilience
Accuracy - 3% / Mastery - 3% - Accuracy we just need to collect to the cap. After all, sometimes it’s a shame to miss control.
To avoid dodges in melee combat (mostly against rags), you need to collect a cap of skill. Gaining mastery against parry is pointless. If you are using Sharp words symbol, then the need for skill is reduced.
PvP Resilience - PvP resilience in 5.4 is 72% by default (whatever gear you put on). You can increase this indicator only with stones or a chest chant.
If you use both pvp trinkets, then you are given a bonus of 2600 units. sustainability indicator.
Having two pvp trinkets, a special PvP stone and a enchant on the chest comes out at 75.08% stability. This is without gemming in resilence.
Speed- this is a decrease in cd by most of our attacking abilities, also reduces the GCD after using these abilities.
Reduced cd - more chances to hit from a range, more chances to kite, faster hp gain, etc. Also, the speed affects the casting time of the flash (and this sometimes helps a hell of a lot) or Repentance (with the talent taken), the damage from the seal, makes it possible to inflict more white attacks.
artifice- Mastery: Hand of Light adds additional Holy damage when using Crusader Strike, Hammer of the Righteous, Hammer of Wrath, Templar's Verdict, and Divine Storm.
Reforging:
Reforging is most often done in speed or in priority characteristics.
4. Chants / Stones
Stones:
Special- Rumbling Primal Diamond / Tyrannical Primal Diamond.
blue nests- Strong Imperial Amethyst or Perfect Strong Rogue Stone (+80 Strength and +80 PvP Strength).
Red nests and colorless nests- Bold Primordial Ruby or Perfect Bold Pandarian Garnet (+160 Strength).
yellow nests- Flashy Sunset Onyx or Perfect Spotted Tiger Opal(+80 Strength & +160 Speed)
Shoulders- Greater Inscription of the Tiger's Fang./ Inscription of the Tiger's Fang
) Cloak- Enchant Cloak - 3rd Critical Strike (+180 Crit)
Breast- Enchant Chest - IV Resilience (+200 PvP Resilience)
Bracers- Enchant Bracer - Strength VII (+180 Strength)
Gloves- Enchant Gloves - VI Strength (+170 Strength)
Belt- Living Steel Belt Buckle (+1 Colorless Socket)
Engineers put themselves all the same Nitro boosters.
Legs- Wrathskin Overlays
Feet- Enchant Boots - Pandaren Walk
Weapon- Living Steel Weapon Chain / Formula: Enchant Weapon - Dancing Steel
5. Macros/Prints.
Attack macros.
We insert these macros instead of attacking abilities.
/cast Light Warrior Strike
/startattack
/cast Templar's Verdict
/startattack
/cast Judgment
/startattack
Focus macros.
Let's focus on one target. We beat another. When you click on the macro, the attack / control will go to the memorized target.
/cast rebuke
/cast Judgment
/cast Hammer of Justice
Macros for an assist on the Battlefield.
The situation is this: you run across the Battlefield and see how the enemy attacks your ally. Choose an enemy to target (the target of your opponent will be your ally). Be sure to set the goal tracking of your goal in the game settings. You can give your ally an assist or a heal using the following macros
/cast Celebration
/cast Hand of Freedom
/cast Hand of Protection
/cast Hand of Sacrifice
Macros for an assist in the arena.
/cast Celebration
/cast Hand of Freedom
/cast Hand of Protection
/cast Hand of Sacrifice
PS: macros are standard and taken simply from the Internet.
Seal of Truth - our main seal. We run with it almost all the time. Imposes the "Censure" effect on the target - a kind of DoT, which stacks up to five times. You will deal maximum damage to a single target only with this seal.
Seal of Justice - our "decelerator". If you didn't take the Gravity of Guilt symbol (which is extremely stupid), then this seal is your only chance to slow your target. There is only one difference (and a very significant one) - with "Heavy of Guilt" you slow down the target from a long distance, while with a seal you can slow down only by hitting the enemy in melee. For a very long time, the retriks have been waiting for a slowdown for their class spec, now we have it. Do not be afraid of losing a lot of damage in a fight with some ranged class (hunt, mage, ale, etc.), feel free to switch from the Seal of Truth to the Seal of Justice - they will not run far from you.
Seal of Righteousness - Rarely used in PvP. Basically, the seal is for AoE damage. In other words, if there are at least 3 opponents next to you, then this seal will help you give out maximum damage. However, this rarely happens, and the task of our class spec is not to AoE) Seal is very useful in PvE on packs of mobs or in a mass batch in the outdoors.
Seal of Insight
- according to the description, it is very ok (restores hp), in fact, it is another seal that we very rarely (read never) use in PvP, because we are treated mainly by Triumph and a flash drive.
As an additional bonus, the Seal of Insight increases the casting speed by 10% (and, in fact, we can only cast a flash drive, Repentance for the talent taken, Exorcism, and the Wrath of the Drules, which they share with us with the help of Symbiosis =)
Also increases outgoing healing by 5% - but this is sometimes very useful.
6. Addons.
All the necessary add-ons, you can purchase from our website, you just need to click on the picture:
Changes in Mists of Pandaria patch 5.4
Mechanics
Talents
Symbols: Large symbols, Small symbols
Rotation, Burst
Reforging
Feature Weight
Stones, Special stones
enchantment
Consumables
Cooldowns
Tier 16 raid content BiS
Addons
Frequently asked Questions
Races: Alliance Horde
Professions
Macros
Changes
Caps changed. Now in PVE you need to have 7.5% accuracy and skill. Collected caps will give you a spell accuracy cap (15%). In addition, the mastery cap excludes ANY parry. But the target can still block blows delivered "to the face".
The main characters have been removed from the game.
We get spell power at the rate of 50% of attack power, but we do not get it from the corresponding buffs.
There are no more auras. Paladins of all specializations gain Devotion Aura, a full raid cooldown.
Blessing of Might now increases Mastery.
T13 bonuses due to changes in mechanics have been revised: 2T13 increases DPS damage by 15%, 4T13 increases Templar's Verdict damage by 10%.
Judgment counts as a magical attack, i.e. it is affected by a spell hit, and Judgment no longer triggers enchantments and trinkets that are triggered by dealing melee damage. In addition, the ability cooldown has been reduced to 6 seconds. As of today, Judgment is still a melee attack with a 30m radius.
In addition to Crusader Strike, Judgment, Hammer of Wrath, Exorcism generate 1 charge of Holy Power.
The Hammer of Wrath is linked to our mastery. Mastery now procs from dealing damage with Hammer of Wrath.
Inquisition now has a DoT mechanic: the remaining duration is added to the new duration when it is updated between 0 and 2 seconds of remaining duration.
Exorcisms have no cast time at base, the cooldown can be reset with the Art of War talent. No longer has 100% critical strike chance against undead and demons.
Holy Battle now reduces the cooldown of Hammer of the Righteous (available to Retribution paladins), Hammer of Wrath, Judgment, and Exorcism.
Thanks to the talent Unlimited Persuasion, the maximum number of units of Holy Power has been increased to 5, however, finishing abilities cannot use more than 3 units (Templar's Verdict and Divine Storm, by the way, are ONLY available at 3 units).
Critical Damage Ratio for magic base increased to x2. This will only affect Exorcism.
Inquisition now grants an additional 10% critical strike chance.
Sword of Light is now our main source of mana regeneration, as Judgment no longer provides an active mana regen.
Sanctify and Holy Wrath are no longer available in the Retribution tree.
Patch 5.4 Changes
The main changes to our DPS are lowering the cooldown and stacks of Guardian of Ancient Kings (generally a burst nerf, but a constant dps up), as well as increasing the duration of Inquisition to 20 seconds per 1 Holy Power.
Holy Battle - additionally affects the cooldown of Holy Shock ability.
Banish Evil - Cooldown 15 seconds. (Please note: The Guilt Severity symbol will be reworked, as will be discussed later.)
Seal of Insight no longer has a chance to restore mana on attacks.
Retribution
Protector of Ancient Kings - cooldown reduced from 5 to 3 minutes. The maximum number of stacks has been reduced to 12.
Inquisition - lasts 20 seconds per charge of luminous power, instead of 10 seconds.
Talents
Hammer of Light - Works as a "smart" heal. Heals the 6 most injured allies in range. Lesser guardians are no longer affected by the ability (wild imps, bloodworms, snakes from a snake trap, etc.). The overall change from the ability remained unchanged.
Eternal Flame - a periodic effect heals 40% more.
sacred shield
Holy: Shields instantly, can be cast on multiple targets at once, but now costs mana and has three charges on a 10 second cooldown.
Protection: Effectiveness reduced by 30%.
Selfless Healer - In addition to the existing effects, the Judgment ability generates a charge of Holy Power for healer paladins. Selfless Healer stacks reduce cast time, cost, and increase the effectiveness of Divine Light, Flash of Light, and Holy Radiance.
Burden of Guilt - Replaced with a new talent - From the Position of Evil, which allows the paladin to use the Banish Evil ability on players and animals.
Hand of Purification - Reduces damage from hostile periodic effects by 80% (down from 70%) and reduces damage taken from hostile periodic effects that cannot be prevented by immunity effects by 40% (up from 0%).
Unbroken Spirit - ability simplified. Reduces the cooldown of Divine Shield, Divine Protection, and Lay on Hands by 50%.
Death sentence - when the effect is dispelled, it instantly deals five times the damage of the last tick.
Delayed Reprisal - When the effect is dispelled, it instantly heals 5x the last tick.
Symbols
New big
Glyph of Divine Shield - Remove hostile effects with Divine Shield heals the Paladin for each effect removed. Healing cannot exceed a certain % of the Paladin's maximum health.
Glyph of Hand of Sacrifice - The Hand of Sacrifice ability no longer transfers damage from the target to the Paladin.
Large
Glyph of Interrogation - reworked. Now increases the duration of the Inquest effect by 30 seconds (up to 2 minutes) each time the paladin lands the finishing blow on a target that grants experience or honor.
Alabaster Shield - Increases the damage of your next Shield of the Righteous ability by 10% per stack (instead of 20%).
Mechanics
No more magic resistance.
Auto-attacks with less damage (glansing), only on mobs that are 3 levels higher, happen 24% of the total battle time. Glansing deals 75% damage and has no critical effect. Bosses have 4.8% resistance to physical critical hits and 2.1% resistance to spells. This means that your critical strike rating will be less than what you can see in the character window.
Critical hit cap on auto attacks is 71.2% (100% - 24% glazing - 4.8% resistance). A critical strike rating above this level will no longer have an effect.
Critical hit cap is either 95.2% (100% - 4.8% resistance) or 100% (104.8% - 4.8%). Both are not available for Retri Paladin equipment.
The hit cap per mile is 7.5% DD, which is 2550 (2210 for draenei) at level 90 and 769 (666 for draenei) at level 85. This cap will allow you not to miss melee attacks. Crusader Strike, Templar's Verdict requires exactly this hit cap.
The hit cap for spells is 15%. We get a 7.5% chance of spells hitting the target with the Mastery cap (also 7.5%). Spell hit required for: Hammer of Wrath and Exorcism.
A Retribution Paladin needs to have 7.5% Mastery (2550 ratings at level 90, 769 ratings at level 85). Humans and dwarves should have 2210 (at level 85 - 666) rating when wielding certain weapons.
Basic attacks, Crusader Strike, Templar's Verdict, and Hammer of the Righteous count as melee attacks that use Accuracy and Critical Strike. However, these attacks can be parried or dodged.
Hammer of Wrath can be dodged but not parried. Does not count as a melee attack.
Talents
The usual talent trees have been reworked, and now you are given one of 3 talents to choose from every 15 levels. It should be noted right away that the main and most important talents are MOSTLY provided by default, however, some familiar ones still have to be chosen. This is the case for all classes. The choice of talents will depend on your play style, encounter and tactics, as well as your role in it. Talent tips for raid dungeons will be posted later.
First Tier
Tier 1 talents are related to movement speed.
The choice is optional depending on the encounter and your role in it. All three options can be useful.
Second Tier
Control. That says it all.
In PVE, the choice is yours. It is unlikely that you will have to kite anyone, so the choice will lie between the first two talents.
Third Tier
Healing and damage reduction.
Since in raids we spend the Power of Light only for our main goal - dealing damage, the choice should be made between the first and third talents. Again, the choice is situational.
fourth tier
Tier 4 is mostly useful for PvP.
In PVE, the second talent seems to be the most useful, since very often you have to “catch” AoE damage with Divine protection.
Fifth Tier
Actually, talents that affect DPS.
Now we have to choose between strong burst and stable tunnel damage. The Holy Punisher, aside from the fantastic animation that replaces our weapons with itself... the INSTANITOR, has the most potential, as now, even though it only lasts 1518 seconds, we will be spending exactly half of our GCDs on the Templar's Verdict.
As for the burst, Guardian of Ancient Kings now deals significantly more damage directly with melee weapons.
Although more benefit can be gained by using both Avenging Wrath and Holy Avenging at 4r14.
Tier six
New abilities focused on healing and dealing damage. In my opinion, the paladins of protection were somewhat deprived.
If the Hammer of Light for Retribution is only applicable to AOE phases, then the situation with the other two talents is more interesting. So, Divine Prism can be used more often than Death Sentence, which on average can help to avoid idle rotations, besides, Divine Prism has a cleave element. But with luck, Death Sentence deals 1 target great amount damage, especially when bursting, in addition, the effectiveness of the ability depends on the chance of critical damage. If last ticks and final burst are critical, then this ability is well ahead of Divine Prism in single target DPS.
Symbiosis with the Druids
In Mists of Pandaria, druids were given an extremely curious ability with original mechanics - Symbiosis. If we talk only about the paladin of Retribution, then we get a very controversial return bonus - Wrath. It might help to nuke a target in PvP, but the lack of a holy component in the damage makes the scaling from Inquisition equal to zero.
Symbols
Large symbols
Here the situation is somewhat sad: we have practically no symbols that could increase our dps. I will list only those that are relevant for the specialization in question.
The glyph of harsh words will help you if the boss is out of the melee zone more often than you would like during the fight. Admittedly, the glyph is more suited to Holy paladins.
Glyph of Instant Recognition is relevant only during the execution of quests, since without the symbol the Seal of Truth starts to win in terms of dps after 7-8 seconds of battle.
Glyph of Repunishment is only applicable if there is a second target besides the boss that can be permanently buffed by the glyph.
Glyph of Interrogation is only useful for players who can't reach 99% uptime for this ability. The use of the symbol leads to a decrease in DPS, therefore I strongly recommend using any of the addons that help track buffs / debuffs, in addition, the importance of Inquisition has increased, due to the fact that this ability also gives a 10% chance to deal critical damage.
Small symbols
Small symbols are cosmetic. Allows you to change the animation of some spells or add role-playing abilities.
But it should be noted the small symbol of the falling vigilante, when applying Avenging Wrath, the fall speed slows down) sometimes saves lives)
rotation
single target
The rotation of the Retribution paladin in Mists of Pandaria is similar to the previous rotation, which in more is a priority system. Priority by single target:
Investigation > Templar's Verdict (5 Holy) > Hammer of Wrath > Exorcism > Crusader Strike > Judgment >
First, your goal is to have an Interrogation uptime close to 100%. Refresh 2-3 seconds before the end of the effect and so that you do not have to refresh during the burst (during the duration of Holy Avenger, Avenging Wrath, Protector of Ancient Kings).
Secondly, we use the finisher (Templar's Verdict) only when: 1) it is available (we have at least 3 units of the Power of Light); 2) all our generators of the Power of Light on cd. That is, we try to use a finisher with only five units of the Power of Light, but if the CC is from 3 to 4, and the generators are on CD, we press the finisher. "Empty" GCDs can be skipped or spent on non-rotational abilities (whether it's renewing Holy Shield, consuming Divine Prism, or Burst of Light at 3 stacks of Selfless Healer). Always use Seal of Truth on single target.
As for the priority of Strike of the warrior of light and Judgment: in terms of DPE, these abilities are on the same level, therefore it is optimal to use them in the priority of cooldown. What does it mean? Note: If you have 0 Holy Power (let's say Exorcism on cd), then your priority should be to use an ability with more short time recovery in the first place, since this will give at 0 Power of Light to do the following - Strike of the warrior of light, Judgment, pause, Strike of the warrior of light, which will allow us to gain 3 units of the Power of Light, which we can use with benefit. Otherwise, if you have 1 or more Holy Powers, then your priority should be to use the ability with a longer cooldown (Justice) first, as this in turn will allow you to gain 3 or more Holy Powers, spend them to the finisher while the cooldown on the generator with the longer cooldown will expire.
Of the level 90 talents, Death Sentence is the best with only one target.
In 5.2 Light Warrior Strike becomes more important with 4r15: we can get tasty procs from it. Therefore, Crusader Strike has a higher priority than Judgment, not only in the normal rotation phase, but also in the burst phase.
The debuff on the target from Exorcism at 2t15 doesn't make it higher in priority than Hammer of Wrath, which doesn't change our prioritization scheme after getting 2t15.
IMPORTANT From 4t15 if there is a proc and from less than 5 units of Holy Power with available Light Warrior Strike, DO NOT USE Light Warrior Strike, but use the proc Templar's Verdict to prevent the buff from updating.
IMPORTANT With a high level of your melee weapon, the priority of Exorcism in DPS on a solo target becomes lower than that of Warrior of Light and Judgment Strike, this should be taken into account when increasing your overall ilvl.
With 4r16, the potential of the Divine plan increases, which also affects the priority of characteristics. The presence of 4 items of the t16 set and the use of the Divine Design talent modifies our rotation:
Investigation > Death Sentence > Templar's Verdict / Divine Storm (5 Holy) > Divine Purpose (if less than 2 secs remaining) > Item - Paladin T16 Retri… > Hammer of Wrath > Light Warrior Strike > Judgment > Exorcism > Divine Purpose > Templar's Verdict (3-4 Holy Power).
Multiple Targets
AOE rotation is very similar to single target rotation.
Inquiry > Divine Storm (5 Holy) > Hammer of Wrath > Exorcism > Hammer of the Righteous > Judgment > Divine Storm (3-4 Holy).
At the moment, rotating in AOE using Hammer of the Righteous instead of Crusader Strike is justified if there are at least 3-4 targets (at high Mastery - 3 targets, at low - 4), since with a smaller amount, Crusader Strike will give more dps. Divine Storm on 3 targets is already superior in DPS to Templar's Verdict due to the fact that it has a magical damage base, i.e. not subject to reduction due to armor. Seal of Righteousness instead of Seal of Truth is used when there are at least 3 enemies. As a reminder, changing seals triggers a GCD, and wasting that GCD is a loss of dps, so try to change seals before starting the AoE or single-target phase if possible.
Among the level 90 talents, Divine Prism and Hammer of Light have an AOE component. As far as Hammer of Light is concerned, it is equivalent to a Death Sentence when used on 2 targets, provided that both targets have received all ticks. With the ability to hit more than 2 enemies with the Hammer of Light on CD, this talent outperforms Death Sentence. Divine Prism wins if the additional targets last less than 8 seconds and their appearance cannot be synchronized with the cooldown of the Hammer of Light.
From 4r15 to 5.2 Templar's Verdict with 2-target set bonus proc has more benefit than Divine Storm.
multidot
With Judgment allowing stacking of Condemnation and the shorter cooldown of this ability, furthermore reduced by the Holy Battle talent, we can keep Condemn on more than 2 targets. You may find the macros for Judgment by Focus and Previous Target Select and Judgment by Mouseover (available in the Macros section) useful. I remind you that we get the greatest effect from a multi-dot if the targets live for a long time.
I also recommend using Glyph of Repeated Punishment when multi-doting..., since Condemnation is often supported by Judgment, and its cooldown allows you to maintain DoT by alternating targets (main and, for example, focus). In this case, Judgment becomes higher than the Light Warrior's Strike by DPE and takes on a higher priority.
Burst
Since Cataclysm, the Retribution Paladin is arguably the best burst machine in the game, as our specialization has some of the most powerful cooldowns that can let you deal tons of damage at the right time. But for this you need to know HOW to do it right.
So, in Mists of Pandaria we have several options for dealing burst damage. First, good old Zealotry has become an optional talent, with a slight change and becoming even more powerful, this is our Holy Avenger. Second, the Holy Wrath talent (also optional) now increases the duration of Avenging Wrath by 50% (to 30 seconds) and cuts Hammer of Wrath's cooldown in half.
Consider the options.
Pool Burst
In 5.2, the use of a 4t11 bullet on a tank no longer works, so let's pay tribute to this abuse under the spoiler.
Spoiler
If you are in range, then raid the link Judgment > Exorcism > (in miles) Light Warrior Strike to gain 3 Holy Power and activate Inquest. It looks something like this:
[–0:01] prepot
Justice 1 SS
Exorcism 2 SS
Light Warrior Strike 3 SS
Inquiry 0 SS
Justice 1 SS
Light Warrior Strike 2 SS
Avenging Wrath + Holy Avenging
Hammer of Wrath 5 SS
Templar's Verdict 2 SS
If Holy Wrath is taken
In this case, the scheme is somewhat modified:
[–0:01] prepot
Justice 1 SS
Exorcism 2 SS
Light Warrior Strike 3 SS
Inquiry + Avenging Wrath 0 CC
Hammer of Wrath 1 SS
Justice 2 SS
Hammer of Wrath 3 SS
Light Warrior Strike 4 SS
Hammer of Wrath 5 SS
Templar's Verdict 2 SS
I would not recommend harvesting Avenging Wrath from the pool for 2 reasons: there is no Inquisition buff (that is, there is no + 30% damage to light magic and 10% crit) and you can simply break the aggro from the tank. If the Protector of Ancient Kings is summoned already in battle, then it is better to reap Avenging Wrath with Holy Wrath taken along with him.
Characteristics and equipment
General
Strength should be your primary stat.
Accuracy and Mastery caps should be achieved through reforging and in the first place.
Reforging
Reforging allows you to change 40% percent of a secondary stat to something that is not on the item. For example, if an item has a critical strike rating, you will not be able to add it, but if the item does not have this rating, then you can change 40% of another attribute (mastery, haste, hit or mastery) to a critical strike rating. An item with 100 Accuracy Rating and no Critical Strike Rating can be reforged with 60 Accuracy Rating and 40 Critical Strike Rating. Since we can't reforge any of the stats into strength, we have to focus on other equally important stats.
Your goals will be:
Accuracy cap. If you haven't reached the hit cap, then reforge the most "unnecessary"* stat into hit.
Skill Cap. If you hit the hit cap but haven't reached the mastery cap, then keep reforging your "worst" stat into mastery.
If you've reached the hit and skill cap but still have unforged items, then focus on another stat that's important to you.
Thus, having collected the cap of accuracy and skill (due to the reforging of crit and mastery as well), we reforge less significant characteristics (crit and mastery) into speed.
Characteristic:
Cap at level 90
Cap at level 85
Mastery
2,550 (2,210 for dwarves and humans*)
769 (666 for dwarves and humans*)
Accuracy
2,550 (2,210 for draenei)
769 (666 for draenei)
* for people - when wearing hammers and swords; for dwarves - when carrying axes.
Feature Weight
In order not to miss with auto attacks and special hits on bosses (level 93 targets), we need 2,550 hit rating (2,210 for draenei). To avoid parries and dodges, you need to collect 2550 skill rating (2210 for dwarves and humans when the racial bonus is activated).
Crete 600 0.46
Mastery 340 0.82
Speed 425 0.68
Accuracy 340 1.10
Mastery 285 0.49
As you can see, the preliminary best secondary characteristic is speed. Moreover, according to the calculations of theorists, the speed costs more than 0.5 strength, that is, at the moment, hybrid stones like the Catchy Sunset Onyx are better than pure stones with the strength Embossed Primordial Ruby
IMPORTANT As already noted in the Rotation section, the combination of 4t16 and Divine Design affects not only our rotation, but also the importance of characteristics: due to the frequent use of finishers, the priority of speed drops somewhat, therefore theorists advise stopping at 42% speed and further maximizing mastery .
Pre-raid equipment
in 5.4 It's simple .... Timeless Island - chests with the Burden of Time that makes 535 items instead of 496, the rest is 496 items + veapon from the old LFR raids - PS, SS, TVV, PG (I can buy a rune of fate here, on the same island for 500 island coins and throw on the barefoot where your veapon falls.
Quickly make the whole chain of wrath for 608 legendary cloak, now it is done faster.
Also crafts 553 gear forge, they are not expensive reg heaps on auk. On the edge, you can also craft 522 in a cheap way.
Stones and charms. Consumables
stones
Today, the priority stones are those that give us speed. Below is the priority of gems by socket color.
socket color
Red - Spectacular Sunset Onyx
Yellow - Soft sunshine
Blue - Lightning Native Nave…
Colorless
soft sunshine
jewelry stone
Embossed Serpent's Eye
Meta
Roaring primordial al…
Special Stones
Thundering Primal Diamond is the best choice for Retreat Paladins. Strength is our priority characteristic.
A legendary socket to the head will give about 5% additional damage to the target, so consider for yourself what is more profitable for you.
enchantment
Improvement
Head - Mists of Pandaria removed upgrades for this slot
Cloak - Enchant Cloak - Accuracy Rating / Enchant Cloak - Critical Damage
Shoulders - Greater Inscription of the Fang...
Chest - Enchant Chest - All…
Wrist - Enchant Bracer - Strength... / Enchant Bracer - Mastery...
Gloves - Enchant Gloves - Strength / Enchant Gloves - Art / Enchant Gloves - Mastery / Enchant Gloves - Haste
Belt - Real life belt buckle…
Legs - Wrathskin Overlays
Feet - Enchant Boots - Footsteps / Enchant Boots - Accuracy / Enchant Boots - Accelerated Footsteps
Weapon - Enchant Weapon - I Dance... / Enchant Weapon - Strength with... / Enchant Weapon - Song...
Enchant Weapon - Dance... - 1 ppm (proc per minute) from a melee attack that hits its target;
Enchant Weapon - Song... - 2 ppm, from melee attack, direct magic damage/healing;
Enchant Weapon - Strength with… - 5 ppm, from any direct or periodic damage
We give priority to enchants that give strength or the most useful secondary indicator. For the first time, you can hang the most affordable options. The table does not include upgrades available only to carriers of certain professions. About profession bonuses - in the second part of the guide.
Consumables
Flask: Flask of Biting Frost.
Potion: Potion of Mogu Strength.
Food: Pandaren Treat / Black Pepper Ribs….
Cooldowns
Avenging Wrath Increases your damage dealt and the amount of health you restore by 20%.
While using Avenging Wrath, even if the target's health is over 20%, you can still use Hammer of Wrath.
Holy Punisher - When Holy Avenger is activated, abilities that generate Holy Power (Exorcism, Hammer of Wrath, Light Warrior Strike, Judgment) grant you three Holy Power charges at once. Using Zealotry reduces the rotation to: Exorcism / Hammer of Wrath / Light Warrior Strike / Judgment > Templar's Verdict.
It should be noted that now there is no talent to reduce the cooldown of Avenging Wrath, so combining abilities with different cooldown times will only work for the first and every third time using the Holy Avenger.
Protector of ancient kings - While Protector of Ancient Kings is active, each of your attacks and each of the defender's attacks triggers a stack of Ancient Might. 10 seconds after turning on Guardian of Ancient Kings, press Avenging Wrath and/or 15 seconds after activating Holy Avenger. This will give you maximum burst.
Tier 16 raid content BiS
Calculation logic:
DPS Calculation = (static stat * stat weight * stat factor) + (proc stat * stat weight * proc uptime [duration/ACD] * proc factor)
Odds are based on a 7-minute battle.
You can get higher values if you scale better trinkets with Avenging Wrath, Guardian of Ancient Kings, Death Sentence.
Used prepot and sweat on the second Guardian of Ancient Kings.
Sentence of death is used 5 seconds after the start of the battle and then on cd.
Protector of Ancient Kings is used on the pool and on cd.
Inquisition is used 5 seconds after the start of the battle and falls off by no more than 2.5 seconds.
The proc of a tinket takes approximately 5 seconds to cast.
Squeeze trinkets are used after 5 sec and on cd.
All odds are based on Simcraft data.
The base proc rate is the approximate DPS that a static stat would give or ((static stat * stat weight) + DPS)/DPS.
When you apply sweat, you gain % DPS increase ((4000 Strength * Weight of Strength) + DPS)/DPS. There is a multiplicative model.
If Death Sentence is used during a proc, the proc weight is increased by a factor of 1.05.
If Avenging Wrath is used during a proc, the proc weight is increased by a factor of 1.2.
If Guardian of Ancient Kings is used during a proc, the proc weight is increased by a factor of 1.17 ( average weight ZDK).
If Inquiry is not active, a coefficient of 0.8 is applied.
Thanks to comrade Zephur"
Raid Boss Tips
Mogu'shan Dungeons Raid Tips
The new section will be updated over time. The tips assume that you are familiar with the general tactics for combat.
STONE GUARDS
FENG DAMNED
DUSHELOV GARA "JAL"
Spoiler
GHOST KINGS
WILL OF THE EMPEROR
Heart of Fear Raid Tips
IMPERIAL VIZIR ZOR"LOK
BLADE LORD TAYAK
THE LORD OF THE WINDS MELJARAK
AMBER Sculptor UNSOK
GREAT EMPRESS SHEK ZIR
Terrace of Endless Spring Raid Tips
GUARDS OF INFINITY
SHA OF FEAR
Throne of Thunder Boss Tips
JIN "ROCK DESTROYER
HORRIDON
COUNCIL OF ELDERS
JI-KUN
ORIGINAL
DARK ANIMUS
CON IRON
TWIN CONCUVENES
Addons
Addons are a matter of taste. Some players play without them, while others do not have free space on the screen. In this section, we deliberately did not list a lot of addons, but focused only on the most important ones for retriks.
CLCRet / CLCInfo will help you follow the priority rotation correctly and keep track of the procs of various abilities and buffs.
DeadlyBossMods - without DBMA anywhere.
Bartender4 In my opinion, the best replacement for standard panels.
ExtraCD A handy addon that shows you the remaining duration of the procs of trinkets, chants, etc., as well as their internal CD.
OmniCC is an addon that adds notes to items (spells, abilities) that are on cooldown, about when it will be possible to activate them again. This addon works great with the previous one.
Nice Damage - addon allows you to choose ANY font to display your damage.
Tidy Plates - replacement for standard name plates.
TellMeWhen / PowerAuras - buff-debuff tracker addons. The possibilities are so extensive that they require a separate guide. I recommend using it to track the procs of trinkets, Collapse and other situational moments.
NeedToKnow is another addon that helps to keep track of various effects, cd and more.
NugComboBar - for those who are not satisfied with the standard panel with the Power of Light. The new version has a lot of styles, very beautiful.
MoveAnything is an addon that allows you to move and resize ANY UI ELEMENT.
wowreforge.com is a site designed to help with competent reforging.
Many players advise installing addons such as threat level meter, frames and panel addons. Increasing the threat level threatens you with zero DPS and death. Frames and other panels in more effective places on the screen reduce eye movements and allow you to focus on increasing DPS.
It is recommended to personalize your panels according to your needs and play style. Your own panel and the standard one is like comparing lunch in a fashionable restaurant and in an eatery, respectively.
Frequently asked Questions
What seal should I use for PVE?
There are currently only 2 PvE Seals. Seal of Truth gives us the most DPS on a single target, while Seal of Righteousness gives us more DPS on multiple targets (5 or more). Also Seal of Truth allows you to multi-dot targets.
Which weapon suits us better: slow or fast?
If the stats are the same (strength and item level), we should still use slow weapons. Our melee attacks scale with weapon damage, so higher damage on slower weapons is preferable.
What to enchant weapons?
See above in the Enchantment section.
Should I use a faster weapon to get the Seal of Truth censure faster?
No. Switching weapons is a loss of DPS. The damage lost due to weapon switching far exceeds the damage dealt by the censure. Especially in Mists of Pandaria, the damage of Judgment does not depend on the selected seal and the number of stacks of Conviction, and the Seal of Truth does not require 5 stacks of Condemnation.
Races
Alliance
When it comes to paladins with the most damage in PvE, then of course, the Alliance is in the lead here.
Draenei
Morale increases Accuracy by 1%. A nice bonus that will allow accuracy reforging on items, as well as provide additional features on various combinations of epic armor. And Boon of the Naaru increases the paladin's survivability in both PvE and PvP.
People
Humans gain 1% proficiency with racial specialization in blunt weapons and swords. The racial ability Every Man for Himself can give a few extra seconds of DPS in PVE, and in PVP it allows you not to buy a PVP accessory that removes all slowdown effects.
Dwarves
Like humans, dwarves gain an additional 1% proficiency if they use blunt weapons. Again, reforging will allow the worst blunt weapons to outperform any other weapon, thanks to this bonus. Stoneform, which removes all poison, disease, and bleed effects with a cooldown of 2 minutes, may not always come in handy in PvE.
Horde
Blood elves
A magical torrent that interrupts spells and restores 6% of your mana. Since paladins have been given the Rebuke talent, interrupting spells is no longer a problem.
Tauren
Thunderstrike - 2 second AOE stun and increased health. Possible use in PVP, but not always in PVE.
Professions
Alchemy: Mixology adds an additional 320 power to the Flask of Biting Frost, and also increases the duration of the effects of all flasks. In general, the stats increased by alchemy can be compared to those increased by blacksmithing, enchanting, and inscription, however, the longer duration of flasks has its advantages. A new alchemy stone will become useful before getting raid trinkets - Alchemy Zen Stone.
blacksmith craft- gives additional sockets in wrists and gloves, which allow you to insert 2 stones. No different from alchemy, enchantment and inscription.
Enchanting gives you Enchant Ring - 160 strength, so 2 rings gives us an additional 320 strength. No different from blacksmithing, alchemy and inscription.
Engineering: Neural Springs is a very powerful burst with a short cooldown. Whelpling from the ghostly… can be useful at the beginning of the development of content.
Herbalism: Earthblood enhances our specialization quite well, as it gives 6.7% haste for 20 seconds, reducing the cooldown of our abilities. However, the bonuses from professions that give static strength are better.
inscription- Arcane Fang Inscription... - Gives the same final bonus as other professions.
Jewelery: The embossed snake eye gives an additional 160 points of strength, and given that 2 stones can be inserted, we have that bonus of 320 strength.
Leatherworking: Fur lining - strength gives us an additional 500 strength points for bracers, which translates into a net profit of 330 strength (with 170 strength from the standard enchant). This makes the profession one of the most attractive.
Mining: Fortress is the only benefit of mining and gives you 480 stamina, but does not affect your damage output in any way. No DPS increase, only survivability.
Skinning- Anatomist - increases the critical effect rating by 480, that is, at level 90 this will give 0.8%.
Tailoring and Hilt Embroidering m… gives us 4,000 attack power for 15 seconds and has an internal cooldown of 88 seconds, according to my measurements, and a proc chance of 15%. With an uptime of 17%, we have about 680 relative to static attack power. Although this embroidery replaces the regular enchantment, 680 attack power is better than 180 increase in critical strike rating or hit rate. In addition, the 88 second icd works well with the T14 4-piece bonus.
And may the Light be with you!
Macros
Cooldowns
#showtooltip /cast Holy Avenger /cast Avenging Wrath /startattack
#showtooltip /cast Avenging Wrath /cast Hammer of Wrath /startattack
1 button abilities
#showtooltip /cast Ability name; /cast Ability name
Allows you to bind multiple abilities to a single button.
#showtooltip /startattack /cast Judgment
#showtooltip /cast Divine Prism
You can enter the name of your tank into the macro, the healers will thank you.
#showtooltip /cast Celebration
Multidot macro. Allows Judgment to keep Condemnation on focus
#showtooltip Judgment /target focus /cast Judgment /targetlasttarget
Multidot macro. Allows Judgment to maintain Mouseover Condemnation
#showtooltip Judgment /cast Judgment /targetlasttarget
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I advise you to familiarize yourself with other guides on the Paladin in WOW:
- PvP Paladin Tank Guide
Attribute Priority
Accuracy (3%) > Mastery (3%+) > Strength > Speed > Crete > ingenuity b
PvP Resilience and PvP Strength:
Patch 5.3 made major changes in PvP strength and PVP resilience. The effectiveness of these characteristics has been significantly reduced. At the moment, Retri Paladin secondary stats such as Mastery, Haste and Crit have proved to be much better. This is the most up-to-date data at the moment. Perhaps the situation will change as changes are made to the game.
Accuracy:
Accuracy Cap(3% or 1020 rating) removes the possibility that you will miss any of your abilities on the enemy. It is very important that the accuracy cap is reached, this significantly affects the effectiveness of the Retri Paladin in PvP. To check if you have a hit cap, go to the character window and hover over Accuracy and make sure you have 3%.
Mastery:
Soft cap Mastery (3% or 1020 rating) allows you not to miss different kind casters. Make sure your skill level is at or above 3%. Mastery above 3% continues to reduce your chance to avoid a parry or dodge, but this increase comes at the cost of other Important Features. Therefore, whether to gain more than 3% skill or not depends on your playing style or personal preferences.
Strength:
Strength increases Attack Power and damage from your abilities.
Speed:
Haste increases attack speed, decreases GCD from Justice, Light Warrior Strike, Hammer of the Righteous, Exorcism and Hammer of Wrath , thanks to the Holy Battle talent . More frequent attacks lead to an increase in the generation of Light Energy.
Crete:
Increases the chance to deal a critical hit.
Mastery:
This is the base spec for Retribution Paladin in PvP. Long Arm of the Law, Fist of Justice and Gentleness are very useful, but can be changed to other talents depending on the specific situation or your personal preferences. Talents Selfless Healer, Holy Avenger and Divine Prism increase survivability and increase damage.
Symbols
The choice of symbols for the Retri Paladin, as well as the choice of talents, is situational. Here is an example of symbols that may be somehow useful to you.
Large characters:
- Glyph of the Templar's Verdict - necessary. After casting Templar's Verdict or Exorcism, you take 10% less damage for 6 sec. Slight increase in survivability.
- Symbol of blessed life - recommended. You have a 50% chance to gain a Holy Power charge each time you are Stunned, Feared, or Rooted. Allows you to recover slightly faster if you are affected by the effect of immobilization, fear or stun.
- Symbol of repeated punishment - recommended. Increases the damage of your next Judgment spell by 20% if it is cast on a different target. Slight increase in damage against multiple targets.
- Glyph of Blinding Light - optional. Blinding Light now knocks down enemies for 3 seconds instead of blinding them. Useful in a situation where it is preferable to knock down an opponent rather than disorientate him.
- Symbol of divine protection - optional. Reduces the magical damage taken limit of Divine Protection by 20%, but now the physical damage taken will be reduced by 20%. Increases survivability during physical attacks.
- Glyph of the Divine Storm - optional. Your Divine Storm spell also heals you for 5% of your maximum health. Slight increase in survivability.
- Glyph of Flash of Light - optional. When using Flash of Light, the next healing spell cast on that target within 7 sec is increased by 10%. Slight increase in survivability.
- Symbol of triumph - optional. Your damage dealt is increased by 3% for each Holy Power consumed after you cast Celebration or Eternal Flame on a friendly target. Duration - 6 sec. Slight increase in damage
- Glyph of the Divine Shield- optional. Dispelling debuffs with Divine Shield heals you for 10% per debuff dispelled. The total amount of health restored in this way cannot exceed 50% of the maximum health.
- Symbol of exorcism- optional. Judgment fills an enemy with remorse and reduces their movement speed by 50% for 2 sec.
Small symbols
- Symbol of Righteous Retreat - recommended. While Divine Shield is active, you can use a Return Stone 50% faster.
- Glyph of the Falling Punisher - optional. While Avenging Wrath is active, your falling speed is slowed.
Enchant Equipment
- Shoulders: Greater Inscription of Tiger's Fang(+200 Strength, +100 Crit)
- Cloak: Enchant Cloak - Critical Strike(+180 crit)
- Bib: Enchant Chest - All Stats X(+80 to all stats)/ Enchant Chest - Resilience IV(+200 PvP Resilience)
- Bracers: Enchant Bracer - Strength VII(+180 strength)
- Gloves: Enchant Gloves - VI Strength(+170 strength)
- Belt: Living Steel Belt Buckle(additional stone socket in the belt)
- Leggings: Wrathskin Overlays(+285 Strength, +174 Crit)
- Shoes: Enchant Boots - Pandaren Walk(+140 Mastery)
- Weapon: Enchant Weapon - Dancing Steel(procs for 1650 agility) / Living Steel Weapon Chain(reduces disarm time by 50%)
stones
- Meta: Thundering Primal Diamond(+216 strength, +3% critical effect) / Despotic Primal Diamond(+665 PvP Strength and +775 PvP Resilience)
- Colorless: Embossed Primordial Ruby(+160 strength)
- Blue: Strong Imperial Amethyst(+80 strength and +80 PvP strength) / Engraved Imperial Amethyst(+80 strength and +160 hit)
- Red: Embossed Primordial Ruby(+160 strength)
- Yellow: Catchy sunset onyx(+80 strength and +160 speed) / Lightning Native Jade(+160 speed and +160 hit)