Alright so I decided to put one of these together. I, like a lot of you am a career Ret. I love the spec, the fantasy, the idea of a warrior blessed by the light who can channel it to strengthen him/herself. I welcome all criticism and comments. Tell me what you like, why you like it. Tell me what you dislike, and why you dislike it. Offer alternatives if you feel obliged.
Next I'd like to define my thoughts on what a Retribution Paladin is (thematically):
A Retribution Paladin is someone who has watched endless suffering and said enough is enough (see my signature). They are skilled warriors that focus on destroying foes with both steel and magic. They are not the most mobile of warriors, but they often command and inspire. A Retribution Paladin never gives up. The power of the Light reaches even the darkest corners, and the flames of Judgment burn brightest in that darkness. I feel that being a buffbot or having a ton of utility is not the best approach. The utility that I propose is in the form of healing. A retribution Paladin is strong alone, but their presence inspires allies to fight as long as possible and as hard as possible. This ability to heal should have no impact on our competitive PvE DPS.
With that said there are a few things we need to get out of the way up front:
1) The % WD (Weapon Damage) values are not tuned. They are strictly for comparison against other skills. I did not put a ton of effort into mathematical balance. So please refrain from bashing the damage listed etc. I imagine that my build is significantly harder to balance that live or even legion, but I did this for fun, not for anything else, so accept it as that.
2) I did not take into account artifact stuff. So please pretend like it doesn't exist. If I get more free time (1hr a day at work doesn't go very far) I'll consider adding it.
3) I excluded some abilities, simply because I didn't feel like that were all that relevant to the discussion. For the sake of the argument, pretend we don't have them. If you feel it's a problem we don't have them, mention it.
Retribution
The core of my build changes almost everything about the specialization of Retribution. One thing I want to add here is that I feel Blizzards direction on Ret is wrong. One of the major things seperating us from other Melee is that we have magic at our disposal. My build really keys in on the use of our holy power in battle and gives us much more range than traditional melee.
Resource:
Holy Power is gone. It's a bland mechanic that has absolutely no real game-play impact. It's literally identical to combo points. My build uses Mana. Mana is both spent and regenerated rapidly by using various abilities. Mastering the flow of Mana, the timing of regenerating CDs is integral to ensuring you're not running on empty. With that said I understand people make mistakes and that an encounter may throw things awry so there are ways to replenish your reserves generally at all times.
Mastery:
I always felt that we had an incredibly bland Mastery. It's just a passive damage knob to be turned up or down. I wanted something that was unique to us and fun, but offered scaling; something I felt as though we tended to lack. I suspect many of you will think that my new Mastery is overtuned etc, but bear with me.
Mastery: Rending Light – Your weapon radiates boundless light causing all attacks to deal holy damage instead of physical. Your attacks cause enemies to suffer from Rending Light, which is a 15s DoT that stacks to 30 and is consumed by using certain Seals.
The goal behind this is that We should be very good at picking apart high defense targets and classes that rely on barriers in PvP. Doing Holy damage to a Rogue, or a Warlock is not as strong as it is against a Death Knight or a Mage. In PvE, this is just another knob to be tuned. Realistically you'll rarely see maximum stacks as you'll want to use them sooner, but there is room for error so I had it stack to 30. The DoT portion deals very low damage, I even argued for just being a flat debuff that stacks to 30. The actual damage comes from Seals, as we'll see later on.
Offensive Abilities:
Below are the abilities I've devised for our general rotation. You'll see some very dramatic changes and new mechanics.
Crusader Strike
"A bold strike that renews fervor, granting Zealotry."
Zealotry – Your unparalleled fanaticism empowers your next attack, ends on next attack or after 4s.
Under Zealotry – Crusader Strike becomes Holy Strike.
- Melee Range
- Single Target
- No Cooldown
- Regenerates 10% Mana
- 100% WD
Obviously a huge change here. The change to Mana definitely warranted us to have a no cooldown regenerator. Crusader Strike is also very important because it grants Zealotry, one of my builds core mechanics. Under Zealotry refers to if you have the buff, using that attack will add this effect to the original ability.
Holy Strike
"A sacred strike that summons hallowed blades of light to purify foes. Generates 3 Rending Light stacks and consumes Zealotry."
- Melee Range – then 10yd circle
- AOE
- Places Crusader Strike on a 6s CD after using
- Regenerates 10% Mana
- 390% WD
A completely new ability. I wanted to prevent CS spamming to regenerate Mana. I also wanted to develop a powerful on-demand AOE skill. The skill factor here is in managing the cooldown it places on CS. To offset this it does regenerate a small portion of Mana.
Exorcism
"Blasts targets with divine force."
Under Zealotry – Exorcism has a 40% chance to reset the cooldown on Templar's Verdict.
- Melee Range – then 12yd cone behind
- AOE
- 9s Cooldown
- Costs 20% Mana
- 260% WD
Exorcism is now melee range with a cone effect behind it. I wanted to give us a cleave type of ability to help with multi target sustained encounters. I also wanted to find a few ways to make scaling work well. I.e. more haste, more abilities used, more cooldowns reset -> etc.
Judgment
"Calls down righteous fire from the heavens. If Judgment critically strikes, you gain Righteous Fire."
Righteous Fire – Your body is bathed in light of the fire granting your next attack 50% increased damage. Ends on next ability or after 6s.
Under Zealotry – Your next ability is a guaranteed critical.
- 20yd Range
- Single Target
- 7.5s Cooldown
- Costs 10% Mana
- 150% WD
Judgment is an important ability for a few reasons. Again I wanted to address our ability to scale. I needed something that works with crit and felt that it could impact which ability we use next. I.e. if Judgment crits you really want to make sure that your next attack is a hard hitting one (and not CS, especially if you managed to have Zealotry active.
Blade of Wrath
"Conjures a sword of brilliant light to abolish evil."
Under Zealotry – Generates 3 stacks of Rending Light and does not consume Zealotry.
- 10yd Range
- Single Target
- 3s Cooldown
- Costs 40% Mana
- 360% WD
I chose this ability as our "TV". It's designed to hit hard, and has a very short CD. I really went back and forth on the Mana cost on this ability. I wanted to do 30%, but I felt that 40% was more appropriate. Another interesting feature is that using it under Zealotry does not consume the buff. It adds a nice touch to up the burst, but the Mana cost does prohibit spamming it.
Templar's Verdict
"A true and just strike that invigorates the most hopeless of crusades."
Under Zealotry – Reduces the cooldown of Judgment, Exorcism, Blade of Wrath, and Holy Strike by up to 3s if they're currently on cooldown.
- Melee Range
- Single Target
- 12s Cooldown
- Regenerates 50% Mana
- 290% WD
TV here is a hard hitting close range attack that is our short CD Mana regenerator. Under Zealotry it acts as a tool to bring other CDs up more quickly. Ideal usage would be ensuring you get the full Mana back, don't leave it sitting on CD for too long, and have other abilities on CD when you use it.
Divine Storm
"A shining storm surrounds you smiting those who tread too close."
Under Zealotry – Generates 2 Rending Light stacks per hit.
- 10yd Range
- AOE
- 14s Cooldown (starts when toggled off)
- Costs 10% Mana per second – press again to cancel or turns off when OOM (toggling off is off the GCD).
- 80% WD per second
I made a pretty drastic change to DS. It's now a toggle on a CD. I actually wanted no CD toggle (given it's fairly extreme Mana cost, but felt that some of the talent ideas I came up with would make it tedious to manage. One of the most important issues facing Ret is our lack of on demand AOE. This is intended to alleviate that. Under Zealotry it just helps stack Rending Light a little bit quicker.
Supporting Abilities:
These are some abilities that are used to supplement the general rotation, or our general utility.
Seal of Light
"A glyph of golden light radiates from below the Paladin absorbing holy energy to bolster their vindication."
Passive: "The cooldown of Avenging Wrath is reduced by 1s every time you use an ability empowered by Zealotry."
Activation: "Consumes all Rending Light within 40yd dealing 5% (+x% of Mastery) per stack."
- 40yd
- Single Target
- No Cooldown
- No Cost
- Off the GCD
For my build I wanted Seals to be the defining Ret mechanic. Seals are basically a stance with an active component. Seal of Light is designed consume the Rending Light on all targets dealing damage. This effect can critically strike as well (making it useful to use after a Zealotry empowered critical Judgment). Under good circumstances you'll want to be in Seal of Light as often as possible to reduce the CD on Avenging Wrath. Mastery stat will directly increase the damage of this ability. I imagine somewhere around 22% Mastery stats in entry level raid gear so it's worthwhile to know the break-point of when stacks > say Blade of Wrath. (UPDATED: Lowered base damage significantly 20% -> 5%). Removed Mana Cost. Intent should be able to switch between stances when needed.
Seal of Wisdom
"A glyph of azure light radiates from below the Paladin to help sustain their vigor."
Passive: "Your auto-attacks regenerate 10% Mana."
Activation: "Consumes all Rending Light within 40yd dealing 5% (+x% of Mastery) per stack. In addition, abilities that would cost Mana do not for the next 4s."
- 40yd
- 4s Duration
- 24s Cooldown
- Regenerates 10% Mana
- Off the GCD
The counterpart to Seal of Light is designed to be used when you want to regenerate Mana, or want to dump a lot of Mana rapidly and not have it cost Mana. AOE, Cleave, CD Burn phases are ideal for this. You can switch into the Seal at any time, but the activation effect has a 24s cooldown.
Blazing Light
"Blesses a target with a warm amber light restoring lost health."
- 15yd
- Single Target
- No Cooldown
- Costs 60% Mana
- 1.5s Cast
- Heals for 25% (+x% of Mastery)
Our only healing spell. It's costly, strong, short range, but scales of Mastery as well as being generally potent. The purpose of this is I thought it would be cool to have mastery do more than just influence damage, now that our damage is based on our Mana, I feel that having a powerful heal that costs that Mana as well is fair.
Divine Steed
"The Light grants the Paladin a brief reunion with a most faithful steed in dire circumstances transforming the Paladin into a Divine Steed increasing move-speed by 70%."
- 4s Duration
- 30s Cooldown
- No Cost
- Off the GCD
- While transformed you cannot use any abilities. Pressing the ability a second time while active will remove the effect.
Our only mobility spell. It has a medium cooldown, it's not a click target gap closer, and has the downside of being unable to use abilities while transformed. I feel that given our stronger defenses and healing and damage, this is a fair trade off. In the talent sections I did develop an alternative to this for those that want more of a traditional gap closer and liked the idea of Turylons Might.
Divine Shield
"A Paladin is protected by a barrier of Divine Light that defends them from peril."
- 8s Duration
- 5 Minute Cooldown
- No Cost
- Off the GCD
- Immune to all damage and CC.
Our very powerful defensive CD. Not much changed.
Avenging Wrath
"A burst of righteous Light empowers the Paladin in combat."
- 20s Duration
- 2 Minute Cooldown
- No Cost
- Off the GCD
- Increases all damage and healing by 20% and generates double Rending Light stacks.
Our very powerful offensive CD. I really wanted to spice this up a bit, but I felt that the rest of the kit changed so dramatically that this was the best I could come up with without being too excessive.
Divine Protection
"The Light is a veil that surrounds the Paladin shielding them from mystic forces."
- 8s Duration
- 1 Minute Cooldown
- No Cost
- Off the GCD
- Reduces magical damage taken by 30%.
Our moderate defensive cooldown. No real changes here.
Hammer of Justice
"The full weight of justice staggers even the mightiest enemies."
- 10yd Range
- 6s Duration
- 1 Minute Cooldown
- No Cost
- Off the GCD
Our main CC. I think I reduced the range from live given our new damage/durability. Talents will change this a bit.
Talent Tree:
So here is my talent tree. I used a completely different philosophy than what Blizzard does. For me, having to talent to AOE is completely unacceptable and that talents should EMPOWER existing abilities in different ways. You may notice some tiers have a theme, i.e. mobility, range, seals, defensive, etc. One last thing is that I feel our final tier should be a finishing attack. Similar to our old 1 minute cooldown execution sentence/Lights Hammer, etc. I want you to choose between 3 completely awesome attacks depending on your situation/needs. I am aware that this doesn't quite fit the WoW model, but hey why not? I did my best to make all 3 choices meaningful, not always DPS related, and fun to use. One other thing, I did not put ANY real thought into what tiers were at what level. I probably should have, but I didn't think about it.
Level 15
Long Arm of the Law
"Empowered by the divine laws of the heavens your Judgment spell has its range increased to 30yds and increases your move-speed by 45% for 3s."
Pursuit of Justice
"As long as the Paladin has faith in the Light, justice will be delivered swiftly. You gain 60% move-speed when above 50% Mana. Does not stack with any movement increasing effect."
Ride the Lightning
"A Paladin can harness the speed of light, instantly moving forward 20yds. This effect costs 10% Mana and has a 30s Cooldown, and replaces Divine Steed."
This is the mobility tier. I wanted to created 3 choices that were fun, and useful. LAotL is relatively unchanged from live. It is designed to have an uptime of somewhere around 40%. Pursuit of Justice to me seems mediocre in a raid environment, but really shines in open world, or in PvP. Considering we do a lot of burst damage, it lets us get in range, unload, slow down, then try to catch back up again when we're able to restore our Mana. Ride the Lightning is intended to be a gap closer similar to blink. it has a medium cooldown, happens instantly, but has a small Mana cost tied to it. I can see this useful in all different types of content. PvP talents will enhance all of these abilities, which we'll see later.
Level 30
Blessed Blade
"Imbued with the Light, Crusader Strike releases a torrent of holy fire increasing its range to 20yds dealing 110% WD."
Final Verdict
"A Paladin can channel the light to summon a mighty weapon increasing its range to 20yds dealing 330% WD. Replaces Templar's Verdict."
Holy Wrath
"The Light's reach empowers Exorcism increasing its range to 20yds (and 15yd cone) dealing 280% WD."
This is the range tier. I wanted to supplement the fact that Retribution is about Might and MAGIC. That to me implies attacks of a magical nature therefore having access to range. All 3 abilities improve the damage of it's specific ability, and increase its range. Crusader strike is obviously used much more frequently than the others therefore its damage increase is very small, but it also gets a large range increase. I can see this being very valuable where you need access to Zealotry, but are at range. Final Verdict is similar to live, gets a very healthy range bump for our primary Mana regenerator. Especially useful in PvE where our regenerators are mostly melee ranged. Holy Wrath empowers Exorcism to have range, and increases the width and length of the cone effect. This is especially useful in cleave/add fights and in open world or PvP.
Level 45
Seal of Justice
"Your basic attacks in Seal of Light have a 20% chance to grant Zealotry." In addition Zealotry can now stack up to 2 times."
Seal of Command
"While in Seal of Wisdom your attack speed is increased by 100%, and critical hits regenerate 20% Mana."
"While Seal of Light your attack speed is increased by 20%, and critical hits generate 1 additional Rending Light stack."
Seal of the Martyr
"Your basic attacks in Seal of Light have a 20% chance to deal 50% additional damage. You suffer 10% of the damage dealt from these attacks."
This is the seals tier. I wanted to have a nice throwback to all our old past seals in here. I also wanted to find a way to empower them by basic attacks (think Art of War). I like that you can choose between additional Zealotry, faster Rending Light stacking and Mana regeneration, and the burst of Martyr. I think the damage received will be nicely offset by our improved healing.
Level 60
Divinity Barrier
"Reduces the cooldown of Divine Shield and Divine Protection by 50%."
Domain
"The Paladin consecrates the land they stand on, healing Party Members who walk on it by .5% (+x% of Mastery) per second." The effect is approximately 8yds. In addition your Divine Protection also reduces Physical damage taken by 30%."
Stay of Execution
"Mark a target to be saved. For 10s, every instance of damage the target receives they are instantly healed for 30% (+x% of Mastery) of damage received. 1 Minute Cooldown. Off the GCD. Regenerates 10% Mana."
This is the defensive cooldown tier. As I mentioned earlier I really wanted to focus on healing as our defensive party utility. Divinity Barrier is your basic choice. Effective and simple. Domain is similar to my definition of Retribution. They command and inspire. Their domain empowers allies to fight to the last and never give up. I also had it scale with Mastery to give it some additional oomph. Stay of Execution is a neat idea I came up with. It doesn't protect you from burst, but it makes sustained damage significantly less threatening and acts as a small Mana regenerator.
Level 75
Unrelenting Storm
"30% chance upon toggling off Divine Storm (or upon running OOM) to automatically cast again for 4s with no Mana cost."
Indignation
"Indignation can be placed anywhere within 40yd instead of being centered on You. Replaces Divine Storm."
Swelling Squall
"Every 1s Divine Storm is active it gains 3yds and 5% additional WD."
This is the DS tier. It's my favorite ability in the game so I gave it some love. Unrelenting Storm is like a free proc. This talent is the reason why I gave DS a cooldown. Indignation is a cool idea I thought up. Basically I thought of scenarios of where this could be useful. If you're focusing a priority add, you can place your DS on adds across the room to help contribute damage, in PvP throw it right in the middle of a group of casters, force them to move. Swelling Squall is a simple and effective increase to range and damage based on duration. The PvP talents have a lot of interaction with DS.
Level 90
Stand Tall and Shake the Heavens
"Can instantly resurrect with 20% Health and 20% Mana. This effect can be used on other players, mimicking other battle res abilities and subject to their rules."
Ascension (Formerly Fallen Angel)
"Upon dying, you're resurrected for 10s with Avenging Wrath activated regardless of its cooldown; you are immune to all movement impairing effects, damage, and gain 100% move-speed."
Divine Intervention
"Upon taking fatal damage, your Divine Shield spell is automatically used (unless it is on cooldown), regenerating 100% Mana, and increasing healing received by 50% for the next 10s." The cooldown of Divine Shield is reduced by 50% if it's used this way. Does not stack with Divinity Barriers effect."
Utility tier. As I mentioned before Retributions defensive utility is healing. I wanted Ret's to be able to battle res, but I felt it would be even one better if we also had the ability to reincarnate, giving us the unique ability to stand up on our own, or bring an ally back. In a raid environment, it would be identical to other battle res rules (again as a career Ret I'm not that intimate with them, but I know they're accrued based on time). Fallen Angel is unique in that it doesn't have the huge impending cooldown of being resurrected. A Retributions last stand should be a terrifying sight to behold. I can see this being used in raiding, open world maybe not as much, but definitely in PvP. Divine Interventions intention is to protect you from a mistake, basically hitting the reset button. It definitely has value in both PvE and PvP. I removed the synergy between Divinity Barrier and Divine Intervention because I felt a 75 second cooldown on Divine Shield was not balanced.
Level 100
Angelfire
"Unleashes a super-sonic white-hot wave of holy fire at a target. Upon contact it explodes dealing AOE damage and stunning for 2s. If the primary target is already stunned the effect deals double damage to all targets hit, but no longer stuns. Deals 800% WD to primary target, and 400% WD AOE in a 10yd radius. Generates 5 Rending Light stacks. Requires Zealotry. No Cost, 40yd Range, 1 Minute Cooldown."
Execution Sentence
"Marks a target for execution. For the next 10s the target takes 10% additional damage. After 10s the Paladin will crash from the heavens onto the target, stunning them for 4s, and dealing 350% WD plus 100% of the total damage done to the target by the Paladin during the effect. Generates 10 Rending Light stacks total, 1 per second. No Cost, 20yd Range, 1 Minute Cooldown."
Wake of Ashes
"A Divine strike that rends the sky asunder dealing 1100% WD to a single target, generating 3 Rending Light stacks. Regenerates 50% Mana, 10yd Range, 1 Minute Cooldown."
Ultimate Attack tier. What I envisioned here are very powerful offensive cooldowns on a 1 minute cooldown. Angelfire is basically FF7's Cloud Strike Bladebeam, but made of holy fire. It has a stun component for both PvP, and for add fights in PvE. Given its large AOE, range, and damage it does require Zealotry. Execution Sentence is both a gap closer, CC, and a damage nuke at the same time. It doesn't have very large range. This is definitely more of a PvP oriented skill, but in a single target encounter with little mechanics or movement to disrupt the stacking mechanism it can certainly deal a lot of damage, Thematically think of it as Falling Sword from D3. Wake of Ashes is basically a column of light obliterating a single target for a large amount of damage, with small range, but regenerates 50% Mana.
PVP Talent Tree
Very similar to the traditional talent tree I did not spend any time developing costs or anything. I generally ignored the filler stuff like take x% less damage, do y or z, etc. Functionally what I did was augment PvE skills to have PvP benefits, and let you choose which would be best given your team/enemy composition, or if you were solo.
1
Jailer's Realm
"Hitting an enemy with Exorcism, Judgment, Divine Storm, or Seal of Light causes chains of shining light to burst and tether to the ground. These chains root the target for 1s and slow them by 25% for an additional 4s."
Law of the Land
"All enemies within 8yds of the Paladin have their move-speed slowed by 60%."
Weight of the Righteous
"Any enemy suffering from Rending Light has their move-speed slowed by 35%. Successfully interrupting a target inflicted with Rending Light doubles the slow to 70% and generates an additional Rending Light stack."
This is basically the slow tier. These talents are design to impair the enemies movement. Jailers Realm has a lot of synergy with the Indignation talent. This talent is especially strong against ranged targets or comps that run multiple ranged. Given their AOE nature they work well in RBGs. Law of the Land is designed to inhibit close range combatants from feeling you once you're on them. It also flows thematically with the idea that Retribution Paladins have a presence that inspires allies and demoralizes enemies. Weight of the Righteous is designed to make it so anyone tagged with Rending Light is generally just slowed by a fair amount with a high uptime. Rending Light can be dispelled (not entirely, but by the stack, so 1 dispel 1 stack or 1 dispel multiple stacks pending other classes dispels). Unsure if it should have a % of dispel protection. I opted for no.
2
Unstoppable Vortex
"Divine Storm costs 50% less Mana per second to maintain. In addition while it is active any allies inside the storm take 30% reduced damage unless enemies are inside the storm's center."
Mirror of Vengeance
"While Divine Storm is active all harmful effects are reflected at their casters (Note that direct damage will go through, but effects such as Frost fever, Polymorph, etc. will be reflected). Effects cast from inside the storm's center are not reflected." Reflected attacks also generate Rending Light stacks."
Revitalizing Tempest
"Your Divine Storm heals you and your party members for 100% of the damage it deals."
This tier empowers DS. I wanted it to be both a defensive ability and offensive. Given it's cost to maintain it needed to have very strong effects.The static 30% damage reduction gives incentives to make sure that melee targets are tasked to dispose of the Paladin instead of ranged. Mirrow of Vengeance is great because it really punishes spellcasters for blindly throwing debuffs at the Paladin. it gives a risk vs. reward to get close to get meaningful effects off before retreating. Revitalizing tempest is designed to bolster your allies desire to stay in the fight. This is especially effective against melee cleave comps where debuffs or ranged attacks are a non-issue.
3
Vengeful Weapon
"Your Blade of Wrath purges 2 beneficial effects from enemies."
Vorpal Weapon
"Your Blade of Wrath reduces all healing the target receives by 15% for 6s."
Hallowed Weapon
"Your Blade of Wrath heals for 50% the damage it deals."
You choose based on your team needs or the opponent you are against. A mortal strike effect is especially handy on a non-mobile healer, whereas purging beneficial effects is stronger against spellcasters who stack those types of effects. Hallowed weapon grants additional healing to outlast opponents.
4
Guided by the Light
"While under the effects of Divine Steed you are immune to CC and regenerate 5% Health per second. Passing through an ally removes any CC on them."
"Ride the Lightning regenerates 20% Health."
Lightning Rend
"Ride the Lightning is empowered so that if you pass through an enemy they suffer 300% WD and are stunned for 3s."
"Divine Steed stuns any target you pass through for 3s."
Cavalry's Momentum
"Activating Divine Steed regenerates 20% Mana per second and the Paladin takes 50% reduced damage while transformed."
"If Ride the Lightning passes through an enemy it places 10 Rending Light stacks on them. In addition your Ride the Lightning no longer has a Mana cost."
Mobility enhancing tier. I made sure each talent offered upgrades to both mobility skills. Guided by the Light is nice for regenerating health to outlast opponents and also helps allies by removing any CC effects on them. This is a more defensive mobility upgrade. Lightning Rends turns Ride the Lightning into a hard hitting CC move. It does require you to pass through an opponent which would not be easy if they were moving erratically. Divine Steed lets you stun multiple targets if they're closely grouped together. Cavalry's Momentum is a Mana regenerating theme if using Divine Steed, which it helps rapidly stack Rending Light if you chose Ride the Lightning.
5
Hammer Time
"The cooldown of Hammer of Justice is reduced by 2s for every stack of Rending Light on the target when it is cast."
Harsh Sentence
"Your Hammer of Justice spell has its range increased to 30yds; in addition the cooldown is reduced by 20s if it successfully interrupts spellcasting."
Law and Order
"Your Hammer of Justice now stuns all enemies within 10yds."
CC enhancing tier. This is designed to improve your main CC spell depending on your enemy/team composition. Hammer Time is great if you're able to stack a lot of Rending Light. Hard Sentence is designed to punish spellcasters for reckless casting. Law and Order helps prevent focus fire on the Paladin.
6
Bastion of Hope
"Every 3s you and all allies within 8yds are purged off up to 2 harmful effects."
Bastion of Glory
"As long as a single ally is within 10yds, all damage your allies within 10yds would take is reduced by 10%."
Bastion of Vengeance
"Attackers suffer 3% of the damage dealt to you reflected back at them as Holy damage."
More thematic domain buffs. Designed to empower you and your allies against specific threats. One for debuffs/DoTs, the other for focus fire, and focused AOE.
Conclusion
That's what I came up with. Basically goes back to being a commanding presence on the battlefield and exacting wrath and vengeance with might and holy magic. Feel free to give your thoughts and criticisms.
EDIT: Got rid of the tables. Looks cleaner now.