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For a general definition, see aura.

Retribution Aura in the Trading Card Game.

The paladin auras are paladin area of effect buffs which boosts the abilities of party and raid members within a certain radius.

Information

The paladin's auras and blessings are the buffs that combine to give the class its flexibility. The auras are area of effect buffs; they affect all party and raid members within 40 yards of the paladin. A paladin may only have one aura active at one time. They are free to cast, with the only cost being the global cooldown. As such, it is wise to always have one aura or another running. Auras persist through death.

Usage

As with all paladin buffs, usage of Auras is highly situational, and it is unwise to always rely on a single aura for all situations. Indeed, switching auras in combat is frequently beneficial. However, one thing that may not be immediately obvious is that most auras (in fact, all except Crusader) only benefit a player that is actively under attack (usually your tank). To clarify, the added armor from Devotion Aura is only useful to your combat classes, if your tank is doing their job, the casters will not be under attack and will have no need for it. The same is true for Concentration Aura; if your casters are never attacked, the question of spell interruption will never arise.

If you are soloing, you of course have free choice over your aura. Popular choices are Devotion or Retribution, mostly depending on the enemy at the time. Concentration Aura is also useful.

Available auras

There are many different auras available to paladins:

Icon Aura Reqs Description
Spell holy devotionaura.png

[Devotion Aura]

Level 28 Party and raid members within 40 yards are bolstered by their devotion, reducing damage taken by 3%.
Spell holy crusade.png

[Retribution Aura]

Level 38 When any party or raid member within 40 yards dies, gives [Avenging Wrath] for 12 seconds.
Spell holy mindsooth.png

[Concentration Aura]

Level 52 Interrupt and Silence effects on party and raid members within 40 yards are 30% shorter.
Spell holy crusaderaura.png

[Crusader Aura]

Level 21 Increases mounted speed by 20% for all party and raid members with 40 yards.
Spell holy retributionaura.png

[Vengeance Aura]

PvP Retribution Level 24 Increases Holy damage and critical strike chance by 3% when any party or raid member within 40 yards become victim to a full loss of control effect.

Removed auras

Icon Aura Description
Spell fire sealoffire.png

[Resistance Aura]

All party or raid members within 40 yards get additional Fire, Frost and Shadow resistance.
Spell fire sealoffire.png

[Fire Resistance Aura]

Gives additional Fire resistance to all party members within 40 yards.
Spell frost wizardmark.png

[Frost Resistance Aura]

Gives additional Frost resistance to all party members within 40 yards.
Spell shadow sealofkings.png

[Shadow Resistance Aura]

Gives additional Shadow resistance to all party members within 40 yards.

Limitations

  • You may not change auras while silenced or incapacitated; however, they are not counted as magic, and cannot be dispelled. The only exception to this is the druid's [Cyclone] spell, which causes the aura to have no effect for the duration of the debuff.
  • Auras do not stack. If two paladins in a party are using the same aura, only the greater of the two will be in effect, the other is effectively wasted. As with blessings, it is essential that the paladins coordinate to have two different auras running, rather than overlapping with the same one.

Improving auras with talents

  • [Aura Mastery] empowers the chose aura for 8 seconds:
    • Devotion Aura: Reduced damage taken increased from 3% to 15%.
    • Crusader Aura: Mounted speed increased from 20% to 60%.
    • Retribution Aura: Duration increased by 50%.
    • Concentration Aura: Affected allies immune to interrupts and silences.
  • [Divine Vision] increases the range of the chosen aura by 30 yards and reduces the cooldown of Aura Mastery by 60 sec.

Gallery

Patch changes

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