Retribution Paladin Design in 10.0.7

While I’m still trying to determine how i feel about ret paladin in this line of testing. One thing I am majorly concerned about is the shoving of random ret only talents in the class tree. While I don’t personally hate thematically similar nodes being different per spec (like the change to Lightforged Blessings giving Prot and Holy the heal on sotr instead of Divine Storm), simply just adding nodes for ret with no regards to alternatives that work for prot and holy in those slots just…feels contradictory to the intended design of these trees.

2 Likes

I also DO NOT like having specific class items for a spec.

Thats the point of the class tree. Its the whole class.

If they need to make the ‘ret side’ of the class tree stronger, make HoW do some more damage/always crit or something and offer a free flash of light? idk something else?

Edit: I may have misinterpreted what i was responding too, but i’ll keep what I said.

And i don’t think it’s inherently evil to have talents that function similarly but are subtly different between specs myself, example would be that Lightforged Blessings talent. How for ret Divine Storm is its trigger and for Holy/Prot it’s SoTR. the talent serves the same role (make your aoe spender heal) but works slightly differently.

Healing Hands would be a good example. for Holy/Prot it could easily just be the LoH cdr and be good enough, Prot doesn’t need the health scaling since it’s already part of their kit, and it could potentially be too powerful for holy.

1 Like

THIS. Not sure why we have ret specific things in class tree

I’m not saying mage needs a massive rework that ret does.

But mages, especially fire (my fav spec) just feel clunky right now and need work. Right now for Fire it’s best to not go with flamestrike for AoE but rather stack mastery.

Mage just needs a few changes.

Devs if you do read replies then make retribution aura ret specific only.
Make unbound freedom available for all 3 specs, its mobility and shouldn’t be spec specific.

The reason i say retribution aura is ret specific is simply to match prot and holy’s extra utility.
Protection has Spellwarding.
Holy has Aura Mastery.
Retribution has Retribution Aura.

Now all three bring something unique, and ret has a reason to be brought. Otherwise your putting ret back into the same boat, which is if rets dps doesn’t blow most classes away they wont be brought. Might aswell bring a holy to run ret aura and change to devo for AM, or have a prot running ret aura with spellwarding. This way ret has something to actually offer other than dps just like holy and prot.

4 Likes

They could also change out Divine Wrath in the middle of the ret tree with Blessing of Might. It even has the same icon

The new Paladin sound effects are horrible. Change back.

2 Likes

Let me start off this threat by thanking Blizzard for giving us a rework!
Let me mention some talents which I hope are here to stay.
Improved Judgement: (2 charges) great change together with several talents that lower our Judgement cooldown and “Judgement of Justice” speed, slow.
Jurisdication: More range, great change!
Crusading Strikes: Great idea ,felt a lot better though when it was 1 holy power every auto attack.
Seething Flames: God I love this animation!
Divine Protection baseline: Good change
Vengeful Wrath: Great now our execute can feel like an execute again
Divine Steed off the Global Cooldown: Great change!

Now to the things which i’d like to get adressed.
Move Unbound Freedom right under Blessing of Freedom and remove Obduracy it’s a really really bad talent.
Change out Divine Wrath with Blessing of Might (Increases X% amount of Attack Power for 1h) that would give ret’s a reason to be brought into raids, rbgs, mythic + etc.
Retribution Aura fails to do that since it’s not restricted to ret.

Now my actual wishlist, something that is very important to me “Animations”

Revert back all the animations to the ones of WoD with the exception of Rebuke. Most of our abillities have the same animation of the player character holding their right hand up and it looks awful. Can understand it on Blade of Justice but Word of Glory, Execution Sentence, Hand of Justice, Conscecration and Divine Storm had so much better animations previously that it’s a disgrace honestly.
Make a Glyph that changes Blade of Justice to Exorzism very wanted change in the community.
Remove all the undertuned boring talents at the left side of the Class Tree and replace them with something fun.[Below]

I would love a redemption for Paladins awful mobillity that they’ve had since Legion now.
Now that you’ve reverted the animations back to WoD we can finally use Judgement against targets BEHIND us again, in celebration make Judgment of Justice 30-45% movement speed for 5 sec and add the Long Arm of the Law animation too, it was great and shiny.
Put Uther’s Devotion leggo effect into the class tree and make it compete with an equally as important talent.
Also nerf Divine Shield: Damage reduced by 50% while under the effect but make it so we receive Divine Protection for 4-8 seconds if our bubble gets dispelled.
BoP: Cannot attack physically while under the effect but make it unpurgeable and lower it’s forbearrance to 15 sec.
Remove forberrance from Lay of Hands it’s really bad in Arenas with dampening and Mortal Strike effects on top of that im pretty sure it’s nerfed in PvP combat.
And for the love of god if it’s not Wings of Liberty sharing a choice note with Steed introduce a Glyph that changes Steed’s appearance to the one of Speed of Light from MoP/WoD there have been a platora of players saying very loudly that they are not a fan of Divine Steed’s visiual I myself am not a fan of it because instead of a “light being” like Guardian of the Ancient Kings from Prot is, it’s the basic vanilla charger. Paladins should use the light to manouver around not some horse that you fart out of nowhere, that aid’s you in his physical form that seems more like a mage thing.

Now we need something fun and interesting to press which will be Turalyons Might: Shoots a sword from the sky to put Location dealing minimal holy damage, upon using the abillity another time teleport the player to the swords location. (Scrapped Legion Alpha abillity) This would come instead of Wings of Liberty since so far we know that WoL is basically Heroic Leap for Paladins which would be very lazy to imploment but either or I am fine with both!
Replace Divine Toll with Holy Wrath: Shoots lightning to all enemies around you and heals allies in range of you.
Let Execution Sentence function the same as it did in WoD as a dot dealing damage every 1 sec for 10sec in addition you can cast it on a friendly target for healing.

This is it guys, the redemption arc of Ret Paladins

Let me know what you think

Also sorry if this sounds redundant, figured it would be best to post it here^^

2 Likes

Why do we still have Turn Evil at all?

Can anyone remember the last time they actually used it in a fight?

1 Like

I don’t think anyone ever does. I’d like to keep it for class flavor, much like the “Contemplation” that we have that is absolutely useless

Heroic Anduin in S3 SL :grin:

Before that though I don’t think I used it for many expansions (pretty sure it was removed in like the Legion or BfA pruning)

1 Like

They might as well turn it into a passive where all demons/undead have a 10% chance to run away for 5 seconds any time they take holy damage from a pally.

Make sure it can only affect any demon/undead once every 60 seconds though.

Or even just make it baseline an instant.

There is no real reason a highly niche CC that is already restricted through target type, range, and cd, also needs to force a cast time, or be a talent choice instead of many more competitive options.

Edit: To clarify about me actually using it on Andy. I only was using it to pick up the slack from where my guild and also the guild I was helping had with controlling the adds.
In the down phases where non-targeted adds were not effectively getting slowed before we got to them, and in 2nd phase (after intermission) to keep the fearing adds CC’d as people were letting them drop.

I was still the least optimal class to be CCing in those situations as other classes had longer range instant CC available. So it’s not even like that was a niche in which it was had the opportunity to shine, it was simply just sufficient to address an issue.

SBG 20+ NEED COMBAT RES NO PALADINS
Imagine passively fearing the adds in the tunnels into each other!

2 Likes

Yeah that’s a big fat nope from me. That would pull so much sh*t in dungeons

2 Likes

Honestly turn evil is at best useless and at worst a hinderance to your group.

Should just delete it completely. Now if it feared them in place was instant and didn’t break on damage it would be good, otherwise its worthless in every scenario. Blinding light for instance is infinitely superior.

Especially when you consider that we can already stun undead/demons with wake, why would i use a casted fear that instantly breaks or will aggro more mobs?

Yesterday against a Demonic tyrant?

It may not be much in terms of but its definitely a spell that sees use in PVP against DKs, Locks, and Prot Paladins.

B-b-but it should be a pvp talent then

No.

Yes please…

These changes sound amazing, good work. I personally wish they’d completely revamp horsie to any sort of sprint or blink. It’s such a goofy concept, but at least it makes me laugh when I see it

1 Like