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Caution: Please keep in mind that this is an alpha version and that numbers should be subject to later tuning.
The numbers used in this overhaul are purely for showcase and to give a near prediction of intended damage and healing values.
The design of the basic Toolkit and Talents, aswell as their synergy and personal feeling for the spec, are the important part of this overhaul. As the complete contribution is by far too long, I'm forced to split it up (so sorry for multiposting :P ).
This post will contain the Prologue aswell as an outlook of the rearranged talent tree and the changes to the basic toolkit, while the second post will include detailed changes to the talents. I intend to put my oppinions & intentions - and ultimately my objectives why exactly I changed certain things - in a third post directly behind the overhaul for insight and a more thorough understanding.
Be my guest to read them aswell if you're interested!
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Prologue
Hello guys,
at long last I finished the overhaul I announced some days ago. I tried to put my main focus on retaining the basic design from Blizzard and building up on it, emphasizing the core flavor and feeling of Retribution, and make a variety of playstyles with slight differences possible so players don't take a talent out of necessity, but of personal taste and their own determination to do so.
Please think of abilities, which are neither named in this overhaul nor listed under the changes, as carried over without being altered. I'd be glad to receive comments containing your personal thoughts, opinions, aswell as reviews regarding my changes, and hope this overhaul may help in creating a Class design which Blizz is interested in and - quite more importantly - we're in love with!
Red color means: Personal notes I put in to make it more understandable or indicate on something.
Blue color means: Updates on tooltips once a certain ability is acquired.
I hope you'll enjoy reading through (no sarcasm) - and now....be prepared! (nah, you're not...)
Talent Tree Outlook
Tier-1 (Lv15) - Damage Ability branch: [1]Execution Sentence [2]Scarlet Onslaught [3]Hand of Argus
Tier-2 (Lv30) - Crusader Strike branch: [1]The Fires of Justice [2]Crusader Flurry [3]Zeal
Tier-3 (Lv45) - Crowd Control branch: [1]Fist of Justice [2]Repentance [3]Blinding Light
Tier-4 (Lv60) - Blade of Justice branch: [1]Virtue's Blade [2]Blade of Wrath [3]Divine Hammer
Tier-5 (Lv75) - Damage Ability branch: [1]Consecration [2]Holy Wrath [3]Beacon of Retribution
Tier-6 (Lv90) - Personal Utility branch: [1]Divine Intervention [2]Dauntless Charger [3]Just Cause
Tier-7 (L100) - Finisher Ability branch: [1]Word of Glory [2]Seal of Light [3]Divine Tempest
General
- Divine Steed (Lv90 Talent) -> Removed, now baseline for Paladin (Lv87 Baseline).
- Judgment (Lv3 Base) -> Effect for Ret:
- Changes: None
- Judge an enemy, dealing (1+150% of Spell Power) Holy damage, increase the healing of Word of Glory by 0%, and causing the target to take 0% increased damage from your Holy Power generators if Seal of Light is active, and 0% increased damage from your harmful Word of Glory, Templar's Verdict and Divine Storm for 6 sec.
Specialization
- Eye for an Eye (Lv15 Talent) -> Removed, now (Lv28 Spec).
- Greater Blessing of Kings (Lv42 Spec) -> Now learned at Lv66. [Note: Usable in Rated PvP, can only be Mass Dispelled]
- Changes: Shrouds the Paladin in light to counter harmful magical effects, and magic damage taken, back at the caster for 150% of their original effect or damage. Doesn't remove already existing effects and ends if more than 40% of your maximum health has been countered. Lasts 6 sec. 1 min 30 sec cooldown. [Note: Physical like Spell Reflection, can't be dispelled or spellstolen. You still take damage, you just counter it for 150% back.]
- Greater Blessing of Might (Lv44 Spec) -> Now learned at Lv64. [Note: Usable in Rated PvP, can only be Mass Dispelled]
- Changes: Blesses all party and raid members within 50 yards, granting them barriers which absorb up to (Attack Power * 30) damage, evenly split over the number of allies. After 15 sec, you deal (100% of Attack Power) Holy Damage for every barrier fully depleted to your pursued target.
Allies receiving this effect will become Blessed and be unable to benefit from a Greater Blessing again for 5 min. 4 min cooldown.
- Greater Blessing of Wisdom (Lv1 Spec) -> Now learned at Lv62. [Note: Usable in Rated PvP, can only be Mass Dispelled]
- Changes: All party and raid members within 50 yards deal 10% additional damage as Holy Damage. Lasts 15 sec.
Allies receiving this effect will become Blessed and be unable to benefit from a Greater Blessing again for 5 min. 4 min cooldown.
- Mastery: Divine Judgment (Lv78 Spec)
- Changes: Increases every distributed and received healing by 10% for all party and raid members within 50 yards. Lasts 15 sec.
Allies receiving this effect will become Blessed and be unable to benefit from a Greater Blessing again for 5 min. 4 min cooldown.
- Pursuer of Justice (Lv46 Spec) -> NEW!
- Judgment increases the healing of Word of Glory by 7%, damage taken from your Holy Power generators by 7% if Seal of Light is active, damage taken from your harmful Word of Glory, Templar's Verdict and Divine Storm by an additional 14%, and increases the damage done by Judgment by 28%.
- Shield of Vengeance (Lv26 Spec)
- Grants you Pursuer of Justice, building up 20% additional movement speed over 15 sec against your pursued target. Resets if you hit your pursued or another target and doesn't work on targets more than 55 yards away.
Additionally, at all times movement-impairing effects may not reduce you below 70% of normal movement speed.
- Pursued: Your singletarget attacks mark your target as Pursued. Can only be placed on one target at a time. Lasts 30 sec.
- Changes: Creates a barrier of holy light that absorbs up to (350% of Attack Power) damage and refreshes itself to full strength every 15 sec, even if fully consumed. When the barrier is consumed, all damage absorbed is dealt back to your pursued target as Holy damage. Lasts 45 sec. 2 min cooldown.
If the barrier is dispelled or spellstolen, the caster will be incapacitated for 3 sec.
[Note: 2 Buffs are generated - barrier and generator (like Sacred Shield). Only the barrier can be stolen or dispelled.]
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Talents
Tier-1 (Lv15)
- Execution Sentence (Lv15 Talent) -> HoPo cost decreased to 0, 5.0% of base mana.
- Scarlet Onslaught (Lv15 Talent) -> NEW!, in place of Eye for an Eye (now baseline). Melee Range, Instant, Requires Paladin (Retribution), Requires Melee Weapon.
- A hammer slowly falls from the sky, dealing (800% of Attack Power) Holy damage after 10 sec.
If Execution Sentence is dispelled, the dispeller is silenced for 3 sec.
- Hand of Argus (Lv15 Talent) -> NEW!, in place of Consecration (now Lv75 Talent).
- Chasten your enemy with a searing strike, dealing 200% Physical damage and 100% Holyfire damage. Increases the critical strike chance of your next Judgment by 35%.
Scarlet Onslaught has a chance to activate when you generate Holy Power.
- Your Hammer of Justice now deals (200% of Attack Power) physical damage to it's target. Deals quadruple damage to targets permanently immune to stuns.
Tier-2 (Lv30)
- The Fires of Justice (Lv30 Talent)
- Crusader Flurry (Lv30 Talent)
- Changes: Your Crusader Strike has a 25% chance to cause your next Holy Power spender to cost 1 less Holy Power. Also increases damage done by Crusader Strike by 5%
- Zeal (Lv30 Talent) -> 90% Physical damage, 2 charges, 4 sec recharge, stacks cleave AND haste 2 times.
- An instant strike that causes (70% of weapon damage) as Holy damage. Grants 1 Holy Power. 3 Charges.
Replaces Crusader Strike.
Tier-3 (Lv45)
- Fist of Justice (Lv45 Talent) -> Ret tooltip:
- Repentance (Lv45 Talent) -> Instant, 45 sec cooldown, no damage
- Whenever you cast Judgment or spend Holy Power, the remaining cooldown on your Hammer of Justice is reduced by 5 sec.
In addition, increases the distance of Hammer of Justice by 10 yards.
- Blinding Light (Lv45 Talent) -> 4 sec duration, 60 sec cooldown.
- Forces an enemy target into meditation, incapacitating the target over 60 sec. Usable against Demons, Dragonkin, Giants, Humanoid and Undead.
Tier-4 (Lv60)
- Virtue's Blade (Lv60 Talent)
- Blade of Wrath (Lv60 Talent) -> 95% of Weapon damage as Holy damage.
- Blade of Justice strikes 1-3 additional times, each hit dealing 33% of the original amount.
Only the initial hit generates Holy Power.
Tier-5 (Lv75)
- Consecration (Lv75 Talent) -> was Lv15 Talent, in place of Seal of Light (now L100 Talent).
- Holy Wrath (Lv75 Talent) -> HoPo cost decreased to 0, no range, 3 sec cast (Channeled), 15 sec cooldown.
- Beacon of Retribution (Lv75 Talent) -> NEW!, in place of Word of Glory (now L100 Talent). 2.5% of base mana, 15 yd range, Instant, 3 sec cooldown.
- Fires waves of Holy Bolts at all [visible] enemies within 8 yards every 1 sec for 3 sec, causing (Attack power * 0.7) Holy damage per wave and dazing them 1 sec. For every Holy Power you have stored, up to 3, 1 additional wave is fired. This doesn't consumes any Holy Power.
[Note: Can't be interrupted, HoPo decreases time it takes before wave is fired: 0/3HP = 1,0/0,5s per wave]
- Imbues the target with a Beacon of Retribution for 12 sec. Limit 1 target.
Your Templar's Verdict and Divine Storm trigger the release of a wave of searing light, dealing (105% of Attack Power) Holy damage to the target and (80% of Attack Power) Holy damage to all other enemies within 8 yards.
Tier-6 (Lv90)
- Divine Intervention (Lv90 Talent) -> [Note: Works in rated PvP]
- Dauntless Charger (Lv90 Talent) -> NEW!, in place of Divine Steed (now baseline). 7,5% of base mana, Instant, 35 sec cooldown, Requires Paladin (Retribution)
- Reduces your Divine Shield cooldown by 40%. In addition, any attack which would kill you instead reduces you to 20% of your maximum health and grants you an absorption shield equal to 25% of your maximum health for 15 sec.
This effect cannot occur more than once every 2 min.
- Just Cause (Lv90 Talent) -> NEW!, in place of Blaze of Light (now Lv4 PvP)
- Summons your Paladin Mount to dash forward 20 yards, knocking enemies down while doing so, and ride for 4 sec, increasing your movement speed by 35%. Useable while indoors or in combat. Replaces Divine Steed.
[To clarify: This talent trades your Divine Steed in for a ability that "catapults" you 20 yd forward and knocks enemies you move through for a split second down while doing so. No stun.]
- Your Blessing of Sanctuary, Blessing of Freedom and Blessing of Protection also grant you all their effects for half the duration if cast on an ally. In addition, the damage dealt back by your Shield of Vengeance is increased by 15%.
Tier-7 (L100)
- Word of Glory (L100 Talent) -> in place of Blessings of Justice (Removed). 3 Holy Power, 30 yd range, Instant, Requires Paladin (Retribution).
- Seal of Light (L100 Talent) -> in place of Equality (Removed, maybe bring it back as a legendary?).
- A powerful burst of Light, which is improved by Judgment, heals a friendly target for (700% of Spell Power).
Autoattacks have a chance to make Word of Glory free, and usable on enemy targets for 12 sec, causing [(700% of Spell Power)*1.4] Holy damage or (700% of Spell Power) healing, further increased by your mastery.
- Praise the Sun: Your next Word of Glory is free, and usable on enemies. Lasts 12 sec.
- Divine Tempest (L100 Talent) -> NEW!, in place of Mass Judgment (now [partially] Major Artifact Trait).
- Imbues you with holy energy to increase your haste and critical rating by 5%, and enhance the damage enemy targets take from your Holy Power generators during Judgment. Lasts 45 sec.
- Increases the damage of Divine Storm by 20%
Templar's Verdict has a x% chance to make your next Divine Storm free and deal 75% more damage for 30 sec.
- Emerging Storm: Your next Divine Storm is free and deals 75% more damage. Lasts 30 sec.
[Note: Echo of the Highlord doesn't mimic the 75% damage increase, but it mimes the free attack.]
PvP Talents
- Jurisdiction (Lv4 PvP) -> Removed, baked in Fist of Justice (Lv45 Talent)
- Blaze of Light (Lv4 PvP) -> was Lv90 Talent, in place of Jurisdiction
- A quick and powerful heal, healing a friendly target for [1+450% of Spell Power).
For 8 sec after you kill an enemy that yields experience or honor, your next Blaze of Light will be increased by 50%, instant, and has 100% increased critical strike chance. Replaces Flash of Light.
Artifact Traits
- Divine Tempest (Major Artifact Trait) -> Removed, damage baked into Divine Tempest (L100 Talent)
- Martial Law (Major Artifact Trait) -> was L100 Talent, in place of Divine Tempest (Removed)
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- Ashbringers Judgment is absolute, affecting all enemies within 8 yards of the target you judge.
So this is it.
I hope you liked my suggestions and didn't develop eye cancer while reading the massive wall of text
The post beneath will just contain thorough information about my current opinion on Blizzards Ret Build, about my ideas and the thought process while developing them and this build - and of course - what I think of them!
You don't need to read that crap if you don't want to (really, you don't. But I feel honored nonetheless if you do!).
But please make sure to post your opinion about my ideas and whatever suggestions you come up with to improve it - just check beforehand if it could probably sound op - something like "Yo, Charger 15 sec cooldown or it's bad!" doesn't really help that much. After all - we may want a Dev to look over it don't we
Regarding readers that can post on the alpha boards: If you liked it, please by any means tell the other testers about my ideas or post them there, so more can contribute to it. I'll gladly hand over the source script, so PM me
--- Also pls check out Cletis redesign for Ret, it has some nice and nostalgic ideas for Ret. ---
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My thoughts are mine to share
Hello again,
the fact you're reading this must mean you're interested to learn where this whole bunch of ideas were coming from - either that or you're probably an extreme masochist and just want to suffer (or satisfy yourself) a bit more. Well, be my guest then.
Your thoughts about: planned state of Ret (in Legion)
For me, a class spec has a "good design" if it's basic toolkit enables the spec to perform it's intended role without utilizing talents (i.e. alpha Arms Warr). If this is the case, talents can be used to add personal flavor and complexity to the spec, players have to choose - these are positive decisions. This holds true even if the spec is intentionally designed with a certain "flaw" or weakness.
On the contrary, if a spec's basic tools are badly implemented or lacking, players tend to take talents to fix this, but these are no real choices and players feel forced into specific talents to perform their role. This is even worse if either all talents in a row fix a different problem, or a specific talent is definitely stronger as the other 2 - hence a player is denied to make decisions that suit his taste. This is bad design - and this is the current state of Ret in Legion.
...which brings us to:
Why did you wrote this whole overhaul?
Simple - because I LOVE my spec and try to start a bit of an "uproar" with it. After we finally become the Ashbringer in Legion, it just feels strange seeing Ret in the state it is on alpha - even more centered on utility and support than damage despite being a dps spec. It's like the devs give us candy that looks delicious from the outside (Ashbringer), but then say "not for you, give it to the other kids!". Players mentioned the spec and talents feeling dull, slow, boring...but Blizz has it's own opinion on this topic and so far nothing besides the fact we can now support even better has changed.
Anyway, dunno if they want to force the role of "the Buffbringer" on us or if they simply lack creativity - design 24 dps specs to be unique is a hard task - but Ret doesn't look good right now. That's fact.
I just finally WANT to be viable and fun to play for one whole expansion - so I hope for this overhaul to get approval through you, the community, and with it the attention of the devs. If it's crativity they lack, here you go.
And how did you create it?
I went through a multitude of threads on MmoC and the US & EU boards - this took me a couple days btw - analysing the opinions of the community. Concerns about mobility, loss of "historical" abilities, being forced to bandaid-fixing via talents, and (recently a concern) only dealing good dmg via HP spenders during Judgment were the main concerns.
This, the intend of Blizz to make mobility our main weakness, and the preliminary design of the devs where the foundation of my overhaul - after all, would they even think about taking a concept if it revokes everything they planned so far?
But you implemented mobility! Even a kind of gapcloser...
True, but at a price - I'll talk about talents later. For starters, I simply planned to give Ret just a flat speed increase like UH DKs have - but this would be to plain. Remember, we are not intended to run fast - more so to relentlessly pursue our enemy. Pursuing!
As I love "Dark Souls II", I instinctively had a vision of the "Pursuer" -> whatever beating he took, emerging time and time again to get me eventually. My intention was to give Ret a fixed "warranty-time" to reach a target that works around, but don't reduce our weakness. Thus "Pursuer of Justice" was created - and the "Pursued" debuff works good for the recoil of Shield of Vengeance aswell!
Mentioning SoV: Why all the other changes, like E4E basic?
We're intended to be slow, but also to take a beating. What counters us atm are mobile classes, but our hard-counter are classes with dispels - and even more Mages because of Spellsteal and their magic damage. It's not a good PvP-design if a class is superior to you just because of this trait, so I changed the way SoV works in generating 2 buffs like Divine Shield: the barrier buff that is dispellable, and the generator buff which can't be stolen or dispelled - after all, it's our main tool for damage mitigation and a core of our fantasy. To re-counter caster classes a bit more, I designed E4E to deal back more magic damage than you take, and made the damage of SoV generally applicable on ranged. This way, our hard-counter shifted to simply ranged hunters, which I'm totally fine with.
And the changes to Greater Blessings?
Right now they simply invoke to just juggle them between players burning up burst cds - after vanilla I don't intend to play buffbot again. The way I'd want them is more of a raid cd like "Bloodlust", but weaker - they should be usable in Rated PvP to encourage giving a spot to Ret, but not mandatory. This way, they would also fit the fantasy better:
Our Prot and Holy brethren instill courage and hope through their presence (Aura) like Uther, while we rally our allys and inspire them to exceed their limits like Alexandros Mograine did. I'd absolutely love to see this implemented.
Before the talents, why are there so few changes to PvP talents?
I got fed up with typing? *chuckle*
No, the reason is I don't want to change everything. Blizzard has just started testing PvP, so nobody can say if the talents stay that way. There would many changes already if my suggestions would get implemented, so no point in changing PvP aswell. Just the one talent is enough.
Alright - Talents! FIRST row?
Many like Execution Sentence, so just the damage change as outlook - it's the slow & steady burst option of the Tier. Scarlet Onslaught - proc/activation ability. I juggled with the idea naming a few abilities in regard to established paladin orders, it suited well with the mixed damage so duh. 3rd in line is Hand of Argus - which I really dig - named after the draenei order. It gives HoJ a reason to be used in boss fights and has great synergy with Fist of Justice.
SECONDs anyone? (pun intended)
I didn't do much other than adjustments. One thing to notice might be Crusader Flurry, which I just gave a kind of own identity between the other 2. Deals purely Holy damage and is the "combo" ability of the Tier. Works esp. well with Blinding Light.
THIRD time's a charm
Fist of Justice moar! range! Cd can even be reduced if HP is scarce, suits Hand of Argus really well and is esp. interesting for PvE Players in Raids. Repentance is instant again, but doesn't deal damage. Good against healers in arena. Blinding Light is finally useful and works well with the various talents that deal Holy damage.
On all FOURS (I shut it now)
Rets doesn't stack crit, even with Virtue's Blade effect. Haste and Mastery is far too important, so the talent isn't good. I changed it to a kind of multistrike because of that. Aside of that, I adjustet damage values to be on par with each other - minus the HP generation of course. Blade of Wrath was especially underperforming.
Tier 5 - NOW it gets interesting!
This Tier is interesting, it gives choices how your toon deals AoE damage. Consecration is more passive and for people that don't want to interact with AoE too much. Beacon of Retribution could be nice for movement intensive fights, fast-dying groups or few boss adds. Holy Wrath - I'm a bit proud of my creativity with the mechanic (sry for self-praise). Will work good against bosses as a filler or strong group adds. The daze is for moving adds or PvP and only holds for the duration, it's not intended as a reliable slow. All talents are viable to each other, just check it mathematically^^
Tier 6
Mostly interesting for PvPers. The fact you can choose only one of it means great decision-making. Divine Intervention is somewhat like the Sacred Shield from Cata, granting you a survival tool without burning your Divine Shield. Dauntless Charger converts Steed into a kind of gapcloser but doesn't give you much more mobility. Just Cause is absolutely great for support, as you can support your allies more frequently without worrying about yourself too much, and the bonus to the damage SoV deals is a "nice to have". Overall great choices I think.
Tier 7 - The finishing line
Perhaps the Tier I spent most of my time on. Divine Tempest was easy since many wanted EDS back. It's on purpose that only TV can activate it, because otherwise it would be the go-to AoE choice - my intent is to make DS usable for singletarget fights. Seal of Light, the maintenance choice of the Finishers. Because of the movement increase it seemed necessary for PvP, and without a benefit from mastery the HP spent felt kinda wasted. The hardest to invent however was Word of Glory - I absolutely wanted a option designed to improve healing, yet granting a bit damage aswell so it wouldn't be discarded from the start. First idea was adding Blaze of Glory and a flat percent damage increase for TV, but it quickly felt boring between the other 2. I discarded Blaze of Glory as a talent, just improved Flash of Light and gave it a chance to be used for damage, and named it "Sunwalkers Praise" to give a bit credit to the tauren paladins - this fitted well with it's Buff "Praise the Sun". It was better, but lacked synergy with the new mastery Blizz just implemented. After that, I changed the spell to Word of Glory and it was good to go. I think it's a interesting and versatile pick.
Artifact Traits - why you had to change Mass Judgment!!!
Because, as a talent, it was simply too strong - and the other talents in the row were bad, so it would be picked most often - which remember - is bad design. If it will be picked regardless, why not make it an Artifact Trait so anyone can get it? The duration increase however would have been too much, it decreases the value of haste by a large margin. I personally like the idea of having short burst phases, it fits Ret - and with sufficient time in Legion, we'll stack enough haste to make our CDs more comfortable anyway. I scrapped Divine Tempest for it because of it's "skillshot design". The devs imagined Ret to be more centered on melee, so it seemed off - I myself don't understand why they put it in exactly.
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Well, I hope this "journey through my mind" gave you a fair bit of insight in the design process.
Thank you for reading, and please leave a comment with your opinion here!