Biggest shadowlands change for Paladins so far is warriors getting shattering throw back. Get ready to be wrecked boys.
Like if i wanted to elaborate on things that ret just needs baseline based on what has been mentioned earlier
-Wake of Ashes
-Divine Purpose
-The Fires of Justice
Luckily Hammer of Wrath and Consecration are going to be baseline so there is that.
The reasoning is such proc/rng talents and abilities are VERY fun but if you see how things have simmed all expansion they fall behind talents like Inquisition or Crusade depending on what is going on, or fall behind Blade of Wrath or Hammer of Wrath. Fun options that lessen the downtime that can probably cause fun procs to happen are nice. But not at the expense of talent points.
So what is the difference then? If you want it to play the exact same way why should the change anything? The extra little bar enrages you so much that you can handle the spec because of it?
It sounds like all you're doing is hating HoPo for hates sake, if you want the class to play exactly the same if they got rid of HoPo then there is really no point getting rid of HoPo. Unless you're trying to say you aren't capable of concentrating enough to make sure you don't overcap HoPo...then that is player error and maybe you'd be better fit playing a class that doesn't need any resource management and you can spam away.
Sounds like a casting class that needs zero mana management is best for you...
I feel like I am in the minority who enjoys having holy power on Ret, and I have been playing it since wrath launch.
BUT... ret could be the ONE that actually manages mana in their dps rotation cause ya know... they are a mana user not combo points.
And its balance fairly easily heal you spend mana and have less access to dps abilities
Seal to help restore mana doing less damage ofc similar to hunter when they has aspect of viper i know they had that seal or judgement w/e b4
"I'm Tru @ w/e I do" ~ TM
all i want is my pre 7.0 holy paly back i hate this meele healing style so mutch
I.O BFA Season 3
As prot paladin I can't say I miss much from the past.
Seals were annoying in the way that if you died you had to put your seals back. I did enjoy switching seals but I think today's gameplay is too fastpaced to allow to burn a GCD to just switch a seal.
Auras were annoying the way that people forgot to switch to something useful. I do miss sometimes having people run as fast as me when they're in my aura, but that's about it. Maybe protection aura when it acted as a damage reduction raid-CD.
Buffs were annoying in the same way - you have to always manage people to give their buffs. This really pisses me off in raids. I have an addon that yells when we're missing a buff but people still don't buff unless being called by name a few times.
I would maybe like back:
- the Wrath spell that AoE stunned Undead and Demons, was it? had it glyphed for something, can't recall
What I want new on my tank
- a battle rez; aybe something unique like sacrifice % health to rez
I missed the AoE taunt when it was removed but I don't miss it now anymore.
- - - Updated - - -
Yeah, it's a pity though since it has such a nice visual. I used it a few times on big raid AoE situations (Orgozoa last phase comes to mind), but we don't really have the boss designed for it. For example, in some raids we had loads of "stack and heal" situations (for example Megaera rampage phase in ToT), but now we don't anymore.
Holy wrath is something i miss too - glyphing it made it stunn aberrations to if i remember correctly
I miss righteous furry as a buff i can click off - was usefull sometimes
Also i want devotion aura back - MoP incarnation (whole raid dr and silence immunity)
Finally i want holy power back for prot instead this stupid charge system
Here’s my two cents.
Redesign aura mastery. AM is now an ability that stays in effect until canceled. During AM your current aura’s effects are doubled and gains an additional effect for the first few seconds.
AM afflicts you with Aura Exhaustion. AE periodically drains your mana, increasing the longer it is active. Once deactivated it will take 1 min for AE to drop. Auras cannot benefit from their short term buff while AE is active.
Possible auras
Devotion: increases armor by ×%. AM empowers devo to pacify enemies for 3 seconds when hit for the next 3 seconds.
Concentration: reduces spell push back. AM grants silence and interrupt immunity for the next 4 sec.
Crusader: increases mount speed by 20%, appied to divine steed as well. AM causes all party members to gain divine steed for 3 seconds after using divine steed, in addition grants root and snare immunity.
Fire, frost, shadow resistance (3 separate auras): reduces fire, frost, or shadow dmg by 5%. AM causes the next spell cast in the chosen school to be reflected within the next 3 seconds.
Retribution: enemies are dealt x dmg when striking the paladin in melee. AM increases all damage the paladin and it’s fiends take by x% but deals 100% of the damage back to attackers during the next 3 seconds not exceeding 25% of the paladins HP.
Remeber the Aura mastery doubles the passive effect and grants the empowered effect for a short time. The empowered effect cannot happen if the paladin has Aura exhaustion.
blessings
Blessings are more simple. I simply imagine them being more powerful if used on friendly targets.
Freedom: see unbound freedom.
Protection: now pacifies the paladin but not a friendly target.
Sacrifise: can now be used on self. Reduces all dmg by 30%. All dmg avoided will be delt as a magic dot over time after sacrifise ends. Spell remains the same on friendlies.
unique spec blessings
Prot, spellwarding (now baseline): remains the same but silences if used on self.
Holy, divine intervention: if the target is fatally wounded during the next 6 seconds they will be healed to 25% and absorb all dmg but be immune to healing for 6 sec. Only 3 seconds if used on self.
Retribution: sanctuary now baseline
Auras are just boring to me. Fire and forget buffs that visually do very little and mechanically do very little as well. Sure you're playing out the fantasy of supporting others I guess, but it's very lackluster feeling.
It was useful for tanks because you could turn it off after a tank swap if the other tank was having trouble building threat quickly so you wouldn't be generating tons of it. Likewise if you had the boss and the other tank was supposed to pick up adds - you'd turn RF off, banking on your large threat lead on the boss, and the other tank could then easily grab the adds without you having to dance around trying not to hit them with AoE, etc.
Also, it was handy for Ret and even Holy, as a way to generate a lot of threat should it be useful to emergency tank something, etc.
Hell yes. And with more than one HP spender we can then make choices about which button to press, rather than just hitting whatever is about to cap out on charges.Finally i want holy power back for prot instead this stupid charge system
What I was thinking is after bringing back holy power remove dmg component from shotr and give us another hp spender that just does dmg (off gcd too like shotr) - this way we have both smth to do during tank swaps without hindering ourselves and we can later in tier decide if we want more dmg or more surv (and please make shotr a dr again not armour buff)
Divine purpose should be baseline, chance increased by mastery.
Replace DP talent with vision of perfection copy cat.
Ret proc monsters during wod tier 1 were the most fun the spec has ever been.
Absolutely not!
That was how our mastery was at the beginning of Cataclysm; trying to dps was horrendously agonizing until they fixed it to what it is now (approximately)
By all means, DP baseline, but let it remain about the same proc chance as well as keep our holy damage scaled up through mastery