Blizzard has convinced me to play Retail again for the first time in nearly 10 years. Here’s why.
BACKGROUND:
Ret paladin since 2005.
Last full expansion played: Legion.
I played the end of Cataclysm, MOP, BFA and S1 of Dragonflight for the Elite PvP rewards (quit after the Ret rework nerfs).
Retribution is simply in a good state. Nearly every historical issue plaguing the specialization for years is being addressed.
THE GOOD:
- Final Reckoning merged into Execution Sentence
- Hammer of Wrath merged into Judgment
- Divine Toll now works like it did in Shadowlands, but better, with Divine Resonance and Divine Exaction (Templar). Synergizes extremely well with Improved Judgment granting 2 charges of Judgment; allowing you to toss Judgments all over the screen
- Divine Wrath now extends the duration of Radiant Glory. So you can choose between 30 second Avenging Wraths for 12 seconds (merging with Wake of Ashes) or 60 second Avenging Wraths for 24 seconds (with a haste boost and macroing with Execution Sentence)
- Guided Power moved to the Class tree (from Specialization tree)
- Divine Hammers moved into Templar tree (from Specialization tree)
- 8 second Divine Steeds with Unrelenting Charger (Templar) matching Blessing of Freedom’s duration
- Blessed Champion and Blade of Vengeance essentially making all of your attacks cleave 5 targets
- The classes utility value is more automated, with Blessing of Freedom, Sacrifice, Dawn, Lightbearer and Holy Ritual having passive and automatic triggers; thus the Paladin retains his value to his group without sacrificing DPS
- Shield of Vengeance merged with Divine Protection. You used to have to macro these together, now you get a shorter cooldown with a free Improved Divine Protection thrown in.
- Lowering the penalty of Forbearance. Forbearance was simply out dated; it was irrelevant the second Mass Dispel mechanics entered the game.
THE BAD:
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There’s a 5 second dead spot in our rotation that sometimes results when nothing procs and you are stuck auto-attacking until abilities come back up.
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Due to Divine Toll’s changes necessitating Improved Judgment over Boundless Judgment and Wake of Ashes new functionality with Templar, Holy Power is sitting capped at 5 a lot of the time with no way to spend it.
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Automatic passive sacrifice mechanics (providing group utility) like Dawn and Worthy Sacrifice combined with a reduction to passive self-healing
- Efforts were made to alleviate Paladin survivability issues caused by this by providing damage reduction through Sanctified Plates, Blessing of Dusk and Forbearance duration reductions, but it still feels bad with automated mechanics like these constantly chipping away at your own health bar. For some reason Blizzard has a philosophy of Paladin’s having to damage themselves in order to do anything—even in SoD with Seal of Martyrdom. It’s very annoying. Talents like Brought to Light that will heal you a moderate amount on enemy defeat (or Sacrosanct Crusade in Templar) doesn’t fix being chronically stuck at 85% hp from Dawn. I believe their intent was to force healers to toss the Paladin heals regularly to get action from Lightbearer’s splash healing utility, but it feels bad man
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Holy Ritual changing from healing the target of any blessing for a moderate amount to only healing targets blessed with Sacrifice or Protection for a major amount
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Crusading Strikes swing timer being slowed by 50%
- Thus offsetting 2 talents of Zealot’s Fervor that speeds it up by 40% LOL!
- Is it really necessary to penalize a simple transformation of a button press of a garbage lowest-tier ability to trigger on auto attacks by 1) cutting the resource generation in half, 2) removing the 20 yard range increase, 3) slowing the attack speed by half AND 4) requiring a 7 freaking talent investment just to maximize the benefit of doing it??? I LOVE Crusading Strikes, it was a wonderful idea with Blessed Champion! Let the button mashers headbutt Templar Strikes, chasing the dopamine hit of successfully getting the secondary follow-up that will be interrupted half the time in competitive PvP if they want and leave Crusading Strikes alone! Crusader Strike sucks. Micro-managing Templar Slash sucks. Crusading Strikes is awesome.
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Divine Spurs and Steed of Liberty are useless. Paladins already struggle with mobility, Spurs just makes it even worse. And you can macro Freedom into Steed and gain over twice the benefit of Steed of Liberty anyway, as well as more utility since now you can cast a full duration freedom on multiple people instead of only yourself during steed.
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Lightforged Blessing, Eye for an Eye, Golden Path and Selfless Healer are all bad. No one is spending a whole talent point for 1% of your HP in healing or damage reflection.
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Like with Lightforged Blessing, Empyrean Power, Tempest of the Lightbringer, Sanctify and basically all talents that modify Divine Storm are bad because either the proc rate is too low or Divine Storm isn’t being used often enough due to priority anyway; especially with the way Judgment and Wake of Ashes is now functioning.
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Paladin Class tree is struggling for talent points. There’s too much utility that is essential to modify baseline abilities. We cannot afford to use things like Turn Evil or its support talents or Blinding Light, let alone support talents for things like Rebuke, Consecration, Word of Glory, etc.
SUGGESTIONS:
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Merge Fear No Evil and Stoicism (crowd control reductions)
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Merge Lead the Charge and Obduracy (movement speed modifiers)
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Revert the restriction on Holy Ritual to heal on all Blessing casts
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Merge healing and armor modifier talents in the Class tree for low priority abilities—these things are not worth talent points invested into them and they have miniscule impact on gameplay anyway. It’s just clutter being used as a filler to force a pre-requisite unlock.
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Increase the proc rate of abilities like Divine Purpose to combat 5 second rotation auto-attack dead spots.
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Consider adding back the 20 yard increase to Crusader Strike—especially if you’re going to keep the 50% attack speed reduction to Crusading Strikes. Being consistent is nice, it doesn’t make sense that this is literally our only ability/holy power generator that is less than 20 yard range LOL why???
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Self healing is still a problem for Retribution; the hybrid class reasoning no longer applies if the core utility of our class is sacrificing our HP for our party members.
- Perhaps it is intended that these Paladins go Herald for that, while sacrificing group utility talents in favor of personal DPS go for Templar?
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Consider extending the duration of charges from things like Divine Toll/Resonance to allow us to spend Holy Power so we don’t sit capped at 5 while we manage charges of Judgment.