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  • 0. The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 01:51:48 PM PST
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=================================================================================
Cross-links:
Retributer's Path 1 (Gear Guide):
http://forums.worldofwarcraft.com/thread.html?topicId=104544938&sid=1
Retributer's Path 2 (Kara/Mag/Gruul): http://forums.worldofwarcraft.com/thread.html?topicId=106734739&sid=1
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Table of Contents:
i) Foreword
ii) Suggested stats

1) ZUL'AMAN
    a) Nalorakk
    b) Akil'zon
    c) Jan'alai
    d) Halazzi
    e) Hex Lord Malacrass
    f) Zul'jin


2) SERPENTSHRINE CAVERN
    a) Hydross the Unstable
    b) The Lurker Below
    c) Leotheras the Blind
    d) Fathom-Lord Karathress
    e) Morogrim Tidewalker
    f) Lady Vashj


3) TEMPEST KEEP
    a) Al'ar
    b) High Astromancer Solarian
    c) Void Reaver
    d) Kael'thas Sunstrider

=================================================================================

i) Foreword
So it's been a while since I posted another guide, and this one's pretty straightforward, but I figured it's about time one got written for SSC/TK, as well as ZA. I also went back and updated the old gear guide with new stuff from ZA and season 3, and took out old spell damage coefficient info.

Anyway, this is just a guide on how to deal with the encounters of ZA, SSC, and TK as Retribution. A lot of it is just common stuff about being a melee DPS, but there are a lot of things specific to being a paladin DPS as well.

ii) Suggested Stats
1700 AP
27% crit
95 hit rating

These are a good benchmark to aim for before hitting up SSC/TK. You can probably get away with less in ZA, but not by much.

=================================================================================

[ Post edited by Exavier ]


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  • 1. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 01:52:21 PM PST
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=================================================================================

1) ZUL'AMAN
... Trash Mobs leading to Nalorakk
Fairly straightforward trash, it's mostly coordinated by your tanks and CC. You just DPS things. It may be wise to offer to tank one of the mobs in the pull just before Nalorakk depending on your raid make-up, specifically the totem-laying ones that don't really hit very hard and have interruptable casts.

a) Nalorakk (Bear avatar)
Tank-and-spank. Blow cooldowns when he shifts back into human form for the first time, and they should be up again towards the end.

... Trash Mobs leading to Akil'zon
The gauntlet's pretty fun, I usually end up tanking the eagles. In either case, lay out some max-rank Consecrations for either damage or threat generation. Should be pretty easy if your raid keeps up the pace. Everything is stunnable (save for the very last troll).

b) Akil'zon (Eagle avatar)
Just like the rest of the melee, not much to do here but DPS the boss. One thing to do as a paladin though is spam max-rank consecrations when the raid is clumped up so that you help with damage on the birds as they swoop down as much as possible. Keep JoW up (if no other paladin can) if you decide to do this. The rest of the fight's coordination will depend on how your raid handles the electrical storm. Don't be afraid to bubble on this fight if you get low, 'cause a stray Chain Lightning might kill you.

... Trash Mobs leading to Jan'alai
This is the worst trash in the whole instance, and you can make it very easy. If you're on "scout duty" and save your Hammer of Justice and cooldowns for when it gets close, the trash in general will be a lot easier. You can also help by using Seal of Justice on the Flamecasters to buy your interrupters and purge/spellstealers an extra couple seconds.

c) Jan'alai (Dragonhawk avatar)
First thing to remember is that Dragonhawk is not a DPS race. You don't want to burn him so hard that he blows all the eggs, and as a paladin you can help with AoE on the eggs with Consecration. Personally I usually tank the adds on this fight just because it's so easy with a paladin (you can take a whole side at once and then go onto the boss for the rest of the fight). Any way you do it, make sure you aren't putting other members of the raid (specifically the add tank) in danger of a Flame Breath, as he'll randomly target someone and spit fire in a line at them.

If you're tanking this fight, a couple things of note are that you can bubble off the full stack of the flame debuff so that you don't get one-shot if you eat a flame breath. Make sure you're wearing high block value (~500 is good enough for a whole side) and make sure you have Retribution Aura up. It's also nice to have a shaman drop an Earthbind on the bridge.

If a healer ends up dying during this fight, get ready to help heal during the Enrage, as it's pretty difficult past that unless your other healers are pro.

This encounter is resettable.

... Trash Mobs leading to Halazzi
Another set of trash that's optimal for a Pally tank. In any case you'll want to be Consecrating down all the little tigers while focusing on the bigger mobs (or in the case of the tiger-only packs, just pick a target to mark and kill first). The other packs are pretty straightforward CC-and-kill packs.

d) Halazzi (Lynx avatar)
This guy has two phases, switching between his avatar form and his human form. In his avatar form he does a cleave that does a ton of damage to two targets, and in his human form he drops totems, casts Flame Shock (needs to be dispelled) and has a Lynx add that needs to be tanked.

Your job during this fight is to DPS the boss, kill the totems whenever they spawn (they're called Corrupted Lightning Totem, so macro it), and Cleansing anyone who gets Flame Shocked.

... Trash Mobs leading to Malacrass
There are two packs of two large tank-and-spank trolls that just hit really hard, and a pack of trolls that need to be CCed/tanked. Once again you may need to tank the first kill target, the one that lays totems, just so your other tanks can take care of the other adds in the pack. Make sure the Tempest is tanked away from the raid so his Thunder Clap doesn't kill everyone.

e) Hex Lord Malacrass
You'll be very busy during this fight. Cleanse will see a lot of use depending on what class's soul he steals (specifically rogue/druid/mage), and you should be ready to fear the Undead add depending on how you do the fight. Our raid usually has a priest and mage CCing the whole fight while we kill two and then move onto the boss. You can throw a Turn Undead on the shackled target just in case it breaks during Spirit Bolts. Don't be afraid to Avenging Wrath once you move onto Malacrass himself as he'll have plenty of threat on the tank and you'll probably want to use your bubble later through one of the later Spirit Bolts.

You are also the backup on both of the CCs during the Spirit Bolts. Not just with Turn Undead, but Repentance on the humanoid and Hammer of Justice on either of the adds, both instant cast and will buy enough time for the CC that's supposed to be on the target to catch back up.

It's also very important to watch for AoEs, most importantly the paladin Consecration. It's the most painful of his AoEs, even less painful than his whirlwind in warrior form (which he can be Disarmed through).

f) Zul'jin
Here he is, the troll who holds sweet, sweet Jin'rohk. This is a very active fight as a paladin, and even moreso as a DPS. Each of the five phases will keep you on your toes.

Phase 1 - Troll form
AoE the adds down real quick and then get to DPSing the boss. Your healers will have to deal with the Grievous Throw, and you will have to deal with the Whirlwind. Get ready to strafe immediately after you see that cast bar on Whirlwind. Eating a Whirlwind will leave you susceptible to an insta-gib by a Grievous Throw.

Phase 2 - Bear Form
Don't DPS through this phase, as he drops threat. Just get ready to Cleanse your tank and healers, because as soon as he shifts into bear form he will put Creeping Paralysis on the raid. You should have a priest doing Mass Dispel through this to make it a lot easier, and as long as the tank and healers are dispelled through the Creeping Paralysis and don't eat that stun you'll get through the phase fine. Do at least two Cleanses (one on the tank, one on a healer) to help the healers and then go back to DPSing.

Phase 3 - Eagle Form
Run away at the start of this phase. You need to let your Judgement drop off. Remember that any spell you cast during this phase will get you nailed with 1250 nature damage. Unfortunately for us paladins, that also applies to refreshing Judgements with our auto-attack. Just apply Rank 1 SoComm whenever it's down and go in and whack him, maneuvering away from whirlwinds as necessary. It's recommended to only have 3 melee on him at a time during this phase. He isn't attacking anyone, you just have to watch for the whirlwinds coming through the middle. This is the hardest phase of the fight.

Phase 4 - Lynx form
This one's fairly easy, but remember to let the tank pick it up when he's shifting. Hopefully you have Divine Shield up for if you get fixated, and a target-of-target BoP macro to save for when a healer gets fixated. Having a paladin along makes this phase a lot easier.

Phase 5 - Dragonhawk form
This is the burn phase, where you'll want to use all cooldowns to get him down as fast as possible so he doesn't stack Flame Buffet too many times. Just like the Dragonhawk from before he targets someone at random with a Flame Breath, but also summons Pillars of Flame that are stationary and do a lot of damage by standing in them (they look like pulsing Holy Fires). Burn him down hard until he drops.

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[ Post edited by Exavier ]


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  • 2. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 01:52:52 PM PST
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=================================================================================

2) SERPENTSHRINE CAVERN
... Trash Mobs leading to Hydross
For this trash, you will typically have to kill the pets that enrage first, then the big melee guy, followed by the two casters.

Bog Lords are fun. Stay at max melee range so you don't end up killing yourself in the Spore Quake if that's what they end up doing. If they're Frenzy, you've nothing to worry about. Be ready to move out when they die as well. As a paladin you can bubble through all these (including Spore Quake if you want to feel like a badass).

a) Hydross the Unstable
As a paladin you should be assigned to only attacking Hydross, depending on how you do things. The reason for this is if you're AoEing the adds down, you just spam max-rank Consecration when they all pile on top of Hydross, while keeping Judgements up on the boss. Be very, very careful with threat on this encounter. Fortunately if you pull aggro as melee it's less of a raid-wiper than a ranged pulling aggro, but it's still pretty embarrassing to not know how to deal with a threat drop, especially since we have no DoTs.

If your raid is more focused on banishes you may have to focus more on the adds. In this case, you will want to smack Hydross every so often with a Crusader Strike while you're dealing with the adds just so your Judgements don't drop.

... Trash Mobs leading to Lurker
Just follow the primary targets and DPS them. Be sure you're killing the little non-elites first, then moving to the bigger targets. As a paladin you can weave Cleanse into your attack rotation on these pulls if you're watching for the Holy Fire that the priests do, which has a nasty DoT component.

b) The Lurker Below
Nothing special as a Paladin on this fight, just follow the melee and go to your assigned platform. You can bust out Hammer of Justice and Repentance on the archer adds, so use them accordingly. Don't be shy about attacking while in the water, but make sure you don't end up Consecrating a sheeped add. Also of importance is to NEVER stand in front of the melee adds, as they'll cleave you pretty hard. The rest of the fight is tank and spank.

... Trash Mobs leading to Leotheras
More packs of stuff that you get to Cleanse on, specifically the poison from the rogue adds. You also need to watch for (unless it's covered by your other melee) the totems dropped by the shaman adds so that elemental despawns. There are also Sea-Witch adds (I think that's what they're called) that do an AoE shadow nova that knocks you back and will often knock you into the water if you're not lined up right. Lastly, there are banishable elementals that spawn mushrooms that spawn AoE gas clouds that do a lot of damage and can't be Cleansed off, so just stay away from them and let them despawn. Usually you'll want to deal with this elemental after the non-sheeped adds go down.

c) Leotheras The Blind
At the start of the fight, watch your threat on that first priest add so you don't get killed before the real fight even starts.

Be very cautious of Leo's whirlwind. It's just like Sartura's (randomly chases someone for about a second) so the whole raid needs to spread out, especially you. Get out at least two or three seconds before the whirlwind begins (your Deadly Boss Mods should show you when, and the very first timer of the fight is usually a few seconds early). Also remember that whenever he gets out of Whirlwind, his threat is dropped, so just go in after a few seconds, do a couple swings, and get out.

During the Demon phase, make sure to let your warlock tank get a good deal of threat, because this is ideally where you want to unload. This is where you'll want to burn Avenging Wrath and just rock Leo's face. Weave a couple Exorcisms and three max-rank Consecrations into your rotation when you do to maximize your damage output. You should have Avenging Wrath up again towards the end of the fight ready for the last demon phase (or for the split phase, though Divine Shield is better used for that).

During the split phase just make sure you stay alive. While he's Whirlwinding, hurl some Hammers of Wrath at him and then go in for a couple swings. You can follow him around with Divine Shield for a little bit during a Whirlwind (or if you pull aggro) to push harder on damage. Hammer of Wrath will go a long way here since you should be at range a lot.

... Trash Mobs leading to FLK
Just more of the same. Bog Lords and packs with Broken are all you have to deal with.

d) Fathom-Lord Karathress
First you kill the shaman, who will drop a Spitfire Totem every so often. You need to have a macro handy that will target the totem whenever it's up. Mash the macro while you're doing your attack rotation on the shaman. Burst it down hard whenever it's up. It shouldn't take you more than one swing/Crusader Strike/Judgement to kill it with everyone else focusing on it too.

Then you DPS the hunter and his pet down, which is pretty straightforward.

Then you're after the priest. Make sure you're at full health before engaging the priest, then just burn her down.

Lastly, you go for FLK himself, which is what you save your cooldowns for. Remember that you need to deal with the Spitfire Totems once again.

... Trash Mobs leading to Tidewalker
In the murloc packs, kill the Depth-Seers first as they do a Tranquility that heals the others. If you have a Prot paladin tanking all the adds at once, feel free to Consecrate as well and bless Sacrifice on the Prot paladin.

e) Morogrim Tidewalker
This is a fun one. If you don't have a Prot pally, it may fall on you (or another paladin) to have the appropriate AoE tanking gear to handle the murloc adds. Personally I've almost always done them (until recently). If you're fortunate enough to not have to tank the murlocs, treat the fight similar to Hydross without the same threat drop (though the tank's threat generation is still low on this encounter).

Whenever murlocs appear, spam max-rank Consecration. It's also wise to keep a macro that casts Blessing of Sacrifice on whoever's tanking them, as this will not only help with the AoE tank's mitigation by a ton, but getting healed through that will help you spam max-rank Consecration some more.

If ever you get Watery Graved, either as a tank or DPS, just bubble out of it and run back to Tidewalker.

f) Lady Vashj
Another very fun encounter that you can do a ton of damage on.

Phase 1: From 100%-70%, you have a couple things to watch for. Threat shouldn't be an issue on this, but watching for your tank being rooted is a biggie. Don't be greedy and bless yourself with Freedom unless the healing paladins have a 100% rotation going. Save it for a tank that gets rooted. Also, whenever you get Static Discharge, just bubble it off and then take off the immunity buff, just like a rogue using Cloak of Shadows.

Phase 2: Depending on your raid make-up and how you do things, you will have one of two possible roles in this phase:

a) DPSing the nagas. It's important to watch threat on these because if they turn around and cleave the rest of the melee, you're all going to be hurting. It's extremely important that NO ONE dies in phase 2. Never stand in front of them either, for the same reason, cleaves hurt. Stand clear of them when they're being pulled to the center. If you have multiple Nagas near each other, feel free to Consecrate them.

b) Covering a side. This is what I do on Vashj. A paladin can cover DPS on either the north or south side (two staircases wide), but not the larger sides due to being melee. Having Pursuit of Justice is great for this. Save cooldowns for the Tainted Elemental. You should have very little trouble taking care of the Tainted with Avenging Wrath and just bursting it down. Make sure that the healer on your side is at the TOP of the staircase to avoid line of sight issues before throwing it to him. Finally, covering a side will take practice to master, but if you (and you will) have an Enchanted Elemental that's at like 10% and your CS/Judgement/auto-attack are on cooldown, let it pass. Move to the next one, it's a lot more efficient. It's more important that you're closer to the bottom than making sure you got the killing blow on all your Elementals. Your healer on that side can just throw some instant-casts on it to kill it. Make sure you're calling out all Tainteds, Nagas, Striders, and whenever you have a genuine leak (the 10% ones that can just get knocked over by a swing are no biggie).

Phase 3: Basically the same thing as phase 1. Pray that the transition is smooth, as your main tank will probably be tanking a naga by the time Vashj spawns (DO NOT break her later than necessary to try and kill the naga first, or you'll just be letting more elementals/nagas/striders spawn and you will wipe). You have to go back to watching for Static Discharge, as well as Freedom on your tanks. It is appropriate to use Freedom on yourself or someone else with Discharge if they are rooted, especially if rooted in the green goo the Spore Bats drop (make sure your hunters are focused on them). Don't be afraid to burn Lay on Hands on yourself or a tank if you're in trouble, as it's often all you really need to survive. Getting rooted in goo with a Discharge nearby is the worst case scenario. Just stay mobile and out of green goo until she falls over.

=================================================================================

[ Post edited by Exavier ]


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  • 3. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 01:53:24 PM PST
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=================================================================================

3) TEMPEST KEEP

... Trash Mobs leading up to Al'ar
The Blood Knights can Hammer of Justice your tanks and will Cleanse polymorphs, so they should die first. You should also have a target-of-target Cleanse macro ready to remove HoJ from the tanks as soon as they get it. This'll help a lot. Also make sure you don't eat a whirlwind from the Marshals (the lesser whirlwinding mobs aren't so bad).

The packs with the birds aren't so bad if you have a Prot paladin, but can be complicated without. Just make sure the raid's focused and everything is tanked. As for the large birds leading up to Al'ar, they're tank and spank, but make sure Judgement of Wisdom is up there from someone to help counteract the AoE mana burn they do.

1) Al'ar
You will either be tanking phoenix adds or DPSing on this fight. Personally I'm always tanking, but here's how to do it either way.

Phase 1 (DPS): Make sure your phoenix tank gets good threat and moves it into the correct position. DON'T stun the adds (only in specific situations if it's near death to get away), and make sure you're out by at least 20%. These explode for a huge knockback and a lot of damage when they die. Don't fall prey to it. Also, you can DPS Al'ar at the beginning of this phase (again, do NOT pull aggro this early), and after Flame Quills when he lands on either platform 1 or 4.

Phase 1 (Add tank): This will take practice to master and gear to be able to do, but with a good spell damage weapon and maybe a couple pieces of FR gear you'll be good to go. Phoenix adds will come down from either side (depending on where they just spawned from) and will be aggroed on either a melee (this is good, have a melee smack it if it's on plat. 1 or 4 so you can taunt it) or on a healer. It may be aggroed onto a healer away from you and out of your Righteous Defense range, so just throw a Judgement on it and hope it sticks to you. It's suggested to have the healer assigned to healing you remove Blessing of Salvation so it sticks to him easier and you can just taunt it off and move it right to the little nook near the door (have someone show you where this is). Generate any threat possible but don't use Crusader Strike since its mana-per-threat isn't worth it. Use Fire Resistance Aura and maybe a couple FR pieces, so that when the explosion hits you, you'll get plenty of full-resists (especially with Pursuit of Justice).

NOTE: There may be occasions where a phoenix add will, instead of aggroing a healer, will aggro a tank on a platform due to self-healing aggro or AoE aggro. Make sure they don't have things like Earth Shield and don't have Consecration going because they don't need either. You DO NOT want to taunt off a tank if phase 1 is almost over, because then your threat will be right up there with the tanks on Al'ar. If it's mid-phase or early on it's fine.

Phase 1 (DPS): You are attacking Al'ar the entire time. The ranged should be on adds. Refresh your Judgement as necessary if it falls off while he does Meteor. Wisdom may be more important than Crusader on this one due to the length of the fight and the hurt it can put on your mana pool. Just stay mobile and stay on Al'ar. Don't die to Flame Patches, or you're a failure.

Phase 2 (Add tank): After every Meteor, you will now have two adds to deal with rather than one. Make sure that you have assist and can mark an add, and mark your primary target. As soon as the adds aggro someone (it takes a couple seconds) mash your taunt button and they'll both be right on you. Then the second add tank (if present) can pull the unmarked add off of you and the ranged can take them down individually.

... Trash Mobs leading up to Solarian
These are a combination of blood elf and AoE packs, with one mechanical pack. Tanking them is easy, DPSing them is even easier. If you have a Prot pally, go back to your Sacrifice and max-rank Consecration combination for the AoE packs.

2) High Astromancer Solarian
Rip her god damn face open. Soon as you engage, after your shaman drops his totems and uses Bloodlust, burn Avenging Wrath and just rip her a new one. Use max rank consecrations while AW is up. Threat is not much of an issue on this fight. She does actually have a melee, and it hurts, but nothing that can't be healed through (healers are watching for her target anyway). When she spawns adds, once again, max rank consecrations and BoSac on the AoE tank. When the priest adds spawn, go help burning them down. They're stunnable, so save HoJ for when they try to heal, then blast them with a JoComm. Soon as both priests are dead, rinse and repeat back onto Solarian.

Her second phase is a joke, just make sure your tank gets aggro on the big fat voidwalker that she turns into and then go back to DPSing.

... Trash Mobs leading up to Void Reaver
This is mostly dealt with by your raid's CC, so just DPS what you need to. Note that the bomb-throwing guys are stunnable, so use HoJ and JoComm on 'em.

3) Void Reaver
It is almost inevitable that you're going to die on this fight if you're any good. Not even Prism of Inner Calm will save you (though I've had some very interesting VR fights where I pull aggro, tank for about fifteen seconds and then he does his knockback on me and I can continue). Ironically, you can go all out as much as you want against him, since all the healing you take from the Pounding damage will give you more mana than you could ever want. Just take it easy if you want to live. If you have a Prot paladin you should be good with threat for most of the fight.

... Trash Mobs leading up to Kael'thas
Battle-mages: These are usually the first targets just because of the AoE they put out. They aren't stunnable and aren't interruptable, but are CC-able, meaning Repentance works on them. Use it when they do Blizzard to stop their cast.
Centurions: Your mages should be spamming sheep on these to interrupt their frequent (and deadly) whirlwind-style move they do. Repentance can also interrupt it.
Blood Knights: Just like the ones from before, they stun the tank and cleanse the sheeps, so keep that target-of-target macro ready.
Inquisitors: These are squishy, but they put Shadow Word: Pains on people. Cleanse them off ASAP as they do a lot of damage.
Marshals: The same Marshal you saw at the start of the instance, make sure you run away from its whirlwind.

=================================================================================

[ Post edited by Exavier ]


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  • 4. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 01:55:04 PM PST
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=================================================================================

4) Kael'thas Sunstrider
You will only ever have one assignment on this fight: DPS your brains out. You don't have to deal with Mind Control duty, nor do you tank, nor do you interrupt, so you are one of the primary DPSers on this fight.

Phase 1: Individual advisors
    Thaladred: Run away from him when he targets you. Put Judgement of Wisdom up there if no one else is. Make sure he does in the position your raid has laid out (we kill him dead-center).
    Sanguinar: Start DPSing when he's situated correctly in the position where he's going to die (we do east). He does an AoE fear that the shaman in your group, if he's good, will catch with good timing on Tremor Totem.
    Capernian: Another ranged-DPS only. Just go stand next to Telonicus when she's in position.
    Telonicus: DPS him down but take it easy, because you don't want a tank ending up with the Remote Toy debuff. You can bubble the debuff off if you get it.


Phase 2: Weapons
Your first target should typically be the mace. One of your interrupting melee should be sitting on the staff and catching its casts, while the rest of your melee is on the mace. Spam max-rank Consecrations when AoE is ready, and make sure you judge Wisdom on your target to make this easier on your mana pool. Don't be afraid to pull aggro on the mace, as it doesn't hit very hard at all--just make sure that if you do, you pull it out of the AoE when it's near death. The axe (your weapon) will probably NOT be dead by the time you reach this phase, so it's advised that you pick up a 1h-sword and DPS whatever's left with that so you have the run-speed buff and can go pick up your axe quickly.

Phase 3: All advisors
The melee will probably end up still having to kill the shield by the time you enter this phase. Make sure ALL tanks are ready and in position at the start of this phase. The shield (like all other weapons) is stunnable, so don't be afraid to HoJ it. After the shield dies you'll most likely be on Sanguinar next. This is a good time to blow Avenging Wrath and for your shamans to Bloodlust. Burn him down fast so you have at least 3 advisors dead by phase 4. After you kill Sanguinar your melee should move over to Telonicus.

It is EXTREMELY important that you run like hell when you get gazed by Thaladred. Make sure he's away from Sanguinar's area, and make sure you don't run him towards Capernian's area. Your raid should have a designated area to run to. Also, NEVER bubble when he gazes you or he'll go kill someone else and you'll probably have wiped the raid.

Phase 4: Kael'thas (100%-50%)
Your job during this phase and phase 5 is unique. You are melee, so you are on Kael most of the time, but when eggs spawn you should go help burst those down. Save Avenging Wrath for it, go splat the egg when it spawns, and then go run back to Kael'thas with the rest of your duration. You don't have to worry about any interrupting during this phase, so just go all-out damage on him. Don't die to Flamestrike or you fail.

Phase 5: Kael'thas (50%-0%)
Same as phase 4 for you. Make sure you don't touch the ground during Gravity Lapse and that you watch for the Nether Vapor. Your ranged will likely kill the phoenixes during Gravity Lapse, which means you have to go kill them as soon as it ends, then move back onto Kael'thas. If you've made it to phase 5, and your cooldowns are back up, burn AW on Kael'thas himself and rip him a new one. He should drop pretty fast.

=================================================================================

[ Post edited by Exavier ]


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  • 6. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 02:06:22 PM PST
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Bump. Learned how to Ret from your guides. Always a pleasure.

"The goods attribute designs which for the disciplinary punishment saint knight will obtain the adjustment. The disciplinary punishment saint knight should be able to obtain the DPS promotion."
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  • 8. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 02:45:07 PM PST
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Awesome guide. Certainly reported for a sticky.
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  • 9. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 02:55:13 PM PST
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Good Stuff. Sticky!

www.Zaturnyouaremighty.com
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  • Lightninghoof
  • 10. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 04:20:16 PM PST
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10/10

Random Huntard:
"Paladin get heal screw heal worth it not. Paladin Desire I still. Crazy am I?"

http://i160.photobucket.com/albums/t179/verican/TearPolish.jpg
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  • Silver Hand
  • 11. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 04:27:17 PM PST
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Bookmarked, keep it coming man solid advice.

Is totally not gay
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  • Turalyon
  • 12. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   02/03/2008 04:32:26 PM PST
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pfft


Hunter before Shaman on FLK IMO

but overall neato

Personally I'd love a gear guide for t5 and t6 =D
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  • Lightning's Blade
  • 13. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   03/07/2008 03:27:29 PM PST
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how the hell did this end on page one? jeez... i guess people are too busy yelling at one another and shaking their fists wildly

Tom Chilton (Kalgan) @ BlizzCon 2007:
"Yes, stat distribution will be changed for the paladin--totally agree. Reliance on spell damage specifically will be lessened."

We want proper scaling!
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  • Burning Blade
  • 14. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   03/07/2008 04:21:01 PM PST
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10/10

I loved the VR part

"If your any good your envitably going to die here"

Never let the facts get in the way of a good argument.
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  • 15. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   03/18/2008 06:33:22 AM PDT
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This is nothing short of spectacular.

Thank you.

Blizzard should make you the class representative for Ret.

"Victorious Warriors win first & then go to war, while defeated warriors go to war first & then seek to win." - Sun Tzu "Art of War"
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  • Eitrigg
  • 16. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   03/18/2008 07:01:00 AM PDT
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Excellent guide, thanks.

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  • Bloodhoof
  • 17. Re: The Retributer's Path 3: ZA/SSC/TK as Ret   03/18/2008 07:15:31 AM PDT
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Always a pleasure to see your guides on page 1 of the pally forums Exavier. Thanks for posting this.
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