Results tagged “Retribution” from From the Abbey to Outlands

Too Many 'if' Statements

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So I have been playing Paladin a bit lately, and I have noticed a large variety of results from combat. It feels like I am getting such a differing result of combat, that I have tried to do some testing. As far as I can tell there are a lot of, well, in programmer speak 'if' statements in the way combat goes. I have played a lot of time, almost a year worth of /played by now, and I can't recall any other time when there were so many 'if' lines in the way combat worked.

If I have my Crusader Aura up(aka farming or daze dismounted), instead of Retribution Aura, a fight takes much longer. If there are adds, I will likely need to bubble and bandage, or heal myself a bit. If I do not have Blessing of Might it could cost me mid fight. If I have no well fed buff, the fight could be lost. A lot of ifs, don't you think? Well, here's the killer. If I have Ret Aura, Blessing of Might, a well fed buff, and am at full bars, a single mob can be 3 shotted if they are 66-68, though if they are 69-70, it could take 5 or 6 attacks. If none of these are in effect, I could die in 3 or 4 good hits from a 70, and if not, any adds will blow all my cooldowns to stay alive. Like I said, too many 'if' statements. Does your class have a lot of if statements?

The Nerfbat Keeps on Swinging...

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A few days back, when the first ret nerf hotfixes came in, the ones with the JotW changes, I had a short comment based conversation with Zach Yonzon, who is WoW Insider's resident Paladin expert, where I railed against the changes, while admitting that it is quite possible the dps changes were needed for PvP. Zach admitted that the JotW might need some looking into, which is a decent shift in his opinion. As the nerf bat kept swinging, Zach tried valiantly to see Blizzard's perspective.

I too was trying hard. Very, very hard. I don't PvP, so it could be reasoned that I do not understand the playstyle's minutiae. 36 hours ago I was all ready to give you my thoughts on what I thought would be the last swing of the nerfbat. At that point, I felt like I was back about 1 month ago. I was killing stuff about the same speed, I was running out of mana about as much, it felt like the only thing that had changed was I had a few new spells, and a few things had differed. Then came the word from Ghostcrawler on the Beta forums that they weren't done yet.

Apparently the already significant nerfs to Divine Storm, all of the seals and judgments, Judgment of the Wise, and Hammer of Wrath, as well as nerfing the spec down to equal to where they were before 3.0.2 and making Retribution Aura critical to a Paladin's dps, they still feel that there is more swings of the nerf bat in store. To make this worse, the 'if's and may be, and only if's seemed to count for little, since the hot fix went live either before, or very shortly after the post. So much for warning us, GC.

So now, we the DPS Retribution Paladins, long called lolret, and retardins, are back in the basement. Instead of nerfing us to the ground, they have once again nerfed us into the basement. They balance level 80 talents to a one month level 70 game. They tell us one time that we are fine in PvE, then the next time they tell us we were too good, too powerful, and must be nerfed. I, like Zach and many other Retribution Paladins, am tired of the nerfs. As of last night, after this nerf went live, I was literally worse off than I was 30 days before. It took me a lot longer to kill mobs, I ran out of mana significantly faster, and my dps was barely noticeable. Grats Blizzard, you have undone months of good will.

Nerf Bat Hits Ret Hard

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I want to preface this with the disclaimer that what I am about to mention is beta info, and may not actually go live. It also may not reflect the state of Ret when the 3.0.3 patch goes live. That said, these are my opinions, and I stand by them.

So a new beta build was pushed up to the beta realms tonight, 9138, and the expected nerfs to Paladins have come in, and they are hurting. Let me point out that the changes that Blizzard said were coming for Retribution Paladins was intended to impact on their performance in PvP, as everything was said to be fine in PvE. Right. Divine Storm is now physical. Yup, PvP. Armor now takes some of the oomph of the spell when used in PvP. Seals and Judgements are down, in fact there is almost all 'down from' numbers on the MMO Champion site when going through the ret spells.

Judgement of the Wise now grants the paladin 15% of his base mana. (Down from 33%)
Wait! What?!? This isn't a strictly PvP thing. This is almost more a PvE thing, cause you generally won't last long enough, if you are going to run out of mana, if you don't have time to drink. This is almost entirely a PvE nerf, and one I can't say I like too much. This hits both my Paladins right in the mana bar, something that Ret has always had issues with before. Based on my math, Med has a mana pool right now of 5658, and the JotW gives back 975. In the current iteration, that same proc would give me less than 500. 443-444 mana, to be exact at a 15% broken down from 33%. Blizz, my friends, I understood the PvP, but this? This is a snuck in ninja to what was supposed to be the solution to the mana problem.
While many of watch the crawling progress bar of our installs for patch 3.0.2, I thought I would let you know what talents I recommend for a couple of my classes. These will be for the specs I choose to play, and are not necessarily going to reflect what you will, or may choose to select for your characters. First up, I am going to start with my beloved Paladin class, and their Ret build. This will be a 0/3/58 build.

I feel this build maximizes crit rating while still giving some points into the new lower tier and more accessible Blessing of Kings in Protection tree. Admittedly this does not have the full 5 points in Kings, but it gives us some, and can always be changed if the majority of players you group with have the full one, or just wait five weeks and hit 72 so you can go full in. As with before, I have chosen to ignore Pursuit of Justice and Eye for an Eye, as I do not feel they are worth those essential points for the next month before Wrath goes live.

I also left Divine Purpose out in order to get those 2 extra points in Improved Blessing of Kings, and these points can be added back in later if you feel the need. Crusade, while potentially nice, will not, I think, improve the damage output enough to go 3 in for this talent. Maybe at 80. Essential talents from my time on beta are Repentance, Improved Ret Aura, Art of War, Judgment of the Wise, and Divine Storm. That last one, of course, is why we limit the diversity of our talents. Sheath of Light is a good one, giving your heals a much nice kick to them. Flash of Light can heal for enough to keep you alive in a pinch, and with the new push back changes even a Holy Light can be hit for almost a full to top heal.

The big thing about the new Ret tree is that it seems to focus in two areas. First it boosts crit rating. With a crit rating of 205 before, I had a chance of 23.5%. I will be sure to add in my new crit rating here ____% when the servers go live, and with all the bonuses to crit, I am sure that percentage will get a bump. The second focus is on mana. Ret gear is well known for it's lack of int and mp5 points, and as we of the Light use mana for a lot of put spells, we have long been those of the oom. This tree will fix that. Judgment of Light being used alongside the Judgment of the Wise talent and Divine Storm triggers, a ret Paladin should have little to now trouble staying healthy and mana filled for a long, long time.

While this isn't the idea spec, it is what we can do with the points we have and the month that spans between this patch and Wrath. Remember, we heard at Blizzcon that there will be a 3.0.3 patch coming in a week or two, and that might in itself bring us more changes still to the live game. I would love your thoughts on this spec, and even your thoughts on other Paladin specs. For now, I am off to look into the Druid trees, and get a refill of my drink. 32% done installing...

Top 5: Paladin Spells in Beta

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I figured that since there is so much yummy goodness in the beta, I would start a small series of top 5s, just to give you short roundups from my beta testing experiences. The first one I want to tackle, of course, it the top 5 Paladin spells I have learned so far in the beta.

Divine Storm - An instant weapon attack that causes Holy damage to up to 4 enemies within 8 yards.  The Divine Storm heals up to 3 party or raid members totaling 20% of the damage caused.
This spell right now is #2 in my rotation on the beta, right after Crusader Strike. While the DPS of this ability can be sweet, especially when it procs, the soloing bonus of that 20% can be amazing to see. I now almost always pull 2 - 3 mobs in order to maximize the benefits.

Judgement of the Wise - Your Judgement spells have a 100% chance to grant the Replenishment effect to up to 10 party or raid members mana regeneration equal to 0.25% of their maximum mana per second, and to immediately grant you 20% of your maximum mana.
This is commonly known among the paladins I talk to as a mana battery. Every 10 seconds, as long as I have a Seal up, I can replenish, at level 75, about 1500 mana using Judgement of Wisdom. With Global Cooldown and the other spells in my rotation, it is rare that I am not at least 85% mana as long as I do not forget to judge. In fact, I more often find myself low on health than low on mana. I am considering testing this with Judgement of Light, just to get a small heal in here and there.

Repentance - Puts the enemy target in a state of meditation, incapacitating them for up to 1 min.  Any damage caused will awaken the target.  Usable against Demons, Dragonkin, Giants, Humanoids and Undead.
This ability is what I usually use for the 4th mob I pull. If I know my Divine Storm won't hit everyone, being limited to 3 an all, I will usually repentance one of the enemies, and pull the other 3 far enough away. Often by the time the 1 minute is up, I am done with his friends and ready to take him on. Long overdue improvement to this spell.

Art of War - Increases the critical strike damage of your Judgement, Crusader Strike and Divine Storm abilities by 20% and when these abilities critically hit your next Flash of Light spell becomes instant cast.
This ability was already pretty sweet with the recent improvements to the Flash of Light component. I have not yet tried the Flash of Light side, due to repeated crashes from the beta client, but I will be deliberately watching for the buff and seeing if it is as useful as I suspect.

Divine Plea - You gain 25% of your total mana over 10 sec, but the amount healed by your spells is reduced by 50%.
This is one of the many in a new class of spell I call a MoT(Mana over Time) spells that have crept into the game in the Wrath of the Lich King. This is one of those 'Oh crap, I have no mana' spells, since judgements cost mana, and while it feels like the regen of mana takes forever, in no time you have at least enough for Holy Shield or a last hoorah spell to try to eek out victory.


While these are merely the best I found, there was at least another 5 I could find in the changed spells list of the Wrath beta. Yes, most of these are Retribution, but that's what I play. If you are Holy or Protection specced and want to give me your top 5, let me know in the comments and I will be happy to post them as a guest entry on this blog, or even link to your own. Keep reading for the next in the list of Top 5s from the beta and live game!
We are currently in the beta phase of the next expansion, as you are all well aware. All of the classes have new talent trees, and some have spectacular abilities that totally kick ass. Some, not so much. I understand that some all players want those OMFG abilities to be seen. Not all will get them. Some may get them eventually. Everyone wants a Divine Storm, a Titan's Grip, a Beast Mastery, a Typhoon to be given to their class. Not everyone can. This is a fact of life that we will just have to struggle to accept and live with.

The way I see it, having a Hunter, 2 Paladins, and a Druid at 70, is that the big skills are being given to those classes and specs within classes that really, really need them. Hunters have long been the mockery of gaming. Ret Paladins too have suffered being the butt of all DPS jokes. Many raiders seem to feel that Moonturkey are carried, not doing real damage or contributing much to a run other than the aura. I play all of this. I see why we are getting the OMFG talents. We need them.

In a most recent Ask the Beta Tester segment on WoW Insider, their rogue columnist said that Rogues aren't getting any must have talents. He admitted that they will still do massive damage in any raid or group. No doubt rests in my mind that without the changes to Paladins in Wrath, Rogues would still be the hands down favorite for any raid or group. As it stands now, I have a small chance I could win out if their was a choice in a raid, especially with buffs to auras which make them raid wide and the talents and improvements to Retribution Aura that I have taken in the Retribution tree.

Changes to spell power will definitely affect Arita, my druid(renamed Aritas due to name change), but I am trying to get Medros to Dalaran in order to see the amazing city of magic. He only just dinged 71 last night, so it will be a bit until he hits the 74 minimum, but I will then spend some time learning the druid abilities to see how they do in solo and group play. I pretty much stuck to the prospective talent tree I posted about, and I will be sure to report here when I begin doing more than mere fedex quests on the Doomkin.

Hunters. Huntards many call us. Too easy to play, too streamlined, too anti group. We are the most insulted group, and the least wanted in groups. In fact, I think that if a raid were to choose between a Hunter and a Doomkin, they would likely choose feather over fur. Not to mention that hunters are almost never allowed to bring out their biggest asset, their pets, in most raid or group encounters. While Beast Mastery will undoubtedly be the most popular hunter spec in Wrath, cause let's be honest, who doesn't want to tame a Devilsaur, but Chimera Shot and Explosive Shot seem to have some promise. I will be looking at my Hunter last in the line of alts I will bring to the beta.

I guess what I am trying to say is, if your class isn't broke, don't expect a fix. Blizzard is giving clothies spell power, which will automatically give you a buff in that all that juicy healing gear that used to drop will now be usable. They are still working on classes from the Death Knight on down, so don't think that just cause we might have a cinematic, that the beta is over, cause it's not. This change. Things will continue to change. Sit back, relax, and enjoy the flight.
You may recall I did a talent overview of the Balance tree when the pre beta talent trees were published after the Worldwide Invitational. Well, now that Beta has arrived, bringing with it both Hunter and Paladin talents, I am here to give you my perspective on the new form of Retribution in the current Beta build. After I give you the highlights from the Ret tree, I will go over a few general changes and improvements to the Paladin class. Here is my prospective talent tree, and my current tree.

Let me first say, I am really excited about staying Ret all the way to 80 and into whatever end game I decide to play in. While both Holy and Protection will be getting some amazing changes, making them more versatile than their base abilities, I honestly believe the Retribution tree is getting the biggest, and best changes. Will it change how people see us? Unlikely, but it will be a start. Now, to the talents:

Heart of the Crusader - Ranks: 3 - In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by an additional 1/2/3%. Opinion: As seemingly the only Paladin in the world who uses Seal of the Crusader, I will miss that ability, but I will like the fact this ability might make me that little bit more desirable to raids.

Sanctified Retribution - Ranks: 1 - Damage caused by targets affected by Retribution Aura is increased by 2%. - Opinion: This stacked with the removal of Sanctity Aura will make the Retribution Aura an actually desired aura for (now) the entire Raid. I know I will be changing my macro from Sanctity(yes, another 'rarely used' one that I use all the time) to Retribution.

Sheath of Light - Ranks: 3 - Increases your spell power by an amount equal to 10/20/30% of your attack power and your critical healing spells heal the target for 20/40/60% of the healed amount over 12 seconds. - Opinion: With Blizzard's change from the Burning Crusade widespread stat list, to the more general ones coming in Wrath, this is both expected and welcome. As a Paladin who, while Blizzard has talked about switching Ret itemization to more warrior based, knows that Alliance Paladins still use a lot of spells and go through a lot of mana, I look forward to this talent which will still help me out.

Sanctified Seals - Ranks: 3 - Increases your chance to critically hit with all spells and attacks by 1/2/3% and reduces the chance your Seals will be dispelled by 33/66/100% - Opinion: Another +crit talent is always nice, and while I do not think that in PvE I was in great risk of having my seals dispelled, I will take that as an added buff in case I am ever PvPing.

Sanctified Wrath - Ranks: 2 - Increases the critical strike chance of Hammer of Wrath by 25/50%, reduces the cooldown of Avenging Wrath by 30/60 secs and while affected by Avenging Wrath 25/50% of all damage caused bypasses damage reduction effects. - Opinion: So at top rank Hammer of Wrath does about 700, which is not much even on crit, especially when you can usually only cast it once per mob, but I'll take it. The bigger thing for me is the Avenging Wrath buffs. 1 minute chopped off that spell, plus it's already dropped forebearance, and adding the damage bypass... that will make Avenging Wrath a must use spell in any fight.

Swift Retribution - Ranks: 3 - Your Retribution Aura also increases casting, ranged and melee attack speeds by 1/2/3% - Opinion: Yet another buff to Retribution Aura. Anyone noticing a theme here?

The Art of War - Ranks: 3 - Your damaging Crusader Strikes have a 5/10/15% chance to cause your next Judgement spell to cause double damage. - Opinion: Watching for the buff will be important, because this would be one of those 'OMG, go for broke' level of buffs.

Righteous Vengeance - Ranks: 5 - Increases critical damage bonus of all attacks by 3/6/9/12/15%. - Opinion: Retribution Paladins = God Mode, crit style

Divine Storm - Ranks: 1 - An instant weapon attack that causes Holy damage to up to 4 enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totalling 20% of the damage caused. - Opinion: Great for solo, decent for party. I imagine the animation will be bloody fantastic!

General Abilities:

-The change from Blessings to Hands on some of the 'off blessings' of current game is great, and I look forward to seeing what they come up with.
-Aura's being raid wide will be awesome, and will allow for a more overall coverage of aura's in a multi Paladin group
-Lay on Hands will be nice to see the changes, but I want to know how much mana it will now drain and how much health it will heal.
-Repentance will be nice, though I can honestly say I do not recall ever using it before. I will have to check it out, cause I clearly forgot this ability previously.
-Righteous Fury now doing 90% more threat on holy damage will be awesome for those non Prot who need to off tank in a run.
-Enlightened Judgements is a talent I wish was in Ret, as the improved distance was, I am told, in Ret pre TBC.
-DI and and LoH having lowered cooldowns of 20 minutes will be awesome.
-Holy Wrath being instant cast and does a stun? Finally!


Overall I am really enjoying the look of the Retribution tree in the Wrath Beta, and really enjoying the overall Paladin based improvements. I have concerns about mana pools, because Ret Paladins still need to cast a lot of spells and I am not seeing a lot so far to change that. Still, this is leaps and bounds better than currently in the game, though, of course, anything said here can and very well may change between now and Launch Day of Wrath of the Lich King. 

The Retribution Question: Melee v. Spell

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It all started with "Anyone want to go to SV or Heroic SP/UB" which I typed into guild chat. That elicited a few interested people, but not enough for an actual group. It did, however, bring about an interesting conversation with a fellow Ret Paladin in my guild the Shadow Walkers. He asked if I was planning to go to Heroic SP to work on the 'unofficial ret set'. I said no, not understanding what he was referring to. He went on to link me a few items from this Unofficial Ret Set. Ornate Boots of the Sanctified & Ornate Leggings of the Venerated were the pieces he linked, and one look told me the place he was going. The conversation also pointed to Bracers of Just Rewards as another 'classic ret piece'.

For any of you who saw my recent Gear Review for Medros, you will notice that there is a very different tact in gear and stat selection in the gear my beloved Paladin has. Strength. Agility. Attack Power. Hit Rating. Crit Rating. All of these are what I have built my DPS for Medros on. Now, I will admit that Ret Paladins use a fair number of spells. Avenging Wrath, Consecration, Crusader Strike, plus our seals and judgments. However, most of the ret spells I use are based around my attack power and melee damage.

So, friends, allies, Paladins and admirers, what do you think? With the coming changes to Retribution gear, should we just wait and see what blizzard is doing? See what the stat change that they say will increase our DPS is going to be? Do you think we need to focus on spell power or attack power?

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