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Ret Paladin overview

Holy Strike gives Ret an active melee strike, and Sacred Arbiter keeps Judgement effects running. Twist of Light carries an outgoing seal's effect into your next melee attack. Ret still needs help against kiting and enemy casts: it has no dedicated interrupt or reliable slow.

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The biggest changes from Classic

Keep Judgements running through melee

Sacred Arbiter makes Holy Strike refresh all Judgement effects already on your target. Arrange the group's Judgements, then keep attacking the enemy that needs those effects.

Carry the seal you replace

Twist of Light creates an Echo when you replace Command, Righteousness, Fury or Justice with a different seal. The next melee attack applies the replaced seal's effects and consumes the Echo.

Budget mana for the whole pull

Seals survive Judgement, so you can stop paying for automatic reseals. Extra twists and Consecration still compete with attacks, Cleanse and emergency support for your mana.

Retribution Paladin

Melee DPS

Ret combines weapon attacks with Holy damage. Vengeance rewards sustained crits, Champion of the Light gives Intellect an offensive use, and deep Ret adds Echo twisting. Plan around the time you can actually spend hitting the target.

Build your talents

Holy Strike and Judgement upkeep

Classic Ret used seals, Judgement, Consecration and situational spells alongside its auto-attacks. Forever adds Holy Strike, an instant weapon strike dealing Holy damage, learned at level 6 with a base 12-second cooldown. Judgement also leaves your active seal in place, so recast that seal when it expires or when you want a different effect, not automatically after every Judge.

Sacred Arbiter increases Holy Strike's damage and makes it refresh all Judgement effects on the target. Apply the Judgement your group wants before relying on that refresh: the strike maintains effects already on the enemy, it does not apply a missing utility Judgement for you. When you switch targets, check which effects are up on the new enemy.

Have the strike ready for useful melee contact. If movement takes you away from the judged enemy, watch the debuff durations when you return. A seal swap that delays your next attack or an urgent Cleanse costs you even when mana is not a problem.

How an Echo seal twist works

Twist of Light looks at the seal you replace. Swap Seal of Command, Seal of Righteousness, Seal of Fury or Seal of Justice for a different seal and you get an Echo: your next melee attack applies the replaced seal's effects and consumes it, while the newly cast seal stays active.

For example, start with Seal of Righteousness and cast Seal of Command. Command is now active, and your next melee attack carries Righteousness's effect through the Echo. The gain is preserving the outgoing seal for that attack; you do not need to squeeze the swap into a tiny window right before a swing.

Pick both sides of the swap: the outgoing effect you want to carry and the seal you want active afterward. Light, Wisdom and Crusader are not on the talent's list of seals that create Echoes when replaced, so not every utility-seal swap is a twist.

The tooltip does not establish Echo stacking, a missed attack's effect or which special attacks consume an Echo. Avoid building a multi-swap sequence or a Holy Strike proc chain on those unknowns.

Choose a seal for the current job

Seal of Command gives attacks a chance to deal extra Holy damage based on weapon damage. Seal of Righteousness adds Holy damage to melee attacks, with slower weapons dealing more per swing. Compare the weapon and seal together; Echo twisting alone does not settle which pair does the most damage.

Seal of Wisdom returns personal mana from melee attacks, and its Judgement gives attackers a mana-return effect on the enemy. If your group wants that Judgement, agree who applies it and use Sacred Arbiter to help keep it up. A utility seal earns its slot when it lets you keep fighting or carries the group through a long pull.

Handle Seal of Fury carefully while DPSing. Judging with Fury active taunts, even if you only picked the seal for an Echo swap. Check your active seal before Judgement so you do not take a boss off the tank. Fury's place on the twist list is not permission to ignore its tanking effect.

Mana, global cooldowns and extra casts

Every extra seal cast spends mana and a global cooldown. Start with an active seal, useful Holy Strikes and the Judgements your target needs. Add twists when you can afford them without losing attacks or delaying a needed support spell. If you run dry early, cut optional swaps and ground AoE before you lose access to your core attacks and saves.

Benediction reduces the mana cost of instant spells and abilities, 10% at its captured fifth rank. Sanctified Judgement returns mana based on the judged seal's cost: at rank 3, a 100% chance to return 60% of it. That return helps sustain Judgement, but it does not repay every seal swap and other cast between Judges.

Holy Conduit reduces the cost of Consecration, Holy Wrath, Exorcism and Hammer of Wrath, by 20% at its first rank. Consider those points when those spells make up a useful share of your casts. Improved Judgement shortens Judgement's cooldown, but that only gives you more chances to spend mana; it does not make every extra cast necessary.

Vengeance ramp and time on target

Vengeance increases Physical and Holy damage after you land a non-periodic critical strike and stacks up to five times. Rank 1 grants 1% per stack for 30 seconds. Original Classic Vengeance gave an eight-second damage bonus without this five-stack ramp. Blizzard lists activation from periodic crits as an opening-beta bug, with a fix planned for the next build; do not plan around that behavior.

Plan around the ramp when a fight begins. A short-lived enemy may die before you build the bonus you carry through sustained combat. Staying in range keeps your attacks and crits coming, while long gaps between pulls leave you rebuilding on the next enemy.

Protect uptime with positioning: follow the tank's movement, move with the target and skip extra globals on a seal sequence when the enemy is about to leave melee range. Keep doing required mechanics even if your stacks are about to expire; a damage buff is not worth an avoidable hit or broken crowd control.

Paladin talent trees

Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.

Holy

18 talents
2 Improved Holy Strike 5 Divine Strength 5 Divine Intellect 3 Healing Light 2 Spiritual Focus 3 Improved Seals 2 Unyielding Faith 1 Voice of Truth 3 Reverence 2 Purifying Power 2 Infusion of Light 5 Illumination 1 Divine Favor 3 Divine Precision 1 Holy Shock 2 Consecrated Ground 5 Holy Power 1 Light's Vigil

Protection

16 talents
5 Toughness 5 Redoubt 3 Precision 2 Guardian's Favor 5 Anticipation 1 Improved Seal of Fury 3 Improved Righteous Fury 3 Shield Specialization 2 Sacred Duty 1 Swift Judgement 3 One-Handed Weapon Specialization 3 Improved Hammer of Justice 1 Templar's Bulwark 5 Reckoning 5 Iron Creed 1 Holy Shield

Retribution

18 talents
5 Deflection 5 Benediction 2 Improved Judgement 2 Holy Conduit 5 Conviction 3 Vindication 3 Sanctified Judgement 1 Seal of Command 2 Pursuit of Justice 2 Eye for an Eye 1 Sacred Arbiter 2 Crusade 3 Two-Handed Weapon Specialization 3 Vengeance 1 Repentance 3 Champion of the Light 2 Instrument of Law 1 Twist of Light
Read all talent descriptions

Holy

Improved Holy Strike Maximum rank 2

Rank 1
Reduces the cooldown of your Holy Strike ability by 1 sec.

Rank 2
Reduces the cooldown of your Holy Strike ability by 2 sec.

Passive

Divine Strength Maximum rank 5

Rank 1
Increases your Strength by 2%.

Rank 2
Increases your Strength by 4%.

Rank 3
Increases your Strength by 6%.

Rank 4
Increases your Strength by 8%.

Rank 5
Increases your Strength by 10%.

Passive

Divine Intellect Maximum rank 5

Rank 1
Increases your total Intellect by 2%.

Rank 2
Increases your total Intellect by 4%.

Rank 3
Increases your total Intellect by 6%.

Rank 4
Increases your total Intellect by 8%.

Rank 5
Increases your total Intellect by 10%.

Passive

Healing Light Maximum rank 3

Rank 1
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 4%.

Rank 2
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 8%.

Rank 3
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 12%.

Passive

Spiritual Focus Maximum rank 2

Rank 1
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 35% chance to not lose casting time when you take damage.

Rank 2
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 70% chance to not lose casting time when you take damage.

Passive

Improved Seals Maximum rank 3

Rank 1
Increases the damage done by your Seals and Judgements by 5%.

Rank 2
Increases the damage done by your Seals and Judgements by 10%.

Rank 3
Increases the damage done by your Seals and Judgements by 15%.

Passive

Unyielding Faith Maximum rank 2

Rank 1
Reduces the duration of Fear and Disorient effects on you by 15%.

Rank 2
Reduces the duration of Fear and Disorient effects on you by 30%.

Passive

Voice of Truth Maximum rank 1

Rank 1
Grants you immunity to Silence and Interrupt effects. Lasts 6 sec.

Instant | 3 min cooldown

Reverence Maximum rank 3

Rank 1
Allows 10% of your Mana regeneration to continue while casting.

Rank 2
Allows 20% of your Mana regeneration to continue while casting.

Rank 3
Allows 30% of your Mana regeneration to continue while casting.

Passive

Purifying Power Maximum rank 2

Rank 1
Reduces the mana cost of your Cleanse and Purify spells by 10% and reduces the cooldown of your Exorcism and Holy Wrath spells by 17%.

Rank 2
Reduces the mana cost of your Cleanse and Purify spells by 20% and reduces the cooldown of your Exorcism and Holy Wrath spells by 33%.

Passive

Infusion of Light Maximum rank 2

Rank 1
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 0.5 sec.

Rank 2
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1 sec.

Passive

Illumination Maximum rank 5

Rank 1
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 20% chance to gain Mana equal to 50% of the base cost of the spell.

Rank 2
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 40% chance to gain Mana equal to 50% of the base cost of the spell.

Rank 3
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 60% chance to gain Mana equal to 50% of the base cost of the spell.

Rank 4
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 80% chance to gain Mana equal to 50% of the base cost of the spell.

Rank 5
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 100% chance to gain Mana equal to 50% of the base cost of the spell.

Passive

Divine Favor Maximum rank 1

Rank 1
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.

4% of base mana | Instant | 2 min cooldown

Divine Precision Maximum rank 3

Rank 1
Improves your chance to hit with Holy spells by 6%.

Rank 2
Improves your chance to hit with Holy spells by 12%.

Rank 3
Improves your chance to hit with Holy spells by 18%.

Passive

Holy Shock Maximum rank 1

Rank 1
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.

160 Mana | 40 yd range | Instant | 10 sec cooldown

Consecrated Ground Maximum rank 2

Rank 1
Gives your Holy spells 5% increased damage against the first 4 enemies that enter your Consecration.

Rank 2
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.

Passive

Holy Power Maximum rank 5

Rank 1
Increases the critical strike chance of your Holy Shock spell by 3%, and all other spells by 1%.

Rank 2
Increases the critical strike chance of your Holy Shock spell by 6%, and all other spells by 2%.

Rank 3
Increases the critical strike chance of your Holy Shock spell by 9%, and all other spells by 3%.

Rank 4
Increases the critical strike chance of your Holy Shock spell by 12%, and all other spells by 4%.

Rank 5
Increases the critical strike chance of your Holy Shock spell by 15%, and all other spells by 5%.

Passive

Light's Vigil Maximum rank 1

Rank 1
Applies Light's Vigil to the target for 30 sec. Your next Holy Shock cast on them triggers no cooldown and causes friendly targets to heal their party for 325 to 343, or enemy targets to suffer 175 to 189 Holy damage and refund 75% of Light's Vigil's Mana cost. You may only have 1 Light's Vigil active per Paladin, per party.

730 Mana | 40 yd range | 1.5 sec cast | 6 sec cooldown

Protection

Toughness Maximum rank 5

Rank 1
Increases your armor value from items by 2%.

Rank 2
Increases your armor value from items by 4%.

Rank 3
Increases your armor value from items by 6%.

Rank 4
Increases your armor value from items by 8%.

Rank 5
Increases your armor value from items by 10%.

Passive

Redoubt Maximum rank 5

Rank 1
Damaging melee attacks against you have a 10% chance to increase your chance to block by 6%. Lasts 10 sec or 5 blocks.

Rank 2
Damaging melee attacks against you have a 10% chance to increase your chance to block by 12%. Lasts 10 sec or 5 blocks.

Rank 3
Damaging melee attacks against you have a 10% chance to increase your chance to block by 18%. Lasts 10 sec or 5 blocks.

Rank 4
Damaging melee attacks against you have a 10% chance to increase your chance to block by 24%. Lasts 10 sec or 5 blocks.

Rank 5
Damaging melee attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks.

Passive

Precision Maximum rank 3

Rank 1
Improves your chance to hit by 1%.

Rank 2
Improves your chance to hit by 2%.

Rank 3
Improves your chance to hit by 3%.

Passive

Guardian's Favor Maximum rank 2

Rank 1
Reduces the cooldown of your Blessing of Protection by 1 min and increases the duration of your Blessing of Freedom by 3 sec.

Rank 2
Reduces the cooldown of your Blessing of Protection by 2 min and increases the duration of your Blessing of Freedom by 6 sec.

Passive

Anticipation Maximum rank 5

Rank 1
Increases your Defense Skill by 4.

Rank 2
Increases your Defense Skill by 8.

Rank 3
Increases your Defense Skill by 12.

Rank 4
Increases your Defense Skill by 16.

Rank 5
Increases your Defense Skill by 20.

Passive

Improved Seal of Fury Maximum rank 1

Rank 1
When Seal of Fury's shield is fully absorbed, restore 60 Mana, increased by 15% per level the attacker is above you, up to 45%.

Passive

Improved Righteous Fury Maximum rank 3

Rank 1
While Righteous Fury is active, all damage taken is reduced by 2%.

Rank 2
While Righteous Fury is active, all damage taken is reduced by 4%.

Rank 3
While Righteous Fury is active, all damage taken is reduced by 6%.

Passive

Shield Specialization Maximum rank 3

Rank 1
Increases the amount of damage absorbed by your shield by 10%, and gives your blocks a 33% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.

Rank 2
Increases the amount of damage absorbed by your shield by 20%, and gives your blocks a 66% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.

Rank 3
Increases the amount of damage absorbed by your shield by 30%, and gives your blocks a 100% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.

Passive

Sacred Duty Maximum rank 2

Rank 1
Increases your total Stamina by 2% and reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 30 sec.

Rank 2
Increases your total Stamina by 4% and reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec.

Passive

Swift Judgement Maximum rank 1

Rank 1
Finishes the remaining cooldown on your Judgement ability and reduces the Mana cost of your next Judgement by 100%.

Instant | 1 min cooldown

One-Handed Weapon Specialization Maximum rank 3

Rank 1
Increases the damage you deal with one-handed melee weapons by 3%.

Rank 2
Increases the damage you deal with one-handed melee weapons by 7%.

Rank 3
Increases the damage you deal with one-handed melee weapons by 10%.

Passive

Improved Hammer of Justice Maximum rank 3

Rank 1
Decreases the cooldown of your Hammer of Justice spell by 5 sec.

Rank 2
Decreases the cooldown of your Hammer of Justice spell by 10 sec.

Rank 3
Decreases the cooldown of your Hammer of Justice spell by 15 sec.

Passive

Templar's Bulwark Maximum rank 1

Rank 1
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.

110 Mana | Instant | 5 min cooldown

Reckoning Maximum rank 5

Rank 1
Gives you a 8% chance to gain an extra attack after Blocking a melee attack and a 20% chance to gain an extra attack after being the victim of a non-periodic critical strike.

Rank 2
Gives you a 16% chance to gain an extra attack after Blocking a melee attack and a 40% chance to gain an extra attack after being the victim of a non-periodic critical strike.

Rank 3
Gives you a 24% chance to gain an extra attack after Blocking a melee attack and a 60% chance to gain an extra attack after being the victim of a non-periodic critical strike.

Rank 4
Gives you a 32% chance to gain an extra attack after Blocking a melee attack and a 80% chance to gain an extra attack after being the victim of a non-periodic critical strike.

Rank 5
Gives you a 40% chance to gain an extra attack after Blocking a melee attack and a 100% chance to gain an extra attack after being the victim of a non-periodic critical strike.

Passive

Iron Creed Maximum rank 5

Rank 1
Increases the threat generated by your Holy Strike ability 5%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 2% for 6 sec.

Rank 2
Increases the threat generated by your Holy Strike ability 10%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 4% for 6 sec.

Rank 3
Increases the threat generated by your Holy Strike ability 15%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 6% for 6 sec.

Rank 4
Increases the threat generated by your Holy Strike ability 20%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 8% for 6 sec.

Rank 5
Increases the threat generated by your Holy Strike ability 25%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 10% for 6 sec.

Passive

Holy Shield Maximum rank 1

Rank 1
Increases chance to block by 20% for 10 sec, and deals 110 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.

150 Mana | Instant | 10 sec cooldown

Retribution

Deflection Maximum rank 5

Rank 1
Increases your Parry chance by 1%.

Rank 2
Increases your Parry chance by 2%.

Rank 3
Increases your Parry chance by 3%.

Rank 4
Increases your Parry chance by 4%.

Rank 5
Increases your Parry chance by 5%.

Passive

Benediction Maximum rank 5

Rank 1
Reduces the Mana cost of all instant cast spells and abilities by 2%.

Rank 2
Reduces the Mana cost of all instant cast spells and abilities by 4%.

Rank 3
Reduces the Mana cost of all instant cast spells and abilities by 6%.

Rank 4
Reduces the Mana cost of all instant cast spells and abilities by 8%.

Rank 5
Reduces the Mana cost of all instant cast spells and abilities by 10%.

Passive

Improved Judgement Maximum rank 2

Rank 1
Decreases the cooldown of your Judgement ability by 1 sec.

Rank 2
Decreases the cooldown of your Judgement ability by 2 sec.

Passive

Holy Conduit Maximum rank 2

Rank 1
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 20%.

Rank 2
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.

Passive

Conviction Maximum rank 5

Rank 1
Improves your chance to get a critical strike with melee attacks by 1%.

Rank 2
Improves your chance to get a critical strike with melee attacks by 2%.

Rank 3
Improves your chance to get a critical strike with melee attacks by 3%.

Rank 4
Improves your chance to get a critical strike with melee attacks by 4%.

Rank 5
Improves your chance to get a critical strike with melee attacks by 5%.

Passive

Vindication Maximum rank 3

Rank 1
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 67, and increase your Attack Power by 1% for 30 sec.

Rank 2
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 133, and increase your Attack Power by 2% for 30 sec.

Rank 3
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 200, and increase your Attack Power by 3% for 30 sec.

Passive

Sanctified Judgement Maximum rank 3

Rank 1
Gives your Judgement ability a 33% chance to return 20% of the Mana cost of the judged seal.

Rank 2
Gives your Judgement ability a 66% chance to return 40% of the Mana cost of the judged seal.

Rank 3
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.

Passive

Seal of Command Maximum rank 1

Rank 1
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 68 to 73 Holy damage, 137 to 145 if the target is stunned or incapacitated.

65 Mana | Instant

Pursuit of Justice Maximum rank 2

Rank 1
Increases movement speed and mounted movement speed by 8%. This does not stack with other movement speed increasing effects.

Rank 2
Increases movement speed and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.

Passive

Eye for an Eye Maximum rank 2

Rank 1
All critical strikes against you cause 5% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.

Rank 2
All critical strikes against you cause 10% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.

Passive

Sacred Arbiter Maximum rank 1

Rank 1
Increases the damage of your Holy Strike ability by 10% and causes it to refresh all Judgement effects on the target.

Passive

Crusade Maximum rank 2

Rank 1
Increases all damage dealt by 1%. Increased by an additional 1% against Demon and Undead targets.

Rank 2
Increases all damage dealt by 2%. Increased by an additional 2% against Demon and Undead targets.

Passive

Two-Handed Weapon Specialization Maximum rank 3

Rank 1
Increases the damage you deal with two-handed melee weapons by 3%.

Rank 2
Increases the damage you deal with two-handed melee weapons by 6%.

Rank 3
Increases the damage you deal with two-handed melee weapons by 9%.

Passive

Vengeance Maximum rank 3

Rank 1
Increases your Physical and Holy damage dealt by 1% for 30 sec after landing a critical strike. Stacks up to 5 times.

Rank 2
Increases your Physical and Holy damage dealt by 2% for 30 sec after landing a critical strike. Stacks up to 5 times.

Rank 3
Increases your Physical and Holy damage dealt by 3% for 30 sec after landing a critical strike. Stacks up to 5 times.

Passive

Repentance Maximum rank 1

Rank 1
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.

60 Mana | 20 yd range | Instant | 1 min cooldown

Champion of the Light Maximum rank 3

Rank 1
Increases your spell damage and healing by up to 33% of your Intellect.

Rank 2
Increases your spell damage and healing by up to 66% of your Intellect.

Rank 3
Increases your spell damage and healing by up to 100% of your Intellect.

Passive

Instrument of Law Maximum rank 2

Rank 1
Reduces the cast time of your Hammer of Wrath by 0.5 sec, and reduces all threat you generate by 10% while Righteous Fury is not active.

Rank 2
Reduces the cast time of your Hammer of Wrath by 1 sec, and reduces all threat you generate by 20% while Righteous Fury is not active.

Passive

Twist of Light Maximum rank 1

Rank 1
When you replace your Seal of Command, Seal of Righteousness, Seal of Fury, or Seal of Justice with a different Seal, gain an Echo. Your next melee attack applies the replaced Seal's effects, consuming the Echo.

Passive

Deep Ret twisting or a Holy Shock hybrid

Twist of Light needs 31 points in Retribution, and Holy Shock needs 21 in Holy. A 51-point build cannot take both, so decide between Echo twisting and the extra instant ranged damage and healing before you fill out your tree.

Deep Ret can still spend points in early Holy talents. Improved Holy Strike shortens the strike's cooldown, by one second at the captured first rank. Divine Strength supports your weapon damage, Divine Intellect increases your mana pool and Intellect, and Improved Seals increases seal and Judgement damage. Compare those benefits with the Ret talents you would give up rather than assuming every point outside Ret is a loss.

A Holy Shock hybrid changes what you can do when a target leaves melee range and adds another way to help an injured ally. It also gives up Echo twisting. Use the Holy Paladin guide to compare its healing and Holy-damage tools before choosing that direction.

Weapon damage, Holy damage and Intellect

Forever combines spell, melee and ranged hit on gear, and their crit bonuses too. A hit or crit item can therefore help both sides of Ret's damage. That shared stat does not give spells and weapon attacks identical hit requirements, and Conviction still specifies melee crit in its own effect.

Weapon damage and Strength still drive your melee damage. Spell damage supports your Holy spells, while Champion of the Light adds spell damage and healing based on Intellect, up to 33% of it at the captured first rank. Intellect therefore does more than fill your mana bar when you take the talent, but it does not make a low-damage weapon a free upgrade.

Compare the whole item against the problem you are trying to solve. If you lose casts to an empty mana bar, Intellect and mana sustain can help you keep attacking and supporting the party. If mana is comfortable, weigh the offensive stats more of it would cost. A PvP swap also needs enough health to survive the time you spend closing distance.

Weapon skill retains its melee role; shared hit does not remove it, and a weapon-skill item does not replace every spell hit requirement. Keep separate notes on melee misses, spell misses and mana shortages rather than treating one stat as the cure for all three.

Dungeon pulls, threat and creature-type spells

Keep Righteous Fury off while DPSing. Instrument of Law reduces all threat you generate only while that buff is inactive, by 20% at rank 2. Check the buff after tanking a quest enemy or filling in for a missing tank. The reduction gives you more room to deal damage, but the tank still needs time to establish threat on a fresh pull.

Consecration is baseline and deals its highest damage and threat to the first four enemies that enter it, with lower output beyond them. Drop it where the tank is holding the pack, away from targets your party wants controlled. Ground damage on a moving pack does less useful work and can catch enemies the tank has not secured.

Crusade adds damage against every target and extra against Demons and Undead. Those creature types also open up Exorcism and Holy Wrath, and Turn Undead gives you another control option against Undead. Check the enemies in the pull before budgeting those spells into your plan.

Instrument of Law also shortens Hammer of Wrath's cast time, so keep the execute ready on an enemy that is nearly dead and reserve the mana for it. If your group needs you to take over tanking, make that switch deliberately and use the Prot Paladin guide for taunt, seal and survival decisions.

PvP uptime and support cooldowns

Pursuit of Justice increases movement speed, and Blessing of Freedom keeps you mobile through movement-impairing effects. Use that mobility to reach melee range before committing extra mana to seal swaps. A prepared Echo cannot deal damage while the target stays out of reach.

Hammer of Justice creates a stun window. Repentance incapacitates a Humanoid for up to six seconds, breaks on damage and has a one-minute cooldown. Use it to close distance, disrupt an enemy's immediate plan or give your team time to recover. Keep Consecration away from a target you want to hold in Repentance. Neither tool gives Ret a dedicated interrupt or a reliable slow.

Watch party health and debuffs while attacking. Cleanse, Blessing of Freedom and emergency healing may contribute more than another twist when a teammate is controlled or close to dying. Save a global for that job when enemy pressure is building.

Use defensive cooldowns before you are forced out of the fight entirely, and respect Forbearance when planning immunities. Blessing of Protection also prevents its recipient from attacking or using physical abilities, so casting it on another melee DPS can stop their pressure. Coordinate the save. See the Paladin support overview for blessing assignments and the race comparison for racial tools.

Common Retribution mistakes

  • Recast a seal when it expires or you need another effect, not after every Judgement.
  • Start with one deliberate seal replacement. Do not assume several swaps will stack Echoes.
  • Turn Righteous Fury off when returning to DPS. Check for Seal of Fury before Judgement so you do not taunt from the tank.
  • Cut optional twists and ground AoE when mana is low, the pack is moving or a teammate needs a save.

Ret Paladin questions

Does Judgement consume your seal in Forever?

No. Judgement leaves your active seal in place. Refresh it when its duration ends or cast a different seal when you need another effect. With Sacred Arbiter, Holy Strike also refreshes Judgement effects already on the enemy.

Which seal does an Echo carry?

The seal you replaced. Twist of Light lists Command, Righteousness, Fury and Justice as outgoing seals that create an Echo. Your next melee attack applies that outgoing seal's effects and consumes the Echo, while the newly cast seal is active.

Can a Retribution build take both Holy Shock and Twist of Light?

No. Holy Shock requires 21 points in Holy and Twist of Light requires 31 in Retribution. Their combined requirement exceeds the 51-point budget.

Should Retribution use Righteous Fury?

Keep it off while DPSing. Instrument of Law reduces all your threat only while Righteous Fury is inactive. If you need to tank instead, coordinate that change with your group.

Does Intellect improve Retribution damage?

With Champion of the Light, Intellect grants spell damage and healing as well as its mana benefit. Compare that gain with weapon damage, Strength, hit, crit and the other stats on the item; the talent does not establish a universal stat priority.