Herald was carrying our damage for the first few weeks of expansion but after the nerf it’s fallen off hard. Everything about this spec sucks now it just has OK utility but the damage and cc are bad and you don’t even have Mortal Strike. Just not going to bother playing this bin spec when I can play half as good on a dk or warrior and get double the rating lmao. Final Verdict hits like a wet noodle, all our radiant dots do basically nothing, our off-heals are pathetic. ??? Why would anyone play this spec?
Agreed. I’m not the best player, but it’s almost impossible to take certain classes 1v1 now. Sad
Single target dmg is trash and survivability is also trash, you need to spend most holy power casting WoG/eternal flame just to suvive aoe dmg.
And they way devs wanted to fix Herald was the NERF HERALD
INSTEAD OF BUFF TEMPLAR.
Can you imagine that convetsation
Hey Jim, how can we make Templar more viable and exciting for our players?
Well Bob, it’s a. I Brainer
We are. Going to nerf herald and keep Templar as is.
Boy I’m glad Terrance Howard visited our studio, he sure she’d a lot of clarity on math and how it works.
Ie
If Herald is averaging 800k and Templar is averaging 600k, it makes sense to tone Herald down to 600k rather than bring Templar up to 800k
Lets do it
For sure.
Inb4
game not balanced around 1v1
Yes thats true, but as paladin you could literally cheese many difficult to impossible 1v1s by kitimg, ccing, healing.
WoG healing for 450k at 5% hp is just a joke. 1v1 fury, any dk, feral, ww, enhance, is a losing battle because they WILL outheal you and laugh at your damage. This expansion feels hopeless when fighting someone in the open world and even worse inside arena or a bg. Herald is miles better in pvp than templar and is noy even close. What a shame
I wish our ST spender felt rewarding. Not seing FV ever hit for more than 700k feels gross. We lack modifiers for our abilities, just a bunch of convoluted “meet this requirement for more damage” instead of just flat damage.
We have a ton of Haste modifiers in the game and with Ret so im trying to test out Mast>Vers>Crit to try and max damage output.
I feel that the 11.0.5 changes are going to help the Class overall but we still have some things that need to be change, (Capstones for all specs).
With 4 years more experience on Ret than MM, I was doing 30% more damage with MM with identical gear on them both (full honor set, enchanted) on launch day Vs the pvp training dummy prior to the Herald nerf.
Entered pvp as Ret and that weak damage became almost no damage because Wings, Steed, and being in melee range to kick makes you a CC sponge. Use a defensive, its dispelled, ok that doesnt feel good. Don’t use a defensive because forbearance exists, die in a single fear or stun, ok, that doesnt feel good.
Try to survive a caster and press Blessing of Spellwarding, catch a magical spell that is CC and get killed during it by a physical damage dealer, ok time to log back onto MM.
The safety of range is real, having 11 enemy movement effecting abilities is better than 1 magical stun that is dispelled or risking getting kicked on searing glare or repentance, more mobility, more self healing, MS. There is no reason to play Ret instead of MM
This game isn’t about 1v1s. It’s kinda wild looking at people talk about being in melee range on TV builds that allow you to hit people at 30meters away with most of your abilities. I’m not saying the class doesn’t need adjustments but man, reading some of these comments is interesting.
FV is 20yrd range. Most range classes are now 40 yard range abilities. Still a major issue.
Also, ret loses 1v1 to pretty much every class in the game rn.
Obviously its not 1v1. But the classes excelling at 1v1 are also excelling at group play. While we suffer with both. You jsut sound like a broken dev who is trying to mask an unbalanced product
I think it’s largely a skill issue for most rets complaining, but we do need adjustments. So, I don’t disagree with that aspect to some extent.
Thats wrong reasoning. Its not that ret players are unskilled moreso than any other class. IF you see a class really suffering and the base sees this, expect them to call it out
Ret isn’t “really suffering” that’s the thing. I think there are bad players thinking that. Does it need adjustments? Yes. But it’s not in some dire state.
Ret has good range, yes. And when I’m vsing melee comps, I have no choice but to kite them and stay in the sweet spot of a 15-20 yard range. This is actually pretty easy to do with judgement applying a slow and freedom being a very strong spell. I can kite classes like windwalkers and warriors endlessly and it’s not much of a dps loss for me except for my auto attacks.
None of this makes Ret a good spec though. Tbh I’m running a low versatility build but my survivability is NOT an issue. It’s no good having a kit that can kite and survive and support your team if you have no kill potential. The damage is just too low and especially in solo shuffle where dps is king and not much else matters, ret is just useless and there is no reason to ever pick it over any other melee spec (or if you’re just gonna play the kiting/ ranged style of ret, then just play a survival hunter is better).
The truth is that the BEST rets in history are struggling to compete.
Vanguards is rank 56 in 3’s and is established as THE ret paladin. There are only 2 ret paladins in the top 200 3v3 players right now.
It is clear than ret is in a pitiful state.
To inturupt I have to have my Ret inside the enemy character. Cant use FV during a fear I cant rebuke. Cant instantly or near instantly dodge incoming damage by losing enemies with steed. When Ret is tuned to hurt players the pvp community loses its mind, but it was never designed to be a threat outside of the dispellable Bubble.
The third highest rated person in solo bgs was playing Survival last I checked. When your not playing a spec with every talent, passive and active, pvp nerfed you can do things like pvp.
12 yards on FV or, with another talent point spent, it can be 20 yards. Not meters, and certainly never 30 meters or 30 yards on Final Verdict. You might be thinking of Judgment being 30 yards or Hammer of Wrath, which is 30 yards.
Ret’s negative PvP modifiers should be toned down:
- I don’t know if Avenging Wrath: Might needs a PvP modifier at all, but -50% is insane. This nerf was made during the Retpocalypse, but so much has changed since then, for example crits in PvP were nerfed from 175% to 150%.
- Word of Glory should be -25% instead of -45%.
- Healing Hands should be -25% instead of -50%.
- Flash of Light should be -25% instead of -30%.
And I agree TV needs a buff in both sides of the game.
It’s ok all , Loktard says we fine