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PTR
10.2.7
PTR
10.2.6
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Retribution Viability
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Post by
146953
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Post by
TheRealAzoth
If it's not a Kara raiding guild, is it a SSC/TK or MH/BT raiding guild? If so I can't see any possible reason to take a fresh 70 ret pally into any 25 man raid. Is Kara on farm status where you can coattail through for 22 badges a week and gear? We've taken level 68 alts through Kara even though they can't use any of the gear until 70. One alt mage had 2 pieces of his T4, several kara drops and almost 100 badges by the time he hit 70.
To get back on topic, some guilds will take a single ret pally to a 25 man raid. The extra buff, aura, etc. are useful but to an extent. Our guild has tried out several different raid compositions with a ret pally while learning SSC and TK. We no longer have a single raiding ret pally and are well into MH/BT. I am sorry to say it but ret dps is still gimped when compared to that of other melee classes.
Post by
103648
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Post by
42591
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Post by
blademeld
Plus, you effectively double the prot paladin's spell damage, and add 3% crit chance to the raid. You essentially make it impossible for DPS to pass the tank in threat.
Sanct Aura is 10% holy damage 2% damage, it doesn't double it.
And this came across to me as you stating that 3% crit helps the tank, but it really doesn't since the entire raid gets it
you need at least 1500
hp
and 25% crit
once you achieve the 25% crit, just go all out attack power gems, and SOME hit rating gems
AP lol
and hit rating should be your first prio imo.
Post by
42591
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Post by
103648
This post was from a user who has deleted their account.
Post by
blademeld
12% holy damage
, 2% damage. I meant that you double his spellpower though. Thus why I said, you double his spell damage.
Sanc aura gives the paladin
45% threat
, in total. This is for the 12% holy damage increase, and the 2% physical damage increase, which has a 1:1 threat/damage ratio.
No
10% holy damage + 2% damage modifier.
And no, 1
10
% * 190% is still
10
% TPS boost since the 190% to holy is passive.
Post by
103648
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Post by
blademeld
*didn't understand*
Post by
103648
This post was from a user who has deleted their account.
Post by
blademeld
eh, no, i got that, but your second line completely throws me off
Post by
103648
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Post by
blademeld
ack, editing
lololol
Post by
blademeld
Sanc aura gives good threat...Also, a Tankadin usually drops JoW in the first place,
eh?
not really, spiritual attunement FTW
Post by
65116
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Post by
103648
This post was from a user who has deleted their account.
Post by
blademeld
but JoW gives you even more mana. Especially when you overgear an instance...but not by enough to drop your pants.
threat set comes into use at this point
Post by
146953
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Post by
Avallen
An additional paladin buff.
Blessing of Wisdom + Blessing of Kings + Blessing of Might = happy hunters.
Wipe-recovery through Divine Intervention.
Saves repair bills, too.
Seals on the main-target.
Keep your caster's mana up, or your melee topped off.
Cleanses.
Healers too busy keeping up tanks to cleanse disease/poison? Get a paladin on it.
+2% damage to those in his group.
Helps out the other DPS - that combined 8%-10% DPS could down a boss.
+3% crit on main targets.
Assuming you put points into Improved Seal of the Crusader.
Plus, you can shell out mad DPS with Windfury and decent gear?
Yeah, I'd say it's a viable spec.
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