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m (→‎Protection: added a couple things)
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==Protection==
 
==Protection==
   
For tanking, you do need spell damage, but for most purposes it should be enough to simply have a spell-damage weapon, such as Continuum Blade or some other similar weapon. Assuming you are wearing no other (or little other) spell-damage gear, weapons that grant defense rating may not permit you to get and hold enough aggro, rendering useless all your defense skill value and your talent build. You may find that spell hit rating is helpful when tanking to reduce the number of Righteous Defense resists, or perhaps you may find that the number of resists you see is acceptable due to not having to use it as frequently as the next guy.
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For tanking, you do need spell damage, but for most purposes it should be enough to simply have a spell-damage weapon, such as {{loot|rare|Continuum Blade}}, {{loot|rare|Greatsword of Horrid Dreams}}, or another similar weapon. Assuming you are wearing no other (or little other) spell-damage gear, weapons that grant defense rating may not permit you to get and hold enough aggro, rendering useless all your defense skill value and your talent build. You may find that spell hit rating is helpful when tanking to reduce the number of Righteous Defense resists, or perhaps you may find that the number of resists you see is acceptable due to not having to use it as frequently as the next guy.
   
 
A protection paladin's tanking gear shouldn't need MP/5 gear for their highest-level tanking gear. A paladin should expect to take enough damage that the heals that are cast on them will give them enough mana regen to finish the battle with at least 15% of their mana pool. That said, if a paladin's highest tanking gear far outdoes a weaker instance (a level 70 instance even, compared with a heroic), it may be desirable to wear pseduo-defense/dps gear (but of course including a shield) which should include MP/5 or else the paladin might run out of mana during the course of the battle.
 
A protection paladin's tanking gear shouldn't need MP/5 gear for their highest-level tanking gear. A paladin should expect to take enough damage that the heals that are cast on them will give them enough mana regen to finish the battle with at least 15% of their mana pool. That said, if a paladin's highest tanking gear far outdoes a weaker instance (a level 70 instance even, compared with a heroic), it may be desirable to wear pseduo-defense/dps gear (but of course including a shield) which should include MP/5 or else the paladin might run out of mana during the course of the battle.
   
You should completely ignore standard melee stats (attack power, melee crit rate, etc.) because what little threat we get from white damage is negligible compared to holy damage, which is improved by spell-damage gear. Hit rating bonuses can be helpful, considering the fact that we have to actually hit with our melee weapon in order for your favorite seal (of Righteousness or of Vengeance) to proc, but it is not as important to us as it is to warriors and druids. We also get threat from Holy Shield, assuming they're already attacking us.
+
You should completely ignore standard melee stats (attack power, melee crit rate, etc.) because what little threat we get from white damage is negligible compared to holy damage, which is improved by spell-damage gear. Hit rating bonuses can be helpful, considering the fact that we have to actually hit with our melee weapon in order for your favorite seal (of Righteousness or of Vengeance) to proc, but it is not as important to us as it is to warriors and druids. Unlike warriors and druids, we also get threat from Holy Shield, assuming they're already attacking us, and Consecration, assuming they're in the vicinity.
   
 
==Retribution==
 
==Retribution==

Revision as of 18:43, 27 August 2007

Healing and all non-Retribution dps:

  • Intellect
  • Stamina
  • Mana per 5 seconds
  • Spell damage or healing
  • Spell crit rating*

Protection:

  • Defense
  • Stamina
  • Spell damage
  • Intellect
  • Mana per 5 seconds
  • Spell hit rating*

Retribution dps:

  • Agility
  • Strength
  • Melee Critical Strike Rating
  • Attack Power
  • Intellect
  • Stamina

Healing and non-Retribution dps

Spell crit rating will help a healing set quite a lot if you have Illumination (fourth tier of Holy), but for dps it is largely useless. Seal of Righteousness and Seal of Vengeance cannot crit. Their Judgements can crit, but if there is a tradeoff between spell damage and spell crit, spell damage should be taken for a dps set. And any build having Holy Shock will include (as a matter of course) Divine Favor which gives a guaranteed crit to your next heal or Holy Shock, and can improve dps in that manner.

For a real solid healing build (or any other pally build) spirit should be ignored. There may be times in dungeon runs where you have time that you're not spamming spells where spirit could help you regen your mana. But when you're not spamming spells is hardly the time that you really need the mana regen that you want from spirit. Furthermore, spirit gives us no side bonuses that some priests and druids have such as a bonus to healing.

Protection

For tanking, you do need spell damage, but for most purposes it should be enough to simply have a spell-damage weapon, such as [Continuum Blade], [Greatsword of Horrid Dreams], or another similar weapon. Assuming you are wearing no other (or little other) spell-damage gear, weapons that grant defense rating may not permit you to get and hold enough aggro, rendering useless all your defense skill value and your talent build. You may find that spell hit rating is helpful when tanking to reduce the number of Righteous Defense resists, or perhaps you may find that the number of resists you see is acceptable due to not having to use it as frequently as the next guy.

A protection paladin's tanking gear shouldn't need MP/5 gear for their highest-level tanking gear. A paladin should expect to take enough damage that the heals that are cast on them will give them enough mana regen to finish the battle with at least 15% of their mana pool. That said, if a paladin's highest tanking gear far outdoes a weaker instance (a level 70 instance even, compared with a heroic), it may be desirable to wear pseduo-defense/dps gear (but of course including a shield) which should include MP/5 or else the paladin might run out of mana during the course of the battle.

You should completely ignore standard melee stats (attack power, melee crit rate, etc.) because what little threat we get from white damage is negligible compared to holy damage, which is improved by spell-damage gear. Hit rating bonuses can be helpful, considering the fact that we have to actually hit with our melee weapon in order for your favorite seal (of Righteousness or of Vengeance) to proc, but it is not as important to us as it is to warriors and druids. Unlike warriors and druids, we also get threat from Holy Shield, assuming they're already attacking us, and Consecration, assuming they're in the vicinity.

Retribution

Solo

For soloing, Retribution Paladins are by far the best talent specialization. With the right build, Retribution Paladins can kill mobs quicker than mages, warlocks, or rogues, though downtime is increased. A good solo Paladin should put over ten points into Protection, as you'll want 3/3 points into precision, and Blessing of Kings is actually more effective than Blessing of Might, even if it is improved - for soloing, critical hit rating is what is needed, and Blessing of Might, unfortunately, adds nothing to that. 5 points into Holy for Divine Strength is also extremely useful. Vindication is always nice, so full points into that is good. Every ability that improves Seal of the Crusader is absolutely essential, and Seal of Command is just a given - DPS is non-existant without it, and Crusader Strike is a necessity too. Aside from those points, simply throw the rest wherever you want - this talent spec is kind of loose.

The kind of stats you'll be wanting to obtain are, in order, Critical Strike Rating, Attack Power, Spell Critical Hit Rating, Hit Rating. By extension, you'll want, again, in order, Agility and Strength (these two should be pretty evenly balanced), Stamina, and finally Intellect. The key to solo Retribution Paladins is to bring down enemies quickly, not long, sustained, fights that require lots of mana.

You should never be afraid to throw on Mail or Leather gear if that's what youe stats require, but try to keep most of it plate.

Aside from this, you should just experiment and do what works, it takes a lot of practice, a unique gear, stat, and spec combination, and a little luck to get Retribution nailed down, but once you do, I can guarantee that you'll be killing enemies faster than mages, warlocks, druids, and those smug little rogues. :)

See Also