Ret Paladin goes above and beyond in rotational bloat. We have way too many abilities now and the insane amount of damaging abilities we have is just insane. Some of them don’t even have any synergy with holy power mechanic. Just pure bloat.
Let’s take a look at them (most of them are taken and used with frequency and currently are a meta-necessity):
- Templar’s Verdict;
- Blade of Justice;
- Hammer of Wrath;
- Divine Storm;
- Judgment;
- Crusader Strike;
- Consecration;
- Wake of Ashes;
- Exorcism;
- Justicar Vengeance;
- Avenging Wrath;
- Seraphim;
- Execution Sentence;
- Divine Toll;
- Final Reckoning.
I might be forgetting something but right now Paladin have way too many offensive buttons to press. It is just unmanageable crazy rotation bloat. Always good to have options and diversity but this is just crazy and I don’t think there is a single spec out there from other classes with that many buttons to press actively during a battle.
Blizzard, Ret Paladins need a rework or something.
Here’s wowhead article mentioning that same exact issue of too many damage abilities creating crazy bloat.
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I’m almost glad certain spells became “optional,” 'cause I ended up rebinding a few offensive keys to what were defensive spells.
The class is a mess man…
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The only one thing I would say is TV and JV basically cancel each other out.
Also you missed Blessing of Sacrifice and Shield of Vengeance as they are also part of the dps rotation.
The big issue is mostly with how disjointed the abilities and lack of interactions are, along with things like ridiculous levels of RNG.
Personally I agree, the spec basically needs a rework these days. I’d love to see lower RNG and stronger Paladin thematic (not just smash weapon but it does holy damage), potentially modernised seals.
If they want to keep the burst format I think it should be built around mid duration ramps with short durations of burst, as I feel damage building (as the enemy continues to evade retribution) is more thematic to the spec than RNG slot machine burst monster.
Only Enhancement Shaman (at least during 9.0) that I can think of has similar (around 16-17 depending on spec), but those actually work somewhat cohesively as most are either just additional low prio fillers (like how Cons used to be), or actively work towards the goal of the spec by being able to trigger maelstrom weapon.
As opposed to Cons/Exorcism and HP being two separate systems.
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I really think consecration should be a holy fire aura shield but that’s just me. Reapplying a ground effect over and over flat out sucks. And I don’t think Paladin are as tanky as they should be if that’s the angle and justification as to why Blizzard won’t give us movement speed.
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I think they tried to rectify this with blade of justice auto placing consecration, problem is they added the bit where it isn’t counted to the consecration limit so therefore you still have to reapply your own consecration.
I don’t think it makes sense from the spell name/theme, but I definitely get why people want it.
I think you’d either have to change the spell (make it a choice node with a different name) or alternatively simply have the role of the ground AoE be to apply a buff to the paladin which did the effect (so it was again based as a buff off the paladin).
Not wrong, scope creep has benefited every other class so much, especially when most encounter damage is magic based and not affected by armour at all.
The paladin class in general is heavily punished for niche, inconsequential, and often outdated benefits or themes.
Does it even maintain uptime anyway, regardless of cons limit?
With the massive nerfs to AoW I can’t imagine it procs within every standard cons duration.
which is the worst thing possible i mean why even have armor types in the game at that point. They should be making more use of physical damage because of armor. It doesn’t make sense why they can’t or won’t. Especially since this is fantasy land why can’t my armor also reduce magic damage partially bc its magic fantasy armor?
I’m pretty sure. or at least it keeps it down most of the time
Well they used to, at least for enemies before they went through the whole damage normalisation stuff.
But you used to deal more physically damage vs lower armoured npcs where as now I believe it’s pretty much homogenous, same with magic resistance with various types of enemies like priest types who would have inherently higher resistance to spells.
I know right! Especially as a paladin who no doubt would use armour that has had religious wards against evil applied.
We should have a passive that grants partial magic resistance based off armour value provided by items or something similar.
like half reduction vs magic or something. that makes sense? or for some classes like paladin high resistance to both. but warriors only have high resistance to physical, slightly higher then paladin, but can catch up to spellcasters to stop them from casting.
It honestly wouldn’t be able to be half, but possibly 25%. I think standard physical damage reduction from armour is usually around 40-50% if I recall correctly? So 20-25% base magic reduction would be pretty OP.
If it worked out closer to 10% it would be a bit more reasonable I think.
I meant half the armor value, sorry. so like I have 31.25% phys damage reduction, I should have 15.75% base. and slightly more or less dependent on class.
That’s what I was meaning, armour value usually brings physical reduction upto around 40-50% over the expansion which would provide a ridiculous amount of passive magic reduction.
15+% at the start of the expansion is pretty damn huge. At 25% of the armour value it would instead be ~7% which would be a much more reasonable percentage at the beginning of the expansion.
Also I don’t think it should be per class, unless they get different values in which case half might be suitable for a Paladin.
But I would see it more as our pay off for the flaws and weaknesses we have (without appropriate comparative strengths)
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