This guide is collected from other websites,hope that it can do you a favor when you are training in the game!
Top warning that a character is not easy to climb. From level 40, you begin to note a decrease of “power” of the champion, so I ask your patience. You can kill slow but steady. A warrior or a rogue kill faster, do more damage, but have to rest, and with two enemies can move problems. You you heal, you have magic, you shield of immunity: Learn good your skills and use them with care.
From now come a progression of talent in this branch, and the order in which I was taking. Will there be better ways, but I especially did not cost me up with the following timetable of skills. Instance I recommend that whenever you can, especially once you can enter Hellfire Ramparts and older:
- Levels 10-14: Prayer. Learn from since the mana is not going to be superfluous if you play a Retribution paladin, so any savings that is important. Case and stamps are frequently used.
- Levels 15-17: Improved Seal of the Crusader. This will be your doom planet, so that begins to improve from now. They also increased the damage done by the seal of Righteousness (which you’ll use in these levels) and also you will do later with Seal of Command or Seal of Blood (if you’re Horde).
- Levels 18-19: Improved Case. When making judgments based damage, its reduction will recharge us pearls. I will explain why at high levels it will draw more done.
- Level 20: Seal of Command. Here begins your chance to do high damage to the paladin. Crossover trial, Seal of Command, and patience will be your weapons from now. Remember that slow two-handed weapons cause more damage with this label, so it uses the highest damage range that you find, and slower speed.
- Levels 21-25: Conviction. Pre-requisite for revenge and also 5% of critical help in the future to enhance the “burst damage” your champion. It is also a 5% take revenge above, apart from being a 5% to do double damage. This 5% is applied to the Word of your Seal of Command, do not forget.
- Levels 26-28: Crusade. 3% more damage against players and against most of the enemies you’ll face. Any damage you can add to your paladin will be modest.
- Level 29: Point-free of your choice. I really only need to go down into the next level positions. Particularly, I like to seek justice, a little more for speed when doing missions, but not too large. Tit for tat is a good idea if you plan to PvP in the future. For undecided, Divert, more protection never hurts.
- Level 30: Aura of Holiness. The aura that from now on will always or almost always on. 10% more damage to your seal and sentence of Order can be noticed much.
- Levels 31-33: Weapon Specialization two hands. Since we will use two-handed weapons, this is our talent to make 6% more damage. We have been 9% more damage, 19% if we speak of holy damage thanks to the aura.
- Level 34: Improved Sanctity Aura 1 / 2. A 1% more damage, then we will take the next rank.
- Level 35-39: Vengeance. Indispensable. Improve your critical as you can from now, since putting Revenge will take you up to 15% more holy damage and normal but also the other for talent.
- Levels 40-42: Crusader sanctified. Also essential, 3% more of your critical in every way against this enemy. And not just for yourself, also for anyone who would attack. This means more damage, more likely to have revenge, which means even more damage.
- Level 43: Repentance. I take as a prerequisite to fanaticism, but not longer be useful. Although it can be used only against very specific enemy (humanoid or players) is another disabling that allows us to cause double damage if you are court ordered when they suffer.
- Levels 44-45: Sanctified Judgments 2 / 3. Important to have it, because every time we judge, we will return part of mana that we need both. We will try Order more often to be hurting more regularly.
- Levels 46-50: Fanaticism. 15% more critical to all your sentences.
Let’s recap to see its importance: We Conviction (5% of critical), Sanctified Crusader (3% of critical) and Fanaticism (15% of critical in sentences). This gives us a 23% additional critical that we have a judging Order (or blood), which guarantees that almost 1 in 4 sentences will be critical. This means, besides the damage that recharge every 8 seconds sentencing, we have a 23% reload Revenge, increasing our overall damage. The critic is very important to the champion, do not let the team agility or crit aside.
- Level 51: Crusader Strike. Attack it now takes 110% of our weapon damage, an instant attack never hurts, that scale attack power. It also helps us to recharge our stamps (after several failed coups, for example). Notably, despite the damage they appear in yellow damage is NOT sacred, if not physical, so it is subject to reduction by armor.
- Levels 52-53: Full Case Sanctified and Improved Sanctity Aura, in that order.
- Levels 54-58: Divine Strength (Holy). 10% of your strength, which becomes an increasing your attack power, and your direct damage in all directions.
- Levels 59-63: Spiritual Focus (Holy). 70% resistance to interrupt casting, by now the enemies are tough enough to take advantage.
- Levels 64-66: Healing Light (Holy). Something more power from priests will serve both to go only to heal your group if necessary (try collecting healing team in Outland).
-66-70: Go-ahead, take the talents they want them.
This is not the definitive guide Retribution far, but if enough guidance for those who lost something up when a paladin. Some might say that as in what ways, Holy or Protection climbs better. That is my view on how to upload a champion and in what order to put their talents.