The Light and How to Swing It: Retribution 102

We're back again. I wasn't sure I'd be available to write the article this week as I've got a little paladin on the way and she's due any day now. The closest the doctor would give us was "soon." However, let's get down to business.
Last week we did a Retribution 101 article on what qualities make up a ret pally and what to expect from the spec. This week we're going to look at the basic talent spec as well as what our talents do for us. It's a fairly long post, so feel free to go grab something to drink now and then catch us after the break.
1. Typical PvE talent setup
The base talent build we're going to look at is a very retribution build of 5/5/55 which gives us six points to do with as we wish. Now, there are generally two viewpoints on what you should do with these depending on which type of utility you want to provide. If you want access to Divine Sacrifice then you'd go 5/11/55 with those six points all in protection. However, if you'd rather provide a little debuff to your target's attack power as well as have a wee bit more survivability, then you'd take Vindication as well as fill out the rest of the retribution tree with 5/5/61.
2. Talent overview
Talents in italics are optional, and you can flex your build to pick up or drop these based on utility you want to provide. If a talent is struck out, avoid it, as it provides little or no benefit to you as a damage dealer. I'll only be covering the protection and holy talents that are relevant for a ret paladin to pursue.
Holy:
- Seals of the Pure - This ups the damage of your two baseline damage seals, but doesn't do anything for your Seal of Command. It's still pretty good as any boost to Seal of Corruption/Vengeance is a good boost.
Divine Intellect- Yeah, you could reach it if you wanted to, but don't. We're fine with mana.
- Divine Strength - This is a great talent as it allows us to grab even more power from strength. Absolutely must have talent.
- Divinity - The talent really doesn't do much for us. It's only really an option if we're trying to reach for Divine Sacrifice for utility.
Anticipation- Okay, I guess you could nab this for PvP, however we're mainly talking about PvE here and there's no use in it. You're better off with Divinity if you're just using it as a stepping stone to other talents.- Stoicism - Less time stunned or feared can be helpful to up your DPS in dungeons sometimes, but this is mainly a PvP talent. The dispel protection especially helpful in PvP if you're using Seal of Vengeance/Corruption.
- Guardian's Favor - This provides some decent utility, but would be better for PvP. It's an okay choice for a stepping stone talent.
- Divine Sacrifice - Nicknamed the 'Raid Wall,' but has lately been reduced to just the 'Party Wall' if you don't have talents in Divine Guardian. It will redirect 30% of damage dealt to your party at you for up to 200% of your total health. Combined with Divine Shield, this is a really handy ability for reducing AoE damage in certain boss fights. However, please keep in mind that it can kill you if you're not careful.
- Benediction - Being as all of the spells we're going to use in combat are instant cast, this will reduce your mana spent by up to 10%. Also, the other talent on this tier to get into the retribution tree is for parry and we don't parry.
Deflection- Adds up to 5% parry. We don't need parry. Leave it alone.- Improved Judgements - This reduces your judgement cooldown by 2 seconds. This means you get to cast it 20% more often. A definite must have.
- Heart of the Crusader - This is a nice little debuff you get to put on the bad guys by just doing what you were going to do anyways. Your judgements make it easier for everyone critically strike the target by 3%. Handy.
- Improved Blessing of Might - While this is an optional buff, I did include it in the base build. This is because it's our blessing of choice. However, if you raid with a holy paladin who has picked it up or another retribution paladin, you might see if you can convince one of them to pick it up so you can put talent points elsewhere.
- Vindictation - Yet another debuff we get to apply with no work at all. All you have to do is hit the bad guy and they'll start doing less damage. Both tanks and healers like it when you do this. If you've got a warrior or bear in your regular group, then you might not have to worry about this as their Demoralizing Shout/Roar does the same thing and it doesn't stack.
- Conviction - A flat boost of 5% to critical strike. Plus, this opens up the ability to nab the talent Vengeance later.
- Seal of Command - This has changed a lot over the years. Currently, it is a sort of cleave type attack that will strike your current target as well as two additional targets. The only downside is that it only works with single-target attacks. However, it is a great leveling seal and does well against groups of mobs at high level.
- Pursuit of Justice - As a melee class, we're often stuck in the middle of things. This means from time to time we've got to move in order to keep doing damage or prevent things doing damage to us. The 15% move speed doesn't look like much, but you can definitely notice when you don't have it. Also, it reduces the amount of time you're disarmed by various effects which means more time you can kill things.
- Eye for an Eye - This causes 10% of the damage against you to return to the person who dealt it. The problem is that in dungeons and raids, you shouldn't be attacked and most of the stuff that hits you shouldn't crit. However, for PvP, this is a great skill to have.
- Sanctity of Battle - Another flat crit increase. This one is 3% crit along with Exorcism and Crusader Strike being buffed up by 15%. You can't say no to free damage buffs.
- Crusade - This bumps up all of your damage by 3% and does even more damage against some of your usual bad guys by another 3%. Humanoids, demons, undead, and elementals beware!
- Two-Handed Weapon Specialization - Allows you to hit harder with two-handers. As it's a damage buff talent, it's not one you want to pass up.
- Sanctified Retribution - This allows anyone under the effects of any of your auras to deal 3% more damage. Yes, that even includes Crusader Aura. Oh, it also increases the damage dealt by Retribution Aura by 50%. However, that first part is the important part. Also, this means you can swap your aura to fit the fight. If you're against a big fire lord, then you can swap over to Fire Resistance Aura and everyone will still get the same 3% damage increase.
- Vengeance - Increases physical and holy damage by 3% every time you crit and stacks up to 3 times. This means that once you get it up and running, it's a 9% damage increase in just about everything you do. The buff lasts for 30 seconds and refreshes every time you crit. So, make sure you drop a judgement or Hand of Reckoning on any rats, beetles, or squirrels you pass in order to keep it up and running.
- Divine Purpose - This is a utility talent as it adds the ability for your Hand of Freedom spell to remove stuns from people. It also lowers the chance you're going to be hit by ranged attacks by 4%. Good in PvP as well as lowering extra damage taken in some dungeon fights.
- The Art of War - Another flat damage increase for some of your abilities. Also, when your melee attack crit, Exorcism and Flash of Light become instant casts. However, once you cast one, the buff goes away. If you're waiting on other cooldowns (including Exorcism) and your health is low, hit yourself with a Flash of Light. The healers will appreciate it.
- Repentance - It's called 'ranged Sap' by some. It puts your PvE target out of commission for 60 seconds and your PvP target out for 6 seconds. Grabbing this also allows you to pick up the talent Fanaticism later on.
- Judgements of the Wise - This is where we get our mana back from. With full points, it will cause you to gain the Replenishment buff every time you drop a judgement. In addition, you immediately gain back 25% of your base mana (and for us that means all of our mana).
- Fanaticism - Here's our threat maintenance talent. With three points, it reduces our threat by 30% (unless we have Righteous Fury up). And, as a damage dealer, having threat is bad. In addition, any judgements that can crit, will do so about 18% more.
- Sanctified Wrath - The main thing you want this talent for is the cooldown reduction of Avenging Wrath. This will allow more uptime of the skill and also allow you to use it in more places without worrying you'll need it later. You'll also be able to ignore half of any damage shields (like Power Word: Shield) but not things that completely reduce damage (like Divine Shield).
- Swift Retribution - It's a free 3% haste buff for anyone under the effects of one of your auras. Yes, even Crusader Aura.
- Crusader Strike - Finally, a combat skill. This is going to be one of your bread and butter skills. If you don't take it, I'll be very sad and so will the rest of your raid. Besides, you'll get really bored if you don't have it.
- Sheath of Light - This talent converts 30% of your attack power to spell power. Being as most of your damage abilities scale off of spellpower as well as attack power, this lets us double-dip into the same stat for our damage. It also adds a little healing bonus in the event you have to hit Holy Light three times before running out of mana. The healing bonus on crit should also apply to Lay on Hands in the event a tank (or sleeping dragon) needs a little health boost.
- Righteous Vengeance - This is a nice little damage of time debuff that occurs whenever one of your main three attacks deal a crit. It deals and additional 30% of that damage as a damage over time effect. Also, if you happen to deal another crit before it's done, it adds the new damage to the old damage and refreshes the DoT effect.
- Divine Storm - This is an AoE attack that is centered on you and hits four targets around you. Also, some of the damage dealt is converted into extra health for your party/raid members nearby. The extra health isn't all that much, but it's a neat little bonus to the skill.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Task Mar 3rd 2010 9:50PM
Thank you for writing part 2, I still have those 6 points unused as of present and this will help me greatly.
Congratulations to you and your lady paladin with the coming of the little paladin.. :)
/bows and raises mace in respect
taveena Mar 3rd 2010 9:56PM
Um, the standard build (recommended by Elitist Jerks) is 11/5/55. Believe it or not, int actually does increase our DPS, if only by an absolutely tiny amount directly. The main reason it's useful it because replenishment scales with maximum mana. And frankly, Aura Mastery is far more useful than Party Wall nowadays - when you think about it, absorbing around 1000 extra damage per raid member per second from Festergut's Blight, or 5000 per raid member against Toravon's Whiteout, compared to about 4,000 over 5 people combined with a 50% DPS decrease AND the use of a cooldown that could be used for another chunk of burst raid damage... I think I'd rather take the former.
myst Mar 3rd 2010 10:32PM
actually, I agree that aura mastery is more useful in a total raid perspective.
as long as the raid leader isnt trying to do a particular trick for group based defensive cooldowns, such as having 2 paladins cover 2 groups with sacrifice, 2 druids to tranquility 2 other groups, and a group of 5 classes that can deflect damage, such as mages and hunters..
(refering to togc25's twin valkyrs back then)
Then again, useful aura is x2 as useful with talents. *cheer*
Turtell Mar 3rd 2010 10:38PM
Absolutely could not have said it better myself
mattj.darling Mar 4th 2010 12:46AM
I agree as well. 65% (more or less) of our spells are actually spell power. Which is why Armor Pen is so useless to us. That int will increase our spell crit and possibly increase the damage from our spells. It depresses me that a lot of the plate gear in ICC is so bad for us. I've switched to hunter gear and shaman enhance gear for whatever I can't get good plate for as it usually has decent stats.
Plus.... Aura Mastery is like a million times better than Divine Sacrifice now. It provides way more protection of the ret pally (or holy) is intelligent and knows how to use it correctly.
Unfortunately, a lot of the ret pallies aren't really that intelligent. I guess it all depends on the user and how many ret pallies you have at your disposal.
Ryan Mar 4th 2010 4:53AM
Thank you. This is the build that I came up with, and after reading the article I was going to take a second look at my spec. I knew I was doing something right :)
Bain Mar 4th 2010 7:30AM
the main use from 'party wall' isnt the damage it absorbs, it is gives the entire raid 20% less damage for the full duration which in alot of situations is a massive amount more useful that aura mastery,
i think you will find both are extremely useful depending on the situations, for example yogg0 you absolutely have to have aura mastery on several silences to stop the silences
however on a fight like marrowgar heroic having the entire raid take 20% less damage is pretty bloody handy as it means that basically people can take an extra tick of bonestorm and you do not end up losing half the raid if 3 healers get spiked. or a situation like p3 of lich king when the spirits are blowing up left right and centre the whole raid (tanks included) taking that much less damage can be the difference in a tight spot.
theres alot of places where the 'raid wall' totally trumps aura mastery, as well as vice versa, its just a case of having paladins prepared to respec as the fight requires it as both have their uses.
roshomon Mar 4th 2010 9:09AM
Here here sir. I agree with this.
Meliaa Mar 4th 2010 9:12AM
Except that the 20% damage reduction isn't provided by Divine Sacrifice, but by Divine Guardian. Putting DG in a PVE Ret spec requires sacrificing at least a couple of major DPS talents, and as such should be considered a 'gimmick' spec, not a primary raiding spec.
Plzlemme Mar 4th 2010 1:03PM
This. If you want to use the best ret spec available it will be picking up aura mastery in holy, numbers do not lie.
boatarific Mar 4th 2010 6:29PM
@bain
Meliaa is right, if a ret pally has DG then they are sacrificing some key talents.
personally i have 11/5/55 with aura mastery and it helps a lot. in generic fights i just pop it whenever i pop my wings/trinket so that i make sure i use it whenever its up. however on fights where it actually matters when i use it, i coordinate it with whatever other auras are up (as my icc10 team has a paladin of each class) so that the raid gets the best benefit.
The other paladins i play with and i actually had the conversation of whether or not 2 of us should spec into DG so that each group in our 10 man can have the effect at times during major raid damage, but we figured it was not worth the effort or the points. we havent regretted it so far.
devilsei Mar 3rd 2010 9:55PM
I'll confirm right now that Sheathe of Light does apply to Lay On Hands. Happened to me before in a raid when I was too far from the healers due to bad luck with a couple of mean worms.
LoH critted on me, and for the next 12 seconds, healers didn't have to worry about healing me heh.
Mr. Tastix Mar 3rd 2010 10:12PM
Good guide, even if I do know most of this stuff anyway.
Just a note that Eye for an Eye is considered pretty inferior for PVP nowadays. Two points for 10% damage is extremely pathetic and are better spent elsewhere. Of course, many Paladins don't like Ret in PVP (unless it's 2v2 Arenas, duels and Battlegrounds, lol) because of its severe lack of things such as interrupts and because of how squishy we are versus casters (doesn't bother me much, I find the mass amounts of utility spells make up for this).
Of course, this is also a fairly biased post. This is just my opinion (many agree though), some love Ret in PVP and some love Eye for an Eye. Neither have proven to me to be that fun in PVP though (yes, I use Prot in PVP lol) and I like to play what enjoy, everyone else should too, of course.
Steven Mar 4th 2010 6:52AM
Very nice read indeed. Not much to add since all the vital points are revealed in both guide and comments. But I must agree that the extra int is very usefull and that i would never go into a raid without my Aura Mastery. The extra dmg is just too sweet to give up.
My build is thee basic 11/5/55 -->http://alturl.com/wt86
Kalandrah Mar 4th 2010 8:12AM
Base Intellect is something like 100. I'll agree that Aura Mastery can be very useful, but spending 5 talent points to get 10 extra int, isn't very efficient. Personally, I went with Vindication and 2/5 Divine Intellect and 2/2 Unyielding Faith.
If you were dead set on getting to Aura Mastery, I would still suggest only 3/5 Divine Intellect and still 2/2 Unyielding Faith.
(Duration of all Fear and Disorient effects reduced by 30%)
BoomingEchoes Mar 4th 2010 9:54AM
Congratulations on the baby when it comes.
I know I said it last week but I still don't understand quite why the article needed 2 parts. Baby stuff aside a ret 101 article should be simple enough to write and this one sorta proves the point. I mean you pretty much laid it down exactly like i did in my comment that you pretty much dump every point into ret unless you need that 1 utility that raid leaders look for sparringly.
And I understand the baby thing is big and will take you away for a while (but hopefully not for good) but there's still stuff you didnt cover in either article, like glyphs...
Daemon Mar 4th 2010 10:42AM
Good post, some bads posting comments though, just a few thoughts:
Divine intellect isn't worth much at all. Not saying its useless (due to bad alternatives), but its really not a great talent.
With proper enchants, I have 118 intellect (+ 10 stats chest, nightmare tear for meta). 5 points for 11 intellect does not sound like a good trade for me, thats about 160 more mana on top of hte 5,000 or so we have normally (buffed, honestly don't remember the exact number, might be closer to six). If it good for you, thats fine. I like the extra pvp effectiveness of holy light (fol self heals in pvp and shorter fear personally.
But my main reason for posting is for all the people posting "but intellect gives us crit", we get 1% crit for 166 intellect. We have ONE ability that is effected by spell crit (exorcism, our worst ability). All our other "spell" attacks are based on melee crit except for consecration that does not crit at all. So we get about .06% chance for spell crit for our worst ability only from that talent.
B. To the guy rolling on hunter/shaman gear and calling others not smart... yeah. I NEVER run out of mana. So the only reason at all ever to roll on that gear is for spell crit. Given the above stats. Even if you got whopping 800!!!! more intellect, and a huge 5% bonus to spell crit, its still only effecting one ability. So exorcism that deals less than 5% of a good pallies damage (and that is being generous) dealing 5% more damage from the crit basically means that you gave up 500+ AP for .25% more damage. Not to mention you are wearing shaman/hunter gear and that is just embarrassing.
I don't mean to flame, but honestly, can't let people spout that kind of bad info and mislead other paladins. We have a bad enough rep already...
Plzlemme Mar 4th 2010 1:04PM
When it comes to min/maxing and doing the best you can do, you will go into holy and pick up aura mastery. Every other spec is inferior.
mattj.darling Mar 4th 2010 8:20PM
I do believe that I know this class better than you know this class. It has been proven on countless simulations that hunter/shaman/rogue/feral gear in ICC 25 is actually better than some of the plate gear. I'm really only giving up 250 AP total. There comes a point when crit becomes better than AP. Not to mention that the ArP and over use of Expertise on the gear is pretty much useless. ArP only becomes useful for Paladins IF you have the 4 set bonus of T10. Maybe you should learn your class. :) If you check the Gear of the best ret pallies on Mal'Ganis you will find that a lot of them use gear other than plate and that they use the AP ring over the STR ring as the stats are better.
Divine Intellect is the best thing to spec into on the way to Aura Mastery. I think you're the one giving us the bad rep by not even know our class. BTW. More than exorcism use SP. Most of our damage is Holy damage which, in fact, is spell damage. Which is why ArP is useless for us until the 4 set of T10.
Palanubis Mar 5th 2010 5:05AM
Lots of pallies are indeed using other gear than Plate for some slots. BUT, they are (or at least should be) using leather pieces in that slot.
Leather pieces don't have itembudget spent on Int, but that budget is spent on more useful things like agility/crit/AP.
Also it has been argued on EJ as well for some time that you probably still should pick up some inferior plate items in ICC so that you won't have all useless gear when the pre cata patch hits.