Can we change Rebuke rune location? (Example, belt, feet.)

So, for those who don’t know, most damage that comes from Paladin is melee auto attacks, seal of command proccs, divine storm (every 10 seconds) and exorcism. Exorcism on players comes from the pants rune, Exorcist, which competes for the aoe Anti Fear rune (Inspirational Exemplar) and Rebuke (interrupt.)

Currently, in this one-shot, no resistance, spell-slinging meta, my main strategy is to run at people and force them away from the rest of the team, potentially trading positioning for a team advantage. A ret paladin, who has to essentially wait for auto attacks, and get a judgement off if a player fails to resist Hammer of Justice. (Which can be outright resisted by orc players, or absorbed by a grounding totem.)

I’m seeing now that spell casters, especially the ones who can afford to just take the beating a paladin slowly metes out, just stand there and cast at paladins until they’re dead. To add to the dog pile againse elemental shamans and shadow priests, shamans being naturally tanky with mail armor and possessing totems that outright counter the one CC which a paladin has and shadow priests just applying their dots and dispersing make for incredibly disastifying gameplay experience.

If one were to move Rebuke with, for instance, Sacred Shield, it will give Holy Paladins a relatively useful pants rune rather than a wasted space that they just kind of pick at random. (For the few holy paladins that exist.)

Alternatively, we can switch rebuke with Enlightened Judgements, the belt slot. That way, PVP players have to choose between extra damage or the potential of taking an interrupt. (For those who, for some reason, worry about the comparatively low damage they already have in this spell caster meta.)

Currently, it just feels that Exorcist has to be taken for pvp paladins to be viable at all in PVP. Rebuke, which in my perspective is a sole pvp rune, needs to be available for the rets who have a reason to get.

For those who play paladin, is there a PVE reason you’d ever take rebuke over Exorcist, when Warriors, Rogues, and feral druids get one in their kit for free? How do you guys deal when a caster just stands there and casts two spells until you’re dead? (Assuming your 1 bubble is on CD.)

Or do I just wait to pvp until I have the plate spell power set from Gnomer and become a shockadin?

To be honest theres a lot of runes that compete against other runes that are extremely good. Rebuke is one of them and hilariously, so is Skull Bash.

They shouldve been skill books like Totemic Projection or Shadowfiend.

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Rebuke needs to be baseline and off GCD… js

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Baseline sure. Off-GCD isn’t a thing that Interrupts are in classic, so it would be a bit odd to make the new ones that much more powerful than the old.

Paladins got butchered and honestly idk why i and others continue to play it. Its like getting socks for christmas and everyone else got a ps5. I really loath this phase. P1 i could deal with. P2 is terrible for paladin.

least dramatic paladin player.

Thank you!

If two separate runes that let me use Slam is a PS5 then I want a refund on this Christmas present.

if daddy agrend can play pala and enjoy it, why can’t you?

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Make Rebuke a learnable spell.

All of the other rune slots are mandatory atm between AP → SP coefficients, and mana restore.

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Rebuke should be a skill book, not a rune.

But the winner is exorcist, this rune is causing the problem

pallies running around thinking they need buffs blows my mind honestly. it’s wild.

While we’re at it, can we also make rebuke not absolutely terrible?

Pummel is a 10s cd, 4s lockout
Kick is a 10s cd, 5s lockout
Earth Shock is a 6s cd, 2s lockout, which is either ranged, or melee but no longer shares a cd with other shocks
Counterspell is a 30s cd, 10s lockout
Shield bash is a 12s cd, 6s lockout

The worst cd to lockout % here is earth shock at 33%, but is also super short cd

Meanwhile, skull bash is a 12s cd, 2s lockout, which is pretty bad, but it at least has a charge and range component to it
Rebuke is 15s with a 3s lockout. That’s 20% lockout to cd ratio. And its melee. And it does no damage, so it won’t even break a grounding totem if it gets absorbed, which, while counterspell doesn’t do that either, mages at least have spammable instant casts they can use to break a grounding beforehand. Paladin’s only option to break a grounding totem is judgement, but if that’s on CD as well, then gg, gonna have to just waste a full 3.5s auto attack on it.

But at the end of the day, I’ve been saying since phase 1. Paladin’s got an interrupt just in time for interrupts to be largely useless, since everyone just got spammable instant cast spells they can cast with impunity now.