The Light and How to Swing It: Ret rotation and cooldowns in 4.0.1

A couple of weeks back, I covered the basics of things that changed for retribution paladins. At the time, I was putting off any information about rotations, because our class has drastically changed and I wasn't sure if there were any more changes coming down along the lines. Now, 4.0.1 is here and locked in.
I'll be honest. Some of you might not like the direction the class has taken. I do ask you all to at least give it a try for a week before getting upset. A lot of classes have been revamped and I expect a lot of class-swapping before the expansion. However, those of you who are looking at these changes and drooling should find much more depth to the class.
Rotational inertia
We now actually have something that resembles a rotation with a priority system attached, as opposed to a cooldown-based, first-come-first-serve system with a priority system attached. That doesn't mean we're stuck with 1, 1, 1, 1, 1, 2 and repeat. We've been given tools via both abilities and procs to change things up.
First, I'm going to take you through the long version of the rotation. This is what you'll be doing if the random number generator on the server absolutely despises you.
The long rotation
- Crusader Strike
- fillers
- Crusader Strike
- fillers
- Crusader Strike
- finisher
Fillers pretty much come down to what's available at that moment with a priority system. If you have no haste to work with Sanctity of Battle, then you'll have global cooldowns with of space to fill. If you have a lot of haste, you'll start needing less to fill that gap.
As far as the priority of those fillers: Judgement, followed by any Art of War procs for Exorcism (the cool sword-looking things in the above graphic on the sides shows you when it procs [edit: Yes, I know it's Ashbringer, but I decided to simplify when describing it. It's not the end of the world ... well, it is, but unrelated to me not mentioning Ashbringer by name.]), Hammer of Wrath, Holy Wrath (providing you're not standing next to a crowd-controlled target) and finally Consecration (although you'll likely not have the mana for it often, as its cost has gone up greatly).
Finishers will be the new ability Templar's Verdict for single targets and Divine Storm for three or more targets. Templar's Verdict is a damage-dealer that scales up higher and more efficiently the more holy power you have invested into it. Divine Storm has been changed to work off holy power and is now one of your finishers. Much like Templar's Verdict, it gets more efficient the more holy power is used with it.
You will always, and I do mean always, want to use these two abilities with the full 3 holy power. If you're not using 3 holy power with them, then you're wasting both the holy power you used as well as the global cooldown it took to press the button. I know that's rather harsh, but that's the truth of the matter. You also have the secondary problem that if you don't use a finisher as the next ability after you've hit 3 holy power, you're potentially wasting holy power due to Divine Purpose procs or even just hitting Crusader Strike an extra and unneeded time.
There are actually two other finishers we could talk about. Both of them are new. The problem is that you can't get one of them until level 81, and the other is a heal and not a damage-dealer. I'm talking about Inquisition and Word of Glory, respectively. Inquisition provides a 30 percent buff to all holy damage while it's active and will be something you'll be weaving into your rotations at level 85 to maximize your damage. The part of it that scales with holy power is its duration, which means using more holy power means less time spent refreshing it.
On the other hand, Word of Glory has replaced the instant Flash of Light we formerly received from The Art of War. This is a linearly scaling heal. This means that if its base healing is 1,000 and you have 2 holy power when you use it, then you are healed for 2,000 hit points. This isn't something you're going to be hitting if you're trying to maximize your DPS, but if you're about to die, then blowing a couple of holy power on staying alive isn't a bad idea.
I did say above that this is the "long rotation," and there's a reason for that. With Divine Purpose, you can grab extra holy power along the way from your filler abilities and hit 3 holy power. This adds a little more skill in watching for the ability to hit your finishers early.
Also, you have Hand of Light mastery bonus for retribution. When it procs (that's the cool bird thing at the top of the header graphic), you'll have 3 free holy power to spend unrelated to your holy power bar. While none of the level 80 armor comes with mastery as a stat, you can visit one of the new arcane reforgers in major cities to have them replace some of the stats you have in abundance with this new stat.
Between Art of War, Divine Purpose and Hand of Light, your rotation will be focused around making sure you take advantage of procs and watching your holy power to make sure you aren't wasting it.
Cooldowns
We're used to pretty much just having one DPS cooldown to hit. We have, however, been upgraded to a total of two with the addition of our tree-topper of Zealotry.
What, you may ask, does that do? Well, let me tell you. Normally, when you hit Crusader Strike, you'll get 1 holy power. That's boring. Hit Zealotry, and your Crusader Strike provides 3 holy power per hit for the next 20 seconds. This means that you'll be able to alternate between Crusader Strike and Templar's Verdict or Divine Storm. Actually, if you're in a bind, you can hit Word of Glory to heal yourself or your tank in a really tight situation where a healer has gone down.
We've still got Avenging Wrath, and it has been our bread and butter since The Burning Crusade was cutting-edge content. Well, it still does the same things it always has, but with an added twist. The talent Sanctified Wrath lets you use Hammer of Wrath while completely disregarding its restriction on your opponent's health. So if you're in a fight with mechanics like Heigan the Unclean (yeah, it's a couple tiers ago, but it's a good example) in which you have to run around a lot while not being close to the boss, then you can hit Avenging Wrath and shoot hammers across the room while running back and forth.
Filed under: Paladin, (Paladin) The Light and How to Swing It
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Reader Comments (Page 4 of 4)
jmvccnt Oct 13th 2010 5:21PM
I gotta get used to my glowing dangle at the top left of my screen....
Gregg Reece Oct 13th 2010 5:39PM
IceHUD man. Trust me.
Heilig Oct 13th 2010 6:08PM
PowerAuras. You don't need to know when you have 1 HP. You need a n alert when you hit 3. IceHUD does the former, but PowerAuras blows it away for the latter.
uncaringbear Oct 13th 2010 7:40PM
Yeh, Power Auras all the way. It was simple setting up holy power indicators with PA, and you can make them as subtle or as obnoxious as you like, when they trigger.
Mayhew Oct 13th 2010 5:50PM
I don't play a paladin (well, I have a level 36 paladin, Knicknack, that I'm waiting until Cata to finish leveling, because I want to experience the revamped low-level content as much as possible), but I've experienced similar UI talent changes in the past on both my mage (Missile Barrage, Ignite) and my warrior (Sword n' Board, Bloodsurge).
With each of these changes in the past, it was a headache at first because I felt like I had to keep my eyes glued to my UI to know when the procs were happening. But eventually I realized that each one had a unique sound cue that would tell me whenever a proc went off.
My question for ret paladins is this: Do any of the new procs have special sounds associated with them, which might remove the need to keep your eyes glued to your UI? This would include procs that increase holy power.
Tim Oct 14th 2010 8:41AM
I didn't realize folks actually played with the sound on. I usually have the sound off since I'm talking to folks on vent. :/
Mayhew Oct 15th 2010 5:58PM
I have my sound set to the lowest possible setting where it is still audible, which allows me to hear useful sounds and still hear people on vent. Sometimes I have to quickly toggle it off with + if a particularly quiet person is speaking on vent, but for the most part I have it on at that low setting.
Mayhew Oct 15th 2010 6:00PM
d'oh! that was supposed to be *Ctrl* + *S*, but the comment system ate my less-than and greater-than signs.
Derick Oct 13th 2010 5:51PM
From the dabbling that I did on my level 32 paladin, I'm stoked to start leveling him again. For a while, I started feeling like I was just auto-attacking and switching around different subtle effects. "This swing I need some mana. This swing I need some health. After this swing, I don't want this coward to run."
It was boring coming from a rogue main. I don't know if I'm entirely satisfied with the combo point aspect of the new paladin, but I am glad that I have stuff to do between consecration applications and exorcism cooldowns.
chinasky Oct 13th 2010 5:59PM
Zealotry and Avenging Wrath both have a 20 second duration and do not use the global cooldown. This is not a coincidence; the two should be macro'd together like so:
/cast Zealotry
/cast Avenging Wrath
NB be sure you have one holy power before you trigger this, otherwise, you will waste precious time.
Heilig Oct 13th 2010 6:12PM
Zealotry takes 3 HP, not 1. If you have less than 3, Zealotry won't cast.
chinasky Oct 13th 2010 6:20PM
Mea Culpa. It's 3 charges not 1.
RAEGLATEM Oct 13th 2010 6:51PM
Good article, I didnt bother playing my pally until I could find something remotely close to what you've listed here. Thanks for the job well done! Now I can be comfortable playing my retadin again.
nrsratchett Oct 13th 2010 6:54PM
Thank you so much for your explanations. I figured some of it out last night just playing but this makes it so much clearer. I'm ready to go hammer some heads now!
uncaringbear Oct 13th 2010 7:37PM
Man, I feel like I'm auto-attacking most of the time because everything is always on CD or there's not enough holy power.
Kyle Oct 14th 2010 1:18AM
Icc 25 was embarrassing tonight. I went from always being in the top 5 on every fight to being in the last 5. A couple times the tank was right on my ass. As previous posters wrote, it does seem very clunky. I don't think this will separate "good ret pallies" from "bad ret pallies". Blizzard wanted to make pallies a little harder to play and this was the wrong way of going about it. You guys who love this new shit are lying to yourselves. Watching for multiple procs and 3xHp takes away from efficiently watching the rest of the raid mechanics and helping out with BoP's, Salvations and Sacrifices etc. while trying to keep a decent amount of dps. I fell bad for the Ret pallies that need to pug for progression. No one is gonna want you in their raid.
Saikoujin Oct 14th 2010 8:20AM
I for one love the changes implemented for pallies. It really adds a whole new dynamic, and my main toon is a Ret. It is reassurig to me that after reading this article, I nailed 90% of the rotation on my own the past two days. In particular, running ICC25 with my guild really helped peg down the rotation, especially in fights like Festergut where melee is for the most part stationary and you can really focus on what's going on in your rotation.
I don't think Gregg placed enough emphasis on Word of Glory, however. I'm at work right now, and although the name escapes me, there is a talent in the Ret tree that augments WoG to bump (I think) your crit up by 4/8/12% (1/2/3 holy power) for 12 secs if you target a heal on someone *other* than yourself. So, I've been throwing out heals to the tank every 5th rotation or so. Not only is it great raid assistance, it offers more dps output.
lord_draconova Oct 14th 2010 9:39AM
On a more "in your face" analysis of our broken class/spec; Ret is once again among the lowest DPS classes in the game. A fancy rotation doesn't compensate for poor damage output & Blizzard has to boost our DPS SUBSTANTIALLY or we will return to the BC era of lolret.
Hogleg Oct 14th 2010 11:38AM
And now you know what cats felt like.
Im mixed. My main actually was a druid, and Feral DPS for him was a rewarding chore. I played the pally to relax. Now I forsee myself playing the cat more, if my dps doesn't improve. Its not exactly the same since cat juggling was dots and timers and not procs, but it was close enough that I actually pick up this combat system fairly readily.
It does make my low level ret pally on alliance more fun to play, but when faced with having another 80+ version of this or having...say...a shammy...why bother with this?