2011/01/19

Retribution Abilities


Keep in mind that there are indeed more Paladin abilities than the ones that I list here, however any that I don't list is because I don't find them to be useful or pertinent to the spec in question.

Offensive Abilities:
Crusader Strike (CS) - The most basic of a Paladins DPS abilities. For Ret, Crusader Strike is one of the top damage dealers. It generates one holy power, unless Zealotry is active (see below). Use whenever available.

Judgement (Judge) - Another classic Paladin ability that is used in conjunction with a Paladin's seals (see "Seals" below). With the correct Talent Spec, judgeing a target will set of a series of buffs to the Paladin, notably Judgements of the Pure and Long Arm of the Law. Can generate holy power.

Divine Storm (DS) - This represents the core of a Ret Paladin's Dps abilities. Sharing a cooldown with Crusader Strike, Divine Storm is best used with trash or add pulls of 3 or more. Can generate holy power.

Templar's Verdict (TV) - The primary damage dealer for most Ret Paladins at the moment, Teplar's Verdict is one of two spells with which Ret Paladins us Holy Power on a regular basis. It's damage increases per holy power that the Paladin has when using. Try to only use with 3.

Hammer of Wrath (HoW) - Another primary source of damage when available, Hammer of Wrath is an instant spell that does very high amounts of damage on a short cool down. However, it is only usable when the target is below 20% health, or when Avenging Wrath (see below) is used and talented correctly.

Exorcism (Exo) - Like HoW, Exorcism is a high damaging, sometimes instant spell. When the talent The Art of War procs, Exorcism becomes instant and does significant damage. When this happens, it should be used quickly. Can generate holy power.

Holy Wrath (HW) - An AOE ability, it is the fourth primary holy power generator for Ret Paladins. Significantly more useful when used near multiple targets, one should think twice before using while single-targeting. Can generate Holy Power.

Consecration (Con) - An AOE ability, Consecration puts down a fiery circle of holy energy beneath the feet of the Paladin, damaging all that stand in it. Again, really only useful when used on 3 or more targets, use carefully as it can leave you with very little mana, crippling you.

Cooldowns:
Avenging Wrath (wings) - WINGS!! A classic Paladin cooldown, this buff increases your damage and healing done by 20% for 20 seconds. Also, when talented, enables the use of Hammer of Wrath. Usually nice to pop early in a fight so that you can get a good jump on damage and so that you have the opportunity to use it later in the fight.

Zealotry (Zeal) - Zealotry is an interesting ability that requires 3 holy power to use (yet does not consume them). While Zealotry is active, using Crusader Strike gives 3 Holy Power, making your rotation (assuming Inquisition is up, see below) CS, TV, CS, TV and so on.

Guardian of Ancient Kings (GoAK) - The ability to summon your guardian comes at level 85. While it acts differently for each spec, for retribution it summons an Ancient Crusader, which fights alongside you and grants you Ancient Power whenever he strikes. When the Guardian's time is up, you release your stacks of Ancient Power, dealing damage to all targets near you, based on your stacks.

Defensive Abilities & Buffs:
Inquisition (Inq) - A buff that is at the core of a Ret Paladin's rotation. With the talent Inquiry of Faith the spells length is increased to 30 seconds with 3 charges of holy power. (10 seconds for 1. math r hard.) For optimal dps, this should be kept up continuously. In long fights especially it will, inevitably, fall off, however even if you only have 1 holy power you should use it, and then use holy power generating abilities in those 10 seconds so that you are ready to re-apply it again.

Seal of Truth (SoT) - This will be the primary seal for doing damage on a Paladin. Seal of Truth applies a dot to the target called Censure, which does a significant amount of damage to the target. Should always be up, which isn't too hard to do as it lasts half an hour.

Hand of Salvation (Salv) - A Paladin has a series of utility abilities called "Hands", the most useful of which to Retribution is Salvation. Salv simply lowers the threat that you do, so that you avoid pulling a mob or, even worse, boss off of the tank. I recommend using to start a fight when you are using cool downs, and whenever you see yourself getting close to pulling threat.

Hand of Freedom (HoF) - Another "Hand", Freedom frees you from any slowing abilities, making it extremely useful in all parts of the game. If you need to get away from that damn mage or just need to hustle out of that slowing green goo that the boss put right under you, pop this baby.

Divine Shield (DS) - Ahh the bubble. A Paladin's trademark ability. Very useful in both PVP and PVE, the bubble makes the Paladin immune to all damage for 8 seconds, though reduces your damage by 50%. Useful to dump threat or to save you if you're in a jam.


Divine Protection (DP) - Divine Protection is a simple ability that reduces all damage taken by 20% for 10 seconds. If you can anticipate an upcoming spike in damage, using this might make things a little easier on your healers.

Lay on Hands (LoH) - Lay on Hands is a huge instant heal that will usually return you or your target to full health. Best saved for situations where death is imminent, if you see yourself or someone else dropping dangerously low on heath, throw this their way.

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