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 3 of 3)
Kuro Feb 24th 2010 4:04PM
http://www.wowhead.com/?item=43869
Kuro Feb 24th 2010 4:16PM
Whoops. Silly comment system submitted that comment early -- darn auto-login.
Might not be 101, but should be mentioned in stats:
Glyph of Seal of Vengeance -- if you're under expertise cap, you glyph for it with the flat +10 exp. It provides more dps than the exo glyph till you're capped through gear.
http://www.wowhead.com/?item=43869
tonz0phun Feb 24th 2010 5:24PM
Thanks for this! as a holy paladin looking to build a ret offspec this'll help me out a lot!
jfofla Feb 24th 2010 6:25PM
I cannot wait for Blizzard to change it so that Plate wearers wear plate.
My Pally is 100% Plate Holy and Ret, and will always be that way.
anthony Feb 24th 2010 6:54PM
there should have only been one line to this 101 article.
"Faceroll your head on your keyboard and destroy any class within 10ft"
BoomingEchoes Feb 24th 2010 7:15PM
On the Spirit comment, while your right about it being useless for
any paladin your slightly wrong when you state it makes you grow
"feathers".. The Balance article you linked states pretty clearly
that Spirit doesn't do much for a Boomkin either and while its not
terrible to have the stat on gear, because usually you don't have
much choice otherwise sharing your gear with the trees, its not going
to be pulling much weight for you. Its the exact same thing as Elementals having to take MP5 when they don't need it because we share a loot table with Resto shaman or like Holy Pallies who sometimes find they're saddled with MP5 when they're so loaded down with Int they don't need the regen at all.
This really worth noting: I hope the remark about kings in the article means that you have another pally blessing might, because unless you've hit some super high strength benchmark that few can achieve, a talented Blessing of Might still gives you a higher amount of attack power then 10% more strength.. And before any one jumps on the "well you get agility too" wagon, we were just told not to worry about agility because it doesnt scale to Ret as well as pure crit does, so any bonus for 10% more agility will be EXTREMELY LOW.. Absolutely EVERY dps, including ret pallies, with half a brain have asked for Might over Kings at least since 3.3 if there isn't 2 pallies in the group.
And I can't think of why this article just couldn't finish the "lesson" for us. How hard is it to say "you dump all but 10 points of your talents into the ret tree because no other tree holds any real benefit for us beyond the first tier"? and MAYBE the possibility you'd need to say "you'll have to spec a little deeper into prot sometimes if your Raid leader thinks your a prime candidate for getting nuked to oblivion when the group needs divine sacrifice." Unless there was some unforseen reason to extend what could have, and is, a pretty simple article for a pretty straight forward spec, I'd call the need for 2 articles over 2 weeks a ploy to eek more articles out to meet a quota or something.
Gregg Reece Feb 25th 2010 1:05AM
I'm talking about raid scenarios. In a 10 or 25 man raid, you can easily buff yourself with Blessing of Might and still get Kings (via drums or another paladin) from someplace else. Heck, if your other paladin is prot, you can even get +10% strength from Blessing of Sanctuary.
I'm not really worried about where you're getting your kings-esque effect from, because you'll likely be able to get it without any issue. Talented Blessing of Might is going to be your better option unless you've got almost 3000 strength at level 80. Untalented Blessing of Might is going to be better until you're above about 2400 strength.
(And I'm pretty sure those numbers are right. It was napkin math, so if I'm a bit off, please forgive me and please post the correct numbers).
Shelly Mar 12th 2010 1:02AM
"Absolutely EVERY dps, including ret pallies, with half a brain have asked for Might over Kings at least since 3.3 if there isn't 2 pallies in the group. Kings at least since 3.3 if there isn't 2 pallies in the group."
I don't understand why this paladin in the end of the second article is asking for might in a group with only one paladin unless he has his spells confused to the extent a pug warrior had asking a paladin for fortitude.
Joel Feb 24th 2010 8:54PM
The Light and How to Milk it
XD jkjk. Seriously tho 2 articles /cry
Adrian Feb 24th 2010 9:13PM
Decent article, but a Ret Pally should be using Crit/Strength gems (inscribed) in yellow sockets where the bonus is at least 4 strength per yellow socket.
christian_588 Feb 24th 2010 10:28PM
you could've been fully honest and talked about all the huge lacks ret suffers in pvp.
Gregg Reece Feb 25th 2010 12:47AM
PvP really depends on what you're trying to kill. We're good against some classes and completely suck against others. Overall, we're pretty decent in PvP thanks to some of our defensive abilities.
Vitos Feb 25th 2010 12:41AM
I remember back in the day when wrath came out, on Instructor Rasuvious in Naxx, I just hit the 1-5 buttons on my keyboard with my fist. I was top dps for that fight... Ahhh the glory days.
christian_588 Feb 25th 2010 12:48AM
ya ok. u can kill noobs, ill give you that. and since theres a LOT of them, were considered decent.
Vepa Feb 25th 2010 3:20AM
This was a really bad article. First off, you're advocating the use of armor pen so long as you have T10 2pc bonus...which is just no. With the ability to reset Divine Storm on white hits, and at 40%, it happens quite a bit. If you make Divine Storm a priority every time it's up, you're going to have mana issues. A smart player will use Divine Storm to fill in gaps in our "rotation", since there is some room between abilities when everything is still cooling off.
Hit rating is mostly important because it's crucial that our Judgments don't miss. Every time a Judgment fails to connect, that's 8 seconds of less mana you have. As for agility, you should be avoiding it too, considering any gear with agility on it, won't have strength.
As for haste, it's alot better than you think. It beats armor pen by a metric ton. Not only does it proc Seal of Vengeance, but it also helps reset Divine Storm more often, as you're hitting with white hits more. Likewise, beating a certain haste threshold is the difference between blowing Avening Wrath at the beginning of your second full "rotation", because you don't want to pop wings until all 5 stacks of Vengeance are on the target.
You should probably do some research next time and ask people that know more about it than you do, that's good journalism. I know you're just trying to help, but your information is "meh" at best.
Added tips:
-Teach people how to use AoW procs for easy Flash of Lights when you're transitioning phases or you can't just sit there and wail on the boss.
-Inform people of the Divine Shield + Divine Guardian combo that tanks your "damage per second" but can be extremely useful in the last 12-20 seconds of trying to kill a boss during progression raiding.