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RET PALADIN ADVANCED TIPS

WAKE OF ASHES

In the next segment of our course, we are going to be meticulously dissecting each of your key offensive cooldowns, giving you a comprehensive breakdown on how they work and the rules behind using them. Starting off with what is set to be the most important ability of them all in The War Within, Wake of Ashes.

Wake of Ashes is a 30-second cooldown that generates you three holy power when it's used. For basic rule here, try to not only ever use this when at either two or less holy power, as Wake of Ashes deals damage to all targets in a cone directly in front of you.

One thing to note of here is that the actual range of this is slightly bigger than the animation may suggest, having an exact range of 14 yards. As such, positioning when using Wake of Ashes is very, very important.

As we obviously know, Wake of Ashes is a very, very important ability to use. You should ideally always want to try to step away prior to using your Wake of Ashes in order to ensure all targets are in front of you.

As Wake of Ashes plays a pivotal role in both hero talent trees, as well as when playing with Radiant Glory, we're really going to want to maximize how we use this as much as possible. So we mentioned how your own positioning here plays a part in this.

But just as importantly, though, you need to consider enemy mobility. Missing your Wake of Ashes is obviously going to be incredibly detrimental.

And if you're not considering enemy mobility, it really can happen very easily. For example, if you're looking to pop your cooldowns on a highly mobile spec like Mage, just bear in mind that they're very likely to just try and kite you the second you hit them with some impactful damage.

Now, as such, asides from traps... ...you may want to consider holding onto your Wake of Ashes for periods where their mobility is down. Next up, Radiant Glory.

This changes how and when you use Wake of Ashes. Instead of just being a damaging ability, it'll also become the main way we activate our Avenging Wrath.

So with that out of the way, let's discuss Radiant Glory and Dawnlight, as this is set to likely be the most common variant. Primarily because of the synergy with Sun's Avatar.

As what this does... ...it's able us to apply Dawnlight to up to four nearby targets every time we hit Wake of Ashes. Giving us a reliable way to apply Dawnlight every 30 seconds.

The first thing you want to consider here is something we touched on earlier. And that's your positioning when using this.

The more enemies you're able to hit with Wake of Ashes, and the closer you are to targets you're not able to hit... ...the more Dawnlights you'll be able to apply. Asides from that, your next two finishers still apply Dawnlight.

The main choice here is that you can use this to... ...either extend the duration of your current Dawnlights, which is going to bolster your sustained and single target pressure... ...or otherwise apply it to those not hit by the initial application from activating your Radiant Glory.

But as when playing this spec, we tend to focus more on overall pressure. You're going to want to aim to use Wake of Ashes as close to off cooldown as possible.

Combining every other use with Final Reckoning and Divine Toll. And ideally, if you can, a Hammer of Justice on either of those two.

Either the Healer or your chosen kill target. Then for Templar, Wake of Ashes is of course our main way to activate Hammer of Light.

Following the same exact rules, we want to always ensure we have two Holy Power... ...so that we can immediately go straight into a Hammer of Light. With every other use after the first, combined with our Final Reckoning and Divine Toll like we discussed in our previous video.

Up next in this course, we're going to be delving into two cooldowns we've mentioned... ...but are yet to touch on in depth. Final Reckoning and Divine Toll.

FINAL RECKONING & DIVINE TOLL

Welcome back to another installment in our Retribution Paladin damage course. We're glad you're here.

In this video, we're going to be continuing to break down our offensive cooldowns with Final Reckoning and Divine Toll, providing you with a comprehensive breakdown on how they work and the rules behind using them.

So, starting with the basics, Divine Toll is a 1-minute cooldown that, when used, is going to instantly cast Judgment on up to 5 targets within a 30-yard range, dealing 100% increased damage.

All 5 of these Judgments function the exact same way as your standard Judgment, meaning they provide us with Holy Power, they debuff any targets hit with greater Judgment, and can also benefit from Boundless Power.

Then, due to the talent Divine Resonance, every single 5 seconds for 15 seconds after using Divine Toll, you're going to throw out an additional Judgment, which again functions and benefits from all talents and passives affecting Judgment.

Final Reckoning, on the other hand, is another 1-minute cooldown ability that deals massive damage to all targets hit, and more importantly, it causes them to take 30% increased damage from your target. This is a pretty good deal, and it's a pretty good deal to have in your Holy Power spenders for 12 seconds.

Now, before we go any further here, we recommend setting up a macro like the one you're seeing on the screen now. By default, using your Keybind for Final Reckoning is going to bring up a green reticle that you need to position over your intended cast location and confirm with a mouse click.

Since Final Reckoning is crucial to your burst sequence, this default interaction can honestly be pretty inefficient. The macro provided removes that reticle, eliminating the need for an extra button press.

Easy. Just make sure your cursor is positioned where you want the ability to go to avoid any potential mishaps.

Now, with all that out of the way, let's dive into the rules for using both Final Reckoning and Divine Toll. Firstly, and the reason we've included both in this one video, is that they should always be used together.

The logic for this is pretty simple. During Final Reckoning, your goal is to maximize the number of Holy Power spenders to make the most of the damage increase.

While Divine Toll isn't a spender itself, it's our most efficient and powerful source of Holy Power generation. The best way to sequence this and make the most out of these abilities is to first build up to at least 2 Holy Power.

Then initiate the sequence with Final Reckoning. Hit Wake of Ashes to get the most out of these abilities.

Hit Holy Power to get the most out of these abilities. And then immediately go into a Spender.

Once you've depleted your Holy Power, you can then use Divine Toll to immediately build it back. As in Arena, it should almost always get you straight to 5.

At which point, you can go straight into another Spender. Now, after this window, one of the best tips you can learn to min-max your damage is to play around Divine Resonance.

Which is a talent that causes you to throw a free Junker. Another way to play around Divine Resonance is to use your Spender to get more Holy Power.

Now, after this window, one of the best tips you can learn to min-max your damage is to play around Divine Resonance. Judgment every 5 seconds for 15 seconds after using Divine Toll.

In order to attempt this Min Max, we really recommend that you grab yourself a Weak Aura to track Divine Resonance from Wego.io. Exactly like we mentioned at the start of this course, the majority of your damage comes from your Holy Power Spinders, which makes it a crucial resource.

With that in mind, if we blindly follow the sustained damage priority, we very rarely spend on three, which means if we're not playing around the Holy Power generation from Divine Resonance, we can very easily end up wasting potential Holy Power.

The final consideration when using Final Reckoning and Divine Toll is that you ideally want to always be using them in conjunction with your Avenging Wrath window. Take this situation here for example.

Although Mystic gets both his Final Reckoning and Divine Toll back, he wants to use it as a counter attack for Divine Resonance, and so he uses it as a counter attack for Divine Resonance, so he uses it as a counter attack for Divine Resonance, so he won't have his Wake of Ashes and thus his Avenging Wrath for another 8 seconds.

So what he does is hold on to them. Then he builds up some Holy Power, positions his Cursor over the Mage, hits Final Reckoning into a Final Verdict to dump his Holy Power, then uses Wake of Ashes to activate Wings and scores a kill with his next two Final Verdicts.

And if the Mage didn't die here, he could have used Divine Toll straight into another finisher. When playing Crusade, your strategy remains largely the same for Divine Toll and Final Reckoning.

However, when running Crusade and Templar, saving Divine Toll becomes even more important. Without Divine Toll, you risk getting stuck at 6 stacks.

That's because Hammer of Light consumes all your Holy Power, leaving you unable to reach 10 stacks before Crusade ends without Divine Toll. Timing is everything.

So plan carefully to ensure Divine Toll is ready when you need it.

AVENGING WRATH & CRUSADE

The last offensive cooldown we're going to be exploring in detail for this course is Avenging Wrath and its various forms. Avenging Wrath has been the bread and butter of Paladin for years and like we've mentioned a few times throughout this course it's where basically 90% of our kills come from so it's important.

Now just as a refresher here at its default Avenging Wrath is a two-minute cooldown that increases damage and healing by 20% in addition to allowing Hammer of Wrath to be used regardless of the target's health.

Then when it's paired up alongside Avenging Wrath might you'll also gain 20% critical strike chance on top of this. Alternatively if you choose Crusade your Avenging Wrath is going to function differently than this.

Instead of receiving the bonus immediately you're going to gain ramping damage. You're going to gain a lot of damage and haste stacking up to 10 and lasting seven seconds longer.

Now regardless of the variation that you choose selecting Radiant Glory is going to disable Avenging Wrath or Crusade. Instead you're going to gain the benefits through Wake of Ashes which can be used every 30 seconds for a shorter duration.

Alright now that we know all about Avenging Wrath and Radiant Glory let's answer the question of when you should be pressing them. Now in order to make this course we analyzed gameplay from Rank 1 Paladin Mystic and no matter what bracket he played the rule for how he utilized his Avenging Wrath remained the same.

As early and as frequently as possible. This is especially true in Solo Shuffle.

The moment you get in a position to do damage you want to pop your cooldowns. For one it almost guaranteed that you're going to force cooldowns early on which then gives your team an open window and momentum to snowball pressure later.

And secondly it means that you have much higher uptime on your Avenging Wrath which equates to far more overall damage. Now we're not suggesting you mindlessly use your abilities without any thought here but if you have the opportunity to maintain uptime on your target you should probably use them.

If you can simultaneously stun the healer with Hammer of Justice though even better. However though the main focus in the War Within Solo Shuffle is damage and to be brutally honest here setup is really going to take a back seat.

We've already covered how to play around Radiant Glory in depth so in this video we're going to be focusing on Crusade as this is where you're going to have to adapt how you play. The first rule for Crusade is that in order for it to be effective we need to stack it up.

Which means never pop Crusade and then immediately burst right after. Instead it's far better to do what we see Mystic doing here.

First build up some Holy Power so you can immediately go into a finisher. We're still going to want to pop Crusade relatively early to get the cooldown cycling.

Then work on spending Holy Power until you ramp up to 10 stacks. Once at 10 you can then send your final Reckoning, Divine Toll and Wake of Ashes combo making the most out of this window to try and force as many cooldowns as possible from your opponent.

Ideally utilizing your Hammer of Justice at the same time here. Now aside from activating Avenging Wrath or using Wake of Ashes when playing Radiant Glory there are other ways to gain Avenging Wrath.

You can gain it by spending Holy Power with the Radiant Glory talent. But to be honest these Radiant Glory procs really shouldn't significantly change your gameplay.

If you get an Avenging Wrath proc well great just be sure that you have a way to be aware of when you have Avenging Wrath active so you can make use of your Hammer of Wraths.

MANAGING YOUR RESOURCES

One key factor that distinguishes a seasoned Retribution Paladin from a beginner is their efficiency in managing Holy Power. If you've been following our sustained damage rotation guide, you already know the basics of building and spending Holy Power.

However, in this video, we're going to dive deeper and explore how to truly optimize your damage output. The secret to mastering Holy Power management lies in one crucial principle.

Always keep your generators on cooldown as much as possible. At first glance, this approach might seem counterintuitive, especially as most specs tend to prioritize using spenders as often as possible.

However, Retribution Paladins are pretty unique. We can store up to 5 Holy Power, but our spenders only cost 3 Holy Power.

Then, when you consider that all of our generators have cooldowns, it becomes clear why this rule exists. The more you keep your generators on cooldown, the more you can store Holy Power.

The more you store Holy Power, the more you can store Holy Power. The more you keep your generators on cooldown, the more you can store Holy Power.

The more you keep your generators on cooldown, the more Holy Power you generate, allowing you to use more finishers overall. The best way to demonstrate the basics behind this simple rule is going to be to analyze how Rank 1 Paladin Mystic builds and spins on a target dummy.

So, to start, he prioritizes getting Judgment active. This is our highest priority generator due to the Greater Judgment debuff.

This gets him to 2 Holy Power. Then, as we're unable to use Hammer of Wrath, Mystic uses Blade of Justice to get the cooldown cycling.

Now, he's at 3 Holy Power, just enough for a final verdict. Paying attention to his bar here, what do you think his next global should be?

Yup, we want to prioritize generators, so Blade of Justice. Then, once at 5, we can safely spin.

This leaves us at 2 Holy Power and Judgment back, which we'll use to get a 4. But, with no more generators available, spinning on 4 is perfectly fine.

Now, we can then build on this by introducing Hammer of Wrath. This should always take priority as our number 1 generator.

The reasoning here is simple. Asides from a few procs, we can primarily only utilize Hammer of Wrath during Avenging Wrath.

Following this rule is going to help prevent mistakes like the one we see here. If we close out the game and purposely examine Mystic's generators during the end of his Crusade, he mistakenly prioritizes his Judgment and then Blade of Justice.

The result? His Crusade expires, leaving all of his other generators on cooldown while still having 2 charges of Hammer of Wrath available, which he can no longer use.

This is a very simple rule, but if you make this same mistake multiple times during a game, it's going to result in a significant amount of wasted Holy Power and overall damage, making it something definitely worth paying attention to.

HAMMER TIME

Okay, let me be honest with you for a moment. To me, there's really nothing quite like the euphoria of completely obliterating your opponent in the blink of an eye.

It far transcends just winning. It's that astonishment from your arena partners as they wonder what in the freaking world just happened to that poor soul.

That's why we're about to teach you the ultimate one shot. Is it practical?

Surprisingly, yes. Is it something you should aim to do in every game?

If you can, definitely. And best of all, you don't even need a razor noggin to pull it off.

Now, in order to do this, we're going to be abusing a mechanic that we like to call Hammer Time. The requirements are the Templar Hero talent for Hammer of Light, as well as the Zealous Vindication.

How we execute this one shot is to build up to 58 stacks of Light's Deliverance. Then, once you have Judgment active on the target, execute your burst sequence as normal, making sure you have at least two Holy Power.

Hit Final Reckoning, into Wake of Ashes, into Hammer of Light, which thanks to the Zealous Vindication talent, is going to give us two stacks of Light's Deliverance immediately, allowing us to go straight into another Hammer of Light.

In order to replicate this in a real game, you're going to want to just play normally for the first couple of uses of your cooldowns, as the stacks for Light's Deliverance take a fair amount of time to build up, but throughout this, just pay close attention to them.

Once you start getting around the 50 mark or more, depending on how long you can wait, unless of course you're very close to a kill, you're going to want to consider holding onto your next set of cooldowns.

Then, aim to set this up as best as possible, potentially even using Divine Shield, to ensure you can't be peeled like we see Mystic doing here. Who sure hope this risky play doesn't backfire.

But anyway, get your Holy Power and Judgment active, hod your kill target, hit Final Reckoning, straight into Wake of Ashes, and then, double Hammer of Light. Lights out baby.

LUMBERJACK

Our next tip is so simple yet so effective that I'm just gonna give it to you straight. See these things here?

Yeah, these pieces of wood. Well, if you're not killing these in your games, well, you suck.

No matter what spec of shaman you're facing, they rely on totems. If you're not keeping up with the lore, well, that's just the class.

Luckily for you though, red is undoubtedly the best spec in the game at killing them, and these days, you can even use judgment to do so without having to worry about sacrificing the greater judgment debuff. You lose absolutely nothing, and can even do it all from range with every single one of your generators.

Blade of Justice, Judgment, Hammer of Wrath, whatever. Healing Stream, Grounding, Healing Tide, Mana Tide, Earth Grab.

Literally, we're talking everything. Any of the totems, with the only exception being Earthen.

If they're in range, just kill them. That's it.

That's the tip. See totem, kill totem.

Literally, easiest way to improve your game imaginable.

BEAM MIN-MAX

As you should probably know by now, Herald of the Sun is all about maximizing your overall damage, and the more DPS you do, the higher chance you have at winning. Sad, but honestly it's true.

Now with that in mind, one thing you should be doing to min-max your damage is playing around your beams. Now as you should know by this point, whenever you have Avenging Wrath active, due to the Sun's avatar talent, you're going to link to any active Dawnlights.

Despite what the tooltip says, these beams deal consistent damage to anybody they cross through. This means if you want to squeeze out some extra damage, you should adjust your position accordingly.

Take this situation here for instance. Mystic pops his Avenging Wrath and links to all active Dawnlights.

So what does he do? He makes damn sure that every single one of those goes directly, through his main target in order to min-max the damage as much as possible.

Now you can take this even a little bit further. Since these beams also heal allies, and Retribution Paladins have substantial range on all of our abilities, you can adjust your positioning slightly to ensure you heal your teammates as well.

This is particularly useful when playing alongside another melee. As by slightly altering your positioning, you can min-max these beams not only for damage, but also for effective off-healing.

So get out there and ensure you always cross streams.

ABUSE YOUR RANGE

It's Friday night, you turn on your PC, you load up WoW, you get yourself in that soul-destroying 20 minute DPS queue, life is great. But then, let's be honest, it all goes to shit.

You're met with a caster lobby on Tol'Viron, every Melee's worst nightmare. That was until you watched this video, as we're about to teach you the secret to not only dealing damage against casters, but also how to improve your survivability tenfold.

Now, fair warning, we're about to blow your mind with this one. Some of you may even think we're lying, but get this, Retribution isn't a Melee.

All those mobility memes, uptime memes, they're just a thing of the past. I know, I know, it sounds wild and it is a difficult concept to digest.

But think about it, what do you need to be in Melee for? Well, let me tell you.

Only two things. Your auto attack and your crusader strikes.

Do you really think you need either of these to win a game? Hell no, of course not.

Now that you understand this fact though, here's how you use it to your advantage. You simply play as if you're a ranged DPS, where all your spells just happen to be instant.

Watch this clip here. Mystic is up against Boomy Frostmage and has no divine shield.

Sounds like an absolute nightmare that we've all been in, right? Pay attention to how he positions.

Instead of just running out in the open and dying, which for sure, isn't something most retribution paladins would do, he's instead constantly in line of sighting the caster DPS, simultaneously generating and even spending his holy power, pressuring both of them.

In turn, forcing the ranged DPS to have to come to him, which then, at this point, allows him to use his shorter ranged abilities like Wake of Ashes to pressure them even more and essentially, to the point where he's just a weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, weak, scarum away.

But, then, once his cooldowns are over, what does he do? He retreats back and, you guessed it, continues to do more damage from range, just never allowing himself to be a target.

Only then, once fully stabilized, does he deviate from this and opt to move in again to secure a kill and close out the game. This playstyle isn't something cast throughs either.

In fact, it's just as advantageous against melee, as after all, unlike Rett, most melee specs actually have to be in melee range to do damage. Weird, right?

I mean, just pay attention to how Mystic positions when he faces a warrior. Is he trading blow for blow?

No, of course not. Why would he?

He's constantly kiting and moving away from the warrior. And look at the damage difference here.

Mystic is doing his full rotation while this poor warrior here can barely get in range to mortal strike. The moral of the story?

Abuse your range, folks.

MANAGING MOBILITY AS RET

The War Within has finally solved all Retribution Paladin's lifetime of mobility issues. Don't call Life Alert, we don't need them anymore.

We now have Blessing of Freedom and Divine Steed. Oh, crap.

Wait, never mind. Isn't that exactly what we had before?

Whatever. Here's how you should use it.

Rule number one, always combine Divine Steed with Blessing of Freedom. The equivalent to breaking this rule would be like getting in your mom's car and pretending to drive it with the handbrake down.

If you're slowed, it really doesn't matter if you use Divine Steed or not. Always combine the two.

Rule number two, if you're facing a class with them, aim to save your Blessing of Freedom for Roots. You're going to be slowed most of the game anyway, but continuing with the car theme...

Broom. Broom.

Broom. Would you rather be in moving traffic or at a complete standstill?

Rule number three, use your mobility for a purpose. Now, don't panic.

Admittedly, I do know this rule is rather vague, and I will explain and even show you what we mean by a purpose in just a second. But put it this way.

If a genie popped out of that glass on your desk right this very second and said he'll be granting you two wishes, chances are you're probably going to at least put a little bit of thought into what you pick. Well, just do the same with your mobility.

We have a limited amount, so naturally, we want to use it wisely. All right, now we know the basics, it's time to go through some examples, and during these, I want you to consider if Mystic should use his mobility or not.

Starting off, Mystic and his partner have the goal of going on to the enemy mage. They initiate the setup with a run.

With a root beam onto the priest, while his partner begins bursting the mage without him. Should Mystic hit Freedom and Divine Steed here to go to get him?

Most of you would probably say yes. But here's where our last video comes into play.

Remember? Every one of our abilities can be used from range, including our entire burst sequence.

So instead of wasting his mobility, Mystic just continues to walk over while he's at the top. Mystic just continues to walk over while he's at the top.

While doing everything from range, even securing a Hammer of Justice onto the priest for a follow-up. But with the mage blinking away now, surely he should Freedom and Horse over, right?

Nope. He'll still be able to do full damage to the mage from range.

So why would he? Being slowed and unable to be in melee range of your target isn't reason enough to warrant using your mobility.

Take note. Now, let's explore that purpose that we mentioned a little bit earlier.

Take this clip here. Mystic is on the balanced druid.

And notice he has Wake of Ashes coming up in just a second. And like always, he'll want to make the most out of this window.

And the best way to do this is, of course, combining damage with crowd control. As his partner is out of range.

And his partner is unable to land any. It falls on Mystic to do the heavy lifting here.

But as a Retribution Paladin, this is easier said than done. That is, unless you saved your mobility for this very purpose.

Next example. In this clip, Mystic is pressuring the enemy mage who just blinked away.

Usually, freedoming just to get in melee range isn't purpose enough to blow our mobility. The exception to this, though, is Wake of Ashes, which is only used to get the mage to the right position.

But it's not the only way to do this. The other way around is to use the same move to get the mage to the right position.

And then, as you can see, Mystic is able to do the same thing. Which is only 14 yards compared to the minimum of 20 that the rest have.

Luckily, Though, Mystic has saved freedom for this very moment. Allowing him to get in range, to use Wake of Ashes and Hammer of Light.

Forcing the Ice Block from the mage, and Void Shift from the Priest. He then even combines the tail end of his Freedom with a Divine Steed, allowing him to get in range, and get away from the player.

And so, Mystic can also get away from any attack from the mage, if expected. But everyone ready for this new move?

And for sure, we'll be able to see that in our next video, where we talk about why we have to get away from the Mage to get the items. And next time, where the Mage doesn't have any programs.

I'll be back with a new one. So, let's get started.

Bye. to close the gap to the priest behind the pillar, interrupting the heal and maintaining the momentum. Definitely had its purpose.

So far, that's using your mobility for crowd control and burst damage. The final purpose is survivability.

If you're in the middle of the map being pressured by two casters, despite our multiple defensives, there's really only two things that's going to save you here. Divine Shield and Divine Steed.

And unfortunately for us, one of these is a five-minute cooldown. Next time you're in danger, pop your freedom, pop your horse, and run as fast as you can behind a pillar until you've recovered.

DIVINE PROTECTION

Hello everyone and welcome to this video course guide on Ret Paladin Defensives. Here we're going to discuss all the important spells you should consider when playing defensive to keep your team alive, prolonging games which can help you win later on.

The first topic for Retribution Paladin Defensives is going to be on Divine Protection. We're going to go over what it does and how to make the best use of it so you can help with your own defensive plays.

So Divine Protection is a one-minute cooldown defensive that reduces all damage you take by 20% being usable in stuns. That's key.

Due to the low cooldown and its effect, it's best pressed early on during stuns to reduce the pressure of the enemy team, especially against offensive cooldowns. You're going to want to use it high on HP for its damage reduction effect, making the most out of this defensive.

If you use it too late, then it may not be strong enough to keep you alive, needing more defensive cooldowns to save you from the team. So when it's used early on high HP, it allows you to keep playing aggressive in most situations, being able to keep up to targets and create your own pressure.

Again, this is going to make the most out of your defensive cooldown as you should be tanky against most pressure. However, against heavy burst pressure or during big offensive cooldowns from the enemy team, this cooldown may not be enough to keep you alive.

As such, it's usually combined with Shield of Vengeance, which prevents even more damage on yourself, likely going to keep you alive. Again, this is going to make the most out of your defensive cooldowns to keep you alive.

However, against heavy burst pressure or during big offensive cooldowns from the enemy team, this cooldown may not be enough to keep you alive. As such, it's usually combined with Shield of Vengeance, which prevents even more damage on yourself, likely going to keep you alive.

Again, this is going to keep you alive. As such, it's usually combined with Shield

SHIELD OF VENGEANCE

Welcome back to another guide on Ret Paladin defensive plays. For this course today, we're going to be going over Shield of Vengeance, showing you how to use this defensive cooldown and make the most out of it to help you survive.

Shield of Vengeance is a one and a half minute cooldown that gives you a big absorb shield based on your health, preventing damage, and bursting down nearby targets when it expires. It's usually best paired with a Divine Protection as this reduces damage you take by 20%.

The combination of these cooldowns is excellent as you have damage reduction, which means it's more difficult for the enemy team to bypass your shield's effect.

The combination of these cooldowns is typically used early on in a game, whenever you're taking too much damage or when the enemy pops big offensive cooldowns, reducing their pressure. Shield of Vengeance can be used on lower HP in comparison to Divine Protection as it's a straight up absorption effect.

Just be careful using it too low as you could still be prone to execute effects as shields don't increase your health percentage. Now, since it's a low-power cooldown, you can use it to reduce your health percentage.

You can commonly get multiple usages out of this in any arena bracket. Do be wary though, as this defensive cooldown alone may not be powerful enough to deal with multiple offensive cooldowns.

It should still be used to reduce the pressure, but you may have to use stronger defensive cooldowns, which we're going to talk about in the upcoming videos of this course.

BLESSING OF SACRIFICE

Welcome back everyone to another video on our Retribution Paladin Defensives course. Today we're going to be going over Blessing of Sacrifice, showing you how to use this defensive cooldown in the best of situations.

Now, it's important to use this spell properly in any game, so we're going to show you exactly how to do that. Blessing of Sacrifice is only usable on other partners, reducing their damage taken by 30%, but redirecting that portion of damage to you.

With its low cooldown and being a damage reduction spell, you want to ideally use this on partners early in the game whenever they're taking big pressure. Doing this could help them stay aggressive, allowing them to create their own pressure without having to play too defensive.

If the enemy is pressuring them heavily, then you should also look to use your Divine Protection or Shield of Vengeance. Having one of these defensives active will mitigate some of that redirected pressure, which can be a lot depending on the enemy's damage.

Using a defensive in this manner is really going to help you stabilize, allowing you to keep playing, and play aggressively if you're not getting too low on HP. Whenever you're against heavy CC teams like Mages or like Hunters, then you could use Blessing of Sacrifice as a way to remove CC on yourself.

Spells like Scattershot or Polymorph could be broken if you preemptively sacrifice another partner that's taking damage. Now, this could be warranted if you don't need your defensive cooldown to reduce damage and can simply use it to break CC on yourself, allowing you to keep momentum.

It could also be a two-in-one exchange in this way, using Blessing of Sacrifice to break CC on yourself and to reduce pressure on your partner, making the best use possible out of this defensive cooldown.

Lastly, there's a talent called Righteous Protection, which allows your Blessing of Sacrifice to also remove and prevent poison and disease effects. This makes it powerful at dealing with any Rogue spec or Feral Druids, denying their Mortal Wounds effect during your sacrifice.

You still want to use Blessing of Sacrifice as a damage reduction cooldown when facing these classes, but with no Mortal Wounds being active, it should be easier for your team to use it. but with no Mortal Wounds being active, it should be easier for your team to use it. but with no Mortal Wounds being active, it should be easier for your team to use it.

It can also be great into the likes of Shadow Priest, Unholy Death Knights, or even Survival Hunters, preventing a chunk of their damage.

DIVINE SHIELD TIPS

Hello everyone and welcome to another guide on Retribution Paladin Defensive Place. And today's topic is going to be based on Divine Shield, being a critical cooldown for Ret Paladins to use well.

Here we're going to discuss in detail the best way to use this spell for defensive measures. Now most of the time you're going to be using Divine Shield in a defensive manner.

It's quite a long cooldown but it grants you immunity for 8 seconds, being unable to take any damage or CC effects. Now as such, this is one of your most powerful defensive cooldowns and you want to greet it in a game as much as possible.

This means it's usually going to be a lifesaver cooldown, using it when you're low HP to stop yourself from dying. Now that being said, there are a couple of spells to watch out for when using Divine Shield, being Mass Dispel and Shattering Throw.

These are the only two spells in the game that can remove your bubble's effect if they successfully land it. To prevent this, you can look to Interrupt or CC Priest, denying the cast from going off or at least delaying the effect of the bubble.

Now if you're a defensive player and you want to use Divine Shield, you can't interrupt their cast, but you can still CC them on it. Additionally, you can simply line of sight them on it, stopping them from removing your bubble at all.

Now generally speaking, if you have to deal with these defensives, you may need to use your Divine Shield a little bit earlier than usual so you're less likely to die if they're able to remove it. A massive perk of being in Divine Shield is that you're able to free cast yourself since you're immune to interrupts.

That means you can free cast Searing Glare or Repentance which allows you to peel more for your team. You should abuse this while you can as long as you know your Divine Shield won't be removed.

If you ever need to save your partners on the brink of death, then you can also use Divine Shield for them. This can be warranted if you need to get your Blessing of Sacrifice on a partner that's taking big pressure.

Bubble will also immune you from the redirected damage, having great synergy when needing this defensive play for your teammate.

LAY ON HANDS TIPS

Welcome back to yet another video for this course on Retribution Paladin Defensives. The topic of the day is going to be on Lay on Hands, showing you how to best use this defensive in the best possible way.

So Lay on Hands is a powerful cooldown that heals a target equal to 100% of your HP. It essentially tops anyone from low health, which can be excellent for survival while on the brink of death.

So you want to use it as such, if anyone is super low on HP and needs Lay on Hands to keep them alive. Another reason to use it on low HP is due to the talent Healing Hands.

This massively reduces the cooldown of Lay on Hands if you use it when your target is low on health. You can pretty much guarantee this if you use it on targets at 20% HP or lower, making your Lay on Hands cooldown a 3.5 minute CD.

It won't matter in solo shuffle, but in 3v3 games, this is going to be important as you should get multiple uses out of it in long games. Using Lay on Hands for yourself can also be warranted, but you want to make sure you use Divine Protection and Shield of Vengeance beforehand.

Spreading your defensive cooldowns as such will make you more durable throughout any game, as you can cycle back to your shorter cooldowns with more ease. Again, using Lay on Hands early is good in 3v3 or even 2v2 games, where you can get multiple uses out of it.

In solo shuffle rounds, it is a bit different, as you're most likely only going to get one usage per game, so you'll have to make it count in any round. A side note on Lay on Hands is that it'll also proc Forbearance, which is a good thing to have in your deck.

So if you're using Lay on Hands, you can use Lay on Hands to get a lot of damage, but you can also use Lay on Hands to get a lot of damage. For yourself, this isn't too much to worry about, but when playing with other paladins, it could be difficult to manage defensive cooldowns with each other.

You can opt to play Holy Reprieve with other paladins in order to make defensive cooldown trades a little bit easier as a team.

BLESSING OF PROTECTION & SPELLWARDING

Today we're going to be going over two spells, being Blessing of Protection and Blessing of Spell Warding in detail. You'll choose one of these spells in any matchup.

So let's dive in, discussing what to play this against and how to maximize its use. So let's start off by talking about Blessing of Protection.

This powerful cooldown can make a target of your choice immune to all physical damage and interrupts for 10 whole seconds. It makes it a powerful defensive cooldown against heavy physical pressure comps, preventing all of their damage.

The best way to use this then is during big offensive cooldowns and if your partner is dying without having strong defensives of their own. Due to its long cooldown, you only want to use this spell when you have to save someone's life.

Since it allows you to be immune to physical interrupts, you can also abuse this by casting Repentance or Searing Glare whenever you need it. It can also be powerful at dealing with offensive cooldowns alone, bopping off physical damage dots to help your partner survive.

The main offensives that come into mind here are Deathmark and Incarnation. Usually, bop will be warranted in these situations if your teammates have no other means to live.

It's an excellent trade of defensives here, as it removes big debuffs and drastically counters their offensive. The major downside of this big defensive cooldown though, is that it's prone to being offensively dispelled or spell stolen depending on what you face.

To deal with this, you'll probably want to use Blessing of Protection less of a lifesaver cooldown, and more to get rid of stuns or important pressure for a little while. Whenever you're more worried about spell damage than physical damage, you can look at using Blessing of Spell Warning instead.

It's basically the opposite of Blessing of Protection, making a target of your choice immune to all spell damage instead of physical, so you're going to want to use this for any target taking heavy spell damage, and if they have no other means of surviving.

The main difference between bop and spell warning is that spell warning can't be offensively dispelled, and this makes it a pretty reliable cooldown at all times, using it as a lifesaver whenever needed.

BLESSING OF SANCTUARY

Welcome back everyone to another video on Retribution Paladin Defensives. In this course we're going to be talking about all the defensive tools you can use to help in situations where you need to live.

So the topic of today is going to be on Blessing of Sanctuary, showing you exactly how to use this PvP talent. Blessing of Sanctuary can remove different types of CC effects on any teammate, and it reduces the duration of said CC effect by 60% for 5 seconds.

This is a powerful talent that will mostly be used for defensive measures, removing stun or fear effects in most cases. Now due to its 45 second cooldown, you want to trade this early on, using it on your healer to remove big CC effects from them.

For example, it could be used on a warrior fear or a big stun, removing the crowd control instantly, freeing your healer.

Most of the time you can use your Medallion Trinket to get your Sanctuary off at a good time, and this is mainly used at times when the enemy is doing a big setup with offensive cooldowns, as it'll be a great trade for you.

Removing the CC on your healer will also reduce the duration of your Sanctuary, and this is mainly used at times when the enemy is doing a big setup with offensive cooldowns, as it'll be a great trade for you.

Removing the CC on your healer so they can deal with the damage is going to be excellent for your team's survival. You can even use Blessing of Sanctuary on your DPS partners in times of need.

This could be during stuns when the enemy team has a lot of pressure, and by removing that stun, they could kite or pop defensive cooldowns to keep themselves alive.

Now it is a little bit more unconventional this way, but it can be warranted if they would have to use more defensive cooldowns instead, or if they're likely to go down.

BLESSING OF FREEDOM

Welcome back everyone to another Retribution Paladin course guide on Defensive Place. Today we're going to talk about Blessing of Freedom in detail, showing you how to use this in defensive situations to help keep your team alive.

Blessing of Freedom is a mobility cooldown that prevents snare or root effects from your target of choice, as well as giving 30% extra movement speed. It can be situationally used for aggressive momentum, but in times of desperation, you could use it defensively to kite.

Simply using it on the target that's taking pressure can allow them to kite the enemy team, especially against melee. If you use Freedom on yourself, then you can typically combine this with your Divine Steed.

This allows you to cover much more distance, kiting away in situations where you need to run and don't have strong enough defensive cooldowns. You can use it to run away and heal yourself behind a pillar, allowing you to live much more easily.

Breaking important root effects could be another use for it, especially on healers where they can't break it themselves. This is especially important in debounding and killing enemies.

If you're a good healer, then you can use it to launch druid teams, where you can Freedom a root beam, allowing your healer to run out of the silence radius.

SEARING GLARE TIPS

Hello everyone and welcome to yet another video guide on Retribution Paladin defensive plays. In this course we're going to be discussing the important spells a Red Paladin will utilize in defensive situations to help keep their team alive.

Today we're going to be going over Searing Glare, showing you how to use this spell properly to deny the enemy team some offensive plays. Searing Glare is a 45 second cooldown spell with a 1.25 second cast.

It hits all players in a 25 yard cone that will prevent them from landing any spells or attacks for 4 seconds. This will display as a debuff on the enemy team, so you will know if your glare landed or not.

It's a powerful defensive spell as you can essentially disrupt setups or prevent big damage from all players hit. It can also stop all their important crowd control spells from landing, which can seriously outplay certain classes from creating setups.

Now as such, the main use of this talent will be to counter offensive cooldowns from the enemy team, typically against the Red Paladin. This is a very important skill that can be used to counter offensive cooldowns from the enemy team, typically against the Red Paladin.

This is a very important skill that most melee classes where you can land this with more ease and prevent a portion of their damage. A good tip to landing more Searing Glares often is to try and get a bit of distance away from the melee so you can cast it out.

Either it lands and prevents their damage, or it forces them to target you and interrupt your cast. Most of the time, interrupting you can be fine as it allows your partners to free cast which makes it easier for them to live anyway.

The only time you're ever going to need to be careful about being interrupted is if you're the main kill target. Getting interrupted can be a bit of a pain, but it's not a bad thing to do.

If you do end up using Bop or Bubble, then you should definitely be able to free cast Searing Glare with ease. This can be excellent to stop the likes of Mass Dispel or Shattering Throw, allowing you to keep your defensive cooldown and stay alive.

It's also worth noting that Searing Glare can be dispelled by healers as it's a magic debuff that could be used to your advantage though, because if they dispel Searing Glare, you can then land Searing Glare and get a bit of distance away from the enemy.

This can be great when wanting to create counter pressure on the enemy team as you'll also lock a target down in place. Do bear in mind that Searing Glare doesn't stop everything when they have this debuff.

Being able to kill totems, certain pet abilities, and all interrupts will still work during Searing Glare, so be wary of these if you need to play around certain spells.

All in all, this PvP talent is incredibly powerful and picked up most of the time to deny pressure, but it's also a good way to get your team to be able to deal with the enemy's attacks. It's also a good way to get your team to be able to deal with the enemy's attacks.

Now we will admit that it can be hard to master, but with practicing using it, you can definitely outplay the enemy team and help massively in defensive situations.

BLINDING LIGHT

Welcome back everyone to another course video on Rett Paladin Defensives. Today's topic we're going to be going over Blinding Light, showing you how to make the most out of this CC tool to keep your teammates alive.

So Blinding Light is a one and a half minute cooldown that'll disorient all nearby players for six seconds. The best way to make use out of this is by disorienting multiple DPS with a Hodge on the enemy healer.

Doing this is a standard grade A setup that's great for building momentum, denying the enemy team any pressure. You'd want to try and do this as early as possible so you can potentially make use of multiple Blinding Lights in a game.

It also increases in power when facing the likes of BM Hunters or Demo Warlocks as they have an army of pets. Being able to Blinding Light all pets during their offensive cooldowns, that's going to deny a huge portion of their damage.

Another great use of Blinding Light is to disrupt enemy setups when they create CC windows or have big offensive cooldowns. Simply using a Blinding Light, ideally on multiple enemies, will prevent them from using any of their enemies.

This is a great way to make use of Blinding Light. Any spells to create pressure.

KITING TIPS

Welcome back to another video on Red Paladin's defensive plays. The last video of this course, we're going to be going over your self-kiting, which can be powerful in times of need when you don't have any defensive cooldowns left.

Here we're going to discuss how you can do this properly, which comes in the form of abusing two essential spells. To kite most players in the game as a Red Paladin, all you need is a nearby pillar, as well as Blade of Justice and Consecration with the Hallowed Ground PvP talent.

Blade of Justice will be important to snare your targets. Then by using Consecration at a pillar, you can kite players around it, constantly removing your own snares due to Hallowed Ground.

This allows you to kite targets with ease, preventing a ton of damage on yourself for as long as you need. It's super powerful whenever you don't have the defensive cooldowns to survive the enemy's pressure and you need to kite in order to stay alive.

It's also pretty simple to abuse, as all you do is snare a target and run behind a pillar with Consecration, positioning to avoid their damage. Just be careful not to line aside your healer if they can stabilize you at any given time.