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Some BiS (Best in slot) items contain ARP. It is only 35-45% of our DPS! HOWEVER, one cannot say that ARP is completely useless for rets. Does this mean we should actively gem for ARP? NO.
#WOW WOTLK 3.3.5A PATCH#
Much to contrary belief, however, Crusader Strike/Auto Strike/Divine Storm are all physical damage as of patch 3.0.2. Agility items almost certainly comes with more stats, and also, ARP (armor penetration).Īrmor Penetration: ARP accounts for Physical damage ONLY. The differentiators of a good paladin and a bad paladin in PvE is that good paladins recognize the need for crit and thus, agility.
#WOW WOTLK 3.3.5A FULL#
Rets need, as a guide, 50% crit + with full gear to achieve the maximum DPS. Small Note: Ashen Ring of Endless Vengeance (Agility Ring) gives us 20-50 more DPS depending on buffs/setup.
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With Oathbinder, you gain the agility (remember, agility = crit), as well as the Attack Power, Crit and ARP stats from the weapon itself. Why? Mainly because expertise is useless in PvE on Magic-WoW. The 2 types of gems you'll find yourself using the most is +20str (Bold Cardinal Ruby) and +10str/+10crit (Inscribed Ametrine).įor example: Oathbinder>Glorenzelg. Keep in mind that you should NEVER be gemming PURE crit.
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We need offsets only, if you need precise BiS items you can whisper me ingame/vent. Get them after you have at least 2k Strength unbuffed (as a gross/rough estimate). I am not saying you should actively seek agility items. You get enough haste from gear alone, there is absolutely ZERO reason to gem for it.Ĭrit: This forms a vital part of a retribution paladin's DPS. Increasing haste = more DPS! However, that does not mean you should stack haste. White Damage + Seal accounts for nearly half of our DPS. Haste: Haste is lovely for rets due to its increasing our Auto attack. Strength: This is the most important stat for a ret, it gives us circa 2.5 AP/STR with raid buffs and the talents above. Spell hit cap is not important to Ret Paladins, so don't even bother trying to aim for the 17% spell hit cap. So theoretically, you only need 6.01% hit (32.79 hit rating * 6.01% = ~197 hit rating) with a Dranei's Heroic Presence to be hit capped. NOTE: Hit rating on Magic-WoW has been tested to round UP. No point in DPSing when half your attacks miss. With a Dranei's Heroic Presence (1% hit buff), this can be reduced to 7% (32.79 hit rating * 7% = 229 hit rating). That means that you need 8% hit (all raid bosses are level 83 elites), meaning 32.79 hit * 8% = 262 hit rating.
#WOW WOTLK 3.3.5A PLUS#
According to MMO-Champion, 32.79 hit rating = 1% hit, with melee hit cap being 5% for all melee-bound abilities, plus an additional 1% for each level that your target is above you. But, spec accordingly to your play style.įirst and foremost, hit rating: keep melee hit at 8%. In my opinion I prefer SoC than Aura Mastery. SoC comes into play with Deathbringer/Deathwhisper/Dreamwalker and various other bosses. Good retribution paladins should be seal changing even within boss fights as long as SoV remains 5 stacks on boss, if you don't, start now. SoC on the other hand gives much more utility in ICC/ToC. That amounts to around a 200-400 DPS, depending on your setup. Through a 5 min boss fight, we get 3% more damage for 40 seconds. Now some may suggest that Aura Mastery is better for retribution paladins due to the 3% increased damage given by our Sanctified Retribution Talent. Minor Glyphs: Sense Undead, and 2 glyphs of your choice Major Glyphs: Exorcism, Judgement, and a glyph of your choice (IE. Get something else for SoV, expertise not useful in PvE as bosses do not Dodge/Parry attacks. So I am basically going to base this guide upon the setup of a retribution paladin based on what I know and the server's limitations. It is however, the setup of a ret paladin which plays a crucial role with end game content. One just simply facerolls and hope for the best. Introduction: Lets be honest, DPSing as a ret is not hard.