Retribution Paladin Beginner's Guide

This is intended to be a simple guide to the basic rotation and dynamics of the spec that gets you up and running without requiring more advanced optimization.

Information on hero talents will be coming soon, but in general know that overall they add a minor layer on top of how each spec plays, and most of what’s here should be applicable regardless.

Talent Build #

This is a simplified talent build designed to avoid complex interactions and skip unnecessary abilities. While not optimal in all cases, it should be a great way to get started learning the spec and should work reasonably well in world content, delves, dungeons, and raids. Abilities and talents not chosen in this build are not described here, and the rotation information assumes you’ll be using the build.

Copy the text below to import the recommended build:
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Wowhead Link

Resources #

Holy Power – All Paladins use Holy Power as their primary resource. You can build up to five Holy Power points with damage abilities like

Mana – Retribution Paladins have a mana bar, but in practice don’t need to think much about it.

Auras #

Paladins have the unique ability to activate Auras, which are a set of permanent buffs that affect you and your entire group within a wide area. They can be changed at any time without cost or cooldown. You’ll always want to have at least one active.

Devotion Aura – Provides a minor reduction to all damage. This is what you’ll want to use in almost all situations. If you’re in a group with another Paladin that’s already using this Aura you can safely select another.

Concentration Aura – Shortens the duration of interrupt and silence effects. Mainly useful if you know you’ll be encountering enemies that actively disrupt spellcasts, which isn’t super often. Even in these situations you’ll want to swap back to Devotion Aura when this isn’t needed.

Core Abilities #

Blade of Justice – Short ranged ability that does moderate damage to the target, reduced damage to nearby enemies, and apply a DoT via Expurgation, all while generating 2 holy power. 11s cooldown that has a chance to be reset as you attack enemies. Will also mark the ground around the target with Consecration and give all related benefits. A central ability that should be used when available.

Judgment – Ranged ability that does moderate damage to the target while causing them to take increased damage from your next two Final Verdicts or Divine Storms. Generates 2 Holy Power, and has an 8s With Judgment of Justice also gives you a movement speed boost while slowing the target. Another important ability that should be used when available, and focus on the most threating nearby enemies.

Final Verdict – Spend 3 Holy Power to do substantial damage from a short range. Will sometimes let you immediately use Hammer of Wrath regardless of the target’s health. Spending Holy Power on this is your priority in single-target, but try to have the bonus from Judgment applied first.

Divine Storm – Spend 3 Holy Power to do moderate damage to surrounding enemies. You’ll prioritize spending Holy Power on this when fighting multiple enemies.

Hammer of Wrath – Ranged ability on a 7s cooldown that does moderate damage while generating 1 Holy Power. Normally only usable on low-health enemies, but Final Verdict will occasionally let you use it regardless. Watch out for when this becomes available as a good source of damage and Holy Power.

Cooldowns #

Divine Toll – 1m cooldown. Casts Judgment on up to 5 nearby enemies, and then casts 3 more over 15s via Divine Resonance. This can be used either as a quick burst of AoE damage, to quickly apply the damage bonus from Judgement ahead of using Divine Storm, or as a way to get an infusion of Holy Power.

Wake of Ashes – 30s cooldown. Does substantial damage to the target, reduced damage to other enemies in front of you, and applies a DoT to all targets for further damage. Generates 3 Holy Power. With Burn to Ash enemies affected by the DoT will have other DoT effects amplified. Has a short enough cooldown that you should make sure you work it in when it’s available, but try to save it for when enemies will be alive long enough for you to benefit from the damage over time effects.

Avenging Wrath – 1m cooldown. Gain increased damage, healing, and crit chance for 23s, while also being able to use Hammer of Wrath regardless of the target’s health. You’ll want to use this ahead of other cooldowns to maximize their damage.

Effects #

These are some of the more notable effects, interactions, and passive talents that you should be aware of. It’s not covering effects (even if they’re very strong) that provide flat bonuses or that don’t require much thought to use, and it only includes those used in our recommended build.

Mastery: Highlord's Judgment – Retribution Paladin’s Mastery will give a bonus to all damage, as well a chance for Judgment to do an extra burst of damage. The strength of both effects increases with more Mastery points. A good stat to get but doesn’t have a significant impact on your rotation.

Crusading Strikes – Removes Crusader Strike as an active ability and instead lets your auto-attacks generate Holy Power. Because of this it’s crucial you stay in melee distance with enemies to keep Holy Power flowing.

Rotation Overview #

This is an overview of the core rotation. It’s not a strict priority order but rather an outline of how the different abilities interact and are used. It assumes you’re using the recommended talent build above.

Single Target:

AoE:

Defensives #

Divine Protection – 1m cooldown. Reduces all damage taken by 40% for 8s. A great defensive ability you should use frequently ahead of dangerous incoming damage. Note that it’s usable even while you’re stunned.

Divine Shield – 3.5m cooldown. Makes you impervious to all damage and harmful effects for 8s. This is a signature Paladin ability and is extremely powerful - look for opportunities to use it to protect yourself if about to die, or to negate major attacks or negative effects from bosses. Note that it applies Forbearance so will prevent you from using Lay on Hands on yourself for 30s.

Crowd Control #

Rebuke – Melee interrupt with a 15s cooldown. Your primary interrupt that you should try to use any time a nearby enemy is casting something dangerous.

Hammer of Justice – 1m cooldown. Stuns the target for 6s. The cooldown can be reduced as you spend Holy Power via Fist of Justice. Great either as a last-ditch interrupt or to prevent damage from dangerous enemies.

Mobility #

Divine Steed – Doubles movement speed for 5s. 45s cooldown with 2 charges when talented.

Blessing of Freedom – Removes and prevents all roots or slows for 8s from the targeted ally. 25s cooldown.

Utility #

Word of Glory – Spend 3 Holy Power to do moderate healing to the target. With Healing Hands does more healing if the target’s health is lower, and with guided Guided Prayer will be automatically cast on yourself when you fall below 25% health. A good option to heal yourself at the cost of shifting Holy Power away from damage abilities.

Redemption – Out-of-combat resurrect for the targeted ally

Intercession – Resurrects the targeted dead ally, even while in combat. 10m cooldown. The long cooldown means you’ll have a limited number of times you can use this during a dungeon or raid, but can save your group if things have gotten dicey.

Quality of Life #

Sense Undead – Tracks undead enemies on the minimap. Unlikely to be useful in most content.

Not Used #

Flash of Light – A minor heal that is rarely a good use of your time. Prefer using Word of Glory instead if healing is urgently needed.

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