Retribution Paladin Raid Guide
Welcome to the Retribution Paladin Raid guide for the World of Warcraft patch 11.1! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!
Overview
Hero Talents
Templar is focused on Single target with stacked cleave from Shake the Heavens, while Herald of the Sun is focused on buffing your Divine Storm and a dealing damage via dots from Dawnlight.
- Casting Wake of Ashes Grants you Hammer of Light a 5 Holy Power spender that replaces Wake of Ashes until it’s used.
- Over time you gain stacks of Light's Deliverance. At 60 Stacks, you gain a freeHammer of Light that you must cast before Wake of Ashes since they have the same key bind.
Shake the Heavens Interactions
- After casting Hammer of Light you gain Shake the Heavens which casts an Empyrean Hammer on your target every 2 seconds for 8 seconds, which can be extended by Higher Calling
- Shake the Heavens also grants you 12% haste for 6 seconds.
Empyrean Hammer Interactions
- Casting any Holy Power spender triggers an Empyrean Hammer which activates Wrathful Descent if it crits. Shake the Heavens triggers an additional Empyrean Hammer.
- After casting Hammer of Light you instantly trigger 2 Empyrean Hammers on your main target.
- Sanctification
- Trying to maintain a high stack is very important, casting Divine Toll grants you 1 stack per enemy hit.
Defensive Traits
- Sacrosanct Crusade
- Wake of Ashes grants you an absorb shield while Hammer of Light heals you upon use.
Dawnlight Interactions
- Wake of Ashes causes your 2 next Holy Power spenders to apply Dawnlight to your target. This debuff radiates damage around the target for 8 seconds. Additionally , when you activate Avenging Wrath or Crusade you also apply Dawnlight on 4 nearby targets and start Sun's Avatar.
- As long as there is any Dawnlight DoT active your Holy Power spenders gain 5% additional damage. On top of this every time you apply any Dawnlight you gain 2% Haste for 12 seconds which can overlap.
- Wake of Ashes grants you Divine Purpose.
Divine Storm and Hammer of Wrath gain some new passives
- Second Sunrise
- They have a 15% chance to be casted again for 30% effectiveness.
- Luminosity
- They both gain 10% increased damage.
- Sun Sear
- When they critical strike any target they burn the target for some radiant damage for 4 seconds.
- Blessing of An'she
- Your overtime effects have a chance to buff your next Hammer of Wrath by 200% and make it usable on the target regardless of its health.
Defensive Traits
- Eternal Flame
- Replaces Word of Glory and also heals a small amount over 16 seconds, and its healing is increased by 25% when used on your self.
- Illumine
- When you have Dawnlight on a target its now slowed by 50%.
Talents
Templar
Templar
Herald of the Sun
Herald of the Sun
When to use this Spec
Use this spec for single-target raid encounters as it is your standard build for single-target damage. It leverages the combo of Radiant Glory and Crusade, but you also use Execution Sentence for single-target burst damage. For a detailed guide on playstyles and priority lists, check the deep dive section below to learn how to fully optimize this build!
Gameplay Altering Talents
Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.
Spec Tree
- Radiant Glory
- Automatically activates Crusade when you cast Wake of Ashes.
- Execution Sentence
- A strong single-target burst cooldown.
- Executioner's Will increases its duration by 4 seconds.
- Every time Wake of Ashes is ready make sure to combo this.
- Divine Hammer
- Strong Single/cleave Cooldown.
- Holy Power you spend into this increases its duration by 0.5 sec.
- This will proc Empyrean Hammer.
- Final Verdict
- Your main single-target Holy Power spender.
- Divine Arbiter
- At 25 stacks your next Holy Power spender casts an additional attack dealing damage to enemies within 6 yards.
- Boundless Judgment
- Your Judgment generates an additional Holy Power.
- Improved Blade of Justice
- 2 charges of Blade of Justice instead of 1.
- Crusading Strikes
- Generates 1 Holy Power every 2nd auto attack, replaces your Crusader Strike.
- Look below in Deep Dive to see how to play around this.
- Empyrean Legacy
- Every 20 seconds after you press Judgment it empowers your next Final Verdict also use Divine Storm.
- Art of War
- Your auto attacks have a 20% chance to reset Blade of Justice.
- Holy Flames
- If a target has Expurgation you deal 3% increased holy damage to it, Divine Storm can spread it up to 4 targets.
Class Tree
- Divine Toll
- Casts Judgment on your target.
- Mainly used for its Holy Power gain.
- Divine Steed
- Move at 100% movement speed for 3 seconds.
- Cavalier Grants you 2 charges instead of 1.
- Move at 100% movement speed for 3 seconds.
- Lay on Hands
- A strong single-target heal that can be used to save friendly targets.
- Blessing of Protection
- Great way to avoid aggro or prevent Physical damage.
- Blessing of Sacrifice
- Perfect to use on tanks or players dealing with certain spells during boss fights.
- Rebuke
- A kick to interrupt any spell.
- Blessing of Freedom
- You become immune to slow effects for 8 sec.
- Unbound Freedom
- When you cast Blessing of Freedom on another player you also gain it and both of you also gain 30% movement speed
- Holy Aegis
- Armor and Crit increased by 4%
- Lead the Charge
- When you cast Divine Steed you now reduce your teammate's movements spells by 3-sec pr use.
- Of Dusk and Dawn
- After you cast 3 generators your next spender deals 30% more damage you can stack this.
- Lightbearer
- 10% of any healing you get is put on your melee camp as well.
- Light's Revocation
- you can now use Divine Shield even tho you have Forbearance, and now you gain a small shield after your Divine Shield is over.
Hero Talents
For more info visit the Hero Talent section above.
- Zealous Vindication
- Sanctification
- Unrelenting Charger
When to use this Spec
This build allows you to spam Divine Storm while your generators cleave everything around you. And don't forget constant AoE from Shake the Heavens combo this with Wrathful Descent.
Talent Adjustments
Listing all the changes within the Class and Spec tree compared to the default build.
Spec Tree
- Added
- Final Reckoning
- Sanctify
- Lightforged Blessing
- Cleanse Toxins
- Empyrean Power
- Searing Light
- Blessed Champion
- Tempest of the Lightbringer
- Light of Justice
- Blade of Vengeance
- Removed
- Execution Sentence
- Executioner's Will
- Zealot's Fervor x2
- Rush of Light
- Swift Justice
- Empyrean Legacy
- Divine Arbiter
- Divine Arbiter
- Holy Flames
Class Tree
Nothing Changed.
Hero Talents
For more info visit the Hero Talent section above.
Swapped To Templar
- For Whom the Bell Tolls
- Sanctification
- Unrelenting Charger
When to use this Spec
This build utilizes Herald of the Sun as your hero talent pick.
Talent Adjustments
Listing all the changes within the Class and Spec tree compared to the default build.
Spec Tree
Nothing Changed.
Hero Talents
For more info visit the Hero Talent section above.
Swapped To Herald of the Sun.
- Gleaming Rays
- Spender deal 5% more damage while any Dawnlight is active.
- Will of the Dawn
- Faster movement speed while above 80% and when you fall below 35% you grain a small burst of speed once every 1 min.
- Blessing of An'she
- Your damaging spells have a chance to make your Hammer of Wrath be used with increased damage.
When to use this Spec
This build allows you to spam Divine Storm while your generators cleave everything around you. This build also utilizes Herald of the Sun as your hero talent pick.
Talent Adjustments
Listing all the changes within the Class and Spec tree compared to the default build.
Spec Tree
- Added
- Burning Crusade
- Searing Light
- Blessed Champion
- Empyrean Power
- Tempest of the Lightbringer
- Light of Justice
- Blade of Vengeance
- Removed
- Vanguard's Momentum
- Rush of Light
- Swift Justice
- Empyrean Legacy
- Divine Arbiter
- Holy Flames
Class Tree
Nothing Changed.
Hero Talents
For more info visit the Hero Talent section above.
Swapped To Herald of the Sun.
- Gleaming Rays
- Spender deal 5% more damage while any Dawnlight is active.
- Will of the Dawn
- Faster movement speed while above 80% and when you fall below 35% you grain a small burst of speed once every 1 min.
- Blessing of An'she
- Your damaging spells have a chance to make your Hammer of Wrath be used with increased damage.
Rotation
Tier Set
- 2-Set: Your spells and abilities have a chance to activate a Winning Streak! increasing the damage of your Templar's Verdict and Divine Storm by 2%, stacking up to 10 times. Templar's Verdict and Divine Storm have a 12% chance to remove Winning Streak!
- 4-Set: When you lose your Winning Streak! you get the last Holy Power spent back, and for 4 seconds you cannot lose Holy Power and the damage of your Holy Power abilities are increased by 10%.
Single-Target
To read more about Radiant Glory head down to the Deep Dive section!
Opener
Your main goal in your opener should be to get to 3 Holy Power by using Blade of Justice followed up by Divine Toll before starting in your Execution Sentence window. There are also 2 different openers you can play with, if you see that Divine Toll is not ready for your burst window and it's a few seconds behind dont hold your Execution Sentence simply follow the 2nd version below.
The Crusading Strikes trait has an RNG factor that affects when you gain Holy Power. Specifically, Holy Power is gained on the 2nd auto attack, but this can vary due to the RNG factor. During your opener, be aware of this variability. Suppose you don't gain Holy Power as expected. In that case, you may need to use a generator ability to fill in the gaps or skip 1 generator as Crusading Strikes as already gained you the Holy Power that's needed to cast Templar's Verdict in your Execution Sentence window.
Divine Hammer after Execution Sentence Opener.
Delayed Execution Sentence with Divine Hammer Opener.
Blade of Justice Into Divine Toll Opener.
Quick Divine Toll Opener.
Delayed Divine Toll with Judgment as first Opener.
Priority List
This is a general priority you aim to maintain throughout the fight.
- Cast Templar's Verdict (When close to 5 Holy Power, to not mess up your burst windows with overcapped Holy Power).
- Cast Execution Sentence on cooldown.
- Cast Divine Hammer on cooldown.
- Cast Wake of Ashes on cooldown to proc Radiant Glory (with 2 Holy Power).
- Cast Hammer of Light to proc Shake the Heavens.
- Cast Blade of Justice (to keep up Expurgation and Holy Flames).
- Cast Divine Toll on cooldown.
- Cast Hammer of Wrath (During Avenging Wrath or on any target below 20%).
- Cast Judgment (if 3 Holy Power or below).
- Cast Blade of Justice (if 3 Holy Power or below).
To read more about Avenging Wrath head down to the Deep Dive section!
Opener
Your main goal in your opener should be to get to 3 Holy Power by using Blade of Justice followed up by Divine Toll before starting in your Execution Sentence window. There are also 2 different openers you can play with, if you see that Divine Toll is not ready for your burst window and it's a few seconds behind dont hold your Execution Sentence simply follow the 2nd version below.
The Crusading Strikes trait has an RNG factor that affects when you gain Holy Power. Specifically, Holy Power is gained on the 2nd auto attack, but this can vary due to the RNG factor. During your opener, be aware of this variability. If you don't gain Holy Power as expected, you may need to use a generator ability to fill in the gaps or skip 1 generator as Crusading Strikes as already gained you the Holy Power thats needed to cast Templar's Verdict in your Execution Sentence window.
Standard Opener with Divine Hammer
Delayed Execution Sentence with Divine Hammer Opener.
Opener without Divine Hammer
Delayed Divine Toll Opener
Priority List
This is a general priority you aim to maintain throughout the fight.
- Cast Templar's Verdict (When close to 5 Holy Power, to not mess up your burst windows with overcapped Holy Power).
- Cast Execution Sentence on cooldown.
- Cast Divine Hammer on cooldown.
- Cast Avenging Wrath on cooldown.
- Cast Wake of Ashes (on cooldown with 2 Holy Power).
- Cast Hammer of Light to proc Shake the Heavens.
- Cast Blade of Justice (to keep up Expurgation and Holy Flames).
- Cast Divine Toll on cooldown.
- Cast Hammer of Wrath (During Avenging Wrath or on any target below 20%).
- Cast Judgment (if 3 Holy Power or below).
- Cast Blade of Justice (if 3 Holy Power or below).
AoE
To read more about Radiant Glory head down to the Deep Dive section!
Opener
If you are going to overcap on Holy Power by using Divine Toll early in the combo, you can delay it to after your Hammer of Light in some situations.
Early Divine Hammer opener.
Opener without Divine Hammer.
Multitarget / AoE Priority List
- Cast Divine Storm if you’re close to 5 Holy Power.
- Cast Final Reckoning on cooldown.
- Cast Divine Hammer on cooldown.
- Cast Wake of Ashes on cooldown to proc Radiant Glory if you are at <=2 Holy Power.
- Cast Hammer of Light to proc Shake the Heavens.
- Cast Blade of Justice to keep up Expurgation and Holy Flames.
- Cast Divine Toll on cooldown.
- Cast Judgment if you are low on Holy Power or to keep up Sanctification.
- Cast Divine Storm if you have 3 Holy Power.
- Cast Hammer of Wrath on any target below 20%.
To read more about Avenging Wrath head down to the Deep Dive section!
Opener
If you are going to overcap on Holy Power by using Divine Toll early in the combo, you can delay it to after your Hammer of Light in some situations.
Early Divine Hammer opener.
Opener without Divine Hammer.
Multitarget / AoE Priority List
- Cast Divine Storm if you’re close to 5 Holy Power.
- Cast Avenging Wrath on cooldown.
- Cast Final Reckoning on cooldown.
- Cast Divine Hammer on cooldown.
- Cast Wake of Ashes on cooldown if you are at 2 Holy Power.
- Cast Hammer of Light to proc Shake the Heavens.
- Cast Blade of Justice to keep up Expurgation and Holy Flames.
- Cast Divine Toll on cooldown.
- Cast Judgment if you are low on Holy Power or to keep up Sanctification.
- Cast Divine Storm if you have <= 3 Holy Power.
- Cast Hammer of Wrath on any target below 20%.
Deep Dive
- When talented into Radiant Glory, you cannot use Avenging Wrath or Crusade directly. Instead, using Wake of Ashes triggers the cooldown you have chosen in your talents for a few seconds. Additionally, there is a small chance that any Holy Power spender can proc your chosen talent for an additional 5 seconds, this extends your Crusade or Avenging Wrath if it procs while the spell is active.
- Never sit on Wake of Ashes since Final Reckoning has a 1-minute cooldown and Execution Sentence has a 30-second cooldown. Delaying Wake of Ashes also delays all of your other cooldowns.
Execution Sentence
- When you have chosen Execution Sentence as your minor cooldown, it is optimal to use Wake of Ashes after Execution Sentence. This is because the gain from getting Avenging Wrath does not affect Execution Sentence, and you want the full uptime on wings during the Execution Sentence window. Try to have 3 Holy Power ready right before Execution Sentence goes off cooldown so you can use it instantly.
With Hero Talent Templar
With Hero Talent Herald of the Sun
Final Reckoning
- The optimal Wake of Ashes usage, when you have chosen Final Reckoning, is to use Wake of Ashes after Final Reckoning. Try to have 3 Holy Power ready right before using Final Reckoning so you can instantly spend your Holy Power.
With Hero Talent Templar
With Hero Talent Herald of the Sun
- Choose this talent when boss fights or dungeons allow you to never miss a cooldown window.
- Never sit on Avenging Wrath for more than a few seconds, as most of your damage comes from combining it with other 1-minute cooldowns. As mentioned earlier, always use Avenging Wrath first unless you are using Execution Sentence, in which case follow the specific strategy explained below.
- Delaying Avenging Wrath also delays your other minor cooldowns.
- When using trinkets, do not hold your Avenging Wrath, as it does not significantly buff the overall damage of trinkets but it does increase their crit chance.
- For trinkets with a 90-second cooldown, use them on cooldown unless you have a trinket that provides a massive mastery or strength buff. In that case, try to align it with Avenging Wrath.
- The main reason to play this talent is if there is a boss where you can utilize your strong 2-minute cooldown burst, or if you have heavy haste with Radiant Glory, which grants you a decent amount of proc wings.
- Optimally you instantly use Templar's Verdict to quickly build up your stacks. Aim to get to 7-10 stacks before using Execution Sentence or Final Reckoning for the most damage. However, be mindful of the fight or dungeon scenario. If holding these cooldowns for later in the Crusade window means losing a full usage overall, it is better to use them early.
Below you can see an explanation of how to delay your Execution Sentence or Final Reckoning in your Crusade window.
Minor Cooldown
To reach your full potential, you must also know how to maximize your minor cooldowns.
- Your plan during Execution Sentence is to fit as many spenders as possible within its duration. It's not strong outside of Avenging Wrath or Crusade due to its short burst window and lack of initial damage.
- Always cast Execution Sentence before Avenging Wrath.
- Use Execution Sentence on cooldown to ensure it aligns with other cooldowns.
- If you are playing Radiant Glory, make sure to use Execution Sentence before Wake of Ashes.
With Hero Talent Templar
With Hero Talent Herald of the Sun
- Your big AoE cooldown Final Reckoning, it's mainly used for AoE or in fights where getting good single target usage out of Execution Sentence is not possible.
- It puts a 12-second debuff on the target, increasing your single-target Holy Power spenders by 30% and other spenders by 15%.
- Optimal usage of Final Reckoning is to combo it with your other 1-minute cooldowns such as Avenging Wrath, since they share the same cooldown.
- If playing Crusade, try to save Final Reckoning for when you are at 7-10 stacks before using it. This provides the most damage overall since Crusade lasts 30 seconds.
- If playing Radiant Glory, refer to the opener/prioritization list above for usage instructions.
The idea around Divine Hammer is for it to proc Empyrean Hammer from Templar hero talent.
Instead of Execution Sentence where you have an 8-second window to burst, here it's more about how good you are at keeping this up. it works very similar to Breath of Sindragosa from Frost Deathknights, the more Holy Power you spend into this the longer it will last and therefore you will generate a lot of Empyrean Hammer and these can even cleave from Wrathful Descent.
You can extend Divine Hammer from using any Holy Power spender, such as Templar's Verdict / Divine Storm and don't forget your hero power from templar Hammer of Light.
Quick opener to show you how to play around Divine Hammer.
General Retribution Mechanics
If you don't respect the basics, you cannot master Retribution Paladin.
Crusading Strikes
- This replaces your auto-attacks and your normal Crusader Strike spell, becoming its own auto-attack that generates 1 Holy Power every 2nd attack. Below there is a WeakAura for tracking this, so you know when it's close to proccing. Always keep an eye on it to avoid going above 5 Holy Power and wasting a full proc.
- During your opener or any cooldowns during a fight, your Holy Power might vary. You could start with 4-5 Holy Power right before Execution Sentence, which means you need to press Templar's Verdict instantly before any other spell. This might make your opener look different, so it's important to understand the priority list to know what to press and when.
Mastery
- Retribution Paladins Mastery: Highlord's Judgment has been reworked for the new expansion. It now makes Judgment not only buff your spenders but also have a chance to proc extra holy damage to your main target. As mastery has been a weak point for a long time, this change is significantly beneficial.
Understanding Mechanics
Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.
Liberation of Undermine
← Scroll for more Bosses →
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Defensive Cooldown Usage
Boss Tips
- It is possible to delay the Tune-Up phase until around 2 minutes into the fight which means you can use your Divine Toll and Divine Hammer on all the incoming adds and for the damage amplification.
- Make sure to look out for a Demonic Gateway to quickly get away with Spew Oil.
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Defensive Cooldown Usage
Defensive Cooldown Usage
- Scrapbombs is the most dangerous damage overtime effect on this fight.
- So rotating your Shield of Vengeance and Divine Protection is very needed.
Boss Tips
- A very straightforward boss fight as a DPS, but try to not run over someone else when dealing with any of the mechanics on the boss.
- Both Divine Shield and Blessing of Protection can be very powerful on this boss, so if you see yourself going to high on stacks to quickly cast any of them to immune the stun!
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Defensive Cooldown Usage
Boss Tips
- Use your defensives on Sound Cannon or when you're about to get hit by Resonant Echoes.
- If you can't make it to an Amplifier before Blaring Drop hits you during the intermission utilize your Divine Shield or Blessing of Protection to immune 1 wave and catch up with your raid!
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Defensive Cooldown Usage
Boss Tips
- Use Rebuke to interrupt Scrap Rockets as often as possible.
- Use your defensives whenever you're afflicted by Incinerator.
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Defensive Cooldown Usage
Boss Tips
Defensive Cooldown Usage
- Use your defensives on overlaps of Sonic Ba-Boom and Foot-Blasters explosions.
Boss Tips
- Look out for a Demonic Gateway and use it right after Beta Launch goes off to quickly reposition yourself.
- You can not immune the knockback of Beta Launch with Divine Shield, but either use a Gateway or quickly cast Divine Steed to catch up with the boss.
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Defnsive Cooldown Usage
Boss Tips
- Use defensives whenever the Reel Assistants cast Withering Flames on you. This together with Pay-Line explosions is dangerous.
- Interrupt Overload! as late as possible to avoid potential Withering Flames casts.
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Boss Tips and Defensive rundown are going to be updated when RWF is over!
In any encounter you would prefer to never hold the 30 sec and 1 min cooldowns for more then a few seconds, if holding a few seconds would result in a better lineup overall and not losing a full use then its worth it.
Here is a simple 30 sec + 1 min rotation to do.
Here is a simple 30 sec rotation to do, note you wanna get 5 Holy Power before you use Divine Hammer.
Boss Tips and Defensive rundown are going to be updated when RWF is over!
Stat Priority
Understand your secondary stat priority and the tertiary stats needed for optimal performance during Raid boss fights as a Retribution Paladin. For more detailed information, visit the Stats and Attributes guide.
Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.
- All secondary stats are affected by diminishing returns. Click here to learn more!
Tertiary
- Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
- Leech - Provides additional healing through damage dealing.
- Speed - Niche tertiary that can be very useful and has been proven useful in the past. Makes playing certain mechanics a lot easier.
Gear
Slot | Item | Location |
---|---|---|
Head | Aureate Sentry's Pledge | Tier Slot |
Neck | Gobfather's Gifted Bling | Mug'Zee |
Shoulder | Aureate Sentry's Roaring Will | Tier Slot |
Cloak | Test Pilot's Go-Pack | Sprocketmonger |
Chest | Aureate Sentry's Encasement | Tier Slot |
Wrist | Test Subject's Clasps | Sprocketmonger |
Gloves | Aureate Sentry's Gauntlets | Tier Slot |
Belt | Coin-Operated Girdle | One-Armed Bandit |
Legs | Aureate Sentry's Legguards | Tier Slot |
Boots | Rik's Walkin' Boots | Rik Reverb |
Ring 1 | The Jastor Diamond | King Gallywix |
Ring 2 | Miniature Roulette Wheel | One-Armed Bandit |
Trinket 1 | Eye of Kezan | King Gallywix |
Trinket 2 | House of Cards | One-Armed Bandit |
Weapon | Best-in-Slots | One-Armed Bandit |
Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.
Slot | Item | Location |
---|---|---|
Head | Aureate Sentry's Pledge | Tier Slot |
Neck | Strapped Rescue-Keg | Cinderbrew Meadery |
Shoulder | Aureate Sentry's Roaring Will | Tier Slot |
Cloak | Chef Chewie's Towel | Cinderbrew Meadery |
Chest | Aureate Sentry's Encasement | Tier Slot |
Wrist | Stonefury Vambraces | The Motherload |
Gloves | Aureate Sentry's Gauntlets | Tier Slot |
Belt | Automatic Waist Tightener | Mechagon |
Legs | Aureate Sentry's Legguards | Tier Slot |
Boots | Hops-Laden Greatboots | Cinderbrew Meadery |
Ring 1 | 85-Year Tenure Ring | Cinderbrew Meadery |
Ring 2 | Fleshfused Circle | Theater Of Pain |
Trinket 1 | Signet of the Priory | Priory Of the Scared Flame |
Trinket 2 | Remnant of Darkness | Darkflame Cleft |
Weapon | Crashing Thunderhammer | The Rookery |
Trinkets
Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the raid boss.
Active Trinket alternatives
- House of Cards
- Very strong on use Mastery trinket, sadly this will never line up with you're 1 min cooldowns other then the opener, but as most of your damage comes from the 30 seconds cooldowns it will not matter much.
- Funhouse Lens
- Strong on use Trinket from delves.
- Signet of the Priory
- The only downside to this trinket is the fact it has a 2 min cooldown compared to the other use trinkets. This could be useful on some fights that have damage phases every 2 min or you would prefer to have your 1min cooldowns empowerd during the 3rd use.
Passive Trinket alternatives
- Eye of Kezan
- Currently this is your Bis trinket from the raid, it's a very powerful passive trinket but has a decently long stack up time.
- Suspicious Energy Drink
- High uptime mastery proc trinket.
- Mechano-Core Amplifier
- As this does not always give the stat you would pref its a bit lower on the list also the uptime is a bit lower then some others.
- Mister Lock-N-Stalk
- Overall just a good single target trinket.
These are currently the best overall trinkets you should aim for there are other trinkets that would not be bad but I would suggest a sim on those trinkets if you end up in that situation.
Embellishments
- Darkmoon Sigil: Ascension
- On your crafted 2h weapon.
- Writhing Armor Banding
- The optimal slots to craft on are Wrists, Boots, Waist, or Cloak depending on your available gear.
or
- 2x Dawnthread Lining
- Gain a small amount of Critical Strike while above 80% Health.
- It is a good choice if you have over 80% health most of the time and during your cooldowns.
- The optimal slots to craft on are Wrists, Boots, Waist, or Cloak depending on your available gear.
Remaining Sparks
- Crafted items are 676 item level and regular items are 679 on max item level, therefore, it's not beneficial to equip crafted items outside of your 2x embellishments unless you don't have access to other high item level gear on that slot.
Simcraft
To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.
Consumables
- Phials
- Flask of Alchemical Chaos -- maximum DPS with an rng element.
- Food
- Feast of the Midnight Masquerade
- Combat Potion
- Tempered Potion
- Health Potion
- Algari Healing Potion -- a big burst of healing.
- Weapon Oil
- Algari Mana Oil
- Augment Rune
- Crystallized Augment Rune
- Sockets
- Deadly Onyx
- Culminating Blasphemite -- Unique, use one of each gem color to enhance your Culminating Blasphemite.
- Masterful Emerald
- Masterful Ruby
- Masterful Sapphire
Enchantments
Head | S.A.D. |
Neck | Magnificent Jeweler's Setting 2x |
Cloak | Enchant Cloak - Chant of Winged Grace |
Chest | Enchant Chest - Crystalline Radiance |
Wrist | Enchant Bracer - Chant of Armored Avoidance S.A.D. |
Waist | S.A.D. |
Legs | Stormbound Armor Kit |
Boots | Enchant Boots - Scout's March |
Ring 1 | Enchant Ring - Radiant Mastery Magnificent Jeweler's Setting 2x |
Ring 2 | Enchant Ring - Radiant Mastery Magnificent Jeweler's Setting 2x |
Weapon | Enchant Weapon - Authority of the Depths Or Enchant Weapon - Authority of Radiant Power |
You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists & Waist.
Races
For min-maxing a Retribution Paladin in Raid, different racial traits can provide a tremendous benefit to your character. If this is not your top goal, picking a race that fits your style or transmog works just as well since the DPS gain is not as massive as people make it out to be.
- Stoneform -- Dwarf
- Can dispel Magic and Bleed debuffs. Has been useful in the past on some bosses with Bleeds.
- War Stomp -- Tauren
- An AoE stun is beneficial since paladins currently lack one. Additionally, Endurance is very useful when doing high-level content.
- Fireblood -- Dark Iron Dwarf
- It can remove almost any debuff for a small damage buff.
- Arcane Torrent -- Blood Elf
- Removes 1 buff from a target around you.
- Embrace of Pa'ku -- Zandalari Troll
- Provides a small crit buff with an RNG proc rate. A great benefit of being Zandalari is that you can combo Regeneratin' and Divine Shield to heal yourself fully.
- Will to Survive -- Human
- Removes any stun effect on you, similar to a PvP trinket. The Human Spirit is the main reason to play as a human.
- Gift of the Naaru -- Draenei
- No particularly useful racial except for Heroic Presence.
- Light's Judgment -- Lightforged Draenei
- More of a just-for-fun racial, but don't forget Light's Reckoning – it explodes for a small amount of damage when you die!
Recommendation
In general, it's safe to say that if you care about min-maxing your DPS you should go with the highest DPS racial. That being said the story is a bit different if it's about pushing endgame Raid progression. Some help out massively to speed up the progression of certain bosses in dungeons or raids. Notably Dwarf with their Stoneform helped out on Tindral Sageswift & Fyrakk the Blazing in the latest Race to World First by having easy access to dispelling yourself at crucial points of the fights mentioned.
Macros
Discover recommended macros for Retribution Paladins during Raid encounters and watch a quick video guide on creating simple macros for your character.
Cursor macro / Focus Marcos
Cast Final Reckoning on your cursor.
#showtooltip Final Reckoning
/cast [@cursor] Final Reckoning
Cast Rebuke on your Focus without targeting it.
#showtooltip Rebuke
/cast [@focus] Rebuke
Cast Hammer of Justice on your Focus without ever targeting it.
#showtooltip Hammer of Justice
/cast [@focus] Hammer of Justice
Mouseover Macros
@Player Macros
Cooldown Marcos
Addons
Below, you see a screenshot of the author's User Interface for their Retribution Paladin, outlining which addons are used and how they are utilized in Raids to make your life easier.

Addons
WeakAuras
Changes this Patch
Patch 11.0.2
Patch 11.0.2
Patch 11.1
FAQ
Q: Is it worth to Judgment on 4 holy power and go above 5?
Q: Mobs target me after Blessing of Protection - Divine Shield why?
Credits
Written By: Narcolies
Reviewed By: Xerwo, Nicememes