Originally Posted by
Benedictous
So I have been reading quite a lot of post about our damage and PvP utility, both have been a problem since after beta. I think I came up with the solution a little while back. (Skip to the !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! if you don't care about any of this)
Well as a little back-story I made a lot of talent trees before WotLK talent trees were announced, but one was my favorite and I tried to get as much feedback on it as I could. But first, lets take a look at what the paladin problems are/were in PvP and PvE.
PvP :
No distance closer
Out of Mana, can't risk healing or be OOM
No interrupt
No utility at all, just smash things
PvE:
No mana
Not enough dps
It contained a number of changes that even Blizzard used: first I had a talent that increased SoC proc rate by 30% (is now a glyph for 20%,) second I had a talent that converted STR --> Int to allow warrior itemization (still needed in my opinion but blizzard thought they found a way around it with JotW,) and third I had Hand of Uther, the 51 pointer. My complaints with this tree are, and everyone and their mom said the same things: 30% increased SoC is overpowered, more Intellect only postpones the problem (I added a JotW like affect but it was tied into the damage of your crusader strike and there was no replenishment but then people said we would just be spam healing everything in sight,) and Hand of Uther is just retarded overpowered, could be we will find out again won't we?
Now I admit that JotW was a good solution for mana problems but I still see Int as a stat needed by a mana using class, hell we are the only ones without it.
What made me post this again is my complete dissatisfaction with Divine Storm. When it first came out I was put in my place because it was holy damage and it hurt so bad our other problems didn't matter. Now with my Jawbone I'm lucky if I see 2.5K crits with it at 80 on a fully debuffed mob, when at 70 I was getting upwards of 4k. So I am saying can it, its a dumbed down whirlwind and the new glyph, 40% healing of 1K non crit divine storm when I have a MS affect on me anyways is not worth it (give me utility!)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
So why not put them into the same abilities, utility and damage. It begins with Crusader strike, our bread and butter.
Crusader Strike - Does 110% of weapon damage and applies Regret on the target, stacking three times and reducing movement speed by 10%, 15%, 20%. Also increases holy damage taken by 5%, 7%, 10%. Last 10 seconds.
Hand of Uther - 15 yard range. 10 second cooldown. Slams the target with Uther's divine judgement, causing X Holy damage and interrupting spell casting / preventing any spell from that school from being cast for 4 seconds. (Now here's the kicker that put the twist in it that made me like this talent so much I'm still pushing it.) Increases damage done by each stack of Regret on the target, and consumes all stacks when cast. Can only be cast when Regret is applied on the target.
So with these two abilities I addressed three of the problems with Retribution paladins. First there is a snare, a distance closer but not overpowered in any way. Second there is a damage increase, that also increases the damage of our Conc , Righteous Vengeance, Judgement, Exorcism, and Hand of Uther. Finally the interrupt, what I have always wanted on my paladin and was shamed when they gave 2 interrupts to DK's, not only does it interrupt but it causes damage. But you just can't turn around and spam it on a healer when you are hitting their DPS; no you have to be hitting the target or have hit it recently to interrupt. You actually have to THINK to use it, in PvP (there is no thinking in PvE for Ret paladins besides blessing of sacrificing the tank and using bubble or casting freedom on someone stunned.)
Mana issues, as GC has stated, can be fixed with tweaking of JotW.
So I ask all senior paladins, and I know if you have played a paladin as long as I have you can say, WHAT MORE CAN YOU ASK FOR?