Grabco
OG
This thread assumes you have a basic knowledge of gear, spec and chants. The talented +15% str is really the key talent. Paladin damage comes in 4 ways. Melee swing, Seal damage proc from melee swing. Judgement, seal proc from judgement. Or about 150+32+90+32. 5/5 seals of the pure effects seal damage and judgment damage which is a boost to 3/4 of your attacks.
Two things I can't seem to decide on are the glyph and the chest piece. The chest piece will dictate other slots but basically it is between the BoA leather chest with
+10 stam/+13ap/+6hit
or the "plate" chest with
+7stam/+7str/+6crit.
I don't believe in hit capping a ret pally because you have drop too many good damage pieces. But I think some hit is important. The hit chest is good because it gives 10 stam and 13 ap vs 7 stam and 16 ap from the plate. I am assuming that dps from +6 hit and dps from +6 crit are equal but have no theorycraft to back it up.
The glyph is a real personal preference.... I guess. Glyph Hammer of Justice +5yds or glyph +10% judgements damage.
The 10% judgement seems like the obvious choice and would improve overall damage by about 1dps. (90 judgment damage +9 from glyph = 99. 9 damage/10 second cooldown is about 1dps). Stacked with the talent this would be 25% improved judgment damage.
Hammer of justice glyph. If you understand why minor speed is good you will understand why this glyph improves dps. Time on target is defined as the amount of time you are actively doing damage to the target. In a raid fight (lvl 80) if you spend more than 4 seconds running at a time a boot speed enchant will benefit your damage more than any other enchant. In pvp the same concept applies and because you are almost constantly moving minor speed is by far the best boot enchant followed by +5 hit and +7 agility.
+5 yds to your hammer will allow you to do several things better.
1. Bring your target in range for a huge burst.
2. Prevent a heal or lifeblood pop from a farther distance
3. Hammer works while running away. You will be able to run farther before stunning which can mean an extra bandage tick.
4. "WTFHAMMER?" I swear it works from like 15 yds away sometimes.
Two things I can't seem to decide on are the glyph and the chest piece. The chest piece will dictate other slots but basically it is between the BoA leather chest with
+10 stam/+13ap/+6hit
or the "plate" chest with
+7stam/+7str/+6crit.
I don't believe in hit capping a ret pally because you have drop too many good damage pieces. But I think some hit is important. The hit chest is good because it gives 10 stam and 13 ap vs 7 stam and 16 ap from the plate. I am assuming that dps from +6 hit and dps from +6 crit are equal but have no theorycraft to back it up.
The glyph is a real personal preference.... I guess. Glyph Hammer of Justice +5yds or glyph +10% judgements damage.
The 10% judgement seems like the obvious choice and would improve overall damage by about 1dps. (90 judgment damage +9 from glyph = 99. 9 damage/10 second cooldown is about 1dps). Stacked with the talent this would be 25% improved judgment damage.
Hammer of justice glyph. If you understand why minor speed is good you will understand why this glyph improves dps. Time on target is defined as the amount of time you are actively doing damage to the target. In a raid fight (lvl 80) if you spend more than 4 seconds running at a time a boot speed enchant will benefit your damage more than any other enchant. In pvp the same concept applies and because you are almost constantly moving minor speed is by far the best boot enchant followed by +5 hit and +7 agility.
+5 yds to your hammer will allow you to do several things better.
1. Bring your target in range for a huge burst.
2. Prevent a heal or lifeblood pop from a farther distance
3. Hammer works while running away. You will be able to run farther before stunning which can mean an extra bandage tick.
4. "WTFHAMMER?" I swear it works from like 15 yds away sometimes.