Retribution Paladin DPS Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Retribution Paladin (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Retribution Paladin guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Anafielle (@Anafielle), one of the authors of Sacred Duty and an accomplished raider on her own, and Morgeine, one of the best Retribution Paladins in the world, who raids in Envy.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents offer you a choice between 3 means of improving your movement speed.
Speed of Light is an active ability, with a 45-second cooldown,
which increases your movement speed by 70% for 8 seconds.
Long Arm of the Law causes your successful
Judgments to
increase your movement speed by 45% for 3 seconds.
Pursuit of Justice passively grants you 15% increased movement
speed, and an additional 5% increased movement speed for each charge of Holy
Power that you have, up to a maximum of 3 (so, up to a grand total of 30%
increased movement speed).
Your choice here will depend entirely on your playstyle and the requirements of the encounter.
Speed of Light is excellent because it offers you a reliable movement
speed burst. This can be used to deal with many encounter mechanics during
Tier 15 raiding.
Pursuit of Justice offers you a constant, passive movement speed
boost, which is excellent for moving out of harmful effects. You need to be
pooling Holy Power to get the full benefit of this talent (which you often
will not be).
Long Arm of the Law will prove to have a high uptime. In most
encounters, it should satisfy your need for moving quickly. It is especially
good when you need to move often from one target to another, since you will
probably judge when you are not in melee range.
3. Tier 2 Talents↑top
Tier 2 talents offer you a choice between 3 means of crowd-control.
Fist of Justice is an improved version of
Hammer of Justice,
which it replaces. Fist of Justice stuns the target for 6 seconds, with a
30-second cooldown, from a 20-yard range.
Repentance puts the (Demon, Dragonkin, Giant, Humanoid, or
Undead) target to sleep for 1 minute. Damage done to the target will break the
effect, and only one target can be under this effect at one time (from the
same Paladin).
Burden of Guilt causes your
Judgment hits to reduce the
target's movement speed by 50% for 12 seconds.
The talent choice here is largely irrelevant, and it will not affect your performance in any way. You should choose based on your own preference, or on the requirements of the encounter, in terms of add crowd-control.
That said, during Tier 15 raiding you will probably want to choose
Fist of Justice for most encounters, since the stun is very useful against
adds.
4. Tier 3 Talents↑top
Tier 3 talents offer you a choice between 3 healing abilities.
Selfless Healer causes your
Judgments to reduce the cast
time and mana cost of your next
Flash of Light by 35% per stack.
Additionally, if used on players other than yourself it also increase its
healing by 20% per stack. The effect can stack up to 3 times.
Eternal Flame replaces
Word of Glory. It costs Holy Power
(up to 3), heals the target for an amount roughly equal to Word of Glory's
healing, and places a HoT on the target, lasting 30 seconds. The power of the
HoT is dependant on the amount of Holy Power with which the spell is used. When
Eternal Flame is used on yourself, the HoT's power is increased by 100%.
Sacred Shield places a 30-second buff on the target, which then
goes on to create a damage absorption shield every 6 seconds. The individual
shields being broken by damage or expiring has no effect on the main buff.
Sacred Shield has a 6-second cooldown.
Your choice here is between either
Selfless Healer or
Sacred Shield, since
Eternal Flame costs Holy Power, and thus
negatively affects your DPS.
Sacred Shield can easily be incorporated into your rotation (which has some down-time), and doing so will reduce a sizeable amount of damage over the course of the fight. We believe that this is the superior choice in most cases, so we advise it.
Selfless Healer will provide you with the greatest utility for your raid.
You will nearly always have 3 stacks of the buff, due to the frequent usage of
Judgment in your rotation. This way, you can always pitch in and help
out a low health raid member with a strong, instant-cast
Flash of Light. Even used on yourself, the heal is quite effective.
5. Tier 4 Talents↑top
Tier 4 talents offer you a choice between 3 ways of situationally improving your utility.
Hand of Purity places a 6-second buff on a target, reducing the
damage they take from harmful periodic effects by 70%, and reducing all damage
taken by 10%.
Unbreakable Spirit passively reduces the remaining cooldown of
Divine Shield,
Divine Protection, and
Lay on Hands by
1% each time you use a charge of Holy Power. The total reduction is capped at
50% of the original cooldown.
Clemency gives each of your Hand spells 2 charges. This means that
you can use them twice before triggering the cooldown (but the cooldown will
begin ticking as soon as it is used for the first time).
We believe
Unbreakable Spirit should be the default choice in most
encounters. It greatly improves survivability (by allowing more frequent use
of
Divine Protection) and utility (allowing you to bypass mechanics or
reset debuffs more often with
Divine Shield). The talent gets better
with better gear, since more Haste increases your Holy Power generation
rate, which results in the cooldowns of abilities being reduced more.
Clemency will literally double your already powerful utility. In
case your Hand spells turn out to be useful in an encounter, this talent will
undoubtedly be a strong choice.
Hand of Purity's usefulness depends greatly on the number of effects
that are affected by it. If it works against relevant boss mechanics, it can be
an excellent cooldown to use on the tank. As a rule, debuffs that cannot be
removed through immunities (such as
Divine Shield) are not affected by
Hand of Purity either.
6. Tier 5 Talents↑top
Tier 5 talents offer you a choice between 3 powerful performance-enchancing talents.
Holy Avenger is a 2-minute cooldown that, for 18 seconds, causes
your abilities that generate Holy Power to deal 30% additional damage and
healing, and to generate 3 charges of Holy Power, instead of 1.
Sanctified Wrath passively increases the duration of
Avenging Wrath by 50%. Additionally, while Avenging Wrath is active,
it reduces the cooldown of your
Hammer of Wrath by 50%.
Divine Purpose gives your abilities that cost Holy Power a 25%
chance to cause your next Holy Power-costing ability cost no Holy Power and be
cast as if you had 3 charges of Holy Power.
Currently,
Sanctified Wrath provides the highest
DPS of the three talents, so we advise taking it. The difference between all
three talents is quite small though.
At lower (pre-raid) gear levels,
Holy Avenger will perform better than
Sanctified Wrath. It is also worth noting that since
Avenging Wrath has
been changed to have a 2-minute cooldown, Holy Avenger lines up perfectly
with it and they can be used together. When doing this, the DPS will be only
slightly lower than what you would get from Sanctified Wrath, but we still
feel that Sanctified Wrath is the better choice.
7. Tier 6 Talents↑top
Tier 6 talents offer you a choice between 3 abilities that are centered around damaging multiple enemies and healing multiple allies.
Holy Prism can be cast on an ally or enemy target. If cast on an
enemy, Holy Prism deals damage to them and heals 5 nearby allies. If cast on an
ally, it heals that ally and damages 5 nearby enemies.
Light's Hammer places a hammer at a target location on the ground
for 16 seconds. During this time, the hammer will heal all nearby allies and
damage all nearby enemies. Enemies' movement speed is also reduced by 50% for
2 seconds each time they take damage.
Execution Sentence can be used on enemies or on allies. If used
on an enemy, they take a certain amount of damage over 10 seconds (the damage
they take is low at first, and it increases gradually). If used on an ally,
they will be healed for a certain amount over 10 seconds (the effect is also
gradually increasing).
For single-target DPS,
Execution Sentence is the best
choice, without any doubt. For AoE DPS,
Light's Hammer may provide more
DPS than Execution Sentence, but the difference is small.
Holy Prism requires too many global cooldowns to use to its full
potential, and, thus, it should never be taken.
8. Major Glyphs↑top
There are several Major Glyphs that are of interest to you, although none offer clear performance improvements.
Glyph of Double Jeopardy increases the damage of your next
Judgment by 20% when used on a different second target. This will not
be of any use in single target fights, but when there are several targets, it
can be a slight DPS boost.
Glyph of Templar's Verdict reduces the damage you take, for 6 seconds
after using
Templar's Verdict or
Exorcism, by 10%. This glyph is a
nice way to help out your healers in progression encounters.
Glyph of Mass Exorcism reduces your
Exorcism to melee range,
but causes it to deal a small amount of AoE damage, in addition to its single
target damage. It is useful in fights where there are multiple targets. Note
that the damage that Exorcism does to each target is buffed by the
2-Part Tier 15 Set Bonus,
providing a considerable increase in AoE damage.
Glyph of Blinding Light causes your
Blinding Light to knock down
enemies for 3 seconds instead of blinding them. This has some situational
uses in encounters with adds.
Glyph of Harsh Words allows your
Word of Glory to be cast
against enemies, damaging them. While it is not a better use of Holy Power than
Templar's Verdict, it does provide you with a way to deal damage if
the target is out of your melee range.
Glyph of Divine Storm heals you for 5% of your maximum health when you
use
Divine Storm. You are unlikely to ever find uses for this glyph, but
if there is an encounter where you need to AoE a lot, and you also need extra
healing, then it is a good option.
Glyph of Word of Glory grants you 3% increased damage, for 6 seconds,
for each charge of Holy Power that you use on
Word of Glory. This
glyph is useful both if you are using Word of Glory to heal injured raid
members (making up somewhat for the lost DPS), or if you are using Word of
Glory to damage enemies at range (through
Glyph of Harsh Words).
Glyph of Inquisition reduces the damage bonus of
Inquisition by 15%, but increases its duration by 100%. It is a DPS
loss to use this glyph, but it may be beneficial to new players who have not
yet mastered keeping up Inquisition.
Glyph of Divine Protection adds 20% Physical damage reduction to your
Divine Protection cooldown, at the expense of 20% magic damage
reduction. This can be useful in certain situations.
Glyph of Avenging Wrath will provide you with a small amount of
self-healing over the course of the fight.
9. Minor Glyphs↑top
Minor Glyphs are purely cosmetic, and have no effect on your gameplay.
One glyph is worth mentioning, though.
Glyph of the Righteous Retreat
increases the cast speed of your Hearthstone by 50% while
Divine Shield
is active, allowing you to successfully bubblehearth once again.
10. Changelog↑top
- 20 May 2013: Patch 5.3 update: nothing to change.
- 14 May 2013: Added
Glyph of Divine Storm to the list of useful
major glyphs. - 26 Apr. 2013: Made several updates.
- Made the suggestion to use
Fist of Justice in most cases as a Tier 2
talent. - Made a better case for the advantages provided by
Sacred Shield. - Reworked the Tier 4 talent section to better explain the usefulness of
Unbreakable Spirit. - Added a mention that
Holy Avenger and
Avenging Wrath now line up
perfectly in terms of cooldown. - Added a mention of how
Glyph of Mass Exorcism interacts with the
2-Part Tier 15 Set Bonus. - Added
Glyph of Blinding Light.
- Made the suggestion to use
- 23 Apr. 2013: Made several updates.
- Reworded the talent discussions for Tier 1, 3, 4, 5 and 6 talents to make them clearer and more accurate.
- Added
Glyph of Divine Protection and
Glyph of Avenging Wrath.
- 05 Mar. 2013: Patch 5.2 update.
- Added mention of the movement speed reduction applied by
Light's Hammer. - Added mention of the damage reduction provided by
Hand of Purity. - Added mention of the new values of the
Flash of Light boost provided
by
Selfless Healer (20%/40%/60% per stack, down from 33%/66%/100%). - Added mention of the increased healing done by
Eternal Flame when cast
on self. - Added mention that
Glyph of Templar's Verdict now also triggers from
Exorcism.
- Added mention of the movement speed reduction applied by
