
Originally Posted by
Camaris
Personally I think self-heals are the wrong way to go. It's a trap, because to make them our sole mechanism for survival is to make them overpowered. Our strength is supposed to be our flexibility in moving between damage dealing and off-heals. This is why we get trained into the ground every match - the opportunity cost for taking us out is very mild compared to our potential effectiveness when left to roam unchecked. It's why we make such powerhouses in open BGs but are extremely weak in any kind of organized play.
Ret is *almost* where it needs to be, but not quite. We need some changes in our ability to pressure an opponent, some buffs to survivability, and something unique to make us desirable without making us overpowered. What I would like to see:
1. Add a Mortal Strike effect to Templar's Verdict. As it stands we're the only physical damage class without one, and it would increase our ability to add pressure to a target in PvP without increasing our PvE damage and thus requiring rebalancing of our overall offensive ability, which is in a good place in PvE.
2. Add a fear break (not immunity, just a break) to Hand of Freedom.
3. Add a passive 10% damage reduction onto Righteous Fury via Sword of Light. Holy doesn't need more survivability and Prot doesn't need rebalancing to account for this baseline. As is we're the odd man out between warriors and DKs in not having any kind of tanking utility integral to our tank "stance," and this is potentially useful in PvE as well in emergencies.
4. Extend the damage reduction from the Glyph of Templar's Verdict to 9s.
5. Change the Glyph of Divine Protection to 30% damage reduction vs both physical and magical effects. It's a Glyph, it should be an improvement, not a shuffling around of an ability, and this would make it a strong option for all specs. Strong glyph options are good, particularly if there is more than three of them per spec.
6. New ability: Eye for an Eye. I can see this working one of two ways - either a raid-wide Devotion Aura type cooldown that reflects 20% of damage inflicted to raid members within 40 yards back to their sources for 6s, or a personal cooldown that reflects the next three attacks hitting the Ret back to their originators. 3 min cooldown. The former brings a unique ability to RBG and arena play, the latter is more of a self-survival mechanism to give us more of a chance to use our burst and offhealing capability. And quite frankly I've always loved the idea of this ability even if Blizz never could seem to balance it for effectiveness in BC and Wrath.
The new ability might be overpowered, it's a ballpark idea that would need tuning, but I think if we had the other mild increases to pressure and survivability added, we would find Ret to be much better able to fulfill the role we seem to be intended for in PvP.