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 Retribution Paladins ~ Strengths and Weaknesses

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rayx10
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Posts : 136
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Join date : 2009-04-28
Age : 114
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Name: Ray McLeod
Clan: Khaibit (Mekhet)
Covenant: Carthian Movement

Retribution Paladins ~ Strengths and Weaknesses Empty
PostSubject: Retribution Paladins ~ Strengths and Weaknesses   Retribution Paladins ~ Strengths and Weaknesses I_icon_minitimeFri Nov 13, 2009 2:56 am

(prepare for long WoW rant Retribution Paladins ~ Strengths and Weaknesses Sleep )
Retribution Paladins.
Some time ago WoW was made, and paladins were deemed the ones to have the suckiest damage output in the game, hey coped at the time with having healing and defensive capabilities to boot.
Over time the class changed, prot paladins recieved sufficient skills to do real and proper tanking, and retribution paladins recieved the damage burst they needed to be considered damage dealers.
Burning Crusade came and went, come Wrath of the Lich King Retribution paladins in particular are feared and burst dps'ers worthy of true fear, below shall be described exactly why.

The Skills.
Retribution Paladins as they are now are equally feared and hated, their overall competence in fast healing and damage dealing + almost unlimited movement ability is a juicy morsel for the forum trolls, but pay those nabs no heed, by now Retribution paladins can only steamroll absolute noobs, theres a few tricks of the trade to adhere to.
Primary Attacks.
Crusader Strike; A single strike with moderate damage, short cooldown makes Ret. Paladins able for fast damage in PvP - should be used whenever possible.
Judgement; Short ranged burst of moderate damage, debuffs your target and replentish's your mana - should be used always.
Divine Storm; A brilliant whirlwind attack, hits 4 enemies in a short range and heals you for 25% of the total damage caused, should be used good and often, key for fighting multiple enemies.
Excorcism; Ranged attack, should be used after a critical strike to make the ability cast instant, key for fighting ranged enemies.
Defenses.
Flash of Light; Primarily a fast healing spell, helps to keep you up and should be mass spammed whenever you have the chance.
Holy Light; A big healing spell, a critacal heal from this may bring you back to 100% health in a blink, should only be used when not running out of mana and alone.
Divine Shield; The ever illustrious "pally bubble", makes you invulnerable for 12 seconds, should be used as a last resort to save your life and heal yourself back up, never waste this ability!
Hand of Freedom; Causes you (or your target) to be immune to roots and slowing debuffs for a few seconds and breaks their active effect, must be used to remove first stun you recieve, it has a short cooldown and is vital to have close at use.
Utilities and Extra's.
Hammer Of Justice; a useful short range stun, one which you should use to beat on healing while stunned or take yourself some heals during the stun.
Repentance; A long range incapacitate effect, great for stopping runners or kiters, or giving yourself another chance to heal up, effect breaks if target takes damage.
Hammer of Wrath; a long range finishing move, causes a lot of damage to targets with health below 35%, useful for finishing off a weak enemy attempting escape, close range works too.
Divine Plea; Regenerates 25% of your total mana over a few seconds, under this effect your healing is reduced, should be used with caution.

The Fighting.
Here comes the good part boys'n girls... but mostly boys who am I kidding.
Retribution Paladins are close combat fighters, their designed to be able to pursue any enemy without being stopped, what a Ret paladin should primarily focus on is keeping up with the enemy, better to remove ones debuffs and healing around corners than trying to hit the enemy as much as possibly before they turn you into a sheep and run away.
Anytime a debuff with slowing effects is seen it should be Cleansed, anytime a warlock or mage should be channeling a polymorph or fear it should be interrupted, a ret paladin is in deep trouble if he gets stopped.

Retribution Paladins were thought out as a burst damage dealer in pvp, having been nerfed quite a few patches ago ret paladins are now much more of a balanced fighter/personal healer, chasing down enemies striking until they fall, able to remove dangerous debuffs, can soak a lot of damage and wear out enemy cooldowns, complete with party buffs and useful auras.
Apart from fighting enemies the traditional hack'n slash style, you need to remeber a few tricks from every few enemy.

Tricks and Tips on the enemies.
Any and all class who's not playing seriously will die quickly, gear difference has a big say in the matter as always, but identifying what enemy your up against will help you fight the right way and not waste your abilities.
Tricks for All Healers; Ret Paladins can outlast any healer easily, as long as you make sure to not run out of mana and never stop damaging them, if time is of the essence one should gamble on stunning the healer, activating Righteous Vengeance and attempting to nuke the healer dead before he can heal up again, if you fail on this part you need help to kill a healer.
Tricks on Rogues; Most rogues are easy game, paladins wear plate and rogues poke it with knifes, most of the time its roadkill.
Rogues hit a lot, so keeping Retribution aura up makes them hurt themselves of about 15% of what they hurt you, so thats significant.
Many experienced rogues will try to kill you by a sudden high crit combo, whenever you get stunned remove it by Hand of Freedom, cleanse poisons when your not hitting it.
All rogues can easily pull a 6k crit out of the hat, so heal up with Flash of Light now and again to not give him the chance.
Tricks on Hunters; Hunter pets should be ignored, when close to the hunter start with a divine storm, hitting both the hunter and the pet with Divine Storm will heal you by a great amount.
otherwise dont let the Hunter gain distance, if you let them shoot you for too long they'll wear your health down dangerously fast, avoid their trap - stun them - and hit them until they fall, dont let the feign death fool you, if the pet doesnt despawn he's still alive.
Tricks on Shamans; Elemental Shamans are tricky, they have a nasty knockback and sometimes whip out a 9-13k crit shot, as long as you can avoid that hit him up close and interrupt him as often as you can, as he will try to heal.
Against Enhancement Shamans its all about who can do the most damage faster, shamans has no stuns so a ret paladin should get a head start with an early stun and nuking as hard as possible, ignoring the totems will save you a headache.
Tricks on Priests; Absolutely NO priest will die easily, their all healers and will debuff you heavily while running trying to wear you out, be aware however that priests can destroy your protection bubble and remove your buffs.
No other thing to do against a priest than hit them as hard as possible and not running out of mana, their fear is easily broken by the pvp trinket (or human racial) as long as they dont get time to prepare for you, push them hard.
Tricks on Warriors; The Clash of the Titans! you can count on a warrior hitting you hard and at the same time take all of your attacks without flinching, keep an eye on your health bar an use your stuns for healing time, be aware that most warriors will break your protection bubble, so use the time you have well! warriors have no debuffs you should be mindful, Protection Warriors will try to outlast and silence you, playing it smart and healing often will beat the warrior just fine.
Tricks on Warlocks; If you let him fear you too much you die, warlocks are specialists on picking on people who cant fight back, as so they will fear you often, try to interrupt and cleanse the fea when you can it helps you a lot. A lot of warlocks have nasty death spells that would burst you down fast if you let them charge them, as long as you fight up close and try to avoid their shots you'll beat most locks, cleanse all dots you can, it reduced their overall damage greatly, them having a pet only increases your Divine Storm heals.
Tricks on Death Knights; Much as with warriors, they hit hard and can take a beating, running from Death Knight is impossible as they have an infinite amount of Slow and Pulling spells, once you engange one you had better kill it, again their minion just increases your Divine Storm heal.
Fighting Deaths Knights wisely i best, keep your health high and always stay close to them when not healing, as they have a lot of ranged attacks as well. Cleansing their diseases and debuffs are always a prudent idea.
Tricks on Mages; Mages are a real pain, they will always slow you and keep a distance somehow, as long as you can cleanse away the freeze effect and make sure he doesnt get time to charge any deadly spells you'll be fine, arcane mages only need about 11seconds of peace to channel to kill you.
Tricks on Druids; Okay.... there's no easy way to do this, just attack them and hope for the best while nuking....
Tricks on Paladins; Alright, by now you should know enough about paladins in order to fight them properly, it will now all come down to gear and skill, and who used most cooldowns before fighting.

I hope to god there's no questions as I've been as in-depths as I've can be, but do ask if there's something there's still bugging ya, lastly: Stats-overview:

PvP Stats: Stamina -> Crit (35%) -> Strength/Attack Power (1str = 2,40AP) -> Intellect -> Agility -> Anything else.
DPS Stats:
Strength/Attack Power (1str = 2,40AP) -> Crit (40%) -> Hit rating (Cap @ 9%) -> Haste -> Expertice (cap @ 14) -> Stamina -> Intellect -> Anything else.
Tank Stats: Stamina -> Block/Parry/Dodge (all at 20% +) -> Strength (No attack power) -> Agility -> Intellect -> Hit Rating -> Expertice -> Anything else.
Healer Stats: Spell Power -> Crit (30%+ with holy) -> Intellect -> Mp5 -> Haste -> Spirit -> Stamina -> Anytihng else.
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Retribution Paladins ~ Strengths and Weaknesses
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