Introductory guide to fighting paladins, Part 3

Much of the paladin's fearsome aura can be attributed to one freak point in the game's history where the retribution tree was fixed to become viable and abilities such as Avenging Wrath and Divine Shield could be used at the same time. It was a glorious time for paladins and a terrible time to be any other class or any other spec for that matter. Blizzard has done much to curb a retribution paladin's ridiculous burst output since then but the stigma remains and retadins are still among the most feared types of paladins on the battlefield.
The irony is that retribution actually has the lowest survivability of all three specs and are the easiest to kill. Retribution does not have as many tools as either holy or protection and must always make strategic decisions regarding a The Art of War proc, whether to use it offensively for an instant cast Exorcism or defensively with an instant cast Flash of Light. While they move faster on average than other kinds of paladins, they have no other mobility tools other than the Hand of Freedom. It should be clear by now that Hand of Freedom is pretty much the only free movement spell that paladins have. They cannot close distances except through stuns if they are within range, or by wasting a Repentance. Retribution paladins are so eager to get within range that they will not hesitate to cast Repentance despite a one minute cooldown.
Most retribution paladins will keep on the offensive, attacking and hoping that their burst damage overcomes their opponents' defenses. Many will use Avenging Wrath even while at a distance while closing in. These will be indicators of your opponent's skill level. While retribution's burst is considerable, it is no longer at the point where simply attacking and using stuns blindly will overcome enemies, especially under the new Resilience environment. The good news is that many players of lesser skill gravitate towards retribution because it's easy -- there are so many instant cast abilities that don't require much coordination to use. Judgements, Crusader Strike, and Divine Storm are always used when they are up. Use this anecdote to your advantage.
Wait for Avenging Wrath. If you are able to dispel it or crowd control a paladin with it up, you take away her greatest strength and open up for an attack when she is weakest. Kite as much as you can, although retribution paladins are experts at dispelling magical and poison-based snares by necessity. A retribution paladin has no ranged attack that should cause worry, as Exorcism normally has a cast time and a retribution paladin that can't hit anything won't proc The Art of War. Hampering their mobility upsets them more than it will any other kind of paladin.
Better retribution paladins will fight defensively, saving much of their cooldowns and conserving their mana. They will almost always have Sacred Shield up and Divine Plea whenever it's available considering their small mana pool. Bait these players as much as possible by making them think you're vulnerable. Paladins have nothing against stuns except a talented Hand of Freedom and a Blessing of Protection (or Divine Shield) which they will be loath to use. Classes that can open with a stun can do it to bait a trinket or a Hand of Freedom, which will leave them open to subsequent forms of crowd control.
Be wary of using abilities such as Metamorphosis or Lichborne, as most PvP paladins will have Turn Evil glyphed to be instant. They have even fewer solutions to heals than protection paladins and have no offensive dispels, so classes that can heal and put up defensive shields or HoTs should be able to handle retribution's assault with relative ease. Retribution only has Hammer of Justice, which should be removed with a CC break. After that, healers can freely cast even long cast spells without fear of interruption as long as Repentance is on cooldown. Smarter retadins will save what little interrupts they have against a healer in the hopes of keeping them from spellcasting long enough to burn them down. Don't fall for it.
Disarm effects work well against retribution and a vast majority will not have a shield switch macro and use Shield of Righteousness. Dismantle works even better, as even prepared paladins will not be able to equip a shield. Weaponless retadins won't be able to use a majority of their abilities and will be forced on the defensive. Pursuit of Justice will reduce the duration of disarm effects, but it should be enough to slow them down.
Knowing that retribution paladins are only really deadly up close -- and not even so much against classes that can heal themselves -- should be key in defeating them. They have a limited number of CC breaks and their most important ones will leave them susceptible to further attacks, and aside from Pursuit of Justice have no speed boost to close gaps.
Final notes
There are a few other tools in a paladin's toolbox that will be seen in PvP. Hand of Sacrifice is a clutch spell that Arena veterans use to break CC on themselves, but isn't a natural response for most Battleground or world PvP paladins. Lay on Hands also sees less use now that it confers Forbearance and the thirty second lockout from Avenging Wrath, but is still available to use as a last resort for desperate paladins. Be confident in the knowledge that if you see this ability used, the paladin is running out of options and is an even easier target despite getting back to full health.
Paladins may be the among the most resilient classes in the game, but they are far from invincible. Well, they're invincible for only twelve seconds at a time, anyway. Just keep in mind that once those twelve seconds are up, that is when a paladin is weakest. Always watch out for when the paladin blows specific cooldowns as mentioned in the first part of this article. Strike fast, strike hard, profit.






Reader Comments (Page 1 of 4)
Eli Feb 19th 2010 12:09AM
Explain to me exactly what you meant in that second sentence.
Yeechang Lee Feb 19th 2010 12:42AM
Zach doesn't mean that people who play paladins are less skilled than others; he means that paladins are easy to play and see a reasonable amount of success with. (I'd have written the sentence as "highest skill-to-success multipler" to reduce the ambiguity, though.)
When even the Elitistjerks retribution paladin primer jokes about "facerolling" and complains that Northrend didn't bring a more-challenging, more-compelling attack system, that tells you that the class really is easy to play. No, that doesn't mean that people who play paladins are dumb, or "baddies" (a word, and accompanying subtext, I heartily dislike), or anything else. It just means that the FCFS priority-attacks system is much simpler than those of most other classes'. Period. (I say this as a paladin for five years and counting, for the record.)
Mr. Tastix Feb 19th 2010 4:10AM
It is, unfortunately, true as well. I'm actually rather sick of all these damn players with their Paladins (ESPECIALLY BLOOD ELVES, ARGH!) coming in and thinking they own the show and then I have to take the flack for it.
No, perhaps I didn't play a Paladin back in BC, but I'm also not a player who gets my face and smashes it against the keyboard or gems/enchants badly. Paladins, with the exception of Holy, are rather easy to play. Prot and Ret really are that easy but rest easy in knowing that, if you enjoy PVP and want a challenge, it gets REALLY FREAKEN HARD in the top-end Arenas. Also, casters blow you up. It's like a giant and a bug. Paladins are the bug.
Alanid Feb 19th 2010 7:06AM
I have played a paladin since WoW started and I have always loved pvp'ing and as such I know some tricks that newer players might not. Then again they might I'm not saying that some don't. But still this guide has even been helpful to me since now I definitely know what people will try to use against me, and can prepare adequately.
A while ago me and a guildie decided to do some arena skirmishes and there was a double rogue group. They beat us the first round because I used my hammer stun early. I used this information to my advantage. When the opportunity arose I repentanced one and waited for him/her to use it's ability to get out of it and then BAM hammered. Easy pickings then. Always test your opponents defenses first, even in battlegrounds. Admittedly in arena you might not have the time.
Eli Feb 19th 2010 9:04AM
Not the paladin part; this is the first time I've ever heard someone say that hunters have a low skill to success ratio.
jrizutko Feb 19th 2010 11:33AM
@Eli,
Really? I thought that was the oldest prejudice in Azeroth? Back in the day, there was nothing more frustrating for a caster than a BM hunter, and BM hunters were everywhere in PVP.
Banic Rhys Feb 19th 2010 12:10AM
"you take away her greatest strength and open up for an attack when she is weakest."
Had a bad experience with a female paladin have you?
Oteo Feb 19th 2010 11:27AM
Zach is an equal-opportunity paladin slayer.
Aldarion Feb 20th 2010 6:22AM
Also, classes are almost always referred to as females. I have a very old D&D guidebook and even warriors are 'she' there as well.
MightyBurebista Feb 19th 2010 12:18AM
"Paladins have nothing against stuns except a talented Hand of Freedom and a Blessing of Protection (or Divine Shield) which they will be loathe to use."
You forget that ~Human~ Paladins have Every Man for Himself, o infallible one...
Zach Feb 19th 2010 12:20AM
Note how I also didn't mention trinkets, which all PvP players are supposed to have. I didn't account for all races in this scenario, but yes, it is worth keeping in mind.
Alanid Feb 19th 2010 7:13AM
Also I don't loathe using my Divine Shield, it's just a tool to help me win, I have other abilities I can use in the mean time. Ok, I don't play much arena but this is the case in battlegrounds, especially wintergrasp where i can just blend into a crowd of people and vehicles as a last resort.
Karuna Feb 19th 2010 12:20AM
I think that the problem with these guides is that they're not class specific. Maybe people could post some tips of their own for various classes/specs.
For my own, feral druid, I find a nice hit and run technique works well against paladins. Bleeds, insta cast proc heals and kiting. Prots particularly are quite vulnerable to bleeds and shredding works because they can't avoid the damage. If it's holy and you're feral, don't bother.
Zach Feb 19th 2010 12:23AM
Excellent point, although including different strategies per class versus per spec would've bloated this series too much, though. But great point about bleed mechanics as it's a physical debuff that even Prot can't remove. Hit and run using a melee class requires a bit more skill to pull off, though. Thanks for that.
Kanap Feb 19th 2010 12:31AM
"Run away!"
Their is no honor in honor kills anymore....
Haro Feb 19th 2010 3:39AM
On the other hand, i'd say this guide is actually very helpful for people like me who suck at pvp, to learn our own class, to know what are our strong and our weak points in pvp combat.
Tjalfe Feb 19th 2010 5:53AM
I won't lie to you, Feral. Every single cat or bear who has stood their ground, everyone who has fought a pally has died. But where they have failed, you will succeed.
Feral: Why?
Because you can run!
Reading this article as a feral. It was one long list of "Can't dispell that, can't remove this.."
All suggesting to use abilities we don't have.
Thanks for the comment Karuna! Nice to know what actually can be done.
Killik Feb 19th 2010 7:00AM
Well after this series there's always scope for the 'Hunter guide to killing everybody', 'Paladin guide to...' etc etc
Zanathos Feb 19th 2010 11:37AM
A pvp oriented prot paladin (which might not be too many of them) should be fairly difficult to do hit and runs on if they're paying attention, judgement of justice will hamper those quick getaways
jasonkidd1234 Feb 19th 2010 12:41AM
Good guide.
Considering all 3 of my "main" classes have an offensive dispel (Hunters Tranq shot, Priest, Shaman) I've always wondered when to dispel. My friend always shouts to dispel constantly, but that never works out, mainly because by the time I've dispelled once or twice, I'm dead.
Thankfully this guide broke down some of thier key abbilities to one of the 8 people without a paladin, and now I won't get eaten so easily (Perhaps).
Also, is there really any way to counter getting instakilled by ret pallies as a fresh 80 clothy?
My priest has almost no pvp gear, and I try to arena but can't survive long enough to help out my teammate, as every pally team heads for me first, and my one CC move is trinketed out of, and I'm left with shielding myself and trying to get off flash heals.