As a Holy paladin since 2005, I know I’m going to make some mistakes with this draft…but making mistakes, getting feedback, and improving based on that feedback are probably the only way forward.
Of course, the fact that my capstone is a gap closer will probably make Retribution players pretty forgiving of my mistakes…
https://www.deviantart.com/lookoutherecomestom/art/Ideal-Templar-Hero-Talents-Iteration-2-1019687686
There were some aspects of Blizzard’s overall design philosophy that I don’t like that are showing in the hero talents so far: a lack of active abilities means the trees aren’t as exciting as they could be, and they often have a very narrow focus that puts all the eggs in one basket. That narrow focus especially is Blizzard setting themselves up to fail in War Within, since if the one ability they focus on per hero talent tree is klunky, un-fun, impractical, or in any other way bad, then the whole hero tree will be ruined. And if one hero tree is ruined, player choice will be ruined.
To try to avoid these issues, my North Star when I do a design for a hero tree is a combination of making sure the fun-factor stays front and center, and making sure each individual talent is appealing to both specs. I have a kind of a template I use when I design a hero tree: for starters, the keystone is a passive. Then tier 2 has three active abilities in it that replace your existing abilities, where one ability is a mandatory replacement and the other two are put together in a talent choice node, meaning that two of abilities already on your spellbar are going to be replaced, but you have agency in deciding which new abilities you’ll get and how that’ll affect your playstyle. Tier 4 has an option in it for getting into an alternate playstyle, in this case allowing Ret to offtank and Prot to off-DPS. The capstone is a new active ability. I use this template because getting new active abilities is exciting, and so is player agency in determining playstyle.
I tend to treat theme and flavor as secondary concerns, and that definitely shows with this iteration of my Templar tree. I was probably too broad in my theming for my Templar tree: I was aiming for a no-nuance big powerful tanky beefy paladin with my talents, but I think I ended up with something that, while it might be fun and useful, doesn’t really have much flavor, or even much that ties the tree together, thematically or otherwise.
A few things I’m considering for my next iteration are:
- Rename the Seal of Vengeance keystone to Fanaticism, and rename the talent in the middle “Improved Fanaticism”.
- Throttle the rate at which Fanaticism stacks can be applied
- Probably I should alter the stats that are being buffed so that I’m not buffing Strength in both the keystone talent and in tier 4 with Divine Strength.
- To help tie things together, Exorcism’s DoT effect has its damage increased for every stack of Fanaticism, but you can’t benefit from this more than once every 20 seconds or so (I know I gotta be careful with this one; Exorcism got pruned in DF partly because of upkeep on the DoT)
- I may or may not alter Punish/Condemn to deal more damage the more Fanaticism stacks you have
- Censure needs to be renamed, and may have other problems as well
Feedback on how to improve this would be appreciated!