As you and I already know, Ret paladin burst has been an issue in PvP for a long time now. By PvP, I don't mean "Arena", I mean any PvP situation. We have a truckload of burst to unload right away on any target when all our cooldowns are up. This is the reason for the SoV nerf to only stack Holy Vengeance on auto-attacks. This will give us a ramp up time of approximately 15-20 seconds before we can start doing 100% of our total damage.
Now, I agree with the change for PvP, but the downside of this change is the negative consequences that it is having on the PvE side of the equation. Our total damage when we have 5 stacks of Holy Vengeance up is the same, this is not the issue. The issue is having to wait 15-20 seconds before we can do 100% damage in PvE. This change will effectively keep us around the same place for single target Patchwerk type bosses, maybe lower our DPS a little bit. It will also, consequentially ruin our DPS on boss fights where there are adds that we have to kill, as well as phases or durations during the fight where we have to move away from the boss for an extended period of time.
Now, as you and I can both plainly see, our DPS as a whole is going to suffer substantially from this change, and I have an idea for a good way to:
1) fix the ramp up time for PvE, allowing us to get to our max dps in a time equal to that of equivalent classes.
2) add a little bit more skill to the Ret paladin spec, forging a difference between the good ret and bad ret pallies.
3) Keep our damage from being too bursty in PvP, while letting us have a little extra burst when we need it for things like XT's heartbreaker phase, as an example.
The solution that I came up with is from an ability that we already have, which the Dev's have already started to implement by lowering it's cooldown. I'm talking, of course, about Holy Wrath. A rehaul of this old, situationally useful at best, and otherwise useless spell can solve the problem of stacking the Holy Vengeance DoT for PvE while keeping the burst down in PvP.
The New Holy Wrath:
20% base mana
8 second cast (channeled) 15 second cooldown
8 yard raduis
The Light encircles the paladin, causing [2% AP+2% SP] as Holy damage and placing a stack of Holy Vengeance every two seconds on any target that is standing in the radius of Holy Wrath. Spell lasts 8 seconds (channeled).
Now, this change has many different reprocussions.
First, it will give Paladins another all purpose AoE ability. Some may say that this would give paladins too good of AoE damage, but the 20% mana cost and the 15 seconds cooldown in addition to the spell being channeled will effectively only make it beneficial for the paladin to use when getting Holy Vengeance stacks up on an enemy.
Some would also argue that this would allow paladins to stack Holy Vengeance on a PvP opponent quickly, thus not solving the burst problem. The answer is that the spell is channeled, allowing for no extra damage to be done by the paladin during this ability, as well as the obvious fact that you can either move out of the AoE or CC/Interrupt the cast to stop him. This spell would be next to useless in any PvP situation.
Think of the consequences of this ability on Paladins in PvE. A well timed and well placed Holy Wrath would allow you to put multiple stacks of Holy Vengeance on multiple targets, rewarding the paladin for using this skill in a talented way, while a misplaced and poorly timed Holy Wrath would yield in lower DPS, as the paladin would have to wait for his auto-attacks to stack Holy Vengeance before 100% dps could be reached.
TL;DR = Holy Wrath becomes a channeled 8 second spell that stacks Holy Vengeance on any opponent in it's radius every 2 seconds. Useless in PvP because it's channeled as a melee dps, while it brings the ramp up time for PvE in line with other comparable classes, as well as adding a new mechanic for paladins, making our damage rely on talent and well planned and placed spells = less faceroll Ret pallies.