Flash of light and execution sentence gutted

why?? were now limited to tiny flash of lights, some nonsensical free 40k wog heal talent every 60 seconds and final reckoning as the only viable talent/playstyle

everyone and their mothers are training rets again like the past 5 months prerework

MOBILITY STILL UNADDRESSED

4 Likes

Why do you need mobility if you have the range of an Unholy DK using Clawing Shadows? We’re like a mage with a 20-30 yard range.

4 Likes

I think my healing is still good https://_imgur.com/a/9sSxUHz

2 Likes

With the new Tier Set buff, qe are going to be wanting to play ranged

There’s probably somebody typing a response that’s like “Your opinion doesn’t count cause you’re a 3k rated Solo Shuffle Ret and you aren’t in the same league as the rest of us crayon eating, lead paint licking Rets.”

1 Like

Maybe because he rolled a melee class and we have multiple melee ranged skils that don’t have that range?

Multiple?
(With Jurisdiction talented)
20yd or more:

  • Final Verdict - 20yd
  • Blade of Justice - 20yd
  • Judgement - 30yd
  • Divine toll - 30yd
  • Hammer of Wrath - 30yd
  • ES/FR - 30 yd

Less than 20yd

  • Wake of ashes - 14yd
  • Rebuke - 5/8yd
  • Hammer of Justice 10yd

Melee range

  • Crusader strike
  • Divine Storm

I don’t know looks very range to me…
I don’t think their goal was to make the spec literally “unpealable” nor was it to make it so they wouldn’t care to be in melee or not.
You should care to be as close as possible to your target as Ret but you shouldn’t feel useless if you can’t.
They wouldn’t have left the increased range if they added more mobility so in the end it really comes down to personal preference except we’re not given a choice over it.

Wake isn’t 14.

Rebuke is melee ranged (5 yards is melee) and it hecomes 8 yards along with cs (still pretty much melee)

Jurisdiction is only useful if you need the extra range, and the only players that wanted it is ppl that don’t want paladins with mobility, in their sad attempt at calling that our mobility. Also note, jurisdiction costs a talent that could be better used elsewhere.

Without it, we only have mayybe 2-3 skills that reaches beyond 12 yards.

Yes it is…

“Lash out at your enemies, dealing XXX Radiant damage to all enemies within 14yds in front of you, reducing their movement speed by 50%…”

The person you responded to clearly is speaking of Ret when it does take it.
So when it does you don’t have “multiple” abilities that stays melee.
If you’re gonna reply on his comment you should stay on topic, makes it very confusing if you just reference a situation he himself didn’t while contradicting/correcting him.

Sure we don’t have alot of range abilities if we don’t pick Jurisdiction but he didn’t claim that we did.

It still holds true unless you stretch it like you do. Our interrupt is melee. Cs and it’s curresponding talents is melee. Our class is called a melee spec. There should not be a reason why we are range heavy period. Range is not mobility, which we lack. This is on topic. Divine hammer is melee ranged even. JV is melee unless you got jurisdiction (makes it 12 if i remember right)

Ret is not and should not be ppl’s answer to shockadins.

Having that extra yards on 1 finisher isn’t gonna much, espiacially if your a pally that uses empyrean talents. Cause you know, ds has short range.

I’m not stretching anything. You’re being obtuse reading his comment.

No one reading his comment, except you apparently, would come to the conclusion he’s talking about Ret without Jurisdiction talented.
But hey, lets ask him!
What do you say Xaf?

I don’t disaggree but that’s what we got.

It’s not but having range means you sometimes don’t have to move as much which decrease your mobility needs in certain situation.
In other words, it reduces the total amount of occurrence where you NEED to move which means you don’t have to use the mobility you DO have as much as you did before.
Blizzard established that it did in enough situations to warrant not increasing our mobility further than it was.
Not my favorite but again that’s what we got.

I was just pointing out that most of our kit is in fact range and there isn’t necessarily “multiple” melee abilities in the situation where we do take Jurisdiction.

I wasn’t commenting on Blizzard design choice, merely pointing out that it’s an overreach to claim we have multiple melee abilities in a situation where we take Jurisdiction.

1 Like

Wrong.

Because we have too many melee skills to maximize dps in pve. This includes interupt use.

In pvp it brings us nothing, as we would have no way to stop a ranged class that can stay out of our range and kite us, or hide behind a pillar. Can’t hit out of line of sight targets. Remember, most ranged classes can stay 40+ yards away from us.

We have enough skills to maintain a near full rotation minus CSAA/TV during Boss/Mob mechanics. You can stand 20 yards, safetly outside the boss AoE range and build enough HP for another finisher during the ~3 seconds a Boss is casting or continue doing a full rotation during a mobs 5 yard AoE circles. It’s thousands a DPS you’re still contributing instead of twiddling your thumbs and throwing a judgement or HoW.

Except for still doing a majority of our rotation while out of range of other melee classes and allowing us to apply meaningful pressure while running and while engaging.

The fact you don’t understand the importance of added range giving us more meaningful uptime is concerning.

This works both ways. If I can’t reach them then I move backwards then they have to advance to keep casting. Most casters don’t or can’t stand at 40 yards range. It’s usually 30-35 yards so their casts don’t get constantly interrupted because someone’s juking around their cast range.

2 Likes

lol…
As I said…

Furthermore it’s not my assessment, it’s blizzard.
Besides, PVE wise Freedom and JoJ are still improvement over what it was before.
You’ll rarely have to interrupt things in raids, some fights you don’t even take it.
It is more prevalent in M+ but I’d submit that the times you do need your interrupt don’t often overlap with a need for you to be at range.
Very few trash pack have big enough AoE abilites to make you move coupled with a vital need to interrupt a cast.

1 Like

K.

Definately not taking advise from you on what to take.

Jurisdiction is a 10% increase to to our main spender. That’s not just a range increase, but averages out to around 3% dps. It’s pretty much essential to anyone running Final Verdict. I’ve never seen anyone who knows what they are doing in PVP skip that.

2 Likes

Never said you should, but what I’m saying is factual…

You don’t need interupt on all fights in this raid.
For example, you have nothing to interrupt on Terros, why would you pick Rebuke on it?
It’s a “wasted” point.
The only reason you would pick it would be because most of the other talent in the first part don’t bring anything useful for the fight either.
In this specific case none of the alternatives really give you any advantage either since they made BoF an automatic inclusion for Ret therefor rendering the 8 point options almost meaningless in Raid, not that BoF is useful on Terros either mind you.
But hypothetically, if we had a raid fight with no interupt but something to cleanse, you’d drop Rebuke.
That’s not rocket science.

On the flip side, you should pick it on Council to help move the bosses if needed.

A more pressing problem would be that, while they did rework Ret Spec they didn’t address the glaring problem of the class tree.
And they won’t until the next expac most likely, when they’ll probably rework the Prot spec.

Beyond the lack of new spells, prot felt okay even before the ret rework. I hope they just define the different tanks more significantly, like bears being sponges and not weak animals.

It’s not about how it feels frankly but more how they set out with a specific goal for Prot and completely missed the mark.

They wanted Sotr to have lower uptime and higher impact.
They failed on both, worse they actively encouraged us to spam it with various talent.
Simply put, their idea for it didn’t materialize at all.

I think they said they wanted to move the defensive powers of prot away from sotr and into other spells, which they actually did.

It wasn’t so much of “higher impact, lower uptime”, but more of less reliance on the spell to not get one-shot.