Rule 1: Most players are stupid and/or closed-minded.
Be ready to deal with this. Retribution is a solid raid spec, between being able to keep up 3 judgments in 2.3, or being the only Paladin able to put up Sanctified Crusader in 2.2. We offer a lot, and we offer solid damage to boot, especially with the soon-to-come threat reduction. 2.3 really needs to come out already, but I digress...
Most players don't understand that. You're already in a guild that accepts you, and that's great, though I understand feeling like most people think you're crazy or useless, because they don't understand. If the officers understand and want you in, then you're fine. If they're problems too, you may consider moving on. Look around to see who's making the kind of progress you're looking for, hit up an officer for that guild and tell them that you want to join, what you're going to do for them, and why that will be beneficial for them. A few talking points to consider:
- I offer 3% increased crits to all members of the raid. Feral/balance druids can offer only 5% to one party, limited to one type of crit (spell vs. melee). Mention that by offering 3% increased damage to, say, 10 players (assuming there are that many mages/shamans/warrior/druids/rogues/destro locks/hunters doing DPS, there are probably more), you're doing 30% of their average DPS just by being there. Even blindfolded you can match 70% of the average DPS of those characters, making you clearly on an even footing with them.
- If I'm given Windfury, my damage will be easily comparable to anyone in the raid (save rogues, who beat everyone), I can bring 2% more damage to any group, and 10% increased damage (and therefore threat) to any Prot Pally.
- By bringing in me as DPS, you have an entire extra set of blessings to work with, without sacrificing a DPS player
Tell them you'd like to come in as a trial member for one raid, to prove your point. You won't roll on any gear, you'll just be along for the ride, and if they don't think your DPS is sufficient, you won't bother them again. With some luck you should have no trouble getting a few guilds to try you out in this manner. Request the melee group as strongly as you can - it makes a world of difference getting Battle Shout, Trueshot, WF, Leader of the Pack, etc. If you get the melee group, you will likely be just behind the rogues if it's a solid group (after 2.3 anyways, when we get some threat-cap breathing room).
This gets your foot in the door and an opportunity for you to show your stuff. And as for your stuff...
I like your gear, but for that attack power. After you hit the hit cap (9% including precision, as you recall), your next goal is 25% crit, and your goal after that is to pump AP as much as you can, turn your hits into something worth remembering you by. 1480 isn't going to cut it, not at that level of gearing. Cut back those gems and push in some Strength ones instead, str/crit if you like. With the upcoming 3% crit increase, your crit is not just a little too high, but now WAY too high, and you can sacrifice a lot of your gems to push your AP instead.
Your neckpiece also, as I'm sure you realize, needs an upgrade. Find one with a nice strength boost if you can, otherwise get one that prioritizes AP/str over agi/crit.
Bloodlust Brooch would be rockin' for a trinket to replace your Skyguard trinket, which really only has its use in very few fights aside from its heavy crit. But again, crit isn't your problem, AP is, and you could drop it.
Also remember that 10str > 22 AP, thanks to Divine Strength and Blessing of Kings. Itemize more Strength if you can, as it will stretch much farther for your item level budget.
Drop Mongoose for Savagery, though I admit that's a bit of a personal choice. I prefer pumping AP every chance I can get, and rather dislike the idea of Mongoose. Anything that reduces my chance to proc SoC every swing (and anything that involves haste rating does exactly that) drives me up a wall. I'd rather have a solid 70 AP boost to improve every swing than an increase to my attack speed, as that only increases auto attack damage and reduces the likelihood SoC will fire. While it's made up for in the long run, in the short run SoC droughts are maddening.
I believe with your current gear, a few changes to your gems and an addition of Savagery, you'll lose ~2% crit and the chance for a Mongoose proc, but be able to push close to 1700 AP unbuffed, and with that your swings will count for much more. A new weapon wouldn't hurt either. The Hammer is nice, but I'd take Gorehowl over it any day.
Remember kids, once crit is at 25%, making those crits count is what matters. And you make them count by pumping that Attack Power!
2 comments:
Hi there!
I just wanted to say thank you for giving me even more to think about!
I've updated my gear a little since your wrote your post, and i've started making changes where i can.
I dont have a problem with raid leaders at all, or they wouldnt have asked for a retribution paladin in the first place. Its just hard getting into 5-mans some times. And when i eventually do people are always surprised!
I'm going to keep Mongoose on my Hammer of the Naaru for the moment until i get Worldbreaker. Our guild are close to getting the Karathress down so it wont be long, provided i'm on the run when they drop him!
That mace has a chance on hit to make increase my crit chance by 900! So mongoose will be next to useless on there! So i'll Savagery on it instead!
I'm just lacking in cash at the moment. Grind Grind Grind!
Once again thanks! i'll add a link to your blog on mine! :) Pop over and take a look :)
My Arena Partner was a Holy Pally (I'm Balance Druid), and we rocked. With 2.3 he switched to Ret, and we are still getting used to eachother. However, as a guild leader myself, I accept everyone and encourage everyone to play what makes them happy. Ret brings huge advantages, and just like with moonkins, many just dont understand. Do what you luv and luv what you do, and the world remains a better place...
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