After testing out the Ret Paladin at 80, I clearly cant believe the QQing about Ret being Over Powered.
Although Ret seem to rock the PvE meters from 70 to 80, the burst damage is no were near make up for the flaws.
The reason I am bringing this up is because of Damage to Health ratio of Ret at 80 vs 70.
With the current talents, I will admit the Damage to Health ratio for a lvl 70 is a little extream,
but similar to Pre BC,,,, that extreme damage dies down once you hit Lvl cap.
Currently the Ret Paladin lacks Defense in PvP in exchange for high burst Damage, but from what I have seen so far,,, Other Classes pull out just as much Burst Damage as we do, yet they still have better defense.
Yes if you are a new person to PvP, you may have a problem fighting a Ret Pally, but anybody with skill can easily beat a ret paladin.
If you sit there and let the ret pally come in range and still do nothing to adjust to the Ret, then you deserve to get beat, but anybody with skill would know to kite the Paladin outside of judgement, and then they are screwed big time.
We lack Intellect on Gear------=====>>>>
We can easily go OOM from Attacks and Draining effects. This is a problem.
I am sorry but Divine Plea is just not going to cut it for PvP. Great for PvE , but not going to work for us in PvP. Judgement of the Wise fits better with a Paladin with a larger Mana pool.
Give us some type of Baseline Passive Strength===> Intellect
Not a huge buff to Holy Paladins, cause they dont stack Strength. may have a better effect on protection, but not a big deal.
Our Attacks can easily be Reduced and Avoided-----=====>>>>>
This is another problem I have about Ret in PvP.
Our Attacks are both MELEE & MAGIC. So they can be reduced by effects that are designed to reduce Magic Damage, such as Death Knight's Anti-Magic-Shell,
But They can also be AVOIDED. Things that reduce chance to be hit, or Increase Dodge, Parry, and sometimes Block, can Avoid our Magic Oriented attack or even reduce the damage of them.
This is just crazy.
Also We lack Interrupts, and distant closers. This is crucial for PvP. but we currently lack these. This has been a problem since day one. Repentance had its distant reduced, but what for? It still breaks on damage. And as easy as it is to remove Hand of Freedom, that cant be an excuse for the lack of a distant closer. It is becoming harder and harder to handle the Skilled Players when you continue to give them abilities to counter our Strengths, and exploit our weaknesses, but don't give us the equal treatment.
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Also another suggestion--------=======>>>>>
Please put make Seals into a "Last Til Canceled" type ability. It could even drain Mana equal to the current Mana cost, every 2mins or something. But at the moment, it is a getting a bit annoying.
Make it last through death like Death Knight's Presences and Warrior's Stances. And give the Seals their own mini-Bar similar to Paladin Auras, and Warrior Stances, because the Seal numbers are getting a bit out of hand on the action bars. Allow them to be casted while mounted also, without dismounting the caster.
Take Auras off of Global Cool Down,,,,, Give them their own Global Cool Down please.