I am not the original poster of this information, which is "Knowledge" and I take no credit for it, I thought I'd like to get this out there as I want to make sure a Blue sees it and knows our valid concerns. (Source:
http://forums.worldofwarcraft.com/th...96528605&sid=1)
Fellow Paladins, I have some bad news. Retribution has zero PvP viability when 3.0.3 hits. This is a very painful repeat of our pre-release and tBC history and probably the end of the Retribution. I don't think it will survive a 4th year being the PvP underdog.
Retribution is on the longest run of underdog of any class in WoW history. Since day 1 of release until 3.0 it was “lolret” and with recent "lets balance for 70" nerfs it is back to "lolret" at 80. Denied spots in raiding, laughed out of PUGs, dead last in the arena… the list goes on. Did you know that Retribution S1 and S2 sets were the only sets without resil?! Yes, it took 6 month of petitioning to just fix that, so you have to excuse Retribution community for being skeptical about promised "future revisions". Season after season Retribution is an absolute bottom of the barrel spec, nowhere to be found in any competitive arena play. Did any Retribution Paladin ever get their S4 shoulders or made it into professional competition?
--- Running on crutches---
The fundamental problem is that Retribution is the only spec that relies on others to perform key PvP functions - interrupts, snares and healing debuffs. While other classes look for synergy, Retribution looks for "please make it work for me" partners when forming team composition. This greatly limits possible team compositions where Retribution can even get past the starting line. Typical arena team face the decision - Why have a retribution paladin on the team? What do they bring? In S3 answer to that was - to stop effing druids with Judgment of Justice and occasionally stop melee train on your healer with BoP. Yes, about the only reason to have Ret on 3v3 team was so your warrior could catch and kill druids easily. Considering how popular druid compositions were, literally more than half of all teams above 1800 in S2 & S3 had a druid healer, that wasn't such a bad decision. Now what happens if in S5 druids are no longer the dominant PvP healer choice? Ask this question with WoTLK in mind - Why do I want to have a Retribution Paladin on my team? As of 3.0.2 answer was Burst!. You take that burst away and all you are left with is lolret broken class passed by in favor of synergy with others.
--- Pressure, burst and time on target ---
In PvP, raw sum of total damage is largely irrelevant, there is no enrage timer and there are no metrics other than, 'are they dead yet?'. Due to healers designed to be able to counter damage delivered by raid bosses, all non-fatal damage gets healed right away, as a result your DPS will be countered by HPS, without any effort I might add, since Retribution does not have MS healing debuff effect.
In PvP you need to look at damage dealing abilities from the following point of view - pressure, burst and time on target. Pressure is an ability to deliver enough damage to get healer to use mana-intensive heals and abilities, if you can apply and keep pressure, the healer eventually runs out of mana and the target dies. If you are not pressuring the healer into full-time healing, they end up regenerating mana and/or using offensive abilities. Pressure is closest metric to PvE DPS... but Pressure alone never kills anyone in PvP .
PvP Burst is any large damage that leads to a kill. Against a competent healer, burst damage needs to be fairly large and in a fairly short time. Any burst that does not kill or cause use of cooldowns to survive is a failed burst, and gets counted toward pressure.
Retribution is clearly not a pressure class. Inability to stay on target due to vulnerability to kiting and CC, and lack of healing debuff makes Rets the worst pressure class in the game. For Retribution time-on-target is fairly low, but that gets offset by controlled nature of Burst. Now when you are talking about lowering Burst and compensating elsewhere you are still talking about DIRECT PvP NERF regardless of the fact that DPS (PvE metric) may stay the same. You will never find Retribution on a drain team, time-on-target and healing debuffs are just not there to make it work!
--- Missing "give" part of the Balance ---
You have to realize that ability to quickly kill is the only thing that Retribution brings to the table. If Retribution gets into your face you should die in a short time frame. You can counter Retribution by kiting, minimizing time on target and preparing for the Burst., but if you fail at that you deserve to die.
But what do I know? Let’s see what professional PvP players think about Retribution, that is when lots of money is on the table. Recently, the Montreal Arena Tournament even was held, using 3.0 ruleset before any knee-jerk Retribution nerfs were put in place. $15,000 top prize and $6,500 second prize. Few Retribution teams were brought into the play, but none made into finals or semi-finals. If Retribution, in complete pre-nerf state, was a problem, you would think PROs would take advantage of it, to get prize money and fame?
Read details what happened here:
http://www.arenajunkies.com/showthread.php?t=46965
Top 3 teams were Rogue Mage Priest. All fights against Retribution teams Rets got CCed and kited.
When professional Arena PvP players determine by competition that there is no problem with Retribution, perhaps Blizzard should listen? After all, these people make living from Arena PvP.
NEW! GC response:
Q u o t e:
Re: PvP
I never said the problem was Ret dominating Arena teams. The problem was that a paladin could defeat players with equal or higher skill and gear in very few hits and often while stunned. There was no way to counter it, even if you knew the paladin was coming. That is what we mean when we say their burst damage was too high. Rogues can also stun and kill opponents, but it takes many more hits and a lot longer overall. The opponent has a chance to get out of it or get help.
So "higher skill" players got outplayed, Retribution got into your face despite the fact of how easy it is to kite and peel off. Your healers failed to support you and prepare for the burst. You didn't use any of your escape cooldowns. You died. This is not working as intended?
Well I have to ask then, what is intended? Lolret? Getting kited to high heaven by a mage or hunter, never touching them, regardless of our burst, because we have no gap-close tools? Getting heal tanked by any healer with good resil, because we have no interrupt or healing reduction power?
Please do tell us, why would anyone want to bring Retribution to WoTLK arena team? What is out role in PvP?
Game over for Retribution
Q u o t e:
Retribution
* Judgement of Command Holy damage reduced from 56% to 45%.
* Judgement of the Wise now grants the paladin 15% of his base mana. (Down from 33%)
Class already was in a bad shape at 80, now it just not viable in any way. Here are some numbers to show it:
From 33 % down to 15% mana returned
That means :
Total of 5000 total pool at lvl 80, 5/5 in Benediction for -10% mana cost
+15% Base Mana every 7 seconds = JotW + 7 Second Judgments /w 4 set bonus
- 10.8% Base Mana every 12 seconds = Divine Storm
- 7.2% Base Mana every 6 seconds = Crusader Strike
- 4.5% Base Mana every 8 seconds = Judging
- 5.4% Base Mana every ~15 seconds = Cleansing
- 2.7% Base Mana every 30 seconds = Hammer of Justice
- 8.1% Base Mana every 1 minute = Repentance
(Does not include the mana costs for - Hammer of Wrath, Blessing of Freedom, Blessing of Protection, Avenging Wrath, Re-Sealing, Consecration... or any type of HEALING)
Within 1 minute this means :
8.6 x JotW = 8.6 x 15% = + 128% Base Mana
5-6 x DStorm = 5 x 10.8% = - 54% Base Mana
10 x CStrike = 10 x 7.2% = - 72% Base Mana
8.6 x Judgments = 8.6 x 4.5% = - 38.7% Base Mana
4 x Cleanse = 4 x 5.4% = -21.6% Base Mana
2 x HoJ = 2 x 3% = -5.4% Base Mana
1 x Repentance = -8.1% Base Mana
0.25% mana per second * 60 = 1+5%
Total :
+ 143 % Base Mana Gained
- 199.8 % Base Mana Lost
= - 56.8% Base Mana Lost (Starting full this means down to less than a half of manapool)
This means that even if Divine Plea is used every cooldon we are still losing mana even without healing. This also means that shutting down Retribution via Mana Burns and Viper Sting will become effortless again.
Blizzard - design by QQ.