I hope you guys are ready.
Resource : Light’s Energy
The main resource abilities will be using and generating is Light’s Energy. Maximum Light’s Energy is 100 and Ret starts with 0 Light’s Energy. Some abilities will generate Light’s Energy and more powerful abilities will consume Light’s Energy. (It’s fairly similar to Runic Power.)
Passive
Fanaticism: Passive.
Your Light’s Energy spending abilities have 20% chance to grant Fanaticism replicating the ability effects dealing 50% of its normal damage or healing.
Divine Punisher: Passive.
Upon reaching 60 Light’s Energy you enter a trance of pure justice increasing the generation of Light’s Energy of abilities by 5 and reducing the Light’s Energy cost of abilities by 10 for 10 seconds. During that time you also increase movement speed by 30%.
Abilities
Crusader Strike: Instant, 5 yards range, Generate 10 Light’s Energy. 3 seconds cooldown. Strike the enemy with your weapon dealing x% attack power as Physical damage.
Blade of Justice: Instant, 12 yards range, 8 seconds cooldown. Generate 15 Light’s Energy. Function the same way.
Templar’s Verdict: Instant, 5 yards range, Consume 30 Light’s Energy. no cooldown. Your weapon deals a powerful strike with the power of the heaven to the target dealing x% attack power as Holy damage. The second Templar’s Verdict used in a row will grant you Fires of Heaven during 5 seconds.
Fires of Heaven increase your holy damage dealt by 10%.
Lawbringer: Instant, 12 yards range, Consume 40 Light’s Energy. no cooldown. Hurls your weapon through your enemy with devastating Holy power dealing x% attack power as Physical damage and Lightning chains also deal x% attack power Holy damage to all enemies within 8 yards of the target. Target enemy and all targets hit by the chains also get their movement speed reduced by 50% for 8 seconds.
Wake of ashes: Instant. 30 sec cooldown. You radiant light energy dealing x% attack power as Holy damage to all targets in a 12 yards radius around you. Enemies hit by Law of Justice burn for the same amount of damage it has done to them over 6 seconds. The damage over time can stack. Generates 50 Light’s Energy. Using Templar’s Verdict and Justicar’s Vengeance reduces the cooldown of Wake of Ashes by 2 seconds.
Word of Glory: Instant, 30 yards range. Consume 10 Light’s Energy. 10 seconds cooldown. Heal target player for x% attack power. When you cast Eternal Hope on yourself you are healed again for 50% of the amount 2 seconds later.
Holy Descent: Instant, 30 yards range. 45 seconds cooldown.
Launch yourself into the heavens and come crashing down on target location disorienting nearby enemies for 3 seconds in a 8 yards radius.
Blazing Light: Instant, 20 yards range. 25 seconds cooldown.
You charge your target at the speed of light rooting the target for 1.5 seconds. The Light leaves a burning ash on the target dealing x% attack power as holy damage to the target for 8 seconds. Also frees you of all movement impairing effects and increases movement speed by 60% for 5 seconds.
Divine Shield: Instant, 3 minutes cooldown. The Light grants you a blessing reverting all damage done to you back to the attackers as Holy damage for 12 seconds. Is not on the global cooldown and can be used while under crowd control effects.
Law of Protection: Instant, 1 minute cooldown. The justice within you protects you, reducing damage taken by 30% for 10 seconds. Accumulating all prevented damage to fire a hammer of justice to target enemy as Holy damage reducing the target movement speed by 70% for 6 seconds.
Avenging Crusader: Instant, 1 minute cooldown. Increase damage done by 5% and the chance to trigger Fanaticism by 20% for 15 seconds.
So you always want to keep the Divine Punisher buff up for optimal damage. Skilled players will be able to min max their rotation around this playstyle and the core of the spec remains the same, just trying to take ret from a burst spec to a glass canon / sustain spec with the Fanaticism(aka Multistrike) rng spike damage. Few mechanical changes to change the actual ressource to make it more fluid.