Paladin rework idea

So I’m not a big fan of holy power as combo point spender, I much prefered old mana management, so I had a little idea. Also paladin feels a little dull to play, bit too simple.

Bring back mana management, judgement for seals.
Spells to bring back:

Seal of wisdom
Seal of light
Seal of command
Seal of righteousness

Divine plea

Holy shield

Consecration as baseline

What to do with holy power?
Convert it into a new bar, under mana bar, 0/100.
Holy power fills up as you deal damage, take damage, and heal.

5 holy power spenders:
ST heal: 25/50 holy power (potency higher at 50)
AoE heal 10 yards, 45/75 holy power (potency higher at 75)
10% dmg for 10 seconds per 20 holy power, if at 100 holy power, 50% dmg for 10 seconds
Baseline Wake of Ashes, damage scaling per 20 holy power
Protective bubble (castable on other targets as well), 50/100 holy power, scales with amount spent

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i dont think paladins need a extra resource system. idk what blizz obsession is with everything having them i think cds and mana would be just fine for ret.

They should just bring back

Auras
Seals
Exorcism in place of Blade of Justice
Hammer of Wrath baseline
Consecration baseline

Then ret would be fine.

Blade of justice is good honestly. I didn’t like exo back then.

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To each his own I guess, I find blade of justice to be dull and poor replacement to exorcism.

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It gives 2 holy power, art of war resets it. I like it.

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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.

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While i am not a fan of the plate rogue spec this just seems like a plate version enhancement shaman. I would like to see something different. Bring back seals but have the spec focused on them with mana as your resource.
This just off the top of my head but each seal would change up your abilities slightly to fill a role. These seals can be changed any time and are off GCD. The seal you pick will change one ability that would reflect the seal. I was planning to add a ramp up time but I don’t want to punish the player for a changing situation that is out of their hands. Add a talent some where that would increase the seal based on how long you stay in it.

Seal one would focus the light into your weapon increasing single target damage and makes your seal ability templar’s verdict.
Seal two would make your abilities blow up and emit the holy light causing aoe damage from the target location. Your seal ability would change to divine storm.
Seal three would be a support seal that would help off healing. Either our abilities would heal the others around us or something similar. Your seal ability would change to something like word of glory.

This may be too complicated but like I said it is off the top of my head. Now thinking about it, it kinda reminds me of the old warrior stances in a way.

I actually like this idea, I don’t care for the holy power idea anymore. Honestly the wake of ash dot needs to come back, don’t know why they ever removed it in the first place. Another reason rets have pruned.

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I’d wanted ret to leave this burst design since a long time, it’s not fun to hit like a wet noodle and then pop wings and explode the dps again every 2min.

And right now the generation of holy power is not fun. Crusader strike on 6 sec cooldown. Blade of Justice on 10.5sec and Judgement on 12seconds. I think it’s the worse ireration of holy power by far.

Going to 5 holy power doesn’t give anything rewarding, there should be an incitative to go to 5 holy power, so instead I would prefer to gain a buff from stacking light’s energy and the goal of the spec is to keep that buff up without wasting a gcd like inquisition. An incitative to min max your rotation perfectly.

i like ret/prot maybe holy could use a fix.

I hate prot myself, I miss dodge/parry/block and seals that made prot fun for me.

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they could bring back seals but how woudl they work in todays fast wow?

back then wow was a much slower game and thats why seals worked.

I don’t want to hijack this thread with my crap, but I see some other people mentioning issues I see inherent to ret as well, namely that we feel dull and don’t have anything to work towards in our rotation.

I have proposed many times now that ret should have a talent (or preferably baseline ability) that allows you to store orphaned holy power which can be used to power unique and powerful attacks or support spells.

This would really give us something to look forward to as we do our normal rotation. There would be some inherent concerns and complications involved with this proposal, but it could be done.

The nearest thing we currently have to this is divine judgment (which no one uses). If you use this talent with three indomitable justice traits you can get a really rewarding nuke, but it just isn’t what I’d call competitive.

Funny you say that, enhancement shammy is actually the duel wielding version of the old pally, without having to double cast. Pallets system used to revolve around doing dmg then buffing themselves in some sort of way. Now enhance does it, with skills hitting(pally was judgment) then it buff them(recasting seal).

To the OP: I think pally is better off without relying on mana again, holy power is good. We have too many classes with that rage like resource already.

I don’t think we should bring back seals but instead auras. Auras should work as a AOE buff that has a different effect on the pally than other players, with a passive(pally only) and active effect along with it being off the GCD. Active effects can be be active if there are allies within 10 yard of the pally and has a 2 min cool down.

Some of my ideas:

Devotion Aura
Passive: the pally creates a shield equal to 2-10% of their dmg or healing done stackable up to 20% of pally total health.
Active: pally and allies within 30yrd take 10% less dmg for 8 sec.

Wisdom Aura
Passive: every auto attack have a 50% chance to generate 2% mana (holy), shield of righteousness charge (prot), or 1 holy power (ret)
Active: pally and allies within 30 yard uses 50% less resources for their spells/abilities for 8 sec.

Aura of Light (Holy only)
Passive: Whenever the pally cast a healing ability onto another they are heal for 25% of the amount and create a shield equal to it.
Active: healing the pally and allies within 40 yrd for X amount per second for 8 sec.

Retribution Aura (prot only)
Passive: the pally can block and parry all forms of damage, when block or parry the pally inflict X holy damage to the attacker.
Active: increase dmg by 5-10% to pally and all allies within 30 Yards for 8 sec.

Crusader Aura (Ret only)
Passive: every offensive abilities strikes twice, causing damage equal to 15% of the initial strike.
Active: increase haste by 15% for pally and allies within 30 yards 8 sec.