ret paladin rework

Ret paladin rework

By StaffJanuary 28, in News. Blizzard have announced some big changes coming to Retribution Plaladins with the next content patch, with a rebuild of the ret paladin rework tree from the ground up! Check out all the details below:.

Great, now people will be forced to run 2 paladins instead of one. Such good game design, wow. The last thing anyone needed was being forced to now bring 2 of one class, on top of already being forced to bring multiple classes for specific raid buffs. What's next? Elemental Shaman getting a totem for casters so you are forced to run two shamans instead of one Enhancer? Where does it end? Two Warlocks meaning two gateway uses?

Ret paladin rework

Noooo its not negative Its insulting We got a decent rework but got mastery nerfed to the ground so we now have no bis stat. How much AOE can you do at all in std single target raid spec The important factor for me would be It's similar. Ret can't go for Hybrid builds without massive loss to the other profile. No mention of the mana change, yet another "pve aimed" nerf that applies only to pvp. On another note, low skill floor yee I wonder why, could it be that the dominant talent is the one that does it all for you and you dont even have yo worry to even press it? Crusading strikes needs to be nerfed to templar strikes level then we can imcrease skill floor and ceiling. Does Ret's single target build omit all AoE or just most of it? Some specs, like BM, lose every bit of AoE in their single target build, and taking AoE talents prevents the use of some of the strongest talents further down the tree. Ret can feel strong and useful a lot of times, but lacks in mobility without instant relocation most specs have. On the subject of mobility in pvp, Sub rogue gets to be invisable, likey uninhibited by enemies in pvp during movement, and still have talents to be faster while invisable, faster always, faster after gaining stealth, faster after using vanish, faster after using shadowstep to teliport, and has the longest additional run speed on use ability in the game, with the option to also be worgan for an additional go fast button. Ret just has 2 charges of steed and it is laughable that if you cast a slow or snare on a Ret during steed there is no speed advantange from steed, so steed is normally required to be used with blessing of freedom for steed to function.

These changes will go into effect with scheduled weekly maintenance in each region. Zathina-stormscale June 11,am

As the title suggests, what was the point of the rework? You hook us with a lot of great ideas and proceed to gut the entire rework inside of three weeks. What was the point of the passive-aggressive nerf before the weekend on the eve of the patch? Thanks for nothing. Let this be a warning to anyone unhappy with the way their spec plays at a competitve level. No HoH, no law and order, no 20 yard HoJ, no undispellable freedom. I thought that was the point.

Rebuilding the Retribution talent tree from the ground up means significant changes ahead. However, the talent tree itself will not be available in our first PTR build s , so initial testing on the PTR will be missing important context. Button bloat : Retribution Paladins currently have a fairly large number of abilities, and some of these feel unnecessary and inefficient. Stacking modifiers : There are currently several talents and abilities that provide stacking bonuses, which can make for a confusing and messy playstyle that deals extreme burst damage, but in return leaves your core abilities feeling unsatisfying and under-tuned. We intend to significantly change this. We want your core abilities to feel good and powerful when used in all situations. Survivability : Retribution Paladins currently have one of the highest death rates across all forms of content.

Ret paladin rework

Great, now people will be forced to run 2 paladins instead of one. Such good game design, wow. The last thing anyone needed was being forced to now bring 2 of one class, on top of already being forced to bring multiple classes for specific raid buffs. What's next? Elemental Shaman getting a totem for casters so you are forced to run two shamans instead of one Enhancer? Where does it end? Two Warlocks meaning two gateway uses? It's only fair since apparently Paladins get to have not one, but two vital raid buffs. A Melee class with the paper survivability of its range counter parts is rough. No one on the internet is ever happy about anything, ever.

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However, the talent tree itself will not be available in our first PTR build s , so initial testing on the PTR will be missing important context. There's just not enough of an incentive for players to want to run these talents even when there should be an opportunity to use them, since the potential gains are so small and the single target loss is usually much more substantial. Overall i dont think we use it less often now then when it was a proc and lets not forget its extended talents. On top of this the spec was given some small QoL changes like a longer divine steed, and divine steed no longer being on the global cooldown. A Melee class with the paper survivability of its range counter parts is rough. Having horse off gcd is not much of an improvement. We want your core abilities to feel good and powerful when used in all situations. WoA resets was really bad for old Ret. Join the conversation You can post now and register later. Live PTR The same talent that makes Divine Protection busted also makes Shield of Vengeance have a 1 minute cooldown.

Great write up. So far my biggest problem is the same you wrote about Retribution Aura. I've never liked "bring the class not the player" because it has the effect of leaving players behind.

Low skill floor is good for everyone, low skill ceiling alienates good players. However to keep the post as concise as possible i decided to only bring up what i believe are the major offenders when it comes to actual design:. For you good design is on rotation and rotation only? I mean Ret was barely even functional outside of Wings. The biggest issue with it now is that since that rework, there's been essentially zero work done to address any tuning issues left since that point. The main point is: The pillars of good spec design seem to be 3 in general. This means that the performance of the lower percentile and the upper percentile do not differ by much. Be it from bubble to mobility to even our very rotation! That would help so much but not be overpowered in pve or pvp. This together with some new talents and the addition of our wings giving us critical chance stat instead of an increased chance for abilities to critically strike made direct damaging trinkets and effects much stronger for retribution than stat-increasing trinkets and effects. However, we want to set clear expectations.

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