Wrath Beta patch notes: Paladin part V - The Retribution tree

Patch 2.3 saw a bunch of awesome changes for Retribution, dealing with threat management as well as some solid PvP-oriented talents. Despite that, few raids brought Retadins along, especially on progression. It's an old stigma that has carried over and has proven hard to shake. The other trees received fantastic upgrades -- you can read my overview of the Holy tree here, and my thoughts on the Protection tree here. You can read the entirety of the patch notes in my first post of this series, and my analysis on the changes to baseline abilities and existing talents in the follow-up.
New talents
So. Ret. The Paladin's long-suffering DPS tree is getting major upgrades, but at the same time, Holy and Protection both got massive DPS boosts that Paladins will no longer be forced to pony up the cash for a respec just to be able to kill things. In fact, Holy Paladins can now fight at ranged and Protection Paladins get more powerful the more Stamina and Block Value they have. With such great options for dealing damage -- and even PvP -- with the other trees, what happens to Retribution now? Let's see what Blizzard's done:
Heart of the Crusader
Requires 5 points in Retribution
In addition to the normal effect, your Judgement spells will also increase the critical strike chance of all attacks made against that target by 1/2/3%
The hardly used Seal of the Crusader has thankfully been removed from the game, with its Judgement effects rolled into relevant abilities. This talent takes the place of Improved Seal of the Crusader, reworked to apply to all Judgements, which is a phenomenal change. This empowers Judgements without forcing the Paladin to Judge the conditional Seal of the Crusader. This means even putting on the essential Judgement of Justice in PvP confers a painful debuff. Talk about utility. It's low enough in the Retribution tree for Holydins and Tankadins to pick it up, too.
I have an interesting question for all you Beta testers out there... does it stack? Imagine three Paladins in a raid dropping three different Heart of the Crusader-infused Judgements, conferring stacking crit bonuses... that popping sound you just heard is the collective sound of the exploding heads of players who play DPS classes.
Sanctified Retribution
Requires 20 points in Retribution
Damage caused by targets affected by Retribution Aura is increased by 2%.
Blizzard is cleaning house. They've removed the situational Sanctity Aura which Retadins only got in order to get Improved Sanctity Aura and replaced it with a one-point talent that gives the old 2/2 Improved Sanctity Aura bonus to Retribution Aura. Coupled with the improvements such as higher damage and scaling with Holy spell power, it now makes sense -- and thematically, too -- for Retadins to keep Retribution Aura up as their aura of choice. The talent change also frees up 2 talent points previously invested in Sanctity Aura and Improved Sanctity Aura 1/2.
Sheath of Light
Requires 20 points in Retribution
Increases your spell power by an amount equal to 10/20/30% of your attack power and your critical healing spells heal the target for 20/40/60% of the healed amount over 12 seconds.
Allow me to introduce to you the talent that has got a multitude of Paladins buzzing with unabashed excitement. It's a talent so appealing that it seriously contends for the last few talent points for Holy-specced Paladins. Before I get into the Retribution application, I'll point out the obvious: this talent has a Healing-over-Time component, something that Paladins have been been missing since the game launched. 60% of a top rank Holy Light applied as a HoT is a huge deal, and Holy Paladins pursue spell crit for various reasons, so this is merely a natural extension of that. It also gives a buffer to Paladins, allowing them to move after casting a healing spell, because the HoT provides a form of mitigation between direct heals. The PvP applications should be obvious -- it's another buff that needs to be dispelled and it gives Paladin healers the aforementioned buffer for mobility.
With the change in Retadin itemization, many Paladins lost considerable amounts of spell power. This gimped Seal of Command and its Judgement, which scaled very well with spell power, and removed even consideration of Consecration from the Retadin spell cycle. This also necessarily gimped Retadin healing, making spells like Holy Light too expensive to be worth it. This talent changes all that, giving Retadins a source of spell power that scales off their most important stat -- Strength. This is the equivalent of the Protection Paladin's Touched by the Light, and greatly opens up spell options for Retribution Paladins.
Sanctified Wrath
Requires 35 points in Retribution
Increases the critical strike chance of Hammer of Wrath by 25/50%, reduces the cooldown of Avenging Wrath by 30/60 secs and while affected by Avenging Wrath 25/50% of all damage caused bypasses damage reduction effects.
Oh, where do I start? First of all, Blizzard vastly improved Hammer of Wrath, making it actually usable in PvP. A faster cast time (0.5 seconds, down from 1) and a bigger window with which to cast it (35%, up from 20%) means there's a bigger chance the spell will actually go off instead of fizzling, since many targets in Battlegrounds PvP at 20% die within one second. Next, the increased critical strike chance means Hammer of Wrath might actually find a place in a Retadin's spell cycle, specially against a boss. The biggest problem with Hammer of Wrath in a raid is that it resets the swing timer. It's still a problem, but the reduced cast time and massive crit chance might offset this and not result in a DPS loss. A decently geared Retadin will have somewhere around 30% crit, so taking this talent results in a Hammer of Wrath with an 80% crit. Some players playfully call this the Hammer of GG. Well... GG.
Blizzard also buffed Avenging Wrath, not so much with damage output (which was reduced to 20% from 30%), but with its usability. No longer conferring Forebearance and adding a healing component, Avenging Wrath has gained massive utility without its use being too much of a strategic choice. For Retadins, the reduced cooldown almost makes up for the drop in damage increase, but also means it can be used more for shorter fights.
The best part of this talent -- for me, at least -- is the bypass in damage reduction effects. Armor and Resilience... ignored. 50% of all damage done for 20 seconds ignoring damage reduction! It's like hitting a naked opponent! That's just insane. While mileage against mob bosses will vary, this talent makes it critical in PvP, where it will penetrate abilities like Pain Suppression or a procced Cheat Death. Let me stress that again -- ignores damage reduction effects. Season with a Hammer of GG according to taste.
Swift Retribution
Requires 40 points in Retribution
Your Retribution Aura also increases casting, ranged and melee attack speeds by 1/2/3%.
Pretty straightforward talent. Since Retadins will almost always have Retribution Aura up, this translates to a near-permanent passive 3% haste. Because Retadins are the kings of glorified auto-attacks, all I can say is 'yes, please, thank you'. Oh, and your party or raid will be thanking you, too, since they're getting the same, juicy boost.
The Art of War
Requires 1 point in Crusader Strike
Requires 40 points in Retribution
Your damaging Crusader Strikes have a 5/10/15% chance to cause your next Judgement spell to cause double damage.
First of all, I love the name. Aside from a clever name, though, this buff provides a passive buff to Crusader Strike that further contributes to DPS gains. Retadins will almost always Judge a damaging Judgement after the initial utility, specially in raid situations. The best part of this? It's not even a crit. It's just double damage. On top of that, if the Judgement crits, it's double damage -- that's a massive boost whether or not it's applied before or after the critical multiplier. This will be pretty standard for Retadins who want the most damage throughput in raids.
Righteous Vengeance
Requires 45 points in Retribution
Increases critical damage bonus of all attacks by 3/6/9/12/15%
Did anyone order raw damage? Because it's just arrived. In PvE or raid situations, the benefit of this talent is pretty straightforward. Bigger crits, bigger hits, a more badass Retadin. In PvP, however, this ability shines even more as the Resilience negator. Players who have hit the Resilience cap can mitigate up to 25% of damage taken from critical strikes. With 5/5 in Righteous Vengeance, that mitigation drops down to 10% -- imagine hitting players far below the Resilience cap. An uncomplicated talent, it's great for raid DPS and outstanding for PvP burst.
Divine Storm
Requires 50 points in Retribution
An instant weapon attack that causes Holy damage to up to 4 enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totalling 20% of the damage caused.
And then there's Divine Storm, the talent that caused Retadins everywhere to go change their underwear. It's another strike that can be inserted into a Retadin's damaging spell cycle. Because it's effectively an AoE spell, it's shines best when used against trash or multiple mob encounters. Of course, the one feature that pops out is the healing done to party or raid members, which is a very welcome utility for Paladins and the melee group. A DPS increase and group utility spell? Yes, please.
The damage this ability deals is still unclear, but will likely be based off normalized weapon damage, similar to Crusader Strike. The curious wording of "totalling 20% of the damage caused" quite likely means that the 20% is shared among all healed targets. This means that the healing done will not be significant, merely supplementary. It scales inversely with the number of targets being attacked, however... if a Paladin is hitting 4 mobs and is solo, she's likely to receive the full benefit of Divine Storm's healing. At the same time, if a Paladin is hitting just one mob and is in the vicinity of two other party or raid members, the healing scales down proportionally. It's an interesting mechanic that I'm curious to see work in application. Before we move on to the rest of the article, allow me excuse myself while I change my shorts.

Changes to the tree
Compared to Holy or Protection, the Retribution tree didn't get too many changes, with no talents being reshuffled between tiers or moved to or from another tree. Conviction in the third tier consolidates melee and spell crit, in line with Blizzard's direction for the game. The first visible change is on the fifth tier with the Sanctified Retribution and Sheath of Light, discussed above. Sanctified Judgement on the sixth tier has been renamed Judgements of the Wise, and now returns mana to the group based on damage dealt, similar to Divine Storm. Most Judgements in Wrath of the Lich King now deal damage, including, for example, Seal of Light.
Of course, the mana returns scale extremely well with damage-oriented Judgements, conceivably refunding even the cost of the spell itself and more. Similar to Divine Storm, it scales inversely with the number of party or raid members in the vicinity. Used solo, Judgements of the Wise generates phenomenal gains in mana, especially in conjunction with a proc of The Art of War. This is important because we might see a significant reduction in Retadin mana pool with the itemization moving to generic Intellect-less plate shared with Warriors and Death Knights.
Divine Purpose was also reworked to provide a reduction in chance to be hit by spells and attacks by 3%, as opposed to 10% melee and ranged damage mitigation. This is incredible because it provides a passive resistance overall, not just to damaging effects but all spells. This includes crowd control. Coupled with Pursuit of Justice, that's a passive 6% reduction in spell hit. Another significant buff to the talent is the reduction in movement slowing effects, which increases survivability and effectiveness in PvP. It's not quite a permanent Hand of Freedom, but it helps. Repentance was also changed significantly to be more useful in PvE, and now has a longer duration in PvP (10 seconds, up from 6).
Overall, the Retribution changes are fantastic. Holy and Protection may have boosted DPS and offensive capabilities, but Retribution is so purely damage-oriented it won't lose its place. I still have apprehensions about Retadin mana pool owing to the new itemization, but it's hard to tell at this point how much of an impact there will be. The tree is incredibly focused, although there's still seems to be a vulnerability to fear (or other crowd control) and movement-impairing effects. The tree, and class, still lacks an interrupt mechanic although Improved Hammer of Justice in the Protection tree coupled with the PvP set bonus drops the cooldown to a frightening 20 seconds. As excited as I am about these changes, I must calm down with the sobering thought that many of these will likely change before Wrath goes live.
<-- Wrath Beta patch notes: Paladin part IV - the Prot tree
Compared to Holy or Protection, the Retribution tree didn't get too many changes, with no talents being reshuffled between tiers or moved to or from another tree. Conviction in the third tier consolidates melee and spell crit, in line with Blizzard's direction for the game. The first visible change is on the fifth tier with the Sanctified Retribution and Sheath of Light, discussed above. Sanctified Judgement on the sixth tier has been renamed Judgements of the Wise, and now returns mana to the group based on damage dealt, similar to Divine Storm. Most Judgements in Wrath of the Lich King now deal damage, including, for example, Seal of Light.
Of course, the mana returns scale extremely well with damage-oriented Judgements, conceivably refunding even the cost of the spell itself and more. Similar to Divine Storm, it scales inversely with the number of party or raid members in the vicinity. Used solo, Judgements of the Wise generates phenomenal gains in mana, especially in conjunction with a proc of The Art of War. This is important because we might see a significant reduction in Retadin mana pool with the itemization moving to generic Intellect-less plate shared with Warriors and Death Knights.
Divine Purpose was also reworked to provide a reduction in chance to be hit by spells and attacks by 3%, as opposed to 10% melee and ranged damage mitigation. This is incredible because it provides a passive resistance overall, not just to damaging effects but all spells. This includes crowd control. Coupled with Pursuit of Justice, that's a passive 6% reduction in spell hit. Another significant buff to the talent is the reduction in movement slowing effects, which increases survivability and effectiveness in PvP. It's not quite a permanent Hand of Freedom, but it helps. Repentance was also changed significantly to be more useful in PvE, and now has a longer duration in PvP (10 seconds, up from 6).
Overall, the Retribution changes are fantastic. Holy and Protection may have boosted DPS and offensive capabilities, but Retribution is so purely damage-oriented it won't lose its place. I still have apprehensions about Retadin mana pool owing to the new itemization, but it's hard to tell at this point how much of an impact there will be. The tree is incredibly focused, although there's still seems to be a vulnerability to fear (or other crowd control) and movement-impairing effects. The tree, and class, still lacks an interrupt mechanic although Improved Hammer of Justice in the Protection tree coupled with the PvP set bonus drops the cooldown to a frightening 20 seconds. As excited as I am about these changes, I must calm down with the sobering thought that many of these will likely change before Wrath goes live.
<-- Wrath Beta patch notes: Paladin part IV - the Prot tree
Filed under: Paladin, Analysis / Opinion, Blizzard, Wrath of the Lich King






Reader Comments (Page 1 of 3)
RetPallyJil Jul 20th 2008 12:14AM
Well, I only have 4+k mana as it is, so ... I'm not going to fret over low mana :)
Bonus healing of 0, too! Quite proud of that.
toole11 Jul 20th 2008 12:16AM
I love the changes to the Retribution tree except for one. Sheath of Light needs to be higher.
As it stands now it will be very hard for a Holy Paladin to go down and get it. If you haven't noticed all 51 point talents deal with aoe. Which leads me to believe we are going to see more MagT style crap.
Therefore the 51 Holy talent will be unskippable for Healadins, and therefore Sheath of Light unobtainable.
HankD Jul 20th 2008 12:24AM
We've been debating that... we run a 5-person pally group (we've been leveling together as a group since level 1)... 2 holy, 2 ret, 1 prot... and we may have one holy pally get the 51-point holy talent, and the other get the HoT from Sheath... the 51-point holy talent is REALLY expensive, but it'll heal up the tank and the two seal of blood users nicely, and the HoT will be nice for the other one to have for emergency help...
The new judgement system is so much nicer, the two holy can now spend their time with Seal of Righteousness up, judging from 30 yards away and helping a lot more on DPS... while Light and Wisdom are up on every mob we fight... much cooler.
We're not all on beta, so we're anxious for WotLK to deliver so we can try out all the synergy... our 5-pally group *demolishes* dungeons, pallys love other pallys... :)
Heilig Jul 20th 2008 1:23AM
This is the same situation Priests have right now with CoH vs. Imp DS. Blizzard is forcing Holy pallies to choose between HoTs and AoE heals. It's a good thing. There won't be just one cookie cutter build.
HankD Jul 20th 2008 12:16AM
I took my blood elf ret pally out for a spin today... he's in mostly PvP gear, some S1, S2, S3, Vengeance Wrap Darkmoon:Crusade, and other stuff... I did a test on live server (he's a classic 5/8/48 build) and got 582 DPS against 10 ogres in the camp up above Shattrath.
On Beta, same pally, same gear, with a 0/5/56 build, I averaged 863 DPS against 10 ogres in the camp up above Shattrath.
Some of the changes, off the top of my head:
He has an extra attack in the rotation in beta (auto attack, crusader every 6, judge every 8, and now divine storm every 10).
He has a bit over 700 spell damage when Blessing of Might is up (30% of his AP). No spell damage on live.
He has +15% strength, instead of +10%, from talents.
He's missing the 10% holy dmg buff from Sanctity Aura, but he has Retribution Aura doing damage now, and it scales with spell damage.
He has +5% crit on his judgments, Conviction works on everything now, not just melee attacks.
He's missing the 3% hit from Precision, but against non-dungeon-bosses he's probably okay.
He doesn't have to re-cast his Seals after a Judgment, so it's possible the Seal's hitting more often. I didn't see this mentioned... judging now doesn't eat up the Seal, so the Seal stays up the full 30 seconds... a nice mana boost...
Righteous Vengeance is giving him +15% dmg bonus on his crits.
The fun part on the Beta was when one of the stupid elite ogres aggroed on him, after I was done testing... I tore up the ogre, didn't even have to bubble, then popped a 4000+ holy light crit on myself and watched it heal up the rest over the next 12 seconds...
They'll end up nerfing it all, but right now it's AMAZING...
Oh, and judgements are SO much fun now, 'cause you can just to put Light, Wisdom, or Justice on the mob while judging your normal Seal... Seal-juggling is mostly gone...
Balasan Jul 20th 2008 12:46AM
Ha, awesome! Thanks for sharing, especially for us unfortunate folks not in the beta. Your story is really tempting me to go ret in wrath (at elast to give it a go).
I do have a question though:
"Oh, and judgements are SO much fun now, 'cause you can just to put Light, Wisdom, or Justice on the mob while judging your normal Seal... Seal-juggling is mostly gone..."
Does this mean one paladin can drop more than one judgement on a target? Or?
HankD Jul 20th 2008 12:50AM
They replaced "Judgement" with three of them now:
Judgement of Light
Judgement of Wisdom
Judgement of Justice
Any of them will judge the seal (without removing the seal, which is wonderful), but now they also land the judgement effect based on their name... so you replace:
Seal Light, Judge Light, (Seal/Judge Blood)xN
with
Seal Blood every 30 seconds
Judge Light every 8 seconds
Very cool.
Heilig Jul 20th 2008 1:21AM
Wait, so does that mean judgements are gone for Blood, vengeance, righteousness, and command?
Heilig Jul 20th 2008 1:57AM
NVM, I understand now.
brittwilson Jul 20th 2008 2:17AM
I'm still not sure I get it.
"Seal Blood every 30 seconds
Judge Light every 8 seconds"
So you have a seal on you, like normal, I Get that.
You judge light on the enemy, causing him to have light on him, right? Does it still last 20 seconds, and refreshed by CS? And you have SoB on yourself, how do you judge the damage part of SoB if you only have judgments for Wisdom, Light, and Justice now?
brittwilson Jul 20th 2008 2:21AM
Ok now I do get it, the judgment judges the CURRENT SEAL you have on yourself, but applies the debuff of whatever Judgment you chose.
But still, does the judgment still last 20 seconds, or are you forced to keep judging every time its up?
Aaron Jul 20th 2008 12:24AM
As a holy paladin I am seriously considering making a few holes in my holy tree to try to reach Sheath of Light.
With conviction giving another 5% crit chance for my heals, Sheath being one of the most amazing talents I've seen in a long time (a 7k crit heal pops a 4200 heal over 12 seconds? Sign me up! Considering my +crit would be decently high hots would be going off left and right). The AP+ to heals would be minimal but still nothing to scoff at (considering raid buffs, it might be a small boost to my +heal)
Yes I give up a few Holy talents including the new 51 point talent but...honestly? It would be more then worth it.
Am I missing something? Maybe there is something confused in my logic? Ah well, hopefully I'll get to try it soon!
KPT Jul 20th 2008 12:29AM
All i can say is thank u blizz for fixing the class after readin this my mouth begin to water. the only thing that remains to be seen is how will itemization affect out mana pool unless the make a talent where our mana is increase by 50% of our attack power (i wish lol).
HankD Jul 20th 2008 12:36AM
I'm running around with ~10k health, ~6k mana currently, so it's not a great example... but I ran my ret pally around for ~2 hours in Outland, reveling in how much more damage he was putting out (I was doing the Outland SSO dailies, just 'cause I know them really well and can judge more clearly than against Northrend mobs).
The fun part of that? I didn't sit down to eat or drink, at all. Mana return from judging, and not having to cast Seals every time you judge, is a HUGE difference in mana use... I was using Judgement of Wisdom to judge my Seal of Blood, to keep mana up... and having 700 spell power meant a lot fewer heals to heal back that SoB/JoB self-damage, 'cause the heals were landing for more (and at 30% crit)...
brittwilson Jul 20th 2008 12:34AM
I am, a holy Priest at heart. I have played my priest since the beginning, but I hated PvP with it. After a so so time with my hunter in PvP I leveled a paladin to be ret with the sole purpose of PvP. Even with all the current problems plaguing retadins, I have never had so much fun. Of course I curse at my mana issues, and though I loved the change of focus away from spell damage, I teared as my judgments went down, but I held strong.
These changes, though not everything I could want, are exactly the kind of thing we needed to show that Blizzard didn't forget about the red headed stepchild of the paladin specs.
I just hope they don't beat us back down with nerfs before Wrath comes out.....
Saeverud Jul 20th 2008 12:41AM
Hrm. Didn't you miss a talent? The one that restores mana with your crit judges or something like that?
HankD Jul 20th 2008 12:46AM
judgements of the wise... replaces 80% of the mana cost of a seal returned on a judge, to 60% of the damage dealt by a judge coming back as mana (and to you and your teammates, not just you). 80% of a few hundred mana versus 60% of potentially 4k crit judges (with the double damage talent)... crazy.
Alc Jul 20th 2008 12:48AM
I hope they keep on track with trying to get ret raid viable. What I don't understand is why they're so weary of buffing ret paladins. They go and give rogues a cheat death proc that ended up being 99% dmg reduction and didn't fix it for a long time... but with pallies they don't even try to buff them..
well.. here's hoping for OP pallies someday.
HankD Jul 20th 2008 12:57AM
As I said above with my little ogre test, it sure looks like I got a 50% DPS increase in the beta (more counting Avenging Wrath's changes, which I didn't use in the test)... I give mana to myself and those around me when I judge... I give health to myself and those around me when I whirlwind (Divine Storm, it's a red-colored version of whirlwind)... I give haste to those around me, crit to those around me, 2% dmg to those around me... I have a genuine CC now, that's halfway between a sap and sheep...
I think they DID try to do a lot to make Ret more raid viable. We'll see how much makes it through...
Balasan Jul 20th 2008 1:12AM
Protip: get a new guild.
Ret is very raid viable. My guild uses one very successfully, and we're on Sunwell now.