Showing posts with label crusader strike. Show all posts
Showing posts with label crusader strike. Show all posts

Wednesday, December 30, 2009

Ret FAQ for 3.3

Greetings once more, interwebs. I come bearing a revised FAQ for you. Please note - I will likely discontinue updates of E4AE's version of the guide with this version, and instead maintain my guide on Maintankadin's site (found under Guides > Dual Specs > Ret PvE, or something to that effect).

It is also a possibility that I will blow up E4AE, as I might need to use my Blogger account for business-related things - if you're curious, hit me via e-mail.

Without further ado...

--------------------------------

I'm not kidding when I say there are people out there who still don't quite understand what the flux they're doing when it comes to retribution. So, here's a PvE ret primer in FAQ format. Feel free to submit additional commonly asked questions in the comments, I'll add them and the answers as I deem fit.
What follows is up to date as of patch 3.3. To find out what I've changed since the original posting, please refer to the change log at the end of this post.
To jump to a specific section or question, click the appropriate link below.

I. Talents and Skills


II. Gear, Enchants, and Glyphs

III. Miscellaneous Questions





I. Talents and Skills

Q: How should I spec?
A: For PvE, anything resembling 5/5/52 is a good start. Here's some specs to choose from:
5/11/55
5/10/56
11/5/55
I personally run with 11/5/55 . Please note that my spec examples have Improved Blessing of Might - Vindication is also a valid choice to provide the group with an AP debuff. Communicate with your raid team to cover the buff/debuff that isn't currently accounted for.

Q: What seal should I use?
A: For PvE in raids, Seal of Vengeance or Seal of Corruption, depending on your faction. Use Seal of Command or Seal of Righteousness in times when the mobs you're attacking won't live long enough for the seal's DoT debuff to stack up to 5 or in AoE situations.

Q: What Judgement should I use?
A: If you're the only paladin, it's a judgment call (hardy har har). Caster-heavy groups get JoWisdom and healing-intense fights get JoLight, choose based on the group composition and encounter. When in doubt, Wisdom it out.

Q: What's my skill rotation?
A: Retribution doesn't have a set rotation like a rogue or a mage might. Retribution normal functioning is more akin to a shadow priest's skill priority system, keeping everything on cooldown as much as possible. Here's your basic priorities, with conditionals in parentheses:

Crusader Strike > (Hammer of Wrath) > Judgement > Divine Storm > Consecration > Exorcism > (Holy Wrath)

With starter equipment, Crusader Strike is your highest DPS and DPM move, as it is relatively inexpensive, has a short cooldown, and procs both your seal and Righteous Vengeance. Use it liberally. Judgement is a big source of damage and returns mana through JotW, so keep that high in your priorities as well. For AoE situations, this priority ranking changes, the above is for single target stationary DPS. For multi-target, emphasize Divine Storm and Consecration while using Seal of Righteousness or Command. For movement intense fights, drop Consecration behind Exorcism.

Please note that these aren't hard and fast rules. Pick which skills you use when intelligently and don't just blindly hit whatever's higher on this list. Your goal is to use as many of these abilities as you can in the time allowed (the boss's life span).

Once you have tier 9 gear, Judgement becomes your top priority:

Judgement > Crusader Strike > (Hammer of Wrath) > Divine Storm > Consecration > Exorcism

Critting DoT's is great, and big Judgements are awesome. That's why Judgement moves to the forefront.


With the 2 piece tier 10 bonus, however, the priority changes again:


Judgement > Divine Storm > Crusader Strike > (Hammer of Wrath) > Consecration > Exorcism


The 2pc t10 bonus periodically resets your Divine Storm cooldown, which lets you cast it more often and reduces its effective cooldown. As DS can proc Seal of Vengeance, hits harder than CS, and can proc Righteous Vengeance, it gets moved up in the rotation. Judgement remains at the front of the line because at this gear level, Judgements are enormous.


In short, use your highest damage-per-global-cooldown abilities first, which changes based on your gear level and set bonuses.

Q: What blessings do I want?
A: Might > Kings > Wisdom > Sanctuary

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II. Gear, Enchants, and Glyphs


Q: What stats should I gear for?
A: For raiding, you want to aim to stack hit to about 263 hit rating (which will yield 8% hit, the most needed for hitting a raid-level boss) and lots of strength. Past that, stack to about 214 expertise rating (which will yield 26 skill, or 6.5% dodge reduction) and then crit, haste, and armor penetration can come as they may. In list format:

1. Hit (to 8%, or ~263 rating)
2. Strength
3. Expertise (to 6.5%, or ~214 rating before racials - get to 26 expertise skill)
4. Crit
5. Agility
6. Haste
7. Armor Penetration

Please note that while haste is still ranked fairly low, it is by no means useless. Haste, crit, and agility are about equal, crit just barely edges out haste. Don't shun the haste gear. Also, the value of Armor Penetration scales upward as you stack it - the more you've got, the better it is.
Also note, if you are Alliance and always run with a Draenei, you can get away with 230 hit rating, as you will have the Heroic Presence buff aura.

Go forth and gear up.

Q: What major glyphs should I use?
A: Glyph of Judgement, Glyph of Consecration, Glyph of Seal of Vengeance, and Glyph of Exorcism are your choices. My recommendation is the following:

1. Glyph of Judgement
2. Glyph of Consecration
3. Glyph of Seal of Vengeance if you are not expertise dodge-capped (26 skill), Glyph of Exorcism if you are

If you can get any significant amount of Expertise out of the Glyph of SoV, I recommend using it.

Q: What minor glyphs should I use?
A: As long as you include Glyph of Sense Undead as one of them, it doesn't matter. I recommend using Glyph of Lay on Hands in one of your other minor slots.

Q: What enchants should I get?
A: Enchant for hit if available for the slot and you're not hit capped. Otherwise, enchant for AP. Want it broken down by armor slot? Here ya go -
Head: Arcanum of Torment
Shoulders: Greater Inscription of the Axe
Back: Major Agility
Chest: Powerful Stats
Wrists: Greater Assault
Hands: Precision if not hit capped, Crusher if you are
Legs: Icescale Leg Armor
Feet: Icewalker if not hit capped, Greater Assault if you are
Please note, profession-only gear enhancements are not in the scope of this FAQ. Research your particular professions benefits and adjust your gear accordingly.

Q: What about my weapon, how should I enchant that?
A: Berserking.

Q: How should I socket my gear?
A: Meta = Relentless Earthsiege Diamond. Make sure you fulfill your meta requirements. Gem to the melee hit cap if necessary (~263 hit rating for general raiding), then stack pure strength gems.

Q: Should I stack spell power/intellect/(insert caster stat here)?
A: No. Stick to the melee DPS plate. On occasion, you can branch out into the hunter mail or the rogue leather. Don't you dare put on that elemental shaman mail. I will find you and beat the sense back into you.

Q: Should I use weapon A or weapon B?
A: Whichever one has the higher DPS, unless there is a huge difference in damage range. If the DPS is the same, pick the one with the higher top damage. For example, The Jawbone has the same DPS and a higher top damage than Death's Bite, therefore pick The Jawbone if you're choosing between the two (discounting their other stats).

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III. Miscellaneous Questions


Q: I'm running out of mana, what should I do?
A: First step is make sure you're using Divine Plea on every cooldown. Second step is to ensure that your Judgements are not missing by having a good amount of +hit. Third step is use a mana potion. Fourth step is to cut back on Consecration if you're spamming it. Past that, if you're still running low on mana, you're doing something wrong. Parse your damage on an encounter with Recount (I recommend Patchwerk in Naxx and Ignis the Furnace Master in Ulduar as good test subjects), screenshot the skill split, and seek professional help.

Q: What consumables should I use for raiding?
A: Dragonfin Filet, Flask of Endless Rage. Runic Mana Potion if you are worried about mana, Potion of Speed if you are not.

Q: Is sword/board retribution viable?
A: Not if you want to keep up with the rogues. Get a two-hander and smash something with it.

Q: Are there tools out there to help me make gear choices?
A: There sure are. Rawr can help.

Q: How'd you get so smart, Baelor?
A: By frequenting forums and think-tanks like Elitist Jerks, Maintankadin, and Retpaladin.com.

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Change Log
12/29/09 - Altered rotation section to account for 3.3 changes and tier 10 set bonus.

Tuesday, September 1, 2009

The 3.2 Ret FAQ

Hello, interwebs.

I have a new version of the Ret FAQ for you. Before we get into it, some caveats:
1. No, this post does not mean I'm posting on a regular basis again.
2. No, I will not be posting on a regular basis in the future.
3. This update to the FAQ was done because it might be published in other places and because I haven't seen anything phenomenal come about to replace it yet.
4. I wanted to see if the HTML coding for in-post bookmarking and tagging was done correctly.
5. I want some community input to make sure I didn't screw anything up.

Without further adieu, the 3.2 Ret FAQ...

---------------------------------------

I'm not kidding when I say there are people out there who still don't quite understand what the flux they're doing when it comes to retribution. So, here's a PvE ret primer in FAQ format. Feel free to submit additional commonly asked questions in the comments, I'll add them and the answers as I deem fit.

What follows is up to date as of 9/1/09. To find out what I've changed since the original posting, please refer to the change log at the end of this post.

To jump to a specific section or question, click the appropriate link below.

I. Talents and Skills
How should I spec?
What seal should I use?
What Judgement should I use?
What's my skill rotation?
What blessings do I want?

II. Gear, Enchants, and Glyphs
What stats should I gear for?
What major glyphs should I use?
What minor glyphs should I use?
What enchants should I get?
How should I enchant my weapon?
How should I socket my gear?
Should I stack spell power/intellect?
Should I use weapon A or weapon B?

III. Miscellaneous Questions
I'm running out of mana, what should I do?
What consumables should I use for raiding?
Is sword/board retribution viable?
Are there tools out there to help me make gear choices?
How'd you get so smart, Josh?

----------------------

I. Talents and Skills
Q: How should I spec?
A: For PvE, anything resembling 5/5/52 is a good start. Here's some specs to choose from:
5/11/55
5/10/56
11/5/55
I personally run with 5/12/54. Please note that my spec examples have Improved Blessing of Might - Vindication is also a valid choice to provide the group with an AP debuff. Communicate with your raid team to cover the buff/debuff that isn't currently accounted for.

Q: What seal should I use?
A: For PvE in raids, Seal of Vengeance or Seal of Corruption, depending on your faction. Use Seal of Command or Seal of Righteousness in times when the mobs you're attacking won't live long enough for the seal's DoT debuff to stack up to 5 or in AoE situations.

Q: What Judgement should I use?
A: If you're the only paladin, it's a judgment call (hardy har har). Caster-heavy groups get JoWisdom and healing-intense fights get JoLight, choose based on the group composition and encounter. When in doubt, Wisdom it out.

Q: What's my skill rotation?
A: Retribution doesn't have a set rotation like a rogue or a mage might. Retribution normal functioning is more akin to a shadow priest's skill priority system, keeping everything on cooldown as much as possible. Here's your priorities, with conditionals in parentheses:

Crusader Strike > (Hammer of Wrath) > Judgement > Divine Storm > Consecration > Exorcism > (Holy Wrath)

Crusader Strike in 3.2 is your highest DPS and DPM move, as it is relatively inexpensive, has a short cooldown, and procs both your seal and Righteous Vengeance. Use it liberally. Judgement is a big source of damage and returns mana through JotW, so keep that high in your priorities as well. For AoE situations, this priority ranking changes, the above is for single target stationary DPS. For multi-target, emphasize Divine Storm and Consecration while using Seal of Righteousness or Command. For movement intense fights, drop Consecration behind Exorcism.

Please note that these aren't hard and fast rules. Pick which skills you use when intelligently and don't just blindly hit whatever's higher on this list. Your goal is to use as many of these abilities as you can in the time allowed (the boss's life span).

Q: What blessings do I want?
A: Might > Kings > Wisdom > Sanctuary

Back to top

II. Gear, Enchants, and Glyphs
Q: What stats should I gear for?
A: For raiding, you want to aim to stack hit to about 263 hit rating (which will yield 8% hit, the most needed for hitting a raid-level boss) and lots of strength. Past that, stack to about 214 expertise rating (which will yield 26 skill, or 6.5% dodge reduction) and then crit, haste, and armor penetration can come as they may. In list format:

1. Hit (to 8%, or ~263 rating)
2. Strength
3. Expertise (to 6.5%, or ~214 rating before racials - get to 26 expertise skill)
4. Crit
5. Agility
6. Haste
7. Armor Penetration
8. Attack Power

Please note that while haste is still ranked fairly low, it is by no means useless. Haste, crit, and agility are about equal, crit just barely edges out haste. Don't shun the haste gear. Also, the value of Armor Penetration scales upward as you stack it - the more you've got, the better it is.
Also note, if you are Alliance and always run with a Draenei, you can get away with 230 hit rating, as you will have the Heroic Presence buff aura.

Go forth and gear up.

Q: What major glyphs should I use?
A: Glyph of Judgement, Glyph of Consecration, Glyph of Seal of Vengeance, and Glyph of Exorcism are your choices. My recommendation is the following:

1. Glyph of Judgement
2. Glyph of Consecration
3. Glyph of Seal of Vengeance if you are not expertise dodge-capped (26 skill), Glyph of Exorcism if you are

If can get any significant amount of Expertise out of the Glyph of SoV, I recommend using it.

Q: What minor glyphs should I use?
A: As long as you include Glyph of Sense Undead as one of them, it doesn't matter. I recommend using Glyph of Lay on Hands in one of your other minor slots.

Q: What enchants should I get?
A: Enchant for hit if available for the slot and you're not hit capped. Otherwise, enchant for AP. Want it broken down by armor slot? Here ya go -
Head: Arcanum of Torment
Shoulders: Greater Inscription of the Axe
Back: Major Agility
Chest: Powerful Stats
Wrists: Greater Assault
Hands: Precision if not hit capped, Crusher if you are
Legs: Icescale Leg Armor
Feet: Icewalker if not hit capped, Greater Assault if you are
Please note, profession-only gear enhancements are not in the scope of this FAQ. Research your particular professions benefits and adjust your gear accordingly.

Q: What about my weapon, how should I enchant that?
A: Berserking.

Q: How should I socket my gear?
A: Meta = Relentless Earthsiege Diamond. Make sure you fulfill your meta requirements.
Gem to the melee hit cap if necessary (~263 hit rating for general raiding), then stack pure strength gems.

Q: Should I stack spell power/intellect/(insert caster stat here)?
A: No. Stick to the melee DPS plate. On occasion, you can branch out into the hunter mail or the rogue leather. Don't you dare put on that elemental shaman mail. I will find you and beat the sense back into you.

Q: Should I use weapon A or weapon B?
A: Whichever one has the higher DPS, unless there is a huge difference in damage range. If the DPS is the same, pick the one with the higher top damage. For example, The Jawbone has the same DPS and a higher top damage than Death's Bite, therefore pick The Jawbone if you're choosing between the two (discounting their other stats).

Back to top

III. Miscellaneous Questions
Q: I'm running out of mana, what should I do?
A: First step is make sure you're using Divine Plea on every cooldown. Second step is to ensure that your Judgements are not missing by having a good amount of +hit. Third step is use a mana potion. Fourth step is to cut back on Consecration if you're spamming it. Past that, if you're still running low on mana, you're doing something wrong. Parse your damage on an encounter with Recount (I recommend Patchwerk in Naxx and Ignis the Furnace Master in Ulduar as good test subjects), screenshot the skill split, and seek professional help.

Q: What consumables should I use for raiding?
A: Dragonfin Filet, Flask of Endless Rage. Runic Mana Potion if you are worried about mana, Potion of Speed if you are not.

Q: Is sword/board retribution viable?
A: Not if you want to keep up with the rogues. Get a two-hander and smash something with it.

Q: Are there tools out there to help me make gear choices?
A: There sure are. Rawr can help.

Q: How'd you get so smart, Josh?
A: By frequenting forums and think-tanks like Elitist Jerks, Maintankadin, and Retpaladin.com.

Back to top

Friday, January 30, 2009

Examining Ret Glyphs

After finally giving in to better judgment and replacing my Glyph of Seal of Command with Glyph of Consecration, my attention turns to my third glyph. Currently, I have Glyph of Crusader Strike equipped, which decreases the cost of Crusader Strike by 20%. Let's do a little math, shall we?

The cost of Crusader Strike is 6% of the paladin's base mana, which at level 80 works out to 351 mana. With the glyph, the cost drops by 20% to 281 mana, saving 70 mana per strike.

Over a 5 minute fight, a paladin can do a maximum of 50 Crusader Strikes - that would be if the paladin used Crusader Strike on cooldown, every cooldown, with no interruption and no latency. Unglyphed, those 50 Crusader Strikes would cost 17,550 mana. With the glyph, however, those same 50 strikes would cost 14,050 mana - a savings of 3500 mana, half of a raid-buffed mana pool.

But wait! There are other glyphs to consider! What about Glyph of Hammer of Wrath? This glyph reduces Hammer of Wrath's mana cost by 100%, making it free to spam your Hamxecute. At 527 mana per Hammer, you only need to cast Hammer of Wrath 7 times to have the mana savings from this glyph surpass that of Glyph of Crusader Strike in a 5 minute fight. That would mean that the boss's under 20% phase would need to last about 45 seconds so that enough hammers could be thrown to get that much of a benefit - that's 15% of the total fight.

I'm not convinced that a boss would only die 5% faster with warriors Executing, paladins Hamxecuting, mages throwing Molten Fury-empowered spells, and everyone going "full burn." However, as the "under 20%" phase gets stretched out and the paladin can use Hammer of Wrath more and more, the scale tips toward Glyph of HoW. For every Hamxecute used, that's 527 mana saved, versus 70 mana per Crusader Strike with Glyph of CS. So, if you experience long-ish fights (be it because the boss has tons of health or your raid DPS is low), Glyph of HoW is better. But, if you burn down bosses quickly (be it because the boss has low HP or your raid is uber), Glyph of CS is better.

There is also Glyph of Seal of Blood, which Alex uses and likes. I am not sold on its usefulness at first glance, but I am willing to entertain the thought. This glyph ups the mana return from Spiritual Attunement by 10% while Seal of the Martyr /Blood is active. 10% of 10% is 1%, so while a paladin has this glyph equipped and Seal of Blood going, he will receive 11% of the heal as mana instead of 10%. Now, I don't have numbers to validate how much a paladin will receive in healing over a 5 minute fight, as this varies wildly depending on the encounter, encounter length, and the damage output of the paladin. Let's consider the same 5 minute fight as above - to achieve the same mana gain/savings as Glyph of Crusader Strike, the paladin would need to take 35,000 healing from outside sources. That 35,000 healing would yield 3,500 mana returned from Spiritual Attunement, unglyphed. With the Seal of Blood glyph, that 35,000 healing would return 3,850 mana, a gain of 350 mana. For encounters with a lot of raid damage, or for paladins that tend to wander into non-lethal environmental hazards, this glyph might prove more useful than either of the ones mentioned above. This is, of course, a very contingent glyph - you must take an immense amount of damage to get the benefit.

However! There is also Glyph of Spiritual Attunement, which increases the mana gain from Spiritual Attunement by 2%. This is an additive effect - it increases Spiritual Attunement from 10% to 12%. So, no matter what, this glyph is superior to Glyph of Seal of Blood. It has the same stipulations as Glyph of Seal of Blood (must take enough damage and get healed by other people to make it work), but it's flat-out better at its job.

Despite the fact that a paladin will get a flat 1% more mana from Glyph of SA over Glyph of SoB in all situations, I still remain skeptical of using it. To be in the same realm as Glyph of CS or Glyph of HoW, a ret paladin would need to take 30k damage over a 5 minute fight and be healed through HoT's or direct heals from other people.

Now comes some more math, hold on to your hat.

Let's say a paladin does 4,000 DPS over a 5 minute fight. And lets that 25% of his damage was from Judgement (33% kickback), and 15% from his Seal (10% kickback). That would come out to 300,000 damage from Judgement (99,000 kickback), and 180,000 from his Seal (18,000 kickback). That works out to 117,000 kickback damage. Spiritual Attunement would return 11,700 mana if someone else healed that 117k damage. With Glyph of Spiritual Attunement, the heals would return 14,040 mana. That's 2,340 mana extra from kickback damage, but that's just over half the savings that Glyph of Crusader Strike would provide over that same period. To get the effectiveness as Glyph of CS, with a 5 minute encounter and 4k DPS out, the paladin would need to take well over 200,000 additional damage over the course of the fight to trigger enough Spiritual Attunement gains.

I don't know about you, fair reader, but I think that there's way too many strings attached to Glyph of Spiritual Attunement. Sure, it scales with your damage and your damage taken, but I don't have the computational skills or the data available to chart out when Glyph of SA would overtake Glyph of CS or Glyph of HoW. For Glyph of SA to be worth it, the following criteria would need to be met:

  • High personal DPS
  • Appreciable raid damage taken
  • Low/no self-healing

... and I can't give numbers at present for threshholds for either of the first two bullets.

Last but not least, there's Glyph of Avenging Wrath, which drops the Hamxecute cooldown from 6 seconds to 3 seconds while wings are up. Again, this is very conditional - a paladin will need to have an additional 2,100 mana (enough to throw 4 more Hammers) in reserve above and beyond the mana to sustain the rest of the rotation, and have his wings off cooldown, and be assured that the boss will be alive for the next 20 seconds to get full benefit from Avenging Wrath. That's a lot of criteria.

So, wrapping it all up: Glyph of Judgement, Glyph of Consecration, and then your choice of Glyph of Crusader Strike (well geared, shorter fights) or Glyph of Hammer of Wrath (undergeared, longer fights) are your safest and most dependable glyph choices for retribution. Glyph of Avenging Wrath is good if you have absolutely no mana problems. Glyph of Spiritual Attunement is acceptable if you take *a lot* of raid damage - and when I say a lot, I mean possibly fatal. Glyph of Seal of Blood is inferior in every way.

That's the scoop on ret paladin major glyphs - choose wisely, and Light be with you.

EDIT: Typo in Glyph of Seal of Blood section fixed.

Thursday, January 29, 2009

Optimizing Your Wings - Squeezing The Most Out Of Avenging Wrath

A comment by Fedaykin98 on my post Wednesday sparked some thought. Here's what he said:

When exactly do you pop [Avenging Wrath]? Ideally, one would pop it when your cooldowns are all coming up, but I haven't really been doing that.

If I pop it at the beginning, I'll likely pull threat off of some of the non-pally tanks out there. If I pop it on Judgment's first CD, I won't get the most bang for my buck because some things won't be off cooldown for a bit. If I wait until a later, more optimal CD to pop it, I reduce the chances of using it multiple times on one boss.

I guess the thing to do is to use it on the 2nd Judgment CD (meaning, after using Judgment twice, popping AW right as Judgment is becoming available) on short boss fights to maximize it's effectiveness, and as early as is safe on longer fights. Or do you try to make it overlap Hammer of Wrath?

Meter chasing Retadins want to know! =)
I generally use my wings as soon as threat is solid and Vengeance is stacked, which, broadly speaking, is sometime around the 10-15 second mark. It's all feel with me.

Now, Fedaykin is a tank, so he's speaking from the perspective of a protection paladin. However, asking about when in relation to his rotation he should pop his wings got me thinking. Is there an optimal rotation while inside of Avenging Wrath? Is there one combination of buttons that can get the most cooldowns crunched inside of 20 seconds? I mathed it out, here's what I came up with. All of the following assume the boss is above 20% health, the paladin has Glyph of Consecration equipped, zero latency, and starts with everything off or nearly off cooldown. First, let's consider cycles with 4 pieces of tier 7 equipped:

CS > Judge > DS
0.0 Avenging Wrath
0.0 Crusader Strike
1.5 Judgement
3.0 Divine Storm
4.5 Consecration
6.0 Crusader Strike
7.5 Exorcism
9.0 Judgement
10.5 Holy Wrath
12.0 Crusader Strike
13.5 Divine Storm
15.0 Consecration
16.5 Judgement
18.0 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > DS > CS
0.0 Avenging Wrath
0.0 Judgement
1.5 Divine Storm
3.0 Crusader Strike
4.5 Consecration
6.0 Exorcism
7.5 Judgement
9.0 Crusader Strike
10.5 Holy Wrath
12.0 Divine Storm
14.0 Crusader Strike
15.5 Judgement
17.0 Consecration
20.0 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > CS > DS
0.0 Avenging Wrath
0.0 Judgement
1.5 Crusader Strike
3.0 Divine Storm
4.5 Consecration
6.0 Exorcism
7.5 Crusader Strike
9.0 Judgement
10.5 Holy Wrath
13.5 Crusader Strike
15.0 Divine Storm
16.5 Judgement
18.0 Consecration
19.5 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

No matter how you slice it, you're going to pack 13 cooldowns into 20 seconds with zero latency. I didn't consider leading with Divine Storm, as it leads to a lot of cooldown clash. However, it seems the rotation with the most wiggle room for latency is CS > Judge > DS with 4-piece T7 equiped and while under the effects of Avenging Wrath.

Now, let's consider rotations without 4 pieces of tier 7:

CS > Judge > DS
0.0 Avenging Wrath
0.0 Crusader Strike
1.5 Judgement
3.0 Divine Storm
4.5 Consecration
6.0 Crusader Strike
7.5 Exorcism
9.5 Judgement
11.0 Holy Wrath
12.5 Crusader Strike
14.0 Divine Storm
15.5 Consecration
17.5 Judgement
19.0 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > DS > CS
0.0 Avenging Wrath
0.0 Judgement
1.5 Divine Storm
3.0 Crusader Strike
4.5 Consecration
6.0 Exorcism
7.5 Holy Wrath
9.0 Crusader Strike
10.5 Judgement
12.0 Divine Storm
14.5 Consecration
16.0 Crusader Strike
18.5 Judgement
3 Judgements, 3 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > CS > DS
0.0 Avenging Wrath
0.0 Judgement
1.5 Crusader Strike
3.0 Divine Storm
4.5 Consecration
6.0 Exorcism
7.5 Crusader Strike
9.0 Judgement
10.5 Holy Wrath
13.5 Crusader Strike
15.0 Divine Storm
16.5 Consecration
18.0 Judgement
19.5 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Without 4 pieces of tier 7, as long as you start with Crusader Strike before Divine Storm in your cycle, you'll get the same 13 cooldowns in 20 seconds. However, again, you get a tiny bit more wiggle if you go with CS > Judge > DS.

The bottom line in all this is that there isn't one wings rotation that really sticks out as the best of the best. If you time it when either your Judgement or Crusader Strike are coming off cooldown just as or just before you hit your wings, and the other will not be far behind, you're good to go.