Crusade is gone but merges with AWM as a Capstone?
Rush of Light applies to both FV/DS
No more Searing Light and Divine Arbiter (nice)
Divine Hammer has been added to Templar and removed from the spec tree
HoW is gone* instead now replaces judgement inside AW, FV now resets Judgement (2 judgement talent now has support)
Justicar Vengeance finally bites the dust.
Radiant Glory now work with divine wrath but loose random activation (sensible but still 50% uptime on wings basically)
Shield of vengeance is now always casted with Divine protection and is removed as an ability
No more Dusk/dawn spender modifier and instead they become a basic baseline DR and damage soaking effect for the group (sound thematic with lightbringer but itâs kind of weird)
Which means⌠Templarâs Verdict damage increased by 25%. Divine Storm damage increased by 25%. (spender baseline buffs)
Final reckoning and ES are FUSED (YES) and we get a funnel type ability
Called it, somewhat
Apex talent
AoW proc increase BoJ damage by 150%
Spenders deal 20% increased damage in AW
BoJ makes a wave of damage during AW
Kind of mehh but ok, I really dig the rest.
We did away with a lot of the passive effects/capstones, the focus seems to be on empowering spenders and AW windows.
Things that were criticized numerous times.
They even acknowledge it in the alpha post.
Hammer of Wrath has been rolled into Judgment. Will be interesting to see if that makes it to live this time.
Art of War seems to increase the damage of BoJ by 150% without the apex talent. Is that just a WoWhead error or do they stack for a combined 300% damage increase?
Templar strike combo is gone (to be confirmed) - Now becomes a 2 hit combo per button press. Not sure how to feel about that.
Crusades merges with AWM as a Capstone - This is pretty lame IMO, always been a fan of crusade and happy to see it come back, now a passive effect and a nerfed one at that. A boo i guess.
Final reckoning and ES are FUSED (YES) and we get a funnel type ability - FR part is ok but ES part appeared to be âânerfedââ, it now collects itâs dmg from the initial FR blast rather then the dmg you are dealing to the intended target. Which if u ask me is AOE specific talent rather then a ST one since the 10% only account for that initial blast on the target. Pretty lame change for that if u ask me.
It was always stronger than Might, the thing was that Radian Glory put them on the same CD with virtually no drawback, meaning Might was just straight up worst in all scenarios with RG and not even in contention with 1 min build.
I think itâs a good compromise.
It also means RG will probably stay and be âmandatoryâ, divine wrath is also not an option so I hope it will work with RG
Re-read it.
It says itâll hit the ES target for 10% of all the damage done to mobs hit by FR as it falls down.
In other words, for 10sec, 10% of all the damage done to marked targets will get funneled into your ES target.
Thatâs amazing and much better than the iteration they previously made in DF where it dealt ES damage as AoE.
If encounter/dungeon design stays the same as it is, thatâs a very good damage profile to have.
Furthermore, it is a good thing that itâs not as strong in single target because it means that power will be shifted towards spenders.
Execution Sentence has been redesigned â Unleash a heavenly blast around the target, dealing Holy damage to all enemies nearby, and call down a hammer that slowly falls from the sky upon the target. After 10 seconds, target suffers 10% of the Holy damage you dealt to all targets affected by the initial blast during that time. Now a 1 minute cooldown.
Which means in ST circumstances, the blast will only hit the boss and gets marked by the blast which is now the ââfalling hammerââ and 10% (instead of todayâs 20%) goes into the boss. This clearly makes us into a funnel class where we now actively DEMAND for adds into bosses etc.
Ok maybe demand is too strong a word since most tanks already do, to some extent, pull packs into bosses so long as they dun die from it.
Itâll be interesting to see how much talent we can actually put in those capstones, I âwantâ them all but I donât think we can get them all unless we donât take the APEX talents which I donât see happening.
For the capstones, we have currently 10 point available for them, if we want access to all we need to invest 5 points a the first gate and then it means we can get 2 out of 4 capstones.
Canât say Iâm happy with the direction of merging SoV and DP - it makes situations in knowing when to push one, both, or any other nuance into something simpler.
On the other hand, SoV tied into DH technically means SoV is off the GCD, so congrats all - its now a damage optimization
Thatâs kind of mehh, but we are losing HoW as a standalone button and AoW procs are being nerfed, so there is actually some space to have it do its thing.
I feel it emphasize it being a defensive rather than a damage button.
It was always degeneracy to make this into a damage CD.
Now, at least to me, itâs should be clear that you shouldnât pass your defensive to deal damage.
Templar Strikes has been updated â Crusader Strike loses a charge but now strikes twice. Templar Strike slashes an enemy for Radiant damage and gets followed up by Templar Slash that deals Radiant damage. Templar Slash always critically strikes.
At least from my understanding itâs supposed to be a 1 button 2 strikes combo thing.
Combining these feels kinda poopy though. Someone help me see the vision. (Or more accurately, combining these seems to take away from each otherâs secondary effects/strengths)
Divine Proc:
Flat DR%
Increased Heals % received
SoV:
Absorb Shield over Health
Do the dmg you took back at end
New Thing:
Flat DR% (makes âpoppingâ the absorb bubble harder)
Increased Heals % received (if you are already full health, there is now an absorb shield over your bar - Healers/self heals get less value cause absorb buffer / time it takes for bubble to pop is time away from bonus heals value)
Wouldnât this ability be stronger in 99% of situations if it applied the absorb shield first, and only after it was popped you got a DR% and Heal Received % ?
Also,
you ainât wrong.
Button is kinda wack. But it is also one of the most Retribution themed buttons the game gives ya.
Iâd argue the situations where what you denotes would be a downside are difficulties where it didnât matter you used the defensive anyway.
It also comes together with reworked Dusk/Dawn so itâs 1 less defensive but baseline more DR and if youâre above 85% health you take constant damage from a group effect.
Iâll give you that increased healing if you use the defensive at full health is not useful but given the other 2 talents, are you ever gonna be 100% anymore whilst fighting?
It creates an interesting situation for AoE damage as well where you can safely use your defensive with Blessing of sacrifice without much concerns about taking too much damage.