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Ret Paladin 3.0
A Basic guide exploring the re-built tree.
Last updated November 9, 2008 @ 8:40:52AM
Viewed 2815 times

Ret 3.0 Guide and Errata

I.Talent Tree Basics
II.Hit Rating
III.Raid/Party Support
IV.Tidbits on Buffs in a Raid/Party
V.Spell Power/Attack Power
VI.Judgments and Seals
VII.Seal of Command
VIII.Seal of the Martyr
XI.Weapon Choice
XII.Common Roles


"Must have" support Talents

Heart of the Crusader Rank 3
In addition to the normal effect, your Judgment spells will also increase the critical strike chance of all attacks made against that target by an additional 3%.

Sanctified Retribution Rank 1
Damage caused by targets affected by Retribution Aura is increased by 3%.

Swift Retribution Rank 3
Your Retribution Aura also increases casting, ranged and melee attack speeds by 3%.

Judgments of the Wise Rank 3 (suspected Nerf incoming)
Your Judgment spells have a 100% chance to grant the Replenishment effect to up to 10 party or raid members mana regeneration equal to 0.25% of their maximum mana per second, and to immediately grant you 33% of your base mana.

Divine Storm
12% of base mana Melee Range
Instant cast 10 sec cool down
Requires Melee Weapon
An instant weapon attack that causes Holy damage to up to 4 enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 20% of the damage caused.

Sheath of Light Rank 3
Increases your spell power by an amount equal to 30% of your attack power and your critical healing spells heal the target for 60% of the healed amount over 12 seconds.

"Optional/Unneeded" Ret Talents

Nearly ALL talents in the retribution tree are vital to our DPS output. Listed are some "exceptions" below and why I classify them as such.

Deflection- Increases parry amount by X. As a raiding/dungeon Paladin, we get little benefit from this. This may be used as a well balanced tank talent or for PvP and grinding. At this point, with Nerf bats incoming related to Judgments of the Wise, it may be wise to look at Benediction.

Vindication- Nearly all Raid bosses and mobs are immune. Arguably a PvP and/or grinding talent.

Pursuit of Justice- No real DPS gain. Granted increased movement speed is nice. If there are points left over, throw em in.

Eye for an Eye- In a Raid/Party setting, you should no be getting hit. Clearly a PvP talent.

Improved Retribution Aura- Not to bad for grinding. In a well functioning group the damage increase to the aura should not be needed to help the tank with threat, and again as Ret, you should not be a target of the bad guy.

Divine Purpose- Great for PvP not the best use of points in a Dungeon or Raid setting.

Things to look for in the other trees

Divine Strength Rank 5
Increases your total Strength by 15%.
- Eat your Wheaties!

Aura Mastery
Increases the radius of your Auras to 40 yards.
- We as Paladins still have to Spec for a 40 yard range where as others may not. This will become more important as we grow as a Support/DPS Class.


Hit rating and mob levels

70: 5.0%
71: 5.5%
72: 6.0%
73 (bosses): 9.0%

These values are only valid with a max weapon skill


With the proper support talents, we will become a valuable asset to any Raid/Party, a mana and health battery in plate, increase the Raid's haste, increase the Raid's dmg output and be able to toss out a "mission critical" heal if needed. Our heals will not be as powerful as a class that is spec'd for it but it may be the difference in buying that quick second before a much needed large heal.

Judged targets are a must! Talk with other Paladins in the group and sort it out! Your two most common judgments are below:

Judgment of Wisdom
5% of base mana 10 yd range
Instant cast 10 sec cool down
Unleashes the energy of a Seal spell to judge an enemy for 20 sec, granting attacks and spells used against the judged enemy a chance to restore [0.09 * SPH + 0.09 * AP] mana to the attacker. Refer to individual Seals for additional Judgment effect. Only one Judgment per Paladin can be active at any one time.

Judgment of Light
5% of base mana 10 yd range
Instant cast 10 sec cool down
Unleashes the energy of a Seal spell to judge an enemy for 20 sec, granting melee attacks made against the judged enemy a chance of healing the attacker for [0.18 * SPH + 0.18 * AP]. Refer to individual Seals for additional Judgment effect. Only one Judgment per Paladin can be active at any one time.


A number of our abilities are affected by raid-stacking changes

Blessing of Might (Retribution)- does not stack with Battle Shout and has been known to be "wiped out". This is addressed/being addressed by Blizzard to offset the more costly Greater blessing.

Swift Retribution- does not stack with Improved Moonkin Aura (Druid, Balance). Both effects are 3% all haste.

Sanctified Retribution- (2% additional damage) does not stack with Ferocious Inspiration (Hunter: BM), but is always active rather than 1% additional for 10 seconds after a pet's critical.

Heart of the Crusader- equals but does not stack with Totem of Wrath, and does not stack with Master Poisoner (Rogue)

Replenishment(Judgments of the Wise Rank 3)- does not stack with the effect caused by Vampiric Touch, or Hunting Part. It is key to point out however, The new global replenishment affect will only effect up to 10 raid/party members no matter what class.


Regarding the SP(Spell Power) and AP(Attack Power) coefficients of our abilities:

Numerous abilities now scale with AP such as Retribution aura, Consecration, Hammer of Wrath and even Spell power if spec'd accordingly. I will not dive deeply into this topic as the amount of numbers and calculations are a bit excessive.


Judgment abilities have been split into three different categories, all with different effects.

- Judgment of Wisdom
- Judgment of Light
- Judgment of Justice

- Judgment of Wisdom restores a percentage of total mana up to a maximum of every 4 seconds when an attack is made. (see Judgments of the Wise)

- Judgment of Light grants a successful melee attack roughly a 50% chance to restore X amount of health, this calculation is based on the attacker's AP.

- Judgments are now on the global cool down

- Judgment debuff effects will proc only once every 4 seconds

- Judgment of Justice will no longer prevent Fear effects, only prevent NPCs from fleeing.

The Basics of Seals.... (really basic)

- All Seals have a duration of two minutes
- New Ability: - Seal of the Martyr, Alliance. = Seal of Blood.
- All Seals may proc from special weapon attacks.

The Seal and Judgment system has not changed much. Pick a Seal and cast a Judgment
Seals and Judgments both trigger GCD.


Seal of Command does in fact scale with Haste rating as well as AP.

The proc chance of Seal of Command / The PPM mechanic

The PPM mechanic stands for Procs Per Minute and is a constant value Blizzard has introduced to calculate the chance of Seal of Command proccing using the following calculation;

Seal of Command proc chance = PPM / (60 / hasted weapon speed).

The PPM value for Seal of Command is 7.

Each weapon attack has a chance to proc Seal of Command without any limitation.

Glyph of Seal of Command changes the chance Seal of Command has for proccing.

The Glyph changes the base PPM for Seal of Command from 7 to 8.4 ((7 * .20) + 7 = 8.4)


Seal of the Martyr:
14% of base mana
Instant cast
All melee attacks deal [0.28 * mw] to [0.28 * MW] additional Holy damage, but the Paladin loses health equal to 10% of the total damage inflicted. Lasts 2 min.

Unleashing this Seal's energy will judge an enemy, instantly causing [0.25 * mw + 0.2 * AP + 0.32 * SPH] to [0.25 * MW + 0.2 * AP + 0.32 * SPH] Holy damage at the cost of health equal to 33% of the damage caused.

I have not heavily tested this vs. Seal of Command. Research shows that indeed scaling may be a bit better...Much of what I read has to due with opinions/preferences, gear, glyphs, and raid/party makeup. With what little testing I have done, It appears Martyr may be viable if a speedier weapon is used. In a 5man setting and a slow weapon with high crits, I was informed that it could be a bit scary for a healer to watch the health bar. Caution should be used if the Paladin is a heavy hitter, and “light” on stamina and/or light on health.


Below are some basic macros. Be advised that these macros use AoE. The “cast sequence reset” is based on an 8 sec judgment cool down and can be adjusted to “feel”. A single target macro is also recommended where Consecration and Divine Storm are omitted. You may also want to create a macro that properly times your trinkets and Avenging Wrath. Note that after the latest patch Avenging Wrath now causes the forbearance effect.

/console Sound_EnableSFX 0
/castsequence reset=8 Judgment of Light, Crusader Strike, Divine Storm, Consecration
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1

/console Sound_EnableSFX 0
/castsequence reset=8 Judgment of Wisdom, Crusader Strike, Divine Storm, Consecration
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1

/console Sound_EnableSFX 0
/castsequence reset=8 Judgment of Justice, Crusader Strike, Divine Storm, Consecration
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1

/console Sound_EnableSFX 0
/castsequence reset=8 Judgment of Light, Crusader Strike, Divine Storm
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1

/console Sound_EnableSFX 0
/castsequence reset=8 Judgment of Wisdom, Crusader Strike, Divine Storm
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1

/console Sound_EnableSFX 0
/castsequence reset=8 Judgment of Justice, Crusader Strike, Divine Storm
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1


There is always much debate on what exact stat you should look for in any class...Instead of saying X is
always greater than A, we will classify them with "importance" High, Moderate, Low...


Hit- Your chance to hit a mob at x level ...stack until capped

Str/AP- vital to your overall DPS 1str=2AP Attack Power increases the amount of damage your auto attack does
as well as other special abilities. ...You can't get enough =)

Crit- Vital to your personal damage output both white and yellow damage. This stat is of utmost
importance to keep Vengeance up at all times. ...Aim for the sky!

Moderate importance (once you are happy with the above stats)

Haste- Haste is good and should not be disregarded. Decreased global cool downs, quicker attacks that do not hinder Seal of Command...what's not to like.

Int- You still need a mana pool.

Low importance

Spell power- you should not be actively seeking gear with this stat. Spell power will now Scale with your attack power.

Spirit- No direct bonuses in the Trees or abilities.


What hasn't really changed as the rule of thumb is getting yer paws on the slowest 2h available! Look for
the slow weapon with the highest damage per SWING possible not just the base DamagePerSecond. Aim for
greater than a 3sec swing. Many of our special attacks have weapon damage included in the calculations.
For this reason, Seal of Command is a beautiful thing.
Our DPS is nearly all Burst and the slow 2h helps us with that.


DPS/Support--- Our bread and butter.

Main Healing--- Off-Spec healing is not as painful as it used to be when spec'd with Sheath of Light. You will want equipment similar to the of your Holy counterpart. Use your Retribution Aura if needed for increased Haste. When Spec'd For Sheath of Light, you have at your disposal something the Holy Paladin can only dream about, a HoT effect. So crit is your friend and what little Str/AP you have in your healing gear and base stats is an added bonus. You will not have half the mana regen as a Holy Paladin so use your heals wisely and use whatever consumables you have at your disposal to increase Mp5. If there is more than one Paladin in your group ensure you have the following blessings in this order: Wisdom, Might and Kings. Make sure your Party/Raid knows that this is your off-spec. You may be an exceptional healer but you are not holy and may not be the first choice for "Un-assisted" tank healing. In 5-mans, do your research and ensure you are comfortable as a main healer.

Tanking/OT--- This could easily be an ugly situation. As ret we generally will not have Mitigation talents. Ensure your Tanking gear is "superb" Aim for as much dodge, block, and parry as humanly possible. Defense!!!! With that being said, grab as much Str and Stam and Armor as you can. Use Righteous Fury at all times as well as Retribution Aura to help with your Threat generation. ...and please, use a shield! Grab a slow 1h so your Crusader Strike and Divine Storm are still semi-viable. You will want to pass the urge of using Seal of Command and switch to Seal of Vengeance, the proc rate on SoC is a wild card when gaining threat. Be aware as Ret, your ability to cleanly pull a mob is severely gimped. Do not be ashamed to call out for an MD as often as possible. Pull using any ranged ability you have. If nothing is at your disposal, you are faced with either a ranged/CC pull from another player or the classic body pull. If you have no Tanking experience I would not seek this Role. Be prepared and do your research. "Tap" the shoulder of a seasoned Protection Spec'd Paladin as well as other Tanks, so if called upon, you are prepared.

Elitist Jerks
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