An opportunity to change Retribution

Because you can pick up all talents that contribute to DPS even before you hit Level 80, it becomes a matter of gear scaling after that. In most cases, similarly geared Retribution Paladins in a raid will put out nearly identical numbers with few exceptions. Unlike other DPS classes where the spread can be wide owing to particular talent choices, differences in rotation, gear, and play style, Retribution Paladins have the relatively simple task of resolving priority when an ability comes off cooldown. There are no combo points, no freeze effect bonuses, no procs to wait for.
This isn't to say that Retribution is one-dimensional. It's not. Particularly in PvP, Retribution can reach deeper into its bag of tricks with stuns and incapacitate effects, instant Turn Evil, and a plethora of survivability and anti-cc abilities that you often won't bother with during raids. That said, there isn't anything particularly creative about how Retribution Paladins kill their opponents. It pours on damage. Prior to 3.1 that meant quite a lot of burst. For one glorious week, that meant ranged burst with Exorcism, too.
That was quickly shut down, of course, a quick nerf that didn't quite make it into the patch notes. Call it what you will, but there is actually some sound reasoning behind the nerf, least of which is to tone down Paladin burst in PvP, already gimped with weakened Judgements. Ghostcrawler expounds on this in an interesting thread over at the forums, discussing the reasoning behind the small changes to Retribution. Here's the most important thing: the main idea is to make Retribution actually take skill more interesting to play.
As much as I miss burst in PvP, I am more excited at the prospect of a more involved play style. Right now, Paladin PvP and to a lesser extent PvE is little more than brute force. Ghostcrawler summed it up rather nicely, "you hit the buttons and damage happens." That's exactly how it works right now -- Crusader Strike, Judgements, Divine Storm, Exorcism, and even Consecration. Abilities that produce damage in different flavors, none of which have any sort of interdependency with any other ability. The closest thing to preparation is having a Seal up, but even that has been simplified with 30-minute Seals.
This is exciting. This is good. This is an opportunity for change. It's not something we'll see in a hotfix, but certain to make it to a future patch. It's a good bet that Crusader Strike will play an important role in the revised play style. Procs like Killing Machine and Rime make Frost an engaging Death Knight tree, for example, with the player having to watch for the best opportunities to use abilities. At the same time, RNG still plays a huge factor so damage output can be inconsistent. But you get the idea. Retribution could use proc or controlled proc abilities, such as a Shaman's Flame Shock + Lava Burst combo.
The best part about this whole thing? Blizzard is listening. Ghostcrawler trawls the forums every day, and trust me, he picks up a lot of good ideas from players who take the time to write their suggestions in a constructive manner. A lot of developers read community blogs, as well, so you actually have a voice. Retribution (and even Holy, to a lesser degree) will be revised, and this is the best time to share your thoughts. Head on to the Paladin forums or the Damage Dealing forums to share your ideas. Retribution is on the crux of change. Seize this opportunity to guide the class in the right direction.
Filed under: Paladin, Analysis / Opinion






Reader Comments (Page 1 of 5)
Angelofwar Apr 28th 2009 7:08PM
Thank you for being honest about your class.
Pope Jamal Apr 28th 2009 9:27PM
"well, the class design is really easy to play. There are buttons that you press to do damage, you wait until cooldowns are up... rinse, repeat."
Neither one of you have ever played ANY other class in WoW besides your current one, have you.
Protip: NONE of the classes in WoW are difficult to play. The quote above describes how you can play ANY class in the game, and still be better than 70% of the game population.
Heilig Apr 28th 2009 8:20PM
This.
There's not a whole hell of a lot of skill involved with watching for procs either. Buff pops up, you hit the button.
Lock and Load? Hit Explosive shot.
Sudden Death? Hit execute.
Missile barrage? Hit arcane missiles.
None of this is exactly rocket science. Nowhere do you see a tooltip that says "Does increased damage if the target is facing away from you, has two separate bleed effects on them, is frozen or stunned but not snared, and you are not under any enrage effects."
"You hit the button and damage happens" describes every damage-dealing ability in the game. Skill comes in knowing what the OTHER person is about to do in pvP and how to counter it, and knowing what the mob is going to do in pvE, and how to counter that. That's why fights like Patchwerk are interesting benchmarks, but are referred to as "gear checks" and not "skill checks."
Zach Apr 28th 2009 10:19PM
@Pope Jamal - I play an AffLock and did Top DPS in many fights pre 3.1. I know complexity. I also have an Elemental Shaman. So I know simplicity.
Wyred Apr 29th 2009 5:43AM
@ Pope and Heilig. Sorry, but this just isn't true. Some dps classes, such as afflic locks and feral druids in particular, have very complicated 'rotations'. For instance, in Heilig's post he says "sudden death is up, hit execute". This is actually wrong. An arms warrior doing that isn't going to ge the most out of his dps, as he's going to be losing mortal strikes if it's on cd while he's hitting execute. Chuck in overpower and TfB, bashes when nothing else is up, letting rend fall off but keeping close to 100% uptime and it all becomes a bit less of a faceroll. It seems more like you haven't played the other classes, or at least not to their full potential.
neutrallo Apr 29th 2009 12:47PM
"@ Pope and Heilig. Sorry, but this just isn't true. "
Boy is that statement on the money. Ever try a feral Druid? Mangle feeds abilities like Rip and Shred... a glyphed Shred can extend Rip... the relatively new finishing move (forget the name) enhances them all... but you need to keep Rip (the other big finishing move) up as much as possible.
All of them have durations that need to link up for maximum effect.
Then you need to keep movement in mind. Shred requires being behind the target (which you should be anyway) but high movement fights add a special thrill to that.
Warlocks, Shaman, Warriors, and sometimes even Hunters go through very similar "if this-then that" rotations and talent selections. While Paladins are pretty much dictated by cooldowns only.
I will admit, several years ago Pallys were a bit more complex... which is partly why so few were any good back then. But they have been gloriously oversimplified.
Olicon Apr 30th 2009 7:15AM
Well, none of the cookie cutter build of any class can be very engaging to play. But having a short duration procs do make some classes more interesting, since you have to be more careful with using some cooldowns.
I guess in the realm of PvE, you can only have so much interactivity. But PvP should be a lot different. Most classes have to worry quite a bit about their cooldowns. However, with Ret Pally, it's all about running in (since they don't even have a distance closer like charge on cooldown) and spamming damage buttons. At least the Prot guys get get to play around with the idea of saving their teammates' butts. So yeah, I think Ret could use a bit of an overhaul.
Yondie Apr 28th 2009 7:11PM
Please. Please make ret require skill.
And yes, I am a ret pally myself, but there needs to be more opportunity for interesting combos and choices in ret, it really is point and click.
C'mon, Blizz, show us a spec revamp in 3.2 or ASAP!
Manatank Apr 28th 2009 7:16PM
As someone who has raided on occasion as an enhancement shaman, I can say pretty confidently that the skill required for this spec is incredibly low as well.
About the only hard thing about these two specs (enhancement and ret) is that they are melee, which means you have to pay more attention to positioning than ranged DPS.
I played a BM hunter in BC. Talk about easy mode.
In fact, every single dps spec I've tried has seemed overwhelmingly easy (Boomkin, enhancement, bm hunter). I got bored trying all these classes looking for something with a challenge so I went with tanking and healing instead. I know there must be a hard dps class though right? Which ones are difficult? Mages? Rogues? Warriors? Who?
Karilyn Apr 28th 2009 7:26PM
Feral Kitty DPS.
Affliction Warlock (I think?)
Other than that, as far as I know, every class is laughably easy to DPS as.
Tzi Apr 28th 2009 7:29PM
All classes are easy/accessible, and are supposed to be, but some definitely scale more with better play than others.
Shadow priests come to mind. The tighter you are with keeping your priority system and managing your DoTs, the better your DPS will be. Two shadow priests in similar gear can do significantly different DPS just based on who is the better player.
But hard? Nah. Wrong game for that.
Thander Apr 28th 2009 7:33PM
As far as raiding,
Affliction Warlock (timing dots)
Mutilate Rogue (juggling multiple finishers)
Arms Warrior (priority based but with multiple procs to worry about)
Mages are pretty easy. Arcane being the hardest but it's still pretty much a regular rotation with one proc that changes one spell in the rotation.
uncaringbear Apr 28th 2009 7:42PM
All DPS classes are 'easy', but if you're the type who wants to squeeze every last once of DPS from your toon, then some classes are harder than others. I would count pre-3.1 affliction warlocks in that category.
Maxim Apr 28th 2009 8:05PM
I raid on my mutilate rogue, and I'll agree it was a little hard to get my dps going when I began playing, but pretty soon everything becomes routine. Nothing is too hard if it's part of your 'rotation' eventually is it? I can pretty much play with my eyes closed and fingers on WASD and my keybinds.
There are prerequisites (bleeds needed) for certain buffs (Hunger for Blood), but that's about the extent of it. I think the difficult bit while raiding with a melee class is actually movement, positioning (read not standing in green/blue/yellow/red crap) and sometimes judgement.
That being said, I'm not going to pretend I know (insert melee class here)'s rotation (But if it's a rotation, it's routine, and eventually, easy... right?)
SteveV Apr 29th 2009 3:51AM
Yeah, it's always the tanks and healers who do the hard jobs ;)
(Yes, I am biased)
And, just to clarify, yes dps are important, but really - tanking will always be the highest skill requirement, and healing generally requires the most effort.
Ferarro Apr 28th 2009 7:21PM
"There are buttons that you press to do damage, you wait until cooldowns are up... rinse, repeat."
That's 90% of the classes in WoW.
Rich Apr 28th 2009 7:28PM
Amen to that... lol
Angus Apr 28th 2009 8:42PM
Actually....
I'd go with 100%
Even rogues and kitties.
kuri Apr 28th 2009 11:31PM
Yeah, because with my Rogue I just go spammin' the finishers as the CDs are up. Combo Points or no. YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH.
Tzi Apr 28th 2009 7:27PM
I helped my father make a ret paladin for his first WoW character because he was brand new to the game and hybrid + great damage seemed like a win for new players.
He made it to 80 in no time flat, but his freshness to the game is still glaring. He knows his abilities by their icon, not name, is still boggled by what armor is good for him (I caught him wearing a grey item a few times because "it had more armor" than his green/blue alternative), I have to help him respec whenever a patch drops that refunds talent points, he is constantly linking me to junk items in his bags, asking me if he needs to save them for something (white-rated items; he at least learned to sell anything grey, but he can't overcome obsolete foods or items that might be for quests or reagents for other classes), etc, etc.
That said, I took him to a dungeon for the first time not too long ago and was astounded to see that he keeping up with us in damage. Sure, we were on alts that were probably in equally low-quality gear, but we're experienced players who raid and read elitist jerks and have add-ons to help us use our abilities as efficiently as possible. I couldn't believe how well he did.
In conclusion, that was when I knew that ret paladins rocked for doing good damage even if you don't really know what you're doing :P