I think the old intended snare of paladin design is judge of justice + running slightly faster which is a bit of a meme ofc. I don’t really know if they should give a paladins a generic snare like hamstring, maybe a different type of snare mechanic to be more unique. I remember when they had that avenger’s shield but it was a bit busted working as a snare. Looking at the runes for paladins, their leg runes are just too loaded. 5 runes in 1 slot is crazy stupid. One of them should be turned into a skill book, maybe rebuke or honestly exorcist cause otherwise the spell is just completely useless 90% of the time.
The problem with being a melee hybrid with defensive utility is that its not intuitive or natural gameplay to be out there trying to dps while helping your allies, whereas shaman with offensive/support utility through totems and purge/interrupts/slows is much more natural pvp gameplay and even dps gameplay. Placing a poison cleansing totem while dpsing is better than a paladin dps having to target allies, use decursive or a mouseover macro to cleanse 1 at a time and lose a lot more gcds in dpsing. The solution would be a paladins divine storm should do a cleanse to allies for example or consecrate pulsing a cleanse twice every 4 seconds. The paladin dps needs similar passive supportive abilities built into their gameplay. The best, highest skilled paladin players will do the dps and also do cleanses, blessings, and offheals, but giving just a little bit into the kit will help out to feel like they’re on the battlefield as something more than a warrior with a bubble and no snares
Another idea is for auras that work more like a defensive, offensive or a utility CD for the paladin themselves and allies depending on what aura is on. Maybe a rune of empowered auras - for 10 seconds your aura is empowered.
Devotion 20% damage reduction
Concentration Aura 100% immunity to spell knockback/interrupts
Retribution Aura - reflect more dmg and slow
Sanctity Aura - Avenging wrath for the paladin, plus it turns all of your damage (physical too) and your allies damage into holy damage and they get the bonus of sanctity aura because of that [note: maybe it shouldn’t turn everything into holy damage because it will probably be a dps loss for casters of other schools, maybe only melee]
Resistance Auras - reduce the damage of that magic school by 50% or maybe some other interesting mechanic like spell reflect, slows, or healing.
Its not a deep spec. There isnt a lot to what can be done with Ret. Mind you, I’m talking about group pvp. You run in and do all you can while you can because you have no snare to keep you close. HoJ is the entire set up and when its down, is resisted, or is dispelled, there isnt as much counter play. No interrupt. No snare. Repenetenc is nice but breaks on damage and is on a one minute timer.
I feel like, as an Alliance healer, I watch Rets just get blown up while doing so little
Mind you, half the time I literally have to tell some rets that they can cleanse hurtful dots and poisons. Its a true meme spec.
HoJ doesn’t lock out a magic school entirely for a few seconds…
Counterspell/pummel/kick =/= Hammer of Justice.
Ret paladins have not the mana bar to play this role.
Ret paladins have no good tools to regen mana if they stay 40 yards behind (and even if they’re in melee they struggle).
Weird, I play with a ret buddy all the time and he just runs into 3 people and they disappear. He seems to be loving it, he’s just constantly telling me about his crits every fight.
Shamans are just nuts though so I really dgaf if they give paladins an rpg at this point to counter them.
First it has poor offensive capabilities compared to other melee; poor mobility, mediocre burst, and limited offensive utility. And its hard for Blizzard to correct this because of the Paladins class’s strong defensive capabilities
Second, Rets defensive abilities are utilized much much better by Holy. The Paladin classes defensive utility blends together seamlessly with the Holy playstyle, but if you play as ret you have to cannibalize your own group utility just function as a melee dps. A ret needs to use freedom, bubble, and Hoj for itself else you just get kited/cc’d into oblivion without doing any meaningful damage. Holy is free to use those CDs to empower its teammates and pump out heals in Divine Shield.
And thirdly; battlegrounds suck for melee in general.
Paladins don’t refuse to use their toolkits.
Their supportive toolkit is mana expensive now give us a SR like ability that doesn’t cut our heals in half and we could talk.
No they don’t.
Reckbomb is deep prot and requires 4 crits on paladin to work.
10 yards for stun.
Ranged finisher is 1 sec cast if not runed.
Repentance is 31 points deep in ret not every ret use this talent.
Holy Shock is 31 points talent deep holy.
And BoP doesn’t protect against evenom for example.
Heals are 1.5 sec cast or 2.5 sec cast and the second one is expensive, sorry if ret pals don’t instant heal your a$$ up for free.
Ask for better regen and instant heal to help ret being a better support next time.
So does Feint death, using any stuns, using fear, disorients, LoSing, etc. An actual interrupt won’t have a long cooldown and will spell lock out. No wonder you have 28k posts, arguing over semantics.
imagine using your logic but something more realistic **paladin presses bubble and has 10sec to kill any and every single class before bubble falls off. oh you runnin? rep, oh you trinket? dies in hoj. i swear on everything SoD has the worst community. cant wait for it to end when cata comes out and yall get absolutely demolished in arena
No, they dont. Run speed enchant is the same speed as the Ret talent.
Cant be Ret if you go deep enough into Prot to get Rek bomb. Rek is more of a 1v1 talent.
HoJ is Paladins saving grace. Healing is not really viable in group pvp for Ret. Flash of Light does nothing and Ret isnt getting a 2.5 sec cast off in the middle of a scrum. You cant attack while BoP is active. Shocks are a 31 point holy talent.