On this first build I have a few gripes that have stayed from dragonflight post rework, however some huge improvements in this first showing.
Hero talents - Templar feels incredible, It’s super satisfying to play, It has a bug where if you’re not in melee range for the top portion of hammerfall, it will not give you stacks of Light’s deliverance.
Light’s guidance’s Hammer of light is perfect, It has a good visual (that scales poorly on smaller models), a good sound effect, and interacts with your kit well and will play well in my opinon.
My gripe with the templar tree have to be the awkward choice between a 2 second duration horse with +30% speed for 3 seconds… and the Less damage from your blessing of sacrifice that is giving you movement speed, I really don’t think a pure movement option should ever compete with a utility option and taking the horse talent will feel bad, like you’re not doing all you can, even if you are reaching to try and have the DK’s new and improved divine steed
Herald of the sun, is quite the opposite, from dawnlight not target seeking so you can actively lose your dawnlights if you don’t target swap after you wake of ash, to eternal flame not being something you can really press as a ret as healing is not a part of your support kit yet without costing you a large amount of dps, to it largely feeling very focused on divine storm.
The nodes that impact Divine storm also impact hammer of wrath, but hammer of wrath is not equal to divine storm, It clearly feels like there’s more of an AOE pull on this hero talent tree, It uses divine purpose which has been a dead talent for a very long time due to tuning, but is fun nevertheless
Sun’s avatar has some very unfortunate targeting for retribution and all too often when I wings, I want my dawnlights on the pack of mobs and to deal that aoe splash, very often when I press wings, even as a dps, I lose 2 or more of my dawnlights to healing allies, which is cool and all, but If this is supposed to make my dps for TWW, accidently healing doesn’t feel good at all.
The glimmer of herald of the sun for me is Blessing of an’she, this feels like a clear aoe focused hero talent tree, and this hammer of wrath buff feels like it’s actually adding quite nice priority target dps, it feels very good to be able to meaningfully target something important and do significant damage to it because of this proc, albeit because of some of the changes to the base tree and ret tree that I will get into in a moment, Blessing of An’she is actually the reason I was playing herald of the sun for more than just a few dungeons.
Talents - The rework to Vengeful Wrath being an actual execute increase is very welcomed, it helps crit not feel so bad because we lose an automatic crit, and is going to feel very nice on bosses when they take a while under that 35% hp mark.
Divine purpose hasn’t seen the light of day in a very long time and has been a fun proc that ret has used in the past, I would love if it could be viable in any sense.
Seal of Order + Fading light, these two talents being defense competing with CDR does not feel right, fading light was incredibly powerful on the release of the rework and was swiftly put into the ground, But should defense compete with something like CDR? this has been an odd choice that feels rigid like quite a few talents do, such as Divine resonance vs Quickened invocation.
In the retribution tree I want to address the elephant of the tree Divine Hammers…
It was reworked to be a “breath” style mechanic from frost DK and it is extremely unwelcomed for many players and plays bad in most scenarios of play, It’s not fun whatsoever to stop spending holy power, and just spam generator abilities to maintain this little ramp 2 minute cooldown buff, even if it did immense dps, the gameplay is not what ret has ever been and feels like it’s not working, If it’s intended to stop pressing holy power spenders and just spam judgement and blade of justice and to essentially halt your ret paladin for a “breath of sindragosa” style of mechanic, then surely it should be a capstone or something much more gameplay involving and fleshed out, this feels very awful in the middle of the tree, competing with consecrated blade, It doesn’t work in my opinion whatsoever and doesn’t fit ret, A lot of people have fond memories of divine hammers simply being a “moving consecration” with a neat visual, currently this gameplay is unfun and I feel as if I’m playing my character improperly by spamming 2 buttons until the hammers stop spinning.
There’s quite a few problematic AOE versus Single target talent choices that have yet to be addressed and force you into a single style
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Consecrated ground almost does nothing and is competing with rush of light, a super powerful single target talent.
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Vanguard’s momentum Is a super good single target talent, and is competing with an extremely lackluster aoe only option in sanctify.
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Blade of vengeance Is an AOE GODSEND for retribution and it’s competing with empyrean legacy… which could be good for cleaving and be more impactful than a free divine storm every 20 seconds.
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Blessed champion is a 2 point node for basic Mythic plus aoe viability and is extremely mandatory, this could easily become 1 point node for “cleave”.
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Burning crusade + Searing light VS Blades of Light + Divine arbiter are extremely cut and dry single target or aoe talents and it’s one of the largest proponents of this argument, If you take searing light you’re losing a very large amount of single target, and if you take divine arbiter you’re losing huge amps to your AOE.
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Execution’s sentence VS Final reckoning these two are also extremely cut and dry ES is for ST, and FR is for aoe.
It doesn’t feel good destroying your other damage to do one or the other, sure it makes sense to be able to focus on what you want or need done before you do your activity, when MOST SPECS are able to aoe at a very small (if any) cost while retribution plummets to obscurity because of talent choices? It feels like you’re not getting the whole character.
Highlord’s Wrath adds extreme value to our mastery and it’s quite nice actually wanting a stat other than versatility, coupled with the change to make Greater judgements overlap WHICH IS AMAZING FEELING, really make this talent nice when it has been largely ignored, it feels like a rightful amp to mastery, and isn’t in too difficult of a spot to pickup.
Adjudication giving 5% crit damage is good to aid with critical strike being a potent stat going forward, Penitence could also gain something other than just being a flat 10% dot damage, to help with scaling later on, it feels lackluster in comparison for being on the same tier.
The new truth’s wake replacement Burn to ashes adds quite a bit of value to crit, and most importantly needs you to crit enough so that executions sentence lands on the target with this new 30% amp on it, assuming it works like penitence does with execution sentence and does buff it.
Execution sentence has a pretty core problem of locking you onto your target for its duration and feels extremely rigid, worse than that however if the target dies it is completely lost and it’s on the target for over a third of the time and losing a huge portion of your damage to the functionality of it feels bad, If it could go off if the target would die to it would be a welcome change, kind of like a true execution if it is to stay as the single target only choice of that node.
Executioner’s will and Divine auxiliary are extremely bland for being capstone choices at the bottom of our tree still, effectively +4 seconds to execution’s sentence only and Auxiliary is never taken…
Final verdict Vs Justicar’s vengeance… JV has never been used and isn’t equal to FV at all in terms of output so I’m not actually sure why JV exists, if they were equal but FV has range and JV heals you for damage dealt that would make sense, but I don’t really understand why justicar’s vengeance has existed for so long as a dead talent with no purpose? It feels like a pvp talent option to me personally…
Mastery – Well it was buffed quite a bit and now also has a chance to proc a lovely sounding exorcism effect for extra damage and both effects go up with your mastery which is nice, there isn’t some weird scaling being presented to the player, It appears that the damage of the mastery proc is not scaling with our own mastery which feels a bit odd, it will become basically a tool just to proc things like divine arbiter if it falls to the wayside.
Overall I think this first round approach to trying to solve ret’s problems are a welcomed, It’s nice to see that the issues that are discussed about the spec are also being discussed here, I hope to see the team continue to try and make a lot of people’s favorite character as enjoyable as it can be