So... likely going to still swap between FoJ/SoJ and BoG/SoT depending on comp, counter comp, and/or map.
Will you be running HA or SW now?
HA means you can:
1) Run split CDs to have HA, AW, HA, AW every 60 sec's for some more reliable burst. HA's passive dmg increase on HoPo gen's is nothing to sneeze at.
2) Run coupled CDs as a Swifty macro and be a 2 min wonder instead of a 2/3/5 thing going on. Huge burst, but hope you have your trinket up for the CC chain(s).
SW means you can:
1) Have 30 sec's of AW every 2 mins, for 25% uptime. This also allows faster HoW casts, in case/when we are kited. The longer duration is nice for a few other reasons too. We're far more likely to have usable time on target with wings, since CC will be on DR in that 30 seconds. Likewise, we can glyph AW for a % heal (albeit small) that now lasts 30 sec @ 25% uptime.
Personally, I still like HA because I'm used to it and prefer the options it affords, but SW looks good on paper and seems to benefit MORE from the new 4pc than HA.
19k and counting...Originally Posted by Blizzard Entertainment
A idea to make HoW really finalization strike:
HoW does not generate more HP
SW does not reduce the CD but always make HoW crit
Hammer of Wrath
3.0% of base mana
30 yd range
6 sec cooldown
Hurls a magical hammer that strikes an enemy for 1747 to 1930 (+ 161% of SpellPower) Holy damage.
Consumes Holy Power available to increase the critical strike chance by 35% per stack of Holy Power.
If the CD reduction is removed the only choice is the 50% baseline crit reimplemented into SR. Not completely removing Templars Verdict sub 20%. with HP gen removal.
HOWEVER one good idea for RBG goodness would reimplement rets Wotlk wings gimmic of ignoring 50% of damage reduction effects. This was one reason wrath rets were so potent in arena. Rogue? Spriest? Warrior? Hunter? Nice cd's guys. Die anyway
The "always crit" should be baseline to HoW in general or at the very least just reimplement the 50% passive crit which doesn't completely nuke the crit u already have in value as much and helps push HoW back towards being a proper execute.
If 50% critical was the case you could argue to keep the CD reduction on the talent since it's fully warrented with rets current numbers and unsolved issues.
Because this game needs more burst #.#
Time is on our side
Brutal Gladiator Enhancement Shaman *rawr*
Our burst will continue sub 20% outside wings with this which is usually the point where ret struggles to finish of the target. Secondwindsogood.
Forget everything I said, and do HoW always be critical when the opponent is at 20% less than life.
My idea was just to make the critical HoW were having at least some cost (Holy Power) and do not seem so OP within the SW
RBG leader: LFM RBG's 1 melee 2 healers then g2g
ME: Paladin here
RBG Leader: You holy?
ME: No, im RET and full Male w/ upgrades and pretty good
RBG Leader: sorry no room for Ret
I've heard people parade around saying "ret is fixed!" for too damn long now. I'll believe it when I see it.
This wont change anything, ret doesn't just need a 'rework' it needs new utility that actually makes it a viable choice over bringing a rogue or frost dk or any other melee. Ret had problems getting into RBGs in cata, how did blizzard think that they would be a viable option after they removed everything unique to ret and gave it to holy rofl?
Oh you have heals? Isn't that what a healer is for?
What do you bring that this holy paladin here doesn't? A dispel with a 2min cooldown, o.O Wow yeah thats better than smoke bomb.
Oh but your 'burst' is reasonable? Yeah so is every other dps classes....
Honestly there are a lot of ways to fix ret but the simplest, and crudest, is to simply make Ret into a legitimately viable offhealer. With a dispell + 40% of a pure healer's ability. Seriously. That way Ret would fill a certain niche where the team's 2 healers can carry the team while you help out.
It would be useless in certain maps where you gotta 3 heal, but maybe in zerg maps a Ret's added DPS and heal combo would make them a strong pick for a top tier team. More varied comps in RBGs would be a good thing. Now it's virtually "LFM 1 FDK, 1 Tank, 3 heals, rest = ranged".