Retribution Paladin Talents is current for Patch 4.0.6 and Patch 4.1. Included are Ret Paladin talents, abilities, and buffs in hope to give a better understanding of everything to do with Ret Paladins in Cataclysm
The Ret Talent Tree seems to change with each content patch, as our DPS and damage output is modified by talent and ability changes. Retribution Paladin talents will primarily focus on the Retribution Tree, while dabbling in Protection and Holy. It seems to vary, depending on raid encounters, how far we dip into the other trees, and your guild or raid leader may ask you to spec certain ways for this reason.
Whether you are leveling, PvPing, raiding, or soloing content, it is important to pay attention to your talents, and try to create the optimal set-up for whatever you are doing in World of Warcraft at the time. Make sure you are putting points into talents that are relevant to what you are trying to accomplish. A little research can help with this, and I hope this can point you in the right direction!
RETRIBUTION RAIDING: The current cookie cutter talent build for Patch 4.0 and Patch 4.0.3 raiding Ret Paladins are:
Retribution Spec Passives
- Templar’s Verdict
- Judgements of the Bold
- Sheath of Light
- Two-Handed Weapon Specialization
- Hand of Light (Mastery)
A strong damaging attack that uses Holy Power. 30%/90%/235% weapon damage for each Holy Power consumed. Usually one of our top priorities in FCFS rotations. Not a viable DPS source if used with less than 3 Holy Power.
Judgements of the Bold
Judgment grant 25% of base mana over 10 seconds. A passive ability, but great at keeping our mana pool refreshed.
Sheath of Light
Increases Spell Power by 30% of Attack Power; increases spell hit by 6%. Useful for Exorcism, Consecration, Holy Wrath, and any heals we may use. Exorcism benefits greatly here, as it is a very strong attack and a huge part of our FCFS rotation. Consecration and Holy Wrath are weaker AoE attacks, but still benefit from the additional spell power.
Two-Hand Weapon Specialization
Increases 2-handed weapon damage by 20%. Since all we use is 2H weapons as Ret Paladins, this is a great passive for us.
Hand of Light
Auto attacks have an 8% chance to proc Hand of Light, which allows a Holy Power ability to consume no power, yet cast as if 3 Holy Power were consumed. This seems like a great ability, but Mastery Rating currently is our lowest ranked stat. Haste and Crit still take precedence, and reforging for Mastery pre-85 comes at the cost of hit, expertise, crit, and haste…all of which take higher priority. Hand of Light could become more useful at 85 as Mastery starts appearing on gear, but for now it stands as a mediocre support ability.
- Templar’s Verdict
- Crusader Strike
- Hammer of Wrath
- Divine Storm
- Holy Wrath
Physical damage. See Retribution Passives above.
Physical damage. Deals 135% weapon damage and cooldown can be affected by Haste with talents. This is our primary source for generating Holy Power at 100%. For this reason, it sits high on the FCFS list. The priority for Crusader Strike has been changing constantly with patch releases Pre-Cataclysm. Look for more solid information once we hit 85. In its current form, it sits below Inq, TV, and HoW.
Spell damage. Hard hitting attack with a cast time. Art of War talent will make Exorcism instant cast, cost no mana, and hit for 100% additional damage.
Physical damage. Unleashes damage consistent with the Paladin’s current active Seal. Completely underwhelming attack in its current state. Our lowest ranked non-AoE attack, this should only be used if TV, CS, Ex, and HoW are all on cooldown. Despite generating mana from Judgements of the Bold, the serious lack of damage leaves me desperately wanting more.
Hammer of Wrath
Physical damage. Ridiculously strong attack used when a target is at 20% HP or lower. Via talents, HoW can be used anytime while Avenging Wrath is active. Sits very high on the FCFS priority list.
Physical damage. 100% weapon damage to all targets within 8 yards, heals up to 25% damage cause to up to 3 nearby players. Still underwhelming in its current form. For those that never used it in WotLK, you may nto realize how strong this attack used to be. Now it is shunned, and players are even mentioning dropping it from their talent specs.
Spell damage. Deals Holy damage divided among all targets. Also stuns Demons and Undead. Will stun Elementals and Dragonkin via HW Glyph. A strong attack, obviously working better among fewer targets. The more targets, the less damage each will take. Can be used in single target rotations if all other abilities are off cooldown (excpet Consecrate, which is last).
Spell damage. Deals Holy damage over 10 seconds to all enemies in affected area. Very weak AoE attack, and not even considered a viable single target option any longer. Should only be used in AoE situations, and as a last option in FCFS for single target fights.
Increases all damage and healing by 20% for 20 seconds. Huge and crucial buff in all aspects of Ret gameplay.
Allows Crusader Strike to generate three Holy Power per attack, lasts for 20 seconds. Does not consume Holy Power when used. Average buff with huge potential. Looking for this to be further tweaked, possible being combined with Avenging Wrath in Cataclysm. Currently this is used separately from AW, usually coming after AW has finished.
Consumes all Holy Power to increase Holy damage by 30%. Lasts 12 seconds at 3 Holy Power, and can be boosted up to a duration of 30 seconds with the Inquiry of Faith talent. First on the FCFS DPS Rotation priority list. Must be active as often as possible.
Replenishes 10% of mana over 15 seconds, but reduces healing by 50%. Still a decent means to recover mana, but in our current state , we have very little mana concerns, so this is almost a non-factor. Pop it as often as needed, just to make sure you are capped off, but don’t let it interrupt DPS rotations, unless mana is becoming a serious concern.
Interrupts spell casting, as well as preventing any spell from that school of magic from being cast again for 4 seconds. Great PvP tool, and will find use in PvE as well. Much needed spell to take the place of Hammer of Justice’s limited interrupt ability.
Places an enemy in a state of meditation for up to 1 minute, making them unable to attack or move. Effect will break if attacked. Similar to a Mage’s Sheep ability.
Hammer of Justice
Stuns an enemy 6 seconds. One of our core abilities from vanilla WoW that refuses to change its basic function. Solid for PvP, and has plenty of utility in PvE as well. Usually does not work on end-game bosses.
Heals & Cleanse
Word of Glory
Heals for 2331 for each charge of Holy Power consumed. Extremely useful healing ability, probably the number one healing ability for Ret Paladins. During leveling, can be effectively used at even 1 or 2 stacks of Holy Power. Can help ease a healer’s work in 5-mans and raids by self-casting.
Now our normal, standard heal. 3 second cast, and heals for 4809. We won’t be using this much at all. Our healing usually focuses on Word of Glory and Flash of Light.
Flash of Light
Big heal, high mana cost. Very different from what Flash of Light has been in the past, where it was a cheap, low heal. 27% base mana for 8010 healing. 1.5 second cast. Great for healing in combat when Word of Glory is unavailable.
New, massive heal that can be used in emergencies, or in high damage situations. For Rets, this is probably just going to be used out of combat to replace 75% or so HP. Not efficient in combat. Flash of Light and Word of Glory take priority there.
A new AoE heal for Paladins, giving them a group heal if needed for that role. Extremely helpful in a supporting healing role. Use this and use it often to help give your healers a break.
Lay on Hands
Heals target for Paladin’s maximum HP. If used on self, no Divine Shield or Hand of Protection for 2 minutes. This is a great PvP tool, and also an excellent tool when leveling. But the best use as a Ret, in my opinion, is to use this to save a tank about to eat it in a raid. This can pull some heavy stress off healers, and may make or break that particular attempt. Glyphing for Lay on Hands will also restore 10% mana.
Removes 1 disease and 1 poison effect from a friendly target. For Rets, this is mainly a self-cleansing tool…but can be used if needed to help clear off debuffs from tanks and healers.
Seal of Righteousness
Deals additional Holy damage on each single target attack. Not nearly as strong as Seal of Command was in WotLK, but it is the best we have. Best use for this seal is for AoE, and single mobs that will die in under 20 seconds or so.
Seal of Insight
Chance to generate 4% base mana on each attack, and yields 15% base mana when judged. Also deals damage when used with Judgement. Ret Paladins shouldn’t be using this much unless they are completely out of mana replenishment options.
Seal of Truth
Causes Censure, which deals Holy damage over 15 seconds. This is our main raiding seal for singel targets and bosses. The damage over time far outweighs the single output of damage SoR yields.
Seal of Justice
Deals Holy damage and causes single target attacks to reduce target’s maximum run speed. Pure PvP seal, great for locking down those pesky Rogues, Hunters, and Mages.
Blessing of Kings
Increases Agility, Strength, Intellect, and Stamina by 5%. Will buff entire party and/or raid. Does not stack with Gift ofthe Wild. One hour duration. If your group is caster heavy, use BoK.
Blessing of Might
Increases attack power by 10% and generates 326 mana per 5 seconds while active. Will buff entire party and/or raid. One hour duration. If your group is melee heavy, use BoM.
Hand of Salvation
Reduces total threat by 2% every second for 10 seconds. Probably our most important Ret Hand. Since our burst damage is fairly high in its current state, Hand of Salvation may find itself being used quite frequently to keep aggro off the tanks.
Hand of Freedom
Grants immunity from movement impairing effects for 6 seconds. Great PvP tool, but useful in PvE as well, especially during leveling.
Hand of Sacrifice
Transfers 30% of damage from party or raid member to caster for 10 seconds or until 100% of caster’s HP is taken. Not really a Ret tool, unless you are feeling like becoming a sacrificial martyr for the tank in raids.
Hand of Protection
Imunce to physical attacks for 10 seconds, but cannotattack or use physical abilities. Good for PvP, especialyl to throw on your healers or squishy casters. Not much use in PvE, where other shields are more useful.
Hand of Reckoning
Taunts the target to attack you, causes no damage. Useful in leveling, to pull additional mobs, and can help in raid enivironments if a stray trash mob gets on a healer or caster. Be careful, though, try to pull back to the tank as quickly as possible.
Shields & Protection
Reduces all damage taken by 20% for 10 seconds. Useful for periods of high damage in PvE.
Protects Paladin from all damage for 8 seconds, but reduces damage dealt by 50%. Great in PvE for a last minute death avoidance, or to help drop threat output.
- Improved Judgement
- Rule of Law
- Pursuit of Justice
- Art of War
- Long Arm of the Law
- Sanctity of Battle
- Seals of Command
- Sanctified Wrath
- Divine Purpose
- Inquiry of Faith
- Acts of Sacrifice
- Seals of the Pure
- Judgements of the Pure
- Arbiter of Light
- Blazing Light
- Eye for an Eye
- Guardian’s Favor
- Selfless Healer
Eye for an Eye
All magic attacks have a 40% chance to cause 30% damage to the attacker. Great for PvP, especially against hard-hitting Mages and Warlocks. May find use in PvE if other spells prove underwhelming (cough*divinestorm*cough).
Decreases Hand of Protection cooldown by 60 seconds and increased duration of Hand of Freedom by 2 seconds.
When healing others with Word of Glory, increases effictiveness by 50%. Also increases damage by 4% per charge of Holy Power. Return of the Shockadin!