The Light and How to Swing It: Cataclysm 101 for retribution paladins

Earlier this year, I wrote up a little article on what you need to know about retribution paladins. The problem with this is that when Deathwing decided to break the world, he also changed how every class in the game played in some way. Paladins were one of the ones that changed the most in this shift. We got an additional resource bar, new talents, new mechanics, new abilities -- and now we're getting new levels.
As retribution paladins, this doesn't faze us that much. This happens every expansion to our spec, and we're used to it at this point. Anyway, we're going to spend two weeks on this and move over to protection. Let's get to the good stuff.
What is the retribution spec?
Paladins really come down to three different philosophies. Holy paladins are the ones who come in after a disaster to help heal those hurt by the battle and rebuild the community. Protection paladins protect those who are under attack and act as the stalwart defenders of the land by holding back the hordes of fiends from getting to those they are safeguarding.
Retribution paladins are a bit different. They are the ones asked to do the dirty work. They are the ones who delve into the den of devils, decimating and defeating the dastardly demons. They are the commandos of the church and are trained to unleash their righteous vengeance on those who dare harm the innocent. Retribution paladins wear shining plate armor and carry massive, two-handed weapons that they use to deliver devastating attacks of holy might.
All fluff text aside, retribution is a damage-dealing spec. You're not meant to heal or tank, but instead to just sit there and beat things to death with a big, slow, two-handed weapon. You're also a plate wearer, so you'll be able to take the hits from being in melee range a little bit better than other classes.
Like all paladins, you use both mana and a new resource called holy power. This holy power resource works a lot like a rogue's combo points. However, retribution paladins are the spec that focus the most on it. We've got some abilities and talents that add holy power and other abilities that use that holy power. Otherwise, our abilities run off of mana.
What are retribution's benefits?
As a hybrid class, we do get a tiny bit of access to the abilities of our sibling specs. This gives us a little bit more survivability through things like the Word of Glory and Lay on Hands healing spells and defensive cooldowns like Divine Shield, Divine Protection, and Hand of Protection.
Paladins are one of the most popular classes in the game and as such, there is a lot of information and help about the class from a variety of sources. There is a lot of information on sites such as Elitist Jerks and Arena Junkies as well as a slew of different blogs covering all aspects of paladinhood.
Retribution is one of the more versatile DPS specs in the game in terms of utility. Sure, there are cat-bears and quad-totems, but paladins in general bring with them a wide variety of utilitarian abilities that can make them helpful in just about any situation, as well as simply providing decent damage-dealing capability. Hand of Protection, Blessing of Might, Blessing of Kings, Hand of Freedom, and Hand of Sacrifice give needed buffs and interesting utility mechanics.
Although it's not really a game mechanics "benefit," there is a lot of lore out there about the class. A lot of iconic WoW characters have been paladins, and several of the primary story arcs has centered around them. The Argent Dawn, young Arthas, Scarlet Crusade (crazed zealot paladins, but still paladins), Uther the Lightbringer, and Tirion Fordring are all paladins.
What are ret's drawbacks?
Retribution paladins have a bad reputation. It's an unfortunate truth. During Wrath, the damage difference between a top-of-the-charts paladin who knew his class inside and out and had all of the math for all of his abilities memorized and some guy who had never played a paladin before and was just randomly pressing buttons was relatively small. Because of this, the spec had a horrible reputation for bad players. In actuality, this has changed quite a bit, even though the reputation really hasn't. Paladins as a whole were given a new resource system to help broaden the difference between excellent players and new players. There are more places to make decisions based on your rotation as well as more things to keep an eye on.
Gear competition is one of the major drawbacks. There are two other plate-wearing classes, and each of those has two specs that want your gear. They all want your weapons; in fact, one of those specs wants two of your weapons. And lastly, you're a pretty popular spec yourself, so you have the rest of the retribution paladins to compete against.
Mobility and damage in PvP is an issue right now. Paladins are susceptible to being kited, and with the new holy power system, it is difficult to get holy power built up to do decent damage unless you're able to get up close and personal.
What stats do I want as a retribution paladin?
Strength is going to be your bread-and-butter stat. It is the stat that converts to damage best for you, and it will be on almost all of your gear. While there are other stats like hit or expertise that will be better until you reach certain goals with them, you'll always be happy with a little bit more strength.
Hit rating is important to all DPS specs. If you can't hit it, you can't damage it. At level 80, in order to hit a raid boss, you had to have enoughto lower your miss chance by 8 percent. At level 85, to hit a raid boss, you will need to reduce your miss chance by that same 8 (960 hit rating at level 85) percent. That's because all bosses are three levels higher than you are, and it always takes that 8 percent to not miss something three levels higher than you. The draenai racial gives them +1 percent hit baseline, and therefore they don't need as much hit as other races.
Expertise makes you better at using your weapon and makes you more precise when you would have hit. This means the boss has less of a chance of dodging or parrying your attacks that were accurate enough to have hit if the boss hadn't dodged or parried. Getting the boss to stop dodging you takes 26 expertise (781 expertise rating at level 85) and is pretty easy to obtain in decent gear. However, it's fairly difficult to knock parries off of the list, but as a DPSer, you should never be standing in front of the boss to begin with -- and as such, the boss can't parry you then. Humans and dwarves can bypass this issue a bit thanks to racials, and all paladins can gain some extra expertise via the Glyph of Seal of Truth.
Haste ups the swing speed of your weapons. For us retribution paladins, it also lowers the cooldown on Divine Storm -- and more importantly, Crusader Strike via the talent Sanctity of Battle. As we generally like wielding big and slow two-handed weapons, an increase in how fast we swing helps us out a bit. There is also the fact that our mastery bonus triggers off of auto-attacks only, so increasing the opportunities for it to proc is also helpful.
Critical strike rating lets all of those hits we're able to make count for more. You always want to focus on hit and expertise before you worry about stats like this, but it's definitely helpful. Now, one thing to remember is that in the world of Cataclysm, you won't have the high critical strike percentages that you did in the past. Blizzard has taken a lot of effort to lower stats like this across the board for raiding so that there's plenty of room to adjust at higher tiers of content.
Mastery was designed as another stat that every spec of every class will want. It makes your spec better at doing whatever it is your spec does. For us, it procs an effect called Hand of Light that lets us use any of our holy power-based abilities as if we had the full 3 holy power stored up without actually using our holy power. As I said in the section about haste, Hand of Light procs off of auto-attacks, so while a slow weapon might be better for your attack abilities to work with, a faster weapon will cause more mastery procs.
Filed under: Paladin, (Paladin) The Light and How to Swing It, Cataclysm






Reader Comments (Page 2 of 3)
cj Dec 9th 2010 1:17AM
and this whole time i thought i was just sucking it up on the ret changes... good to know that there are unintentional breaks.
Camaris Dec 9th 2010 2:49AM
A very good summary of how I feel about ret too. A lot of proc-y things to react to, which is not entirely bad, but when they don't come up, you're left stranded.
And I just can't get used to Excorcism and Divine Storm being on the same cooldown.
Fel Dec 9th 2010 9:15AM
I've been in the same situation of perpetual auto-attack before too, but Blue Posts in the past have argued that if we can't stand to be idle for a few seconds on occasion, then it's a problem with us, not the spec.
On the one hand, I agree that we don't need to be button-mashing every GCD, but there needs to be some way of compensating for lulls in the flow of combat, maybe by attaching HP generation to more skills, as another person here suggested.
GrandOldDuke Dec 9th 2010 2:55AM
How much haste do you need to get Crusader Strike's cooldown down to within shouting distance of the GCD?
Fel Dec 9th 2010 9:04AM
A lot. Getting the cooldown close to 2 seconds from 4.5 requires 55.5% haste. At lvl 81 (where my ret pal is now) that's about 2400 haste rating.
Roguesan Dec 9th 2010 8:03AM
Fantastic article; really informative and easy to understand. Cheers.
Vaenor Dec 9th 2010 9:40AM
Forgive me for being stupid but I'm a little confused by Divine Storm right now. Doesn't it share a cooldown with Crusader Strike? Plus it no longer uses Holy Power, right? So when do you use it, since you'll want to use CS as much as possible to get your HP to max so you can use TV.
Am I wrong?
steelvoltage Dec 9th 2010 11:28AM
Divine Storm shares a cooldown with crusader's strike. You choose divine storm when there's a lot of mobs. The only downside is, it doesn't generate any holy power. Therefore you are making a clear choice between AoE damage and building up to your next templar's verdict. I usually don't use it, if there's a proc I may, when there's a lot of mobs, other than that you wanna keep the crusader strikes coming because in the end a nice crit with templar's verdict will be more useful.
clundgren Dec 9th 2010 1:59PM
According to EJ, you need 5 targets for you DS to be a dps gain over CS, given seals of righteousness and seals of command.
SerenityNow Dec 15th 2010 7:41PM
I've been weening myself off Divine Storm while leveling to 85. IMO Blizz have made it basically useless. The shared CD with (I believe) Exorcism, the trend away from AoE in Cata dungeons, the lack of holy power it generates, the relative lack of damage it does on less than 5 mobs... it's just not worth the bother for me. Shame, as it used to be so cool. Ah well, onward and upward.
Telwar Dec 9th 2010 11:45AM
Anybody else notice that Inquiry of Faith doesn't seem to be increasing Inquisition uptime? It says it gives us 150% more duration, but a 3hp Inquisition lasts 30 seconds for me, not the 75 that it would be.
clundgren Dec 9th 2010 1:32PM
No, 30 seconds is WITH the talent. It's 12 seconds (i.e. useless) without it. This is a serious issue, because at 30 seconds Inquistion, with its huge opportunity cost, is only a damage gain if you have a lot of sustained time on target. Useless for questing. Useless for pvp. Useless in non-static boss encounters.
steelvoltage Dec 9th 2010 11:24AM
I think they should lower the cooldown of crusader strike and beef up the damage of judgement. Judgement feels pitiful. I'm judging something! They should feel my wrath!
With those changes you would be hitting crusader strike more often, generating more holy power, therefore using templar's verdict more often. The class just needs to be sped up a little, in my opinion.
Inquisition is pretty neat, but I don't find myself wasting the 3 holy power when fighting mobs in questing. I just wait until there's a proc and then use it.
Ilmyrn Dec 9th 2010 12:50PM
So far (Level 82), I'm liking the way Ret plays, but ever since 4.0 hit, I've missed the old Judgment. Partially it's just that Judgment has been the centerpiece of Ret for so long, Templar's Verdict feels like a newcomer. It doesn't really feel right making a totally new spell the focus of our combat system, but what else could they do?
Since Blizz is, for whatever reason, resolutely determined NOT to give us our own Charge, Judgment was the only real offensive gap closer they could give us, and if it hit as hard as it used to, that'd be unbalanced for a melee class.
clundgren Dec 9th 2010 1:28PM
My take on the state of the ret paladin:
Overall, kudos to Blizzard for being willing to take on such a massive overhaul. They took a class that was popular but had some issues (specifically, dominance at easy content levels, weak performance at harder content, especially arena) and put a huge amount of effort into a near total redesign.
That said, the redesign feels like it is still beta mode. The state of retribution right now is terribly weak, with some core structural flaws.
1. Too much RNG. This is at the core of a number of conflicting mechanics, but is also a problem with gameplay. Some rng is fun. Having our main resource, holy power, so RNG dependent is a huge problem, because it turns our holy power bar into a little slot machine. Will it pay off? Won't it? You wind up tunnel visioning on your resource when you should be paying attention to the beautiful new game world, and avoiding the fire. We don't have a rotation, we don't have combination, we have whack-a-mole as our combat system.
2. Conflicting talents and abilities. Our mastery conflicts with three of our talents: divine purpose, art of war, and zealotry. Divine Storm and Seals of Command are both for weak trash AoE...and share the same cooldown. Huh? About 40% of our dps suggests that what we need is the fastest weapon we can get, while the rest demands the biggest, slowest weapon possible. Inquisition is not usable in most scenarios, and is a pain in the butt even when you have enough time on target for it to pay off.
3. Our mastery is terrible. If a point of strength (our best stat by far) is worth 1.0, a point of hast is worth roughly .5, crit .45, and mastery .125 (numbers from Elitist Jerks). Mastery is a stat that will only be taken by the ignorant or obstinate, which Blizzard has specifically said it wants to avoid.
4. PvP is dire. We lost much of our defence, while most other classes gained defences. We got a weak gap closer that can actually snare us instead, and we remain horribly susceptible to kiting. Barring serious luck with the RNG, we have almost no burst except when wings are up. Basically, we are terrible without our cooldowns, and all of our cooldowns are dispellable.
More than ever before, retribution needs time on target because barring RNG our burst has been completely nerfed. In pvp, time on target is at a premium, and we lack most of the tricks that other melee classes have to get time on target (snares, true gap closers). So it's not looking good for us.
The state of retribution is, in my opinion, similar to how it was in early Burning Crusade. We have potential, but are at the mercy of some clunky mechanics. However, Blizzard is far more reactive with class balancing issues than it used to be, so I'm hopeful that the kinks will be ironed out soon.
jfofla Dec 9th 2010 2:51PM
As a Lvl 82 Ret I had a 42K crit last night.
Now THAT is burst damage!
MichaelBerean Dec 9th 2010 3:56PM
I have played my paladin as one spec or another since December 2004. I have been raiding on him since T4. I was raiding with some success in 3.4 as a Ret paladin. I enjoyed it. I found ways to make skill and timing contribute to my raid's success. (double haste pots, squeezing in consecrate by strafing, cleansing Rot, LoH, last-ditch tank, whatever).
When 4.0 dropped my single-target damage went up a little but Ret became much less fun, especially for soloing. If I wanted to stare at my ability indicators waiting for procs I would play my frost mage. If I wanted to sit there waiting for 3 seconds between hitting buttons I would switch to my rogue.
I just want to feel like I am in control of the damage I am doing again. I want to feel engaged with the game.
You want to lower Ret's pve damage by 10%? I could live with that. Heck make it so that we do not do white damage at all. Just give us the fun back.
Recubi Dec 9th 2010 4:20PM
I think all you QQers about ret dps is rather ignorant to put it mildly. I AM a 85 ret dps and i do just fine being competitive on the top spot on the meters. Anyone that isnt 85 yet i remind you, plz, remember that as you level your hit and expertise requirements change as you do so. SO your dps is going to go up and down as you level and change gear. Till you hit 85 and get capped properly.
Now if you are 85 and still having troubles i ask you this. . is inquisition up 100 percent? Are you using zealotry properly. For those that find themselves lost with nothing to push i bet money you had forgotten these along the way. Another thing trash dps rotation is different from single target rotations. . i know thats a stretch for some of you rets but wrath is over.
So remember inquisition is just like rogues slice and dice if it falls off so does your dps, use your cds properly instead of popping them poorly. And guardian of anicent kings is absolutely baller. Those that are leveling have patience your day may come.
steelvoltage Dec 9th 2010 6:42PM
What's a good rotation for trash mobs?
I noticed it's good to use avenging wrath and zealotry at different times, so start off with either or and then as soon as one goes down use the other? Is this what you do?
Recubi Dec 9th 2010 9:54PM
For aoe damage of 4+ mobs i usually consecrate from the start ( before you start blazin me, at 85 you are going to have 20k+ mana so shush) which allows the tank to get aggro then divine storm > holy wrath, any 3 stack of Holy power should go into inquision > TV for filler > then hammer of wrath to finish. Now you have to think backwards for aoe dps. . forget CS and DS on cd followed by HW and fill with judgement to keep your mana going for HW and consecrate. The most important thing about trash dps is that you have to know when to switch gears. When the 4th mob dies you have to be ready to switch back into single target dps mode otherwise that nice meter topping aoe dps starts to fall down the list.
Not saying this is the best way but what i use is a version of this:
-->3hp IQ >start conse>DS>HW>TV>HamW>Judge>Dplea