The Light and How to Swing It: Retribution 101

Retribution. This is what every paladin begins as. No shield to hide behind. Just a big two-handed weapon slung on your back and grim determination as your guide. And, sadly, the spec that took the longest to become completely viable.
It's been a hard road for the retribution paladin. In classic era, you only used retribution to level up and then you were expected to heal or play blessing-bot for raids. In the days of Burning Crusade, retribution was a little better and could be okay if you stacked your raid the right way. However, they'd rather you be the adds tank or heal. Then Wrath hit and retribution came into its own... or should I say 'pwn' (bad joke, but absolutely true if you remember early Wrath). After some balancing, retuning, and all of those other euphamisms for 'nerf,' we're a still a fairly decent force along with the rest of the pack. Let's take a deeper look into the good, the bad, and the ugly of the ret pally.
1. What is Retribution?
Retribution is the damage dealing and main leveling spec for the paladin class. Being a paladin you have some utility as well, but your main purpose is to beat things over the head with a big stick and you do that quite well.
2. Retribution Benefits
- Relatively simple play-style. Using a first come first serve (FCFS) system when it comes to abilities, so no complex rotations or combos
- Good defensive abilities to help you stay alive even when you screw up
- Several types of utility spells, buffs, and bonuses so that there is still a reason to have more than one of you in a party/raid
- Some crowd-control ability
- Extremely popular spec, meaning that there are a lot of you to choose from
- You share gear with 5 other specs. This means that it can be difficult getting upgrades sometimes
- There is very little ranged ability available in the spec meaning you're sometimes stuck with nothing to do or have issues grabbing a target before someone else
- Hit Rating - As a DPS spec, your primary goal is doing damage. If you can't hit your target, it's very hard to do any damage to it. As such, you should always be what's referred to as "Hit Capped". This means you've got to have 8% hit (263 hit rating at level 80) to not have any misses on the big bosses in raids. This is should easily obtainable via gear especially with the availability of high level badge gear.
- Strength - This is where your umph. If you want to add more damage, this is the most efficient way to do so. First off, with 0 talent points, you get 2 attack power for every one strength. With 5 points over in the protection tree, you can grab Divine Strength which turns that into 2.3 attack power per strength. Then there is the talent Sheath of Light which converts 30% of that attack power into additional spell power. Being as our damage scales off of both attack power and spell power, this is a fairly hefty stat for us. The fact that things like Blessing of Kings can increase this makes it better than flat attack power. You want as much of this as you can muster via enchants and gems.
- Expertise - This is a bit like hit. It's a stat that allows your hits to connect a bit more and eek out more DPS from the same hit. Also, like hit, there is a cap on this at which point it becomes useless. However, the amount needed depends on where you're standing in relation to the thing you're killing. You need much, much less expertise if you're standing behind the boss than in front of it. Also, bad things usually happen in front of the boss which makes it a place to avoid in general. Standing behind a boss, you'll need 6.5% expertise (that's 214 expertise rating or 26 expertise skill) to be capped. Being as anything above the cap is wasted and gear tends to have it included the higher up you go, don't worry about gemming or enchanting for it. It will come naturally as you gear up. [Updated: Good call by commenter Kuro: If you want to glyph for extra expertise, you can grab Glyph of Seal of Vengeance which will grant 10 Expertise (skill, not rating) when you've got Seal of Vengeance/Corruption up.]
- Critical Strike Rating - This is never a bad stat for us, but it's also not worth gemming for (because Strength trumps all when it comes to gems). You also gain crit from agility, but flat crit rating converts much better for us than agility does. You need 45.9 rating to gain 1% of actual crit. We'll take a look at agility to see why this matters.
- Agility - The one advantage this has over critical strike rating is that Blessing of Kings and other buffs can affect it where as crit rating doesn't get these bonuses. Otherwise, 52.08 agility converts to 1% crit. This means that critical strike rating is 13% more effective than agility.
- Haste Rating - This increases your normal weapon damage (as causing your seals to proc more often as a result) which can bump up your damage a bit. However, it doesn't have any effect our global cooldown except for a few select spells. Overall, it's not something to avoid, but not something you're looking to stack.
- Attack Power - This is generally going to be found on things like trinkets, rings, necklaces, and select enchants for us as it's generally not something available on plate. We like attack power, but we really only like it when it comes from strength as we get more bang for our buck that way. However, there are some times when you don't have an option for strength, so attack power is a possible choice then. There are also times when the itemization on things like leather and mail have enough attack power on it as well as agility for crit that the combination of the two make them rather tempting. Overall, attack power doesn't scale from things like Blessing of Kings or other raid buffs and we don't have any talents that boost it up like we do for strength. But on rings, necklaces, trinkets, and select enchants, it's perfectly fine.
- Armor Penetration - Unless you've got the Tier 10 set bonus that allows you to hit Divine Storm all the time, this really isn't a good stat for us. It does come on plate and we do get some benefit for it, but like flat attack power, it's not something generally sought after. Why you ask? Simple. We're a magical melee class and 65% of our damage ignores armor anyways because of the fact it's holy magic damage. Divine Storm, Crusader Strike, and normal melee hits are the only three things we use that get bonuses from this. Our seals, judgements, and other spells already ignore armor.
- Spirit - If it has this word on it, then it is not gear you want. Paladins as a general rule don't get anything of note from this stat. Spirit is bad for you. It gives you feathers and makes you grow leaves.
- Spellpower - Okay, this is a strange stat. Because, deep down, we really like spellpower. The problem is that we don't like it on our gear. Almost all paladin damage spells scale off of spellpower as well as attack power. The problem is that it scales better for us when converted from Sheath of Light using strength/attack power. Also, you run into the issue of any gear with spellpower generally doesn't have any of the other stats we really want. You're much better off going for strength and letting it convert via talents.
- Intellect - Also a bad stat for retribution paladins. We gain enough mana back via Divine Plea and Judgement of Wisdom as well as the talent Judgements of the Wise that our low intellect is rarely an issue.
- Stamina - Other than letting you stand in fire longer (which you shouldn't be doing anyways) and making your Lay on Hands a little more potent, this doesn't do anything to help us deal more damage. Besides, it comes on most of our gear for free.
- Armor, Parry, Dodge, Block, and Defense Rating - We're damage dealers, not tanks. None of these stats do anything to help us flatten foes. However, there are times when you're in such need of an upgrade in a gear slot that a piece of tanking gear gives you enough strength to be worth it. Just be sure to replace it with something involving crit before anyone looks too close.
Filed under: Paladin, (Paladin) The Light and How to Swing It
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Reader Comments (Page 2 of 3)
Balmazer Feb 24th 2010 4:04PM
Hit makes it so you can't miss. If you had a 100% chance to miss without hit it would be pretty bad, however you 'naturally' have 92% to hit something so adding that extra 8% makes sure you never miss.
Ilmyrn Feb 24th 2010 4:05PM
You're stacking hit to offset your character's natural chance to miss. With a base five percent miss rate and then another three percent for boss level enemies, you need enough +hit to bump your hit chance UP to 100%.
Dazaras Feb 24th 2010 4:39PM
The base miss chance against Boss level mobs (level 83) is 8%. If you stack enough hit to get +8% chance to hit then that reduces your chance to miss from 8% to zero.
PeeWee Feb 24th 2010 4:42PM
+hit does not increase your chance to hit.
It decreases your chance to miss.
If you have max weapon skill (400 atm) and you are fighting a lvl 83 mob (a raid boss), the chance to miss is 8%.
Source: http://www.wowwiki.com/Hit_rating#Calculating_miss_rate
Furthermore, the chance to "hit" is never 100%. An attack roll always result in either a "glancing blow", a "miss", a "crit", a "dodge", a "block", a "parry" or a "hit". Against a raid boss, your chance of a glancing blow in melee is always... 24%... I think. I can't remember actually, but roughtly that anyway.
As you are standing behind the boss of course, he can't parry so we take that away from the results. Nor can he block so take that result away also. He can still dodge (6,5% chance) but with enough Expertise that is removed as well.
And you still have your chance to "crit". Let's imagine you have a 40% chance to crit.
So, with 0% to miss, 0% to be parried, 0% to be blocked, 0% to be dodged and 40% to crit, your chance of a "hit" is still only 36% (if my memory served me right about the 24% glancing blow) . All other swings are "crit" or "glancing blow".
MadCat Feb 24th 2010 5:07PM
WoW's attack mechanics work in such a way that with a 0 Hit Rating, you have a 5% chance to miss your target. This miss % can overcome by stacking Hit Rating. If you read the tooltip for Hit on your character sheet, it actually says that Hit Rating INCREASES your chance of hitting a target that is your by X%. So if you have enough Hit Rating to get 5% hit, you've effectively overcome the 5% miss chance and will (almost) never miss. Of course, the target could still parry, dodge or block, which is what Expertise is for, but that's for another discussion.
The reason why you need 263 Hit Rating to get 8% hit is because raid bosses are considered to be level 83. For each level that a target has on you, you effectively have a 1% reduced chance of hitting that target. So, at level 80 with +0% hit, you have an 8% to miss a level 83 target (5% base + 1% for EACH of the 3 levels that target has on you). If you have 263 Hit Rating to get +8% hit, then you will never miss the level 83 boss.
If you want to see more on how Hit Rating and hit % are related and calculated, see http://www.wowwiki.com/Hit_rating
Valerie Feb 24th 2010 6:28PM
8% hit just means you have an 8% *increased* chance to hit a boss, because otherwise you'd have an 8% chance to miss.
Golhan Feb 24th 2010 8:51PM
Like others have said, 8% hit means that you have reduced the chance to miss from 8% to 0%.
It's derived from the difference in your weapon skill and the defense skill of the enemy. You're a level 80, so you have a 400 weapon skill. The boss is a level 83, so he will have a defense skill higher than your weapon skill. That skill difference translates in an 8% chance to miss.
Then you have a bunch of crazy calculations and algorithms for different situations and levels.
But that's the gist of it.
Adrian Feb 24th 2010 9:04PM
@Madcat
That's not actually how miss chance works there. Your chance to miss level 81 or 82 targets is not 6 or 7 percent (respectively), there is quite a spike to miss once a target is 3 levels above you (or more accurately, once their defense is more than 10 above your weapon skill).
Bhaang Mar 4th 2010 5:28AM
answering your statement about hit, you are adding in the 400 weapon skill and the fact that the target you are attacking is 3 levels higher then you, thats where the other 92% is. Try using a weapon that you do not have max skill against a raid boss, I guarentee you will see your 8% is not 100%
Hollow Leviathan Feb 24th 2010 3:58PM
Is there some new rule that Spec 101 articles must not cover the attack rotation/prioritization? Cause I could have sworn that Enhancement 101 covered their crazy-ass seven layer bean dip of the gods rotation.
leo810 Feb 24th 2010 4:02PM
1.Faceroll
2.type lulwat
3.....
4.win
5.profit?
Ilmyrn Feb 24th 2010 4:07PM
Ret uses a FCFS rotation, as stated in the article. Basically, it it's off cooldown, use it.
Of course it's really a bit more complicated then that, and hopefully the next one will go into attack priority, I.E. Crusader Strike vs Divine Storm, etc.
dinnercoat Feb 24th 2010 4:27PM
One could theoretically for ret place all abilities into a random-cast macro and just pound that like a monkey.
Actually back in BC I remember I had a macro that would crusader strike, judge, and re-apply my seal. I was half tempted to get a big USB button and label it "retlol" just to take a picture.
Dazaras Feb 24th 2010 4:44PM
The article mentioned the FCFS rotation, but no, he did not specify the priority. Elitist Jerks says this is the best order: Hammer of Wrath > Judgement > CS > DS > Consecration > Exorcism > Holy Wrath.
@Dinnercoat No, you can't do that anymore. Blizz changed the functionality of castrandom macros so if they fail to cast a spell they attempt to cast that spell repeatedly until it succeeds, specifically to prevent people from making macros like that.
SlimPickens42 Feb 24th 2010 6:51PM
FCFS can actually get kind of complicated once you factor in set bonuses. If you have 2 piece T9 then Judgment should become your first priority. If you have 2 piece T10 then DS becomes first (especially since it can reset it's own CD). There was a article posted here a few months ago that laid things out well. I'll have to see if I can find it.
Aedilhild Feb 24th 2010 6:56PM
Keep in mind that priorities change according to set-piece bonuses, e.g., Divine Storm pulls way ahead with two pieces of Tier 10.
http://elitistjerks.com/f76/t68951-retribution_updated_3_3_a/#The_Basic_Rotation__
That said, the priority system posted above is perfect for leveling paladins and fresh 80s.
Also, to new ret pallies: First Come First Serve means just that. Don't even wait a moment for a higher-priority to come off of cooldown — over a boss fight, those milliseconds add up.
Johnny Feb 24th 2010 3:58PM
Faceroll man to the rescue!
Nosoid Feb 24th 2010 4:04PM
"our low intellect is rarely an issue."
Confirmation that most ret pallies are a few bananas short of a bunch =p.
Ilmyrn Feb 24th 2010 4:08PM
Better then my Death Knight, who last I checked was literally less intelligent then her ghoul.
Grak Feb 25th 2010 12:40PM
"Better then my Death Knight, who last I checked was literally less intelligent then her ghoul."
I saw that too when looking at my pet tab after I created a death knight. I found it disconcerting that a rotting corpse was the brains of the operation..