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Home › Forums › World of Warcraft General › Theorycraft › Paladin

Ret Paladin in Throne of Thunder

Dragon's picture

Dragon — Wed, 05/01/2013 - 00:52

So you're a paladin and you've decided you want to go through Throne of Thunder as a Retribution paladin in one of Downfall's raids. These will be my suggested Talents and Glyphs for every boss fight that PMS has killed so far in content. Once we get to heroic difficulties changes if any will be noted.

Base

 Talent Suggestions (Level 90):

Level 15: Pursuit of Justice (Long Arm of the Law is also viable)

Level 30: Fist of Justice (Personal Choice)

Level 45: Sacred Shield (Baseline note that I do not use this)

Level 60: Clemency

Level 75: Sanctified Wrath

Level 90: Execution Sentence
 

Glyph Suggestions (Level 90):
 

Major:

Glyph of Templar's Verdict

Double Jeopardy

Mass Exorcism
 

Minor:

Glyph of Righteous Retreat

 

Bosses:

Jin'rokh the Breaker

Talent Changes: 

Level 60: Unbreakable Spirit instead of Clemency (That way you can use Divine Protection on every Storm)

Glyphs:

You don't have to but you could switch out Mass Exorcism for another glyph so that you can try to judgement and exorcism in the water but I really feel it doesn't matter.

Horridon

Talent Changes:

Level 60: You will need Clemency if you plan on using a single tank on Horridon all fight and you don't have 4+ paladins in raid. 

Level 90: Light's Hammer is your choice here since you can use it to get the door waves down faster

Glyphs:

You definitely want Mass Exorcism and Double Jeopardy for this fight

Council of Elders

Talent Changes:

Level 15: Long Arm of the Law will help when you're chasing people down in this fight.

Level 90: You can make arguments for both Light's Hammer and Execution Sentence here. If your raid feels that Sul isn't dying fast enough but the other adds are being knocked out of their Shadowform fast enough. On the other hand if you're having issues with making sure the various adds get out of Shadowform then Light's Hammer is the better talent for you here.

Glyphs:

No Change

Tortos

Talent Changes:

Level 30: Burden of Guilt may be useful if your raid needs more slows on the baby turtles, but honestly you should be focusing on the Boss and Bats here as the baby turtle hit box is so small.

Level 60: Unbreakable Will as this will allow you to have Divine Protection up for every Rockfall Phase

Level 90: Light's Hammer is our go to ability here, be sure to save it for a bat phase every time.

Glyphs:

No Change

Megaera

Talent Changes:

Level 60: Hand of Purity to put on the tank that gets fire breath (you can also put it on people who have cinders but leave that to the healers).

Level 90: Execution Sentence I feel is more important than Light's Hammer here. If your raid needs another cooldown to use on Rampages then you can pick it up and you can still hit the boss with it, but I feel the slightly higher damage to the various heads is more important here.

Glyphs:

No Changes Needed

Ji-Kun

Talent Changes:

Level 15: Any of these talents works out great for you on the platform. According to Elapsed Speed of Light syncs up with every downdraft, I know that with enough haste you can get off 2 Judgments allowing Long Arm to keep you on the platform and even without any planned holy power storage Pursuit of Justice works fine.

Level 60: I feel that any of these talents should work fine on the platform. I haven't checked but I believe Hand of Purity should work on anyone trying to soak up green goo, you can also take clemency for 2 Bops for Quills or Unbreakable Spirit for a shorter Divine Protection CD. 

If you are on the egg team I feel purity loses its value, while Clemency goes up. You can Bop 2 other members with you on the second Quill as your falling back down to the main platform preventing some minor fall damage on top of Quill damage.

Level 90: On the Platform you should use Execution Sentence, if you're on an Egg Team you should be using Light's Hammer

Glyphs:

Glyph of Divine Protection is a really good glyph for Quills here. Its more important (almost mandatory) if you're on the egg team, since you could use regular divine protection for pool soaking. That said I feel that preventing Quill damage is more important than soaking pools. 

On the Platform you can replace either Double Jeopardy or Mass Exo.

On the Egg Team, replace Mass Exo if you're having more issues with the 2 eggs on the upper nests, replace Double Jeopardy if you're having more problems with lower nests.

Durumu the Forgotten

Talents:

Level 60: Clemency is a must if your raid has less than 4 paladins and you're using a single tank strategy, otherwise use Unbreakable will for more Divine Protection

Level 90: Every bit of DPS matters here, Execution sentence is a must.

Glyphs:

You really shouldn't be needing to replace any glyphs here

Primordius

Talents

Currently I have not changed from the base setup for this fight as every bit of dps matters if you're ignoring transformations. Unbreakable Spirit might be worth taking though in case he gets Caustic Gas early.

Glyphs:

No Changes currently.

 

Disagree with some of my choices, have more insight to offer, have any questions you want to ask me about certain fights. Leave comments below and I'll respond to them as often as I can as well as updating the list as PMS kills more bosses.

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