Seal of Hope
Fills the Paladin with holy power, causing attacks to apply Divine Hope, which slows movement speed by 15% for 8 sec. Divine Hope can stack up to 3 (4)times. Only one Seal can be active on the Paladin at any one time. Lasts 2 min.
Unleashing this Seal's energy will bind the enemy in prayer, immobilizing and interrupting any spell being cast for 1 second, increased by 1 second for each application of Divine Hope. In addition it will deal [ 12% of AP + 18% of Spell Power + 1 ] Holy damage to an enemy, increased by 10% for each application of Divine Hope on the target.
Firstly, 45% slow when fully applied. If that's not enough, change each application to 20%, but that seems a bit to high honestly, which is why I suggested 45% max.
Secondly judging is like feral charge, but it does damage because it's a 10 yard range ability on an 8 second CD. Would be also subject to diminishing returns of course. Would do, assuming 3k AP + 900 SD, 522-783 damage non-crit at level 80. Very bloody little.
Now before you call out ZOMG OP, realize that the paladin is doing 20-30% less damage to you while meleeing you because he doesn't have a seal that does damage, in addition, judgement is still only 10 yards AND it will also deal marginal damage. So essentially, a paladin is still the king of, get within ten yards of me and you're getting hit by something bad, but in this case it's not burst damage being done.
Yes, paladins can change seals to dish out damage after you're slowed/silenced/rooted but that comes at the cost of mana, and quite a bit really. Changing seals is equivalent to shapeshifting for a feral druid. It's doable, but if you want to do anything else, it really adds up quick. Currently, 14% base mana at 80 is (if I recall correctly, Paladin base mana is 4394 at 80, correct me if I'm wrong) 659. Assuming we have 7k in arena, that's a little less than 1/10th of our mana.
You'd also be wrong to say that judging gives all that back, since judgements cost 4.5% (talented) base themselves. So on top of your normal rotation (16.4% base mana when talented and glyphed), changing seals really hurts a Pally's mana. Changing seals becomes an important decision, to the point of, should I burn my mana to silence/root the target or hope I catch him so I can throw out a few heals instead?
TL;DR: Fixes what we're lacking. Numbers would need to be played with for balance. I've played all but druid at 70 so I'd like to say I'm not *too* biased in my numbers. Might need to put it in the ret tree so holy paladins can't abuse the shit out of it, but honestly they need something offensive anyway. This could answer their plea.
[Edit for speeling misteaks.]