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 >> WoTLK Raiding and the Retadin

I mentioned it the last time, but more than ever, it's a good time to be a Paladin. We're not perfect yet, and indeed the class needs a little more tweaking, but it's incredibly playable right now and is a lot of fun. We've always had traditional roles of tanking and healing for Paladins, but in this day and age, Retribution Paladins are a more than welcome addition to any party or raid. So for today, we'll talk about that. I know a lot of Paladins have specced for Retribution or have a spare Retribution set in their banks, and the spec is more popular than ever. Considering that Replenishment is considered a mandatory raid buff, a Retribution Paladin's raiding slot is pretty secure.

Next week we'll talk about gearing your tank up for raiding, and after that we'll see how Holy Paladins are a beacon of light in this dark age. Alright, it's not such a dark age, but Holy Paladins are downright awesome anyway. Today, however, is a day of Retribution. So pick up that 2-hander and head on over to Naxxramas or beat down on those big bad dragons. First, we'll take a look at a good raiding build after the jump.
The build
The most raid-friendly and highly recommended raiding build is 0/ 10/ 59 +2, where the last two points are purely discretionary. This build is notable because it picks up Blessing of Kings and Improved Blessing of Kings from Protection, ensuring that the raid will always have the best scaling raid buff in the game. Holy Paladins will be branching out to Retribution and will likely not have it. Paladin tanks will probably have it, but operate best if they have Blessing of Sanctuary and Blessing of Kings at the same time. As a raiding Retribution Paladin, consider it your duty to bring that to the table. Improved Blessing of Might is an option because it is superior to a Warrior's Battle Shout because of its duration and will overwrite it. It's there to expand your buff options, as in some groups with no other Paladins, some players will ask for it over Kings.

0/ 10/ 59 +2 is superior in terms of raw DPS to any 0/ 5/ 66 build which I see many Retribution Paladins taking. None of the other talents taken by the latter offer a straight up DPS increase as opposed to the scaling of Kings. As far as the two discretionary points are concerned, it's a toss-up between Pursuit of Justice and Divine Purpose. Pursuit of Justice is extremely useful for mobility fights while Divine Purpose is useful to break stuns on bosses with stun abilities. However, overall, Pursuit of Justice is a better investment for raiding purposes, as improved movement speed always helps. It should help keep you alive during Heigan, for example.

Your gear
As always, the most important stat to a Retribution Paladin is Strength. You scale best with Strength, but it's not necessarily a stat you pursue because all DPS plate will have it. Instead, what you should be looking at is plate gear with +Hit, as we need a 262 Hit Rating to reach the optimal 8% hit cap. Anything beyond that number is wasted, as it's impossible to improve on hit chance past 8% for raids.

There are several pieces that provide massive hit and incredible stats. The Staggering Legplates from Ingvar the Plunderer in Heroic Utgarde Keep are the absolute best Retribution pants pre-raids, granting a massive 80 Hit. Likewise, the Blacksmith-crafted Spiked Titansteel Helm is the best pre-raid DPS helm, granting 60 Hit Rating. Both pieces also have sockets, allowing for great flexibility to make up for what you lack. There's also the Titan-forged Greaves of Triumph, bought with a mere 15 Wintergrasp Marks of Honor, making them one of the easiest epics to obtain. Even though you lose out points to Resilience, you gain a respectable 36 Hit and a Yellow socket (for more possible Hit).

As far as weapons are concerned, dedicated raiders will have a Titansteel Destroyer crafted as it's simply the best pre-raid weapon available. It will not have as high a top-end as the weapons that will drop in normal mode Naxxramas, but the 54 Hit Rating is a huge boost. This is why the Titansteel Destroyer edges out the other pre-raid 2-hander, the Colossal Skull-Clad Cleaver from Loken in heroic Halls of Lightning. Between the mace and the plate pieces above, it takes a few blue pieces, such as the Sphere of the Red Dragon's Blood from Keristraza in heroic Nexus, to push towards the necessary Hit.

The next important stat is Expertise, which should remove Dodges off the table, as well as improve your chances against Parries and Blocks in those occasions that you attack mobs from the front. It happens sometimes. That said, expertise is difficult to pursue because there are very few Expertise pieces outside of raids. There are some notable pieces, such as the Hemorrhaging Circle from Gal'darah in heroic Gundrak and the pricey Ring of the Kirin Tor. You'll need 214 Hit Rating to be Expertise capped, so every little bit helps. Once you are hit capped and begin raiding, actively seek out items with expertise.

Everything else follows. Crit, Attack Power, etc., are all stats that we should no longer actively pursue. It will come naturally with the gear. It will be difficult enough to get Expertise capped after being Hit capped, so for the moment focus on getting the important stats down. Expertise gear drops from raids, and will only help to improve your DPS.
Enchants, Gems, and Glyphs
As far as gems and enchants are concerned, what we're really looking at is Strength. As much as possible, we don't enchant or gem for Hit or anything else if we can manage it. If our gear falls short of the hit cap, we compensate with enchants such as Icewalker or Precision. If we're hit capped, we pursue Attack Power in place of those enchants (there are no Wrath enchants for raw Strength) such as Greater Assault and Crusher. Going up to Ebon Blade Exalted for the Death-Inured Sabatons, you'll pick up Arcanum of Torment for your head enchant.

As always, there's just nothing good for cloaks other than Major Agility. Greater Speed is a bad idea as Blizzard has themselves admitted that Haste isn't quite where it should be for physical DPS classes, particularly melee. Similarly, there's just nothing else but Powerful Stats. This is good because Retribution scales well off Strength and even Intellect and Agility. On the other hand, it's rather pricey with four Abyss Crystals in the reagents, so the significantly cheaper Super Stats is a fine alternative.

Speaking of Abyss Crystals, you'll need ten of them for the best weapon enchant for melee, the Berserking enchant. However, Greater Savagery will do for the starting raider, and you can reserve Berserking for an item level 213 weapon such as Death's Bite from normal mode Kel'thuzad or any of the 213 weapons from the wings of heroic Naxxramas. For your bracers, you'll want Greater Assault over anything else. Striking is a much cheaper alternative but you get what you pay for.

You'll need to grind reputation with the Sons of Hodir, which starts off from an excruciatingly long but ultimately rewarding quest chain, for shoulder enchants. At Revered, you can pick up Lesser Inscription of the Axe, and at Exalted you can get the Greater Inscription of the Axe. If you're a scribe, you can save yourself the grind with the Master's Inscription of the Axe. The Inscription of Triumph from Wintergrasp requires no reputation, no profession, and only costs 30 Stone Keeper's Shards. All you lose out on is a minimal 15 critical strike rating, which isn't bad at all. Lastly, you should pick up the twink-unfriendly Icescale Leg Armor for your leg pieces.

For gems, it's easy. Stock up on Scarlet Rubies. Whatever happens, you will almost always need Bold Scarlet Ruby every time you get an item with sockets. Even if it isn't Red, if you don't need the socket bonus, you should put a +Strength gem in it. If you need the socket bonus, get a gem with +Strength and something else, such as Inscribed Monarch Topaz to fill a Yellow socket, or Sovereign Twilight Opal to fill a Blue socket (you can also use one Enchanted Tear to fill one blue slot). For your Meta, you can choose between the Relentless Earthsiege Diamond or the Chaotic Skyflare Diamond, depending on what requirements you can fulfill. If you can get away with using less blue gems, though, the better. It's Strength all the way.

As far as glyphs go, there are only two must-have glyphs, and that's the Glyph of Judgement, which grants a flat out 10% increase to Judgement damage. Considering Judgements are the primary source of Retribution damage, it's not even under discussion. The other is Glyph of Consecration, which is essentially a mana saver. Consecration is essential to your DPS, no matter what Ghostcrawler says about it being an AoE spell for AoE situations. The last slot is discretionary, although Glyph of Hammer of Wrath might be the best one here because ideally, you'll have run out of mana by the time a boss is dead. On the other hand, it means the glyph is useless 65% of the fight. Glyph of Crusader Strike is a vanilla mana conservation tool, while I think Glyph of Avenging Wrath is too situational to be truly raid-worthy. The last glyph is really up to you. You can even consider using Glyph of Seal of Blood if you find yourself with mana problems.

The important thing is that if you want to raid as Retribution, don't scrimp on your gear. Enchant them, gem them, and get the proper glyphs for raiding. Take a flask and have a food buff. While other classes can get away with doing obscene DPS on subpar gear, Paladins cannot. You have to work for every point of DPS you can muster, and this means securing every buff you can get.

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