pisture pisture pisture

Welcome to RetPaladin.com, your source for everything RET.
Don't let the forum drama fool you, Retribution Paladin is where DPS was born!

Guardian of Ancient Kings

January 26th, 2011





Hey all. Today we’re throwing an inspirational video at you, showcasing the true might of our wonderful level 85 ability, Guardian of Ancient kings.

We all know that the Guardian has an aggro table like any regular mob – any healing pulls it away from the target you’re actually trying to kill without fail. A simple fix would be to have get the Gargoyle treatment, making it stay on the target and not run around like a flaming moron. Also, this is up on the PTR forums if you would like to support the thread! http://us.battle.net/wow/en/forum/topic/1965568579#1

Hope you guys enjoy the video! Cheers.

- Megaphone

Hey all, Megaphone here. Through mystical ways, our favorite crepehanger is going to snag the spotlight in today’s front page post with an old fashioned wall of text! (It’s beautiful to see so much text. /sniff)

So far, Ret has gained a new, better mastery, damage buffs, and Seal of Truth stacking Censure on most abilities instead of just auto attacks. Divine Purpose, loathed by many a ret, has been removed and replaced with the old mastery. Everyone, including me, the pessimist, should be elated, right? Ret is going to be great now!

Wrong. Ret is still as broken as it is on live. Instead of moving the class closer to a target of fun and balance, Blizzard missed again, but in another direction. No one really liked the new Divine Purpose when it was the old mastery, so why like it now? On the PvP side of things, there are a myriad of problems for Ret that remain unaddressed. But the core of the problem is that Holy Power is still poorly implemented.

With Crusader Strike as our only form of reliable holy power generation, every other time we reach 3 Holy Power, it will be spent in order to maintain Inquisition (13.5 sec to build up with 30 sec duration). That means more of your Templar’s Verdicts will be from Divine Purpose procs than from normal Holy Power generation, leaving us at the mercy of RNG for another expansion yet again. Combined with Art of War being based on auto attacks, we will continue to see long droughts of nothing to do but wait for a Crusader Strike cooldown, or we be bombarded by more abilities than we can fit in global cooldowns.

Just as it is now, 4.0.6 Ret is mostly about mashing a button in repsonse to an RNG proc. Sure, the damage may be higher and in the end you can put up the numbers. But if you don’t enjoy playing the class in order to generate those number, is it worth it? If you aren’t having fun, do the numbers matter?

In order to fix holy power and make ret a fun class to play, some things need to happen.

1. Generation Rate

Holy power needs to be generated at a faster rate. Outside of Divine Purpose procs, it takes a base 13.5 seconds to use one finisher. Even with a realistic amount of haste stacking, it still takes over 10 seonds to use one finisher. If finishers are supposed to be such a big a decision for the player to make, that decision needs to be more relevant. And if the finisher doesn’t occur frequently, not only is the finisher devalued relative to other damage, so is our resource generating ability. Using 3 HP once every 8 to 10 seconds has a good “feel” because it balances availability and power.

2. Management

The player needs to be able to fully manage his resources. If Holy Power is too random, then there’s little distinction between poor usage of Holy Power and getting unlucky with RNG procs, causing them to be wasted. Even in the 4.0.6 model, if you get Divine Purpose procs right before your normal finisher, it pushes back your next CS or other abilities depending on what else has proc’ed and what cooldowns are available. A little RNG could be good to break monotony, but the RNG should not force the player to react immediately. For example, a chance to generate Holy Power only on a finisher would be ok because even if you use a Holy Power generating ability next, you haven’t filled up your bar instantly.

3. Choices

There needs to be more of an active choice in which finisher to use. In PvP, there’s always the choice of damage or healing. However, PvE needs something more than, “Does the buff need refreshed?” Both rogues and feral druids have three choices for damage in PvE (straight damage, bleed, damage buff) and need to make decisions not just on remaining duration of one buff, but the remaining duration of the other, target health, and breaks in combat. Ret either needs a third choice or needs Inquisition to be more of an active ability that a player needs to think before using based on more than a timer.

The heavy artificial penalty for using Templar’s Verdict with less than three Holy Powe makes no sense either. Something I’m borrowing from another article is that games shouldn’t penalize players too much for playing the game. The cost to using a finisher with less than 3 Holy Powe is a global cooldown. Using your classes’ main resource should always feel beneficial. When and what you use it on should be the skill factor.

4. Complementary Resource

This one may sound controversial, but think critically about it before you disagree. Holy Power can’t be the only resource. Nor can cooldowns complement it. Just like rogues don’t have just combo points or death knights don’t have just runes, Ret cannot use just holy power. Mana needs to play more of a role. A role which Blizzard has continually tried to destroy rather than embrace. Instead of mana being almost infinite except when healing, it would need to be gradually used and replenished. Mana would then be an option to fill empty GCDs with a no or short cooldown light damage ability at the cost of running out of mana. This is similar to how death knights use runic power. That affects skill in PvE and PvP by having the player make a choice as to mana usage and GCD usage.

Unless Ret’s core mechanics are fixed, it’s headed toward an “expansion 4″ revamp yet again.  The cycle needs to be broken.  I understand there are other issues, mostly related to PvP, but until the core mechanics of the class are effective and enjoyable, there’s no point in trying to balance the other aspects.  Addressing other aspects only leads to band-aid fixes.

Feel free to post comments or criticisms. If there’s good feedback (whether agree or disagree), I may write another.

- Exedore

Retpaladin.com Patch 2.3

January 14th, 2011

Hey everybody. It’s another patch day here for us at Retpaladin.com, I hope you Power Player listeners are happy!

Also, another video is in the works, and should be released before this upcoming Tuesday (Hopefully around Sunday!). Stay tuned for more magic <3.

Quote from: Megaphone
Retpaladin.com Patch 2.3

Sidebar Content

The level 85 talent trees have been updated to more modern times now that we’ve been able to test everything out!

http://www.retpaladin.com/warcraft/retributors-talent-specs/

Various pages have had a few touch ups, tossing away those spelling mistakes and getting updated for 4.0.6!

Any suggestions you have should be voiced in this forum!

Power Player

Songs, songs everywhere! One of these days I’m going to have a fan-only Power Player patch, I’ve been taking down all of your suggestions after all!

New songs (12) :

*New Badass!* Guile - SSF2 Guile’s Stage (it goes with everything)


Disarmonia Mundi – Mindtricks
Soilwork – Mindfields, Silent Bullet, Strangler
In This Moment – Mechanical Love
Nightwish – Ever Dream, She Is My Sin, Stargazers
Poisonblack – Love Controlled Despair, Never Enough
Trivium – Thrones of Perdition

Removed (No working versions – sorry guys!) :

Disarmonia Mundi – Resurrection Code
In Flames – My Sweet Shadow
Opeth – Attonment
Scar Symmetry – Artificial Sun Projection, Ghost Prototype I & II (A tragedy to humanity. Keep them in your hearts.)
Soilwork – Figure Number Five (Another tragedy. Keep it in your heart.)

- Megaphone

———————————-EDIT——————————-

This is Slayton, for some reason, Megaphones spec changes didn’t save correctly. I put up temporary place holders until I can talk to him and theory craft with him a bit on it. I’ve been talking to people from arena junkies, and while I love that website as a good source of information for pvpers I don’t always agree with what’s said there. You will notice in my specs I devalue Sanctity of Battle and a few other talents a lot of retadins are calling “vital”. Please understand that I am experimenting right now and finding out the true impact of these talents on our playstyle. Until then, I am posting the specs in which I am doing well with. The macro section will be updated next for all those who are curious. Thank you.

-Slayton

1/12/ Update – Seal of Truth gets rapid ramp-up!
1/11/ Update – Sacred Shield “officially” released!

Sacred Shield *New* – When reduced below 30% health, you gain the Sacred Shield effect. The Sacred Shield absorbs [1 + 2.8 * AP] damage and increases healing received by 20%. Lasts 15 sec. This effect cannot occur more than once every 30 sec. 30 sec cooldown.

For most people this will mean a 25-30k damage absorb, depending on your level of gear. Cheers.



Check the well written post below for detail while watching the above video! <3 Tharvolde - Mega

“WHAT THE FLYING $%&@ IS THIS NONSENSE?” ~Cricket

“MY PENIS IS CURRENTLY IN ORBIT TO MARS” ~Arbitror

Sitting at work today I was crunching away at some code when I decided to take a brief hiatus for a pit stop over at MMO-Champion. I will never be the same.

What I found was a list of certain importance. A list that, at long last, represents a reasonably correct assessment by Blizzard. A collective realization of Retribution’s shortfalls. A compendium of buffs long overdue but welcome all the same.

It started with some simple patch notes that called out our Mastery moving to Divine Purpose and our new Mastery being additional Holy Damage on Crusader Strike and Templar’s Verdict. It grew to Censure not breaking Repentance and seemingly climaxed (yes I purposely used this word here) with a decent increase to both CS and TV damage. Knowing there were still issues to be addressed such as our survivability we graciously accepted these few improvements as at least a few lengthy steps in the correct direction.

All of a sudden, however:

“@#&% just got real…” ~Martin Lawrence

What we accepted as a gracious few steps towards viability culminated early this morning with several additions that forced puzzled glares upon the faces of my coworkers following a random outburst from my cubicle.

Let’s not belabor this any further. What follows represents the current and complete list of Retribution changes incoming with the next minor patch. I will update this post accordingly as the list is updated. Bask in the glory and revel in collective excitement:

  • 1] Divine Purpose: The chance for applicable abilities to generate Holy Power has been reduced to 7/15%, down from 20/40%, but instead of generating 1 Holy Power, the next applicable ability used consumes no Holy Power and acts as if the paladin has 3 Holy Power.
  • 2] Hand of Light (Mastery): A percentage of the damage done by Templar’s Verdict, Crusader Strike, and Divine Storm is done as additional Holy damage.
  • 3] Repentance is no longer broken from damage done by Censure (Seal of Truth).
  • 4] Crusader Strike weapon damage percent has been increased to 135%, up from 115%.
  • 5] Inquisition is no longer dispellable.
  • 6] Zealotry is no longer dispellable.
  • 7] Rebuke can now be trained by all paladins at level 54. Existing characters will need to visit their trainer, even if they had talented Rebuke before.
  • 8] The Rebuke talent has been replaced with a new passive talent, Sacred Shield. Paladins who had Rebuke before will automatically have Sacred Shield. When reduced below 30% health, paladins gain the Sacred Shield effect. The Sacred Shield absorbs X damage and increases healing received by 20%. Lasts 15 seconds. This effect cannot occur more than once every 30 seconds. Undispellable.
  • 9] Word of Glory will no longer reset the swing timer. (Congratulations, Hoff!)
  • 10] Paladins using Divine Shield are now able to cast on targets within the same Smoke Bomb effect area, as well as heal others.
  • 11] Templar’s Verdict % of weapon damage increased for all levels of Holy Power. At three Holy Power it now will hit for 270% weapon damage (up from 235%)
  • 12] Chaotic & Relentless meta gems require 3 red gems to activate.
  • 13] NEW: Seal of Truth’s effect can now be triggered from all single-target attacks (Judgement, Crusader Strike, Exorcism, Hammer of Wrath and Templar’s Verdict.

Now I’ve not yet been on the PTR but I plan to do so this evening. Afterwards, I will begin crafting a new post that details my thoughts on our performance after these changes. Some things are for sure however:

- Zealotry being undispellable now makes it strong and viable 31pt talent
- Inquisition being undispellable may now make it useful in PvP if you have Inquiry of Faith talented
- The new Sacred Shield talent is going to drastically increase our survivability
- Templar’s Verdict has now gone from Templar’s Noodle Strike to “WTF did he just hit me with and why is my jock strap over there?”

Swing ‘em hard!

~Tharvolde

Good morning, afternoon and evening, Retpaladin.com.

Tharvolde here and I, and most assuredly you as well, have stumbled upon some information that excites me. It excites me not because it represents the perfect solution to the woes of Retribution in PvP at present but rather because it shows that uncle Blizzard is, in fact, listening. For those that have no idea what I’m referring to, bask in the glory of the following paraphrased snippets from the indomitable Ghostcrawler:


- Retribution damage in PvE may be too low
- Defensive dispels seem okay but offensive dispels, especially Purge and Spellsteal seem far too powerful and are probably going to get nerfed (I included this because it is a point of extreme frustration for me and, I assume, many other Retribution Paladins when fighting Mages and Shamans where all of our buffs are still instantly gone without much of a problem for our opponent).
- Retribution’s Mastery Hand of Light is fun but doesn’t contribute enough damage. To keep it designed the same yet to increase its damage contribution, Blizzard would have to increase the proc chance of Hand of Light significantly which would then cause Retribution Paladins to devalue other sources of Holy Power.
- Retribution’s Mastery will be redesigned to add a percentage of damage to Templar’s Verdict, Crusader Strike and Divine Storm as Holy damage.
- Hand of Light will stick around though (because I agree that although it is random it is still “fun”) as Divine Purpose will be redesigned as well to now have a chance to proc Hand of Light instead of giving a percentage chance on many of our abilities to generate additional Holy Power.

*Hums ‘The Final Countdown’ aloud as my co-workers stare at my cubicle*

What does this mean for you and I? First and foremost, it means that a couple of our biggest complaints are being address in an upcoming patch:

  • 1) Our damage is going to be increased
  • 2) A bit of our rotation’s randomness will be addressed
  • 3) Offensive dispels from Shaman and Mages are either going to be less powerful or cost more mana.

Now it should be noted that these changes are not final and also may be incomplete. We could see additional changes and/or adjustments to these changes. Also it should be noted that these changes do not address all of our problems at present but I can say with reasonable confidence that they will go a long way for bringing Retribution to viability in both PvP and PvE. Some concerns certainly loom such as Inquisition being dispellable and not staying up long enough to make it useful in PvP. However, I’m happy that it seems Blizzard is actually listening and I welcome the above batch of changes.

What are your thoughts? Let us know in the comments below!

Swing ‘em hard

~ Tharvolde

EDIT: Oh and Censure will no longer break Repentance LOL

pisture

Welcome to RetPaladin.com

Gods of DPS, let's RAID! PVP!

Media