Retribution paladins are a throwback to the days when people thought
paladins were Warriors of Light, with the purpose of crushing the enemy
beneath their plate armored feet. With Wrath of the Lich King that
came true and the Retributiuon Paladin became a force to be feared.
With Cataclysm that force has been blunted, a bit, but a well-played
Ret Pally can still hold his own.
Cataclysm also introduced a completely new game mechanic to Paladins, Holy
Power. For anyone who played a Rogue, the Holy power mechanic
was very familiar, being similar to combo points. Long time pally
players have very mixed feelings about the new mechanics, but are
getting used to them.
With 4.06 it looks like Ret Pallies have been nicely buffed after
the 4.0 nerfs.
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About those Buffs and Nerf Bats
With any big patch come the nerfs and buffs. One class will walk on
water while another will be walked on, by nearly everything. Much complaining
will ensue and the following week the situation may be reversed. Eventually
it settles down into something that might be called "balance."
We'll leave the discussions of the current "balance" and the "Flavor
of the Minute" to the forums.
This guide is simply intended to provide a general
overview of the Retribution Paladin.
For a more in-depth and highly detailed resource on everything Paladin related, from leveling to PvP to Raiding to earning gold,
check out the Killer Guides' Paladin guide.
Divine Storm now generates 1 point of Holy Power
if it deals damage to 4 or more targets.
Sacred Shield's internal cooldown has been increased
to 60 seconds, up from 30. Ouch.
Paladin Bug Fixes
Casting Guardian of Ancient Kings no longer resets the auto-attack
swing timer.
The Retribution version of Guardian of Ancient Kings now benefits
from the paladin’s hit and expertise.
Judgements of the Just debuff can no longer trigger talents and
other effects.
Seal of Truth: Fixed a tooltip error that stated swings at targets
with Censure fully stacked dealt 9% weapon damage. They actually
dealt 15% damage and the tooltip has been updated accordingly.
Paladin Known Issues
The Retribution version of Guardian
of Ancient Kings is easily distracted and will not always properly
assist the paladin.
Race choice
Yes, I know you want to play an Undead or Gnome Paladin. Sorry, it
ain't happening. Maybe with WoW 5.
Blood Elf - Best hair, subject to off-color jokes.
Arcane Torrent is your one and only worthwhile ability. Somewhat
redundant with Rebuke, it's an area effect interrupt/silence,
which is definitely useful
when fighting groups with casters. It's not a PvP interrupt.
The mana gain is probably not significant.
Draenei - Squids. As Paladins. Ok, whatever...
+1% Hit saves some rating points to reforge into something else.
Their Heal might make some difference on occasion, but it isn't important.
Dwarf - Short, best beards in the game.
Expertise with Maces is useful only if the best available weapon
is a mace.
With 4.06 the Stoneform ability reduces damage by 10% in addition
to washing away bleeds and such. Probably more PvP value than PvE,
but then there are those times...
Human - Best Pally race?
Expertise with Maces and Swords is, like the Dwarves, useful if
the best weapon available is a mace or sword.
The escape ability has occasional PvE use and allows the replacing
of the PvP escape trinket with something that adds stats.
Spirit gain is useless.
Diplomacy is very nice if you're going to be doing any rep grinding.
Tauren - Big, warm, and fuzzy makes
the Tauren the ultimate Pally race. Oh, that's not enough? Ok...
5% health bonus is always nice, but probably more useful for PvP
than PvE and it doesn't scale well at very high level.
War stomp is an Area Effect stun which is, again, probably more useful
for PvP than PvE.
With the talent system introduced in 4.0 all characters pick their
specialization (spec) at level 10 and will stick with that spec until
31 points have been spent. After that you can branch out into Holy
or Protection or just stick with Retribution.
The other change for all Paladins is the introduction of the Holy
Power mechanic. Paladins still use mana as before,but now certain abilities
will build Holy Power points. Certain other abilities will discharge
these points, much like a Rogue's Combo Points and Finishing Strikes.
An example is using your Crusader Strike to build up 1 to
3 Holy Points, and then use them to power Word
of Glory (an instant
heal) or Templar's Verdict (a powerful strike.)
For Retribution Paladins the abilites that you will
gain at level 10 are:
Templar's Verdict: A strike that consumes 1 to
3 points of Holy Power. Damage increases greatly as the
points used increase. Unlike a Rogue's Combo Points the Holy
Power stays with you, not on your opponent, allowing you to
gain HP from opponent #1 and use it on #2.
Shealth of light: Increases your spell power by
30% of your attack power and increases your chance to hit with spells
by 8%
Two Handed Weapon Specialzation: Increases the
damge done with your 2-hander by 20%
Judgements of the Bold: Your judgement (singular)
restores 25% of base mana over 10 seconds.
Mastery: Hand of Light: (changed in 4.06) Your Templar's
Verdict, Crusader Strike, and Devine Storm deal an
additiona 16.8% damage as Holy, plus an addition 2.1% for each
point of Mastery.
These talent picks make up a generic DPS build. Changes can be made
depending on your exact situation. If you're purely a DPS Pallie, then
you might mave the dual-build thing with this build for these situations
and another, slightly different, build for those situations.
For example, if the mobs you will be fighting do not throw magical
attacks that can be reflected then the Eye for an Eye talent
has no value.
Retribution (32 Points)
Eye for an Eye - Rank 1/2 -
All magic attacks against you have a 20% chance to cause 30% of the
damage taken back to the attacker as well. Adds to DPS in certain
situations.
Crusade - Rank 3/3 -
Increases the damage of your Crusader Strike, Hammer of the Righteous,
and Templar's Verdict by 30%, and the damage and healing of your
Holy Shock by 30%. In addition, for 15 sec after you kill an enemy
that yields experience or honor, your next Holy Light heals for an
additional 300%. Minions and Apparitions count as appropriate kills
Improved Judgement - Rank 2/2 -
Increases the range of your Judgement by 20 yards.
Rule of Law - Rank 3/3 -
Increases the critical effect chance of your Crusader Strike, Hammer
of the Righteous and Word of Glory by 15%.
Pursuit of Justice - Rank 2/2 -
You have a 100% chance to gain a charge of Holy Power when struck
by a Stun, Fear or Immobilize effect. In addition, increases your
movement and mounted movement speed by 15%. This effect does not
stack with other movement speed increasing effects.
Communion - Rank 1/1 -
Your auras increase your party and raid's damage dealt by 3%, and
your own damage is increased by an additional 2% at all times. In
addition, your Judgement causes Replenishment.
Replenishment - Grants up to 10 party or raid members mana regeneration
equal to 1% of their maximum mana per 10 sec. Lasts for 15
sec.
The Art of War - Rank 3/3 -
Your autoattacks have a 20% chance to make your next Exorcism instant,
free and cause 100% additional damage.
Long Arm of the Law - Rank 2/2 -
Your Judgement has a 100% chance to increase your movement speed by
45% for 4 sec when used on targets at or further than 15 yards from
you.
Divine Storm - Rank 1/1 -
An instant attack that causes 100% weapon damage to all enemies within
8 yards. The Divine Storm heals up to 3 party or raid members totaling
25% of the damage caused, and will grant a charge of Holy Power if
it hits 4 or more targets.
Sacred Shield - Rank 1/1
When reduced below 30% health, you gain the Sacred Shield effect.
The Sacred Shield absorbs damage and increases healing
received by 20%. Lasts 15 sec. This effect cannot occur more than
once every 60 sec. This is a big survivability boost in both PvE
and PvP.
Sanctity of Battle - Rank 1/1 -
Haste effects lower the cooldown of your Crusader Strike and Divine
Storm abilities.
Seals of Command - Rank 1/1 -
Your Seal of Righteousness, Seal of Truth, and Seal of Justice
now also deal 7% weapon damage when triggered. In addition, your
Seal of Righteousness now hits up to 2 additional targets.
Sanctified Wrath - Rank 3/3 -
Increases the critical strike chance of Hammer of Wrath by 60%,
reduces the cooldown of Avenging Wrath by 60 secs and allows the
use of Hammer of Wrath at all times during Avenging Wrath.
Repentance - Rank 1/1 -
Puts the enemy target in a state of meditation, incapacitating
them for up to 1 min. Any damage from sources other than Censure
will awaken the target. Usable against Demons, Dragonkin, Giants,
Humanoids and Undead.
Divine Purpose - Rank 2/2 -
The following attacks have a 15% chance to cause your next Holy
Power ability to consume no Holy Power and to cast as if 3 Holy
Power were consumed:
- Judgement
- Exorcism
- Templar's Verdict
- Divine Storm
- Inquisition
- Holy Wrath
- Hammer of Wrath
Inquiry of Faith - Rank 3/3 -
Increases the periodic damage done by your Seal of Truth by 30%,
and the duration of your Inquisition by 150%.
Acts of Sacrifice - Rank 1/2 -
Reduces the cooldown by 10% and mana cost by 10% of your Hand
of Freedom, Hand of Salvation and Hand of Sacrifice. In addition,
your Cleanse will remove one movement impairing effect if cast
on yourself.
Zealotry - Rank 1/1
Your Crusader Strike generates 3 charges of Holy Power per
strike for the next 20 sec. Requires 3 Holy Power to use, but
does not consume Holy Power.
Holy (7 Points)
Arbiter of the Light - Rank 2/2 -
Increases the critical effect chance of your Judgement and Templar's Verdict
by 12%.
Judgements of the Pure - Rank 3/3 -
Your Judgement increases your casting and melee haste by 9% for
1 min.
Blazing Light - Rank 2/2 -
Increases the damage of your Holy Shock and Exorcism by 20%.
Protection (2 Points)
Seals of the Pure - Rank 2/2 -
Increases the damage done by your Seal of Righteousness, Seal of Truth, and
Seal of Justice by 12%.
Glyphs
Glyph of Seal of Truth (Prime Glyph) -
Your Seal of Truth also grants 10 expertise while active.
Glyph of Templar's Verdict (Prime Glyph) -
Increases the damage of Templar's Verdict by 15%.
Glyph of Exorcism (Prime Glyph) -
Your Exorcism causes an additional 20% of its damage over 6 sec.
Glyph of the Ascetic Crusader (Major Glyph) -
Reduces the mana cost of your Crusader Strike by 30%.
Glyph of Hammer of Wrath (Major Glyph) -
Reduces the mana cost of Hammer of Wrath by 100%.
Glyph of Rebuke (Major Glyph) -
Reduces the mana cost of Rebuke by 100%.
Glyph of Blessing of Kings (Minor Glyph) -
Reduces the mana cost of Blessing of Kings by 50%.
Glyph of Blessing of Might (Minor Glyph) -
Reduces the mana cost of your Blessing of Might by 50%.
Pick one
Raid walkthroughs, "How to's," class guides, more! Click
Here to master the raids.
Crusade - Rank 3/3 -
Increases the damage of your Crusader Strike, Hammer of the Righteous,
and Templar's Verdict by 30%, and the damage and healing of your
Holy Shock by 30%. In addition, for 15 sec after you kill an enemy
that yields experience or honor, your next Holy Light heals for
an additional 300%.
Improved Judgement - Rank 2/2 -
Increases the range of your Judgement by 20 yards.
Guardian's Favor - Rank 2/2 -
Reduces the cooldown of your Hand of Protection by 2 min and increases
the duration of your Hand of Freedom by 4 sec.
Rule of Law - Rank 3/3 -
Increases the critical effect chance of your Crusader Strike, Hammer
of the Righteous and Word of Glory by 15%.
Pursuit of Justice - Rank 2/2 -
You have a 100% chance to gain a charge of Holy Power when struck by a
Stun, Fear or Immobilize effect. In addition, increases your movement and
mounted movement speed by 15%. This effect does not stack with other movement
speed increasing effects.
Communion - Rank 1/1 -
Your auras increase your party and raid's damage dealt by 3%, and your
own damage is increased by an additional 2% at all times. In addition,
your Judgement causes Replenishment. Replenishment - Grants up to 10
party or raid members mana regeneration equal to 1% of their maximum
mana per 10 sec. Lasts for 15 sec.
The Art of War - Rank 1/3 -
Your autoattacks have a 7% chance to make your next Exorcism instant,
free and cause 100% additional damage.
Long Arm of the Law - Rank 2/2 -
Your Judgement has a 100% chance to increase your movement speed
by 45% for 4 sec when used on targets at or further than 15 yards
from you.
Sacred Shield - Rank 1/1 -
When reduced below 30% health, you gain the Sacred Shield effect.
The Sacred Shield absorbs
damage and increases healing received by 20%. Lasts 15 sec. This
effect cannot occur more than once every 60 sec.
Seals of Command - Rank 1/1 -
Your Seal of Righteousness, Seal of Truth, and Seal of Justice
now also deal 7% weapon damage when triggered. In addition, your
Seal of Righteousness now hits up to 2 additional targets.
Sanctified Wrath - Rank 3/3 -
Increases the critical strike chance of Hammer of Wrath by 60%,
reduces the cooldown of Avenging Wrath by 60 secs and allows the
use of Hammer of Wrath at all times during Avenging Wrath.
Selfless Healer - Rank 2/2 -
When you heal others with your Word of Glory, it increases the
effectiveness of the heal by 50% and increases your damage done
by 4% per charge of Holy Power for 10 sec.
Repentance - Rank 1/1 -
Puts the enemy target in a state of meditation, incapacitating
them for up to 1 min. Any damage from sources other than Censure
will awaken the target. Usable against Demons, Dragonkin, Giants,
Humanoids and Undead.
Divine Purpose - Rank 2/2 -
The following attacks have a 15% chance to cause your next Holy
Power ability to consume no Holy Power and to cast as if 3 Holy
Power were consumed:
- Judgement
- Exorcism
- Templar's Verdict
- Divine Storm
- Inquisition
- Holy Wrath
- Hammer of Wrath
Inquiry of Faith - Rank 3/3 -
Increases the periodic damage done by your Seal of Truth by 30%,
and the duration of your Inquisition by 150%.
Acts of Sacrifice - Rank 2/2 -
Reduces the cooldown by 20% and mana cost by 20% of your Hand
of Freedom, Hand of Salvation and Hand of Sacrifice. In addition,
your Cleanse will remove one movement impairing effect if cast
on yourself.
Zealotry - Rank 1/1 -
Your Crusader Strike generates 3 charges of Holy Power per strike
for the next 20 sec. Requires 3 Holy Power to use, but does not
consume Holy Power.
Holy (2 Points)
Arbiter of the Light - Rank 2/2 -
Increases the critical effect chance of your Judgement and Templar's Verdict
by 12%.
Protection (7 Points)
Divinity - Rank 1/3 -
Increases all healing done by you and all healing effects on you by 2%.
Seals of the Pure - Rank 2/2 -
Increases the damage done by your Seal of Righteousness, Seal of
Truth, and Seal of Justice by 12%.
Eternal Glory - Rank 2/2 -
Your Word of Glory has a 30% chance not to consume Holy Power.
Improved Hammer of Justice - Rank 2/2 -
Decreases the cooldown of your Hammer of Justice spell by 20
sec.
Glyphs
There are several worthwhile major glyphs. Pick whichever suits your
game Glyphs can be swapped in and out by using a dose of Vanishing
Powder.
Glyph of Templar's Verdict (Prime Glyph) -
Increases the damage of Templar's Verdict by 15%.
Glyph of Word of Glory (Prime Glyph) -
Increases the healing done by Word of Glory by 10%.
Glyph of Crusader Strike (Prime Glyph) -
Increases the critical strike chance of Crusader Strike by 5%.
Glyph of the Ascetic Crusader (Major Glyph) -
Reduces the mana cost of your Crusader Strike by 30%.
Glyph of Turn Evil (Major Glyph) -
Reduces the casting time of your Turn Evil spell by 100%, but increases
the cooldown by 8 sec.
Glyph of Hammer of Wrath (Major Glyph) -
Reduces the mana cost of Hammer of Wrath by 100%.
Glyph of Blessing of Might (Minor Glyph) -
Reduces the mana cost of your Blessing of Might by 50%.
Glyph of Truth (Minor Glyph) -
Reduces the mana cost of Seal of Truth by 50%.
Glyph of Justice (Minor Glyph) -
Reduces the mana cost of Seal of Justice by 50%.
Notes:
If you're doing the BGs then look into Divine Storm and drop
a point from something else.
Seals
Seal
of Truth will be your main seal. The DoT effect from Censure
is very nice.
Seal
of Insight for those times when survival becomes more important
than damage.
Seal
of Justice won't be used much, except for those rare times when slows
are absolutely, positively more necessary than the heals or damage.
One example is in slowing Demolishers in Strand.
PvP Retribution Rotation
PvP don't need no stinkin' rotations. There are way too many possible
situations. Learn your abilities, ranges, limits, and try to learn
what other classes/spec will typically do and how to counter those.
Do not use TV unless you have 3 Holy Power
Retribution PvP 4.06 video
In this video the speaker covers talents, macros, and plenty of "how
to" stuff. You may have to turn the volumn up to hear him clearly.
Note that he values Haste more highly than others do.
Gear, repairs, enchants, gems, potions, and other consumables can
get expensive. Check out our gold guide if you need help with being
able to afford this stuff.
PVE:
8% Hit to be melee capped. This is 960 hit
rating (840 rating as Draenei). This affects all of your melee attacks,
preventing them from missing. Crusader Strike, Templar's Verdict,
Judgement, and Hammer of Wrath all use the melee hit cap.
17% Hit to be spell capped. You will gain 8% spell hit
free with Sheath of Light, bringing it down to 9%, or 1128
hit rating (1025 rating as a Draenei) to cap. The only abilities
that are affected by this are Exorcism, Holy Wrath, and Consecration.
781 expertise rating (26 expertise) to prevent
all boss dodge.
Autoattacks, Crusader Strike, Templar's Verdict, and Judgement
are all considered melee attacks, using Melee Hit and Crit %. Other
than Judgement they are susceptible to parry and dodge. Judgement
cannot be dodged, parried, or blocked, though it can miss.
Hammer of Wrath is ranged Holy damage, but behaves like many Hunter
attacks in that it uses Melee Hit and Crit %.
Some changes with 4.0 and Cataclysm:
All DoT effects are affected by haste. In theory,
this makes
haste one of your more desireable ratings. However, the
benefits of slightly faster Crusader strike and any DoT ticks are greatly offset by
any filler attacks that can be added in between your Crusader strikes.
As it works out, Haste is the worst of the stats at this time.
Plate Specialization added: Increases your primary attribute (Str)
by 5% while wearing Plate in all armor slots. Strength is the #1
stat now for Ret Pallies and this change will make sure you're wearing
plate in all your slots, instead of chain or lesser armors.
Librams no longer provide bonus to specific spells - they are stat
items with a socket. New Relics will be used interchangeably between
Death Knights, Druids, Paladins, and Shaman. There will not be a
Libram usable only by Paladins.
Stat Priorities
Assuming that you are not hit/expertise capped. Also note that exact
values will vary with gear, available buffs & debuffs, whether the
cookies are chocolate chip or something else, and so on.
Strength is tops, even above hit. If Str is available as a gem
or enchant then pick it before any other alternative.
Hit to 8% for PvE and 5% for PvP, is definitely better than...
Expertise, which is definitely better than
Mastery or Crit, which are more or less equal in value. Both are
definitely better than
Haste
Reforge Haste to better stats.
If you are under the 8% hit cap then reforge into Hit
2nd priority is Expertise to the cap of 26
3rd priority is Mastery or Crit. I'll say to go with Mastery to make
it easy.
for PvP only
Stamina for PvP or if your healers are having issues.
PvP:
Strength >= Resilience. How much Res? Maybe 3k, depending on
your game and your skills. Some go with more. Especially important
if you are the focus of all of your opposition's attentions. How
much Strength? You can never have enough.
5% Hit cap
Mastery is next best
then crit
reforge others to 5% Hit, then Mastery
Rotations
The basic rotation is Crusader Strike (CS) x 3 > Templar's Verdict
(TV), repeat.
You have three main cooldowns:
Avenging Wrath (AW): Increases all damage and healing for 20
seconds
Zealotry (Z): For 20 seconds each of your Crusader strikes will
generate 3 Holy Power.
Guardian of Ancient Kings (GAK): Summon a guardian which attacks
the opponent and provides a stacking Str buff.
For maximum burst, cast GAK first, quaff your potion,
then cast Z and AW. Naturally you can wrap those up in a macro and
throw in your "on use" trinkets. This is not recommended
if this will pull aggro off your tank.
In PvP the above will grant you about 20 seconds of Maximum Smash.
Gems and enchants and such for
the Retribution Paladin
Gem only for Str, ignoring socket bonuses. The only exception is to
activate a meta gem. Gemming for something other than Str costs
20 Str, so the socket bonus has to make up for that. Socket bonuses
of at least 20 str will, therefore, be worthwhile.
Cogwheels are loaded into sockets on Engie items, such as: Reinforced
Bio-Optic Killshades and are bought from certain engie supply
vendors.
Stamina and Resilience are necessary in PvP, how
much so depends on you. Resilience values are bouncing around a lot
with 4.0, so X points in Res. is worth one thing now and another thing
tomorrow.
Enchantments
The top enchants are very expensive. Check our wow
gold tips for info
on increasing your cash flow.
Flask:Flask
of Titanic Strength - 300 Str., 380 Str if you have Alchemy
510, Requires level 80 - hands down defeats elixirs.
Potion:Golemblood
Potion, for when you need that 25 second burst of 1200 Str. Alchemy 490 will
get you more Str. Being pure Str this will be far and away better than any other
possible potion for bursts.
Food:Seafood
Magnifique Feast provides the whole party/raid 90 Stam and 90 "in a
useful stat," which provides
the Ret Pally with 90 Str.
If you are right at the edge where your DPS is enough to pull Aggro
from the tank then a Potion or other buffing consumable is not a
DPS increase (esp. that Golemnblood potion, above.) The time spent
trying to survive will be more a big enough DPS loss to more than
make up for the potion.
If there are no worries, then go for it. For long fights (raid bosses)
consider using a potion just before the fight starts. This will allow
you to use another in two minutes. If you wait till after the fight
starts then you will only be able to use the one, due to the "one
Pot per fight" mechanics.
Professions for the Ret. Pally
Leveling a profession can cost, big time. Check our wow
gold tips for
info on increasing your cash flow and maybe making some extra gold with
your profession.
Alchemy
Your Mixology ability increases the effect of your personal
potions. This means an 80 Str add to that FLask of Titanic Str. Duration
of potions effects is also increased.
You can also create a nice
trinket which will add 351 Str.
The ability to turn
into a dragon (if you have lots of gold) is
also fun.
Blacksmithing
Can add an additional gem socket to your bracers and gloves, for
+80 Str (two red gems.)
Synapse
Springs now
boosts Str for 10 seconds every minute. This locks out trinket
cooldowns (CDs) for 15 seconds. Excellent boost but cannot be stacked with trinkets
during CD phases, requiring some CD juggling.
You can create three self-only gems to add +67 Str or +67 Resilience,
for 81 total points.
Leatherworking
Draconic Embossment
- Strength - 130 Str, self-only, Leatherworking 500.The next best
enchant is expertise, so you lose 50 Expertise to gain 130 Str. Not
a bad deal.
Herbalism adds 240 Haste for 20 sec along with a small heal over
time effect.
Skilling adds 80 crit rating
Retribution Macros
/startattack makes sure that your attack actually starts.
#showtooltip NameOfPower shows the tooltip for NameOfPower when you
hover over the macro.
Basic macro - add /startattack to any attack that you will use
to iniate combat, such as Exorcism. This ensures that your autoattack
actually starts. For example:
Helper macro. You can also use this with your various Hands. Just
swap out WoG for Hand of Whatever. If you make 4 of these you can target
each member of your 5 man party, just replace the X with a number,
1 to 4.
#showtooltip Word of Glory
/cast [target=partyX] Word of Glory
#showtooltip Hand of Freedom
/cast [target=partyX] Hand of Freedom
If you're leveling your Paladin, with the intent of reaching
the end-game Retribution goodness, then you need to know that the
fastest way to get leveled is with an automated 1-85
Paladin leveling guide. You'll never have to ask, "Where
do I go and what do I do when I get there..."
Zygor's
guide is our preferred leveling guide. It's an in-game
guide that shows up as a small window on your screen. It shows
the current quest and displays an arrow pointing the way to go,
showing you the most efficient way to knock out the most quests
in the least time.
What? You want to do a few dungeons and/or clean up the Battlegrounds
for a few levels? No problem. Zygor has been gemming and gearing
for Int and is smart enough to figure out where you are and where
you need to go, not matter what level you start with or how many
you gain in the dungeons. Watch the vide on his home
page and he'll
show you exactly how that works.
Zygor's
Guide is much like having a skilled partner
helping you out every step of the way. Its fully updated
for Cataclysm, including its nifty Talent Advisor, and
is quickly updated for all patches. Grab it now and cruise
to 85. Then you can be the one
to answer the "Where do I go at level...?" questions
in the chat channels.
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