Retribution Paladin Guide (7.1)
This guide is written mainly for players new to playing retribution in arena and PvP.
What changed about Rets in 7.1?
1.) Relentless has been nerfed from 25% to 20%.
2.) Holy Wrath has been nerfed from 50% to 35% of your lost health dealt as damage in PvP.
3.) Blade of Wrath has been reworked, it now has a chance to proc a Blade of Justice CD reset on auto attacks.
*FAQ* Blade of Wrath is still the superior talent for almost all PvP situations. Reasons are almost identical to the old Blade of Wrath.
4.) Vengeance Aura only affects targets who has Blessings.
In the talent picture I selected talents that I use as default in arena. Talents should be changed every arena match depending on what composition you're playing, what you're up against, and what strategy you and your opponent might execute. Read below for a more detailed explanation on talent choices.
Highly Recommended: Final Verdict
This increases your Final Verdict damage by 20%. Currently the other 2 talents just don't beat out the damage you can gain from Final Verdict in a PvP scenario.
Crusader strike is rarely used on CD in PvP, this makes Fires of Justice a bit more lackluster.
Rarely do Rets run out of globals for things to do in PvP, making the longer CD on Zeal not much of a problem allowing it to buff our Crusader Strike damage significantly without a big cost. Due to this, Zeal will almost always do more damage than the other talents on this tier other than extremely specific situations.
Greater Judgment is useful in fast games but keep in mind Crits have reduced effect in PvP. Over a long-game unless the other team was above 50% HP the entire game and you were getting kited a lot Zeal will be superior.
Recommended: Fist of Justice
Logic here for Fist is very similar to WoD, the other 2 talents are mostly used if you want to strategize around them. Repentance is somewhat improved in the fact that it doesn't use the CD if you cast it on a Beast, but you'll require a lot of effort to land it especially on Druids. Blind is essentially the same as before, not very useful unless you want to rush a game.
Recommended: Blade of Wrath
Blade of Wrath provides the best consistent damage and also good holy power generation. Crits are also 150% in PvP, making Virtue's Blade much worse than it would be in PvE.
Justicar's Vengeance has a lot of synergy with Divine Purpose. Basically, you use it with the proc or when the target is stunned. This talent is excellent especially in 2v2, when you hit healers a lot during stuns.
Eye for an Eye should be picked against any kind of physical damage team that will focus you.
Word of Glory is a good choice against DOT cleaves that has a low physical damage component to it.
Recommended: Divine Intervention and Any
Divine Intervention helps our survivablity a ton in longer games. Not having to press Bubble when we get low is like a large indirect increase to our health-pool pre-bubble. This is generally my default talent.
However, our Mobility in this pre-patch is horrible, and having at least one talent to help it is nice. If you plan to for example, chase a Mistweaver Monk in 2v2 you should use the mobility talents instead. Divine Steed should be used for chasing cooldown based mobility targets such as Holy Paladins. Seal of Light is better for targets with consistently strong mobility such as Mages and Mistweaver Monks.
Recommended: Divine Purpose
Holy Wrath now does 35% of your missing HP as damage. This is still decent burst, but with the long CD mixed in Divine Purpose will almost always be superior outside of 2v2 Skirmishes or Duels. Crusade requires a ramp up time and is generally not as useful in PvP compared to how strong it is in PvE.
Similar to the earlier talent picture this shows talents I would default to in arena, but PvP is a situational game and talents are constantly switched. Read below for a more detailed explanation on PvP talents.
Largely preference based, Gladiator's Medallion gives you the most control of when you want to be out of a CC.
Adaption is nice for teams that has 5second+ CCs that your healer cannot dispel or if they're doing a good job of Cross CCing, adaption also has nice synergy with our artifact trinket. An example of a comp Adaption would be good against is Turbo Cleave Holy Pally.
Relentless is best for teams that constantly CC you over and over, I tend to use it against Mages.
Reinforced Armor by default, Sparring when you fight physical melee teams.
Law and Order provides us with a much needed extra slow, this is the default talent in 1v1 or for open world fighting. Jurisdiction should be used when you are playing with a teammate that already provides a slow or when you don't plan to kill the healer. It's very difficult to use a 10yd range spell on healers you are not killing for CC.
Luminescence is an amazing talent, 20 yards is a huge radius for heals to be "cleaved". Pure of Heart should be used vs Assassination Rogues.
Blessing of Sanctuary is what makes Rets unique in arena in my opinion. Being able to get your partners out of CCs this often is definitely one of our strengths. When you do battlegrounds or just feel like you want to do more damage Vengeance Aura is preferred over Seraphim's Blessing.
Lawbringer is the highest DPS as long as you need to swap targets at all.
Divine Punisher is decent if you plan to never swap targets, this kind of situation is rare.
Hammer of Reckoning is used when you're playing a pure "set-up" team. a team that doesn't need to do damage outside of when you CC the healers. That way even though you do less consistent damage that burst of Hammer of Reckoning could win you the game.
Viable Ret Comps
What rotation do you use in PvP?
There is no "specific" rotation in PvP.
This is a basic priority for doing maximum damage:
1. Virtue's Blade or Blade of Wrath to generate Holy Power
2. Crusader Strike / Zeal to generate Holy Power
3. Judgment (provides debuff that gives your holy power spenders with more damage)
4. Execution Sentence if talented
5. Templar's Verdict to spend holy power.
If you're speccing Justicar's Vengeance keep in mind that JV does less damage in PvP than it would usually do. This is due to the spell templates in PvP, JV is nerfed in arenas and such meaning it does less than TV if the target is not stunned.
You use JV when:
Target is Stunned
You have a Proc and you're missing a bit of HP
You really need the heal and you can't cast
You use TV when: (more damage than JV unless target is stunned)
Target is not stunned
You have a proc and you're not missing HP
What macros does Ret have for PvP?
Macros are largely preference. I use a lot of focus and party target macros. The goal is to be able to use your spells without changing your target.
Add #showtooltip to the start of these macros if you want to see it.
Some other general macros:
1.) Focus HOJ
/cast [target=focus] Hammer of Justice
2.) Focus Repent
/cast [target=focus] Repentance
3.) Focus Rebuke
/cast [target=focus] Rebuke
4.) Focus Judgment
/cast [target=focus] Judgment
The Support Macros I Personally Use:
(switch x with number or partyx with Toon Name)
5.) Blessing of Protection
/cast [target=partyX] Blessing of Protection
6.) Blessing of Freedom
/cast [target=partyX] Blessing of Freedom
7.) Word of Glory
/cast [target=partyX] Word of Glory
8.) Flash of Light
/cast [target=partyX] Flash of Light
9.) Blessing of Sanctuary
/cast [target=partyX] Blessing of Sanctuary
General Arena Tips
Ret is a hybrid melee, with a large role to supporting your teammates. We have good burst damage during wings, but outside of that we're a bit gimped. We have some off heals and good support, but we're also incredibly easy to CC as a melee class.
As a ret pally, you always have to remember you ARE NOT a warrior. You need to watch your partners the entire game. Do not waste your off heals, and blessings. In an arena match my eyes are on my party screen the most.
Blessings are stackable now, you can use Freedom and Protection on the same target without it overwriting each other.
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By Vanguards / Sam
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