Blessed Hammer does not belong in ret tree

Thing is I think given all the various ranges on everything that’s all probably going to change to be more consistent across the board.

*Holystrike

Would be awful in pvp if it could be magic immuned

A light spear is a cool idea.

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So imp CS supposed to grant extra charges to BH, on top of CS cd reductions.

We can literally just run around throwing hammers like boomerangs and build hp

Holystrike is physical and holy. So even if you magic immune you still take dmg. And its buffed by mastery

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To those who didn’t read the patch notes, there is already supposed to be a talent that chancges CS damage into holystrike.

Essentially, by choosing crusading strikes, your auto attacks will do holystrike damage. if both talents is chosen. We also have another talent that increases our auto attack speed by 20%, as well as another talent that makes CS a cleave.

If all talents is choosen, our auto attacks will generate HP passively, cleave and do holy strike damage, as well as scale very well with haste.

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That’s what I want. Scales off mastery but can’t be immuned the way radiant can

Cs is physical dmg so if it replace auto. Its still physical dmg. Just that it generate HP.

You need to go down the lane to get the holystrike one which is almost last row

That isn’t blessed hammer, that is divine hammer. I played ret before DH I just don’t care to switch who I post on.

The issue here is that the auto attack route can ALSO get those damage increases. If you want to create possibility of a build that still uses CS you need to make it exclusive from the auto attack talent AKA within the choice node that blessed hammer completely wastes the spot of.

If blessed hammer instead read. Crusader strike deals 80% more damage and gains another charge or deals more damage and applies the judgement finisher damage increase then it would actually create another play style for people who WANT to have CS pressed AND feel good.

I just checked and if you want to press CS you can still have it holystrike and avoid hammer.

I’m fine with it, as long as it’s effective against melee fighters. I like winning against other melee.

Its a choice node, just don’t take it. Your not being force to take it. I don’t see the problem in having it, its not like its a potentially game breaking or powerful ability(like Spellwarding)

With both Blessed Hammer and Divine Hammer, people can now have their Hammerdin in WoW.

It’ll potentially help pull rogues out of stealth. But its still technically a melee ability, as it won’t hit anything when initially thrown outside of melee. So it won’t have huge advantages over Crusader Strike, as its not likely to hit when being kited. But being able to build holy power without a target and outside of combat would certainly be helpful.

Don’t know if I’d take it though. Always felt awkward to use for damage.

That needs to be reigned in. As much as I like paladins having range and have advocated for such(within a reasonable limit.) They are still meant to be melee and should still feel as though they are. Abilities within 10 to 12 yards are still going to feel melee’ ish due to the still close proximity of the target. Which is traditionally the range paladins had on some of their biggest hitting abilities from the beginning. Judgement being the first, being originally 10 yards, then Divine Storm at 8 yards and later Final Verdict(which kind of took up the role Judgement once did with its 10 yard range and being big hitter). But once you go beyond that, it no longer feel melee and its basically become a ranged caster. Obviously I think there should be some exceptions to this, such as current Judgement, Blade of Justice and Hammer of Wrath. But draw the line with Finishers.

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Man tell that to surv.

Sometimes I forget they’re even a melee spec to begin with.

Regardless we still need to be in melee. BH and Jurisdiction just allow to keep pressure on people who kite us.

Honestly it depends what ideas they got cooking regarding movement like they mentioned yesterday.

Cuz if we get a leap then this crazy range might be over kill, or it might not, if it has a crazy long cd for a gap closer.

We’ll see

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Well they’re still Hunters, so there’s reason to blur the lines with them and they still use a crossbow(its animation but still).

But with this only for a very minor benefit by comparison

True, but I don’t think that’ll last if it makes Ret too unpeel able because it is significant range(I also think it would be better to go up in small increments of capability, its easier for players of other classes to adjust to. Leading to less out cry of Overpowered). The other issue is it does nothing for actual mobility, while it does reduce the gap needed to close(something I’ve advocated for)it can’t be used to reposition or escape.

I’d still prefer the range be toned down a bit and still get that mobility tool.

The problem is base CS will not ever be competitive because auto CS can take all the same damage increases. The buffed CS MUST be a choice between it and auto CS.

It’s there now, left side of the tree.

Blades of light

Works on Judgement, Crusader Strike and Hammer of Wrath

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It needs tweaking, but it’s more or less a defensive tool. Going through the tree we have a couple talents that don’t do too much aside from maintaining a steady throughput of survivability. It would need to be tuned, but it seems like it would go over rather well in PvP, especially.

A defense option shouldn’t be in the choice node with something that removes a button entirely imo.

We’ll if we’re talking about theme as compared to hunters then I think we have every right to be mid ranged as good as them. Being magic users and all, no escape from the law type thing.

I am concerned at how OP it could be. I just hope blizzard ain’t to timid too keep us in a good spot with or without w/e additional movement buffs they got cooking up

I’m just having a good time in the ptr and don’t want it to be nerfed to the ground without giving it a real chance.

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