Cataclysm class changes: Retribution paladin analysis

Keep in mind as you read this that while I may sound negative about certain details, my overall feelings on the changes aren't negative. There's a lot of potential good here; we just won't see it all until further down the road.
Blinding Shield (level 81): Causes damage and blinds all nearby targets. This effect might end up only damaging those facing the paladin's shield, in a manner similar to Eadric the Pure's ability Radiance in Trial of the Champion. The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast. 2-second base cast time. Requires a shield.
This obviously isn't a retribution-oriented ability. Gregg and Chase surely have more to say about it, but it's worth mentioning anyway. This ability will have questionable PvE applications for retribution, but it's going to be the herald that ushers in the need to weapon-swap for PvPers. The two-second cast time will be a limiter for using it offensively, but when all else fails it's another tool in the toolbox for those times you need to peel people off of your healer or other weakened party member. I expect it will see some use from retribution in the arena and the new and improved battlegrounds, but not so much in dungeons and raids.
I do want to mention that I'm incredibly amused by the addition of this spell. Eadric the Pure is openly mocked for this spell on a regular basis. His ultimate ability does nothing if you're not looking directly at him. Congratulations, protection paladins. Your greatest weakness is your enemy's turning his head slightly. Luckily, mobs don't know how to close their eyes.
Healing Hands (level 83): Healing Hands is a new healing spell. The paladin radiates heals from him or herself, almost like a Healing Stream Totem. It has a short range, but a long enough duration that the paladin can cast other heals while Healing Hands remains active. 15-second cooldown. 6-second duration.
Again, this is a spell primarily for holy, but you're terribly mistaken if you don't think retribution will take full advantage of this. The only thing that would prevent retribution from making regular use of it during AoE damage-heavy raid encounters would be an extremely high mana cost, one that Judgements of the Wise and Divine Plea couldn't come close to refilling.
Between Judgement of Light, Divine Storm and now Healing Hands, retribution will be better than ever at keeping their teammates alive. Utility like this is a good thing to have as a DPS class, especially with how healing has been described in Cataclysm. The frantic up and down of health pools will be smoothed out significantly, so every little bit will help. Taking pressure off of your healers is a great thing.
Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).
I'm sure this spell is going to be fantastic. It will be a good DPS boost and another well needed cooldown. The idea of an angel swooping down to put the beat-down on your enemies for you sounds awesome. That being said, it also leaves a bad taste in my mouth when one of your new spells is described as being like another class's spell. It's one thing if it's a major raid buff like spreading around Heroism, but just getting the death knight's Gargoyle isn't exciting. It's a neat spell, but nothing I'm going to jump for joy over.
If I were holy or protection, I could likely be far more excited about this. It's hardly a bad spell. It fills a gap that needed filling. Retribution needed another DPS cooldown, protection needs some on-demand cooldowns rather than passives, and holy is going to need some serious help on its party/raid healing. It's a dynamic spell that will help all three specs in areas where they need it. I don't fault the design of the spell at all. It's just not that exciting for retribution. It's not unique. It's a holy gargoyle.
It's a case of, "This isn't what we want, but it's what we need." Maybe it will see some tinkering over the course of the Cataclysm beta to make it more interesting. It's also very possible that simply seeing it in action will make me warm up to it. I'm a sucker for pretty lights. Penance is my favorite healing spell in the game after all.
Changes to Abilities and Mechanics
- Crusader Strike will be a core ability for all paladins, gained at level 1. We think the paladin leveling experience is hurt by not having an instant attack. Retribution will be getting a new talent in its place that either modifies Crusader Strike or replaces it completely.
- Cleanse is being rebalanced to work with the new dispel system. It will dispel defensive magic (debuffs on friendly targets), diseases, and poisons.
- Blessing of Might will provide the benefit of Wisdom as well. If you have two paladins in your group, one will do Kings on everyone and the other will do Might on everyone. There should be much less need, and ideally no need, to provide specific buffs to specific classes.
- Holy Shock will be a core healing spell available to all paladins.
Crusader Strike becoming a baseline ability at level 1 is going to do a lot to help the leveling process for paladins. The mere fact that it's another active ability at low levels is huge. Until now, Judgement spells and Consecrate were a paladin's only active abilities until level 50 for retribution and level 40 for protection and holy. Judgement has a 10-second cooldown and Consecration has an 8-second cooldown, not to mention an extremely high mana cost. That's a lot of doing nothing but auto-attacking while leveling up. The addition of Crusader Strike should do a lot for all specs.
Retribution is also getting a new strike entirely out of the deal to replace Crusader Strike in our talent trees. This opens up a lot of possibilities for something more interesting. Chances are high we'll see the same treatment the shaman's enhancement tree is getting in the form of Primal Strike, a simple, baseline strike at low levels that gets replaced by Stormstrike when you've invested enough talent points into the tree. I know just a couple paragraphs ago I said getting another class's ability is kind of boring, but allow me to contradict myself: It would be pretty neat if our Crusader Strike replacement had an effect similar to Stormstrike, except for holy damage. Make the bonus to holy damage significant enough after Replacement Strike so we need to think about our rotation and what comes next. What do we use up those Holystrike charges on? An Art of War'd Exorcism and a Holy Shock? Would it be worth delaying your next Divine Storm?
At first glance, it appears that Cleanse is staying the same as it ever was, but according to the recent announcement regarding the dispel changes, that's not the case for us retribution paladins. We can still deal with poisons and diseases, but we lose the ability to defensively dispel magic. That is absolutely a hit to our PvP mobility. We will still have Hand of Freedom, which is a great ability (and the dispel mechanic changes will make it more costly to simply purge it away), but we'll be losing the ability to cure ourselves of things such as Slow, Frost Nova, Entangling Roots, etc. This might be balanced out by the fact that all healing specs/classes will be able to cleanse those. That means you'll almost certainly have a healer behind you in the arena or rated battlegrounds to cure what ails you, but it makes you much more reliant on someone else.
It's a point against retribution, but a point in favor of overall PvP cooperation. I would still like to see the class get some kind of gap-closer, because the class sorely needs it. Retribution paladins are still one of the most easily kited melee classes in the game. No real snare, our stuns are on long cooldowns, and while we have Blessing of Freedom to help us out for a few moments, that's still countered by our opponent's turning around and running away from for a few seconds. Pursuit of Justice only does so much. Again, we're heavily reliant on our teammates for basic class functions.
The consolidation of Blessings of MIght and Wisdom is a good thing, though you could be cynical about it and say it's less reason to take a paladin to a raid. You wouldn't be wrong about that. You would need fewer paladins to get all of the buffs you want, but hopefully Cataclysm will make that irrelevant and raid recruitment will be more about skill and less about buffs and debuffs. It should also help avoid the 30-minute pre-raid conversation about who has what blessings with which talents when you join a PUG without your needing to pray everyone has PallyPower or some equivalent. It also means that you personally will always have both Might and Wisdom active when you're off doing things by yourself or you're the only paladin in a raid. Every bit of "free" mana regen you can get your hands on is good, especially with the potential incoming Replenishment nerf.
New Talents and Talent Changes
- We want to ease off the defensive capabilities of Retribution and Holy paladins slightly. We think the powerful paladin defenses have been one of the things holding Retribution paladins back, especially in Arenas. One change we're considering is lowering Divine Shield's duration by a couple of seconds. Having said that, Retribution does pretty well in Battlegrounds, and Battlegrounds will be a much bigger focus in Cataclysm since they can provide the best PvP rewards. Furthermore, the healing environment of Cataclysm is going to be different such that a paladin may not be able to fully heal themselves during the duration of Divine Shield to begin with, so this may not be a problem.
- We feel Retribution paladins need one more mechanic which involves some risk of the player pushing the wrong button, making the rotation a bit less forgiving. In addition, we want to add to this spec more PvP utility. Right now the successes of the Retribution paladin in PvP seem to be reduced to either doing decent burst damage, or just being good at staying alive.
- We want to increase the duration of Sacred Shield to 30 minutes and keep the limit to one target. The intention is that the paladin can use it on their main healing target. That said, we would like to improve the Holy paladin toolbox and niche so that they don't feel quite like the obvious choice for tank healing while perceived as a weak group healer.
The first point here is scary but necessary. It's been said over and over that retribution paladins are too tanky in PvP, and making Holy Shock a baseline ability isn't going to help that. It's going to make it worse. We're lacking the necessary tools to be competitive in the arena, and it's largely because giving them to us could be dangerous. If we had the offensive tools necessary to be competitive in the arena but retained our incredible defensive capabilities, that's a nasty combination. A nerf to Divine Shield wouldn't make me happy (especially if it killed our sacred bubble-hearth!), but if that's what needs to happen for real PvP viability, so be it. It is true that we're much stronger in battlegrounds than the arena, and considering PvP is going to shift over to a battleground focus, this might not even be something we worry about in a few months. It could all be moot.
I won't complain about a more complex rotation. The possibility is there to screw up your rotation right now as a retribution paladin, but the loss of DPS is minimal compared to other classes. You can't faceroll your way to victory, but you can come closer than anybody else. The new Crusader Strike replacement could do this for our rotation, but it wouldn't necessarily have PvP implications like they're suggesting for ret. We'll see if that PvP utility will come in the form of this strike or something else entirely. Maybe we could see the -spell damage debuff that was discussed long ago could make a comeback?
A buff to the duration of Sacred Shield is welcome, even as retribution. Popping it on yourself in a raid encounter can do a fair amount toward keeping you alive, especially when combined with Art of War's instant FoLs. The only drawback is if you want to keep it on yourself 100% of the time during a raid encounter, you need to interrupt your DPS rotation constantly. A 30-minute duration will solve that. It won't pack as much punch as a holy paladin's Sacred Shield, but it's still a good thing.
Mastery Passive Talent Tree Bonuses
Retribution
Holy Damage: Any attack that does Holy damage will have its damage increased.
Retribution
- Melee Damage
- Melee Critical Damage
- Holy Damage
Holy Damage: Any attack that does Holy damage will have its damage increased.
These mastery bonuses are boring but expected. Some of the mastery bonuses we've seen from other classes are exciting; others are ho-hum straight buffs. These fit into the latter category, but at least we know we won't need to rely on procs and games of random chance. A holy damage mastery will also be better in Cataclysm than it would have been in Wrath of the Lich King. We don't have to deal with armor penetration showing up on our gear, so there's no need to plan out our stats to work around it. We should have roughly the same ratio of physical to holy damage throughout the expansion. The only problem that remains is haste, which doesn't necessarily give our holy damage the same sort of boost it gives our physical damage. I foresee the numbers on that mastery being shifted around a lot throughout Cataclysm to find the sweet spot.
To sum up:
The specific spells and abilities shown to us in this preview are underwhelming, but the other details given throughout help me keep my hopes up. We will be getting a new strike with some hook to make it superior to Crusader Strike, Holy Shock becoming baseline might have an impact on our rotation, and they have additional plans to make our rotation a deeper, more rewarding experience. Some of these changes are good, some are frightening, but we don't have nearly enough details to celebrate or get angry. We'll need to keep a close eye on the Cataclysm beta once it goes live. There's potential for good, but it's far too early to know.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From goblins and worgens to mastery and guild changes, it's all there for your cataclysmic enjoyment.Filed under: Paladin, Analysis / Opinion, Cataclysm






Reader Comments (Page 1 of 2)
maybesew Apr 15th 2010 2:16PM
" The only problem that remains is haste, which doesn't necessarily give our holy damage the same sort of boost it gives our physical damage. "
It actually might if mana becomes an issue, and haste is how we get our mana back.
clundgren Apr 15th 2010 2:34PM
This is an excellent analysis. Thank you.
I'm much more excited than you about Guardian of Ancient Kings, but I have to admit that a lot of this is because it will look SO FREAKING COOL. But I do hope they take care not to make it simply duplicate the DK gargoyle. How about giving it a utility beyond just damage. Giving that between the nerf to cleanse and potential nerf to bubble our already sad mobility looks to be getting even worse, how about: "when Guardian of Ancient Kings (ret) is active, the caster becomes immune to all movement impairing effects"?
Or, better still, "your Guardian also lifts you into the air and drops you directly into combat with the target of your righteous rage." Both of these ideas would fill a real need, and the cooldown could be adjusted to make sure they aren't OPed.
Couldn't agree more about Crusader Strike becoming baseline, and the need for a more interesting talented version of it. It looks too cool to just be a basic strike, and our rotation does need a little more thought added to it. What about, "Veteran Crusader Strike: in addition to the regular effect, your target is filled with him doubt, increasing his chance to miss his next attack by X%."?
Holy shock is like art of war but without the unpredictability. Dunno...it just makes the rotation easier, but as a former shockadin I love the spell. I like your suggestion to do something new with art of war if this goes live.
Tapukimastra Apr 15th 2010 2:36PM
AoW doesn't really have it's unpredictability now, since we crit enough to just hit the Exorcism button whenever it's off cooldown and still throw ourselves a few heals.
clundgren Apr 15th 2010 3:13PM
What are you talking about? According to EJ at least 1% it won't be procced...AND ALWAYS WHEN I NEED IT MOST, DAMMIT!
Lol, you are right, of course. But, since Holy Shock is just a straight cast, I like Zeibart's suggestion of a radical change to art of war.
One thing that I think is missing from the class change is attention to the ridiculous disparity between our AoE and single target dps. Raiding paladins have noted for some time that our single target dps is lagging, *especially* on fights that require target switching (*cough Purticide cough*). But our approximately 1 bazillion dps in trash fights obscures that weakness, especially to other classes, and feeds the very much outdated myth of the OPed ret paladin.
I don't want to faceroll trash in exchange for being lousy on boss fights. That direction reminds me too much of Vanilla, where our "survivability" was used to justify low dps output. We all know where that got us (hint: the answer is "not invited to raids").
Tapukimastra Apr 15th 2010 4:24PM
"I don't want to faceroll trash in exchange for being lousy on boss fights."
True, except for the brief, fleeting 20 seconds when we literally get our wings and wreck everything.
Pyroneil Apr 15th 2010 8:27PM
It's quite funny that you suggest changing it from a Gargoyle clone by adding immunity to movement imparting effect. Making it... a Spirit Wolf clone!
It may fulfil a need, but that's still not exactly original.
Kanuris Apr 15th 2010 11:19PM
Just to point out how crippled we are by heavy movement and target switching. I can push well over 8-9k in ICC25 on a slow day.
I did 5.5k on our Prof kill :(
Ret needs some gap closer or an ability to move SoV stacks like what ruddy Death Knights are getting. (THEY KEEP STEALING OUR STUFF)
Tapukimastra Apr 15th 2010 2:35PM
I'm sure I remember reading that they may replace CStrike or they may just provide big buffs for it through talents.
devilsei Apr 15th 2010 4:15PM
Beat me to it Tapuk, its a pretty big assumption to just assume they'll do to us what they did to the Shaman
(though at this point, if they are giving us the tablescraps from the DK class *coughgargoylecough*, whose to say they aren't gonna make us drink from the Shaman's doggy bowl too a little?)
Heilig Apr 15th 2010 2:57PM
The mastery bonus was originally reduced ability cooldowns, which was way more fun than holy damage. As gear got better with more mastery, our rotation would need to change to maintain max dps. I guess that despite all the talk they actually do still want us to faceroll.
Gandalfwg Apr 15th 2010 4:14PM
"The only problem that remains is haste, which doesn't necessarily give our holy damage the same sort of boost it gives our physical damage."
Seems to me that it would give us about the same amount of damage seeing that the more haste we have gives us more:
-Melee swings
-Seal procs (off of Melee swings)
and maaaaaybe better Seal DoT (if it works that way and if we keep that seal)
Plus if they keep that Haste->Mana Regen that we saw at Blizcon then we'll want X amount of haste anyway.
Omegan01 Apr 15th 2010 5:01PM
"I do want to mention that I'm incredibly amused by the addition of this spell. Eadric the Pure is openly mocked for this spell on a regular basis. His ultimate ability does nothing if you're not looking directly at him. Congratulations, protection paladins. Your greatest weakness is your enemy's turning his head slightly. Luckily, mobs don't know how to close their eyes."
You won't have time to turn your head slightly once the spell's an instant cast. :P
-The Holy tree will have a talent to increase the damage and critical strike chance, while the Protection tree will have a talent to make this spell instant cast.-
RetPallyJil Apr 15th 2010 5:34PM
Anytime my class, in a PvE game, gets changed to benefit PvPers, an angel murders a kitten.
These changes are a big pile of ZZZ, interspered with just enough minor annoyances to remind us that it's Blizzard :(
BoomingEchoes Apr 15th 2010 5:49PM
Underwhelming? For Ret its kind of a joke if you ask me.. not a totally serious "get the pitchforks and torches" joke but a sort of thing that makes you roll the eyes so hard you'd think your possessed...
Look at it like this: This happened with Wrath too.. Sure got a boost in damage but they didn't really get any thing worth while except Divine Storm- A talented ability. As far as trainable things go they got nothing great.. Sacred Shield wasn't for them, Shield of Righteousness definitely wasn't for them and Divine Plea was sort of for them but isn't a 100% necessity.. So now what? We get an AoE heal that really isn't for Ret but will probably get used by them because the same weird need for utility that drives them to take Divine Sacrifice? Another Requires Shield ability that, well, REQUIRES SHIELDS- something that will also never get used in PvE (and I doubt will be used in PvP but who knows)
So what do Ret get to train this time that's only sort of worth it? A pet like thing that will come and do damage with them for 30secs.. Whaaaaat?... And if they have this Angel.. thing.. cause forbearance I can see Ret taking a sidestep and either not use it at all if it gets in the way of their wings or use it but cry they cant use their wings (I like my wings thank you)...
The Might/Wisdom Change is welcome I guess but all it does in PvE is saves you from seeing people say "I need might not wisdom"- Which I'm sure will still happened up to 6 months into the expansion- and cut down on how much - or little as it usually seems- Pallies have to actually interact with each other to manage buffs, So basically a lot less of the usual "we have 6 paladins but somehow all we keep getting is kings refreshed"- only issue I see coming from this is the length of time we'll have to wait for this new buff when you get into PuG environments with more then 1 pally, since you know they'll all be waiting for someone else to do it first like they always do...
Any way you go about it Ret is getting the most lackluster set of things in the trio.. Sure there's a possibility Holy Shock could stand to be useful for single target damage in a ret rotation (which to me seems like a decent enough choice to add in in place of crusader strike) but other then that there's not a lot going on here..
GrumblyStuff Apr 15th 2010 6:24PM
Hmm. I feel ambivalent about the changes.
The short cooldown on CS meant it is nearly always available to hit when everything else is unavailable. I could see how working in another attack (Holy Shock since that seems like a given) would be useful though I imagine there will be talents in ret to adjust cost and/or a glyph to adjust the effect (reduction in healing and mana cost for damage and range or something to that extent).
Mana usage feels about right too though I do use Glyph of Seal of Command. There should be enough baked in mana generation to maintain dps. Maybe change Divine Plea (through talents or glyphs) into another cooldown to maintain a high burn mode making it a pally Adrenaline Rush or sorts.
Lack of a spell interrupt is harsh and Hammer of Justice just doesn't cut it. Give 'em a pummel clone and call it Fist of the Silver Hand but lower the lockout and cooldown by one second. Cooldown is twice as long as the lockout compared to only 50% longer with pummel. Actually, I bet that's what they'll turn Holy Shock into for rets.
clundgren Apr 15th 2010 6:34PM
Well, I'm pretty excited for what we are getting.
1. An improved crusader strike. That's good, and I like the idea of a more complicated rotation. Plus, we don't know what the improvement will be. Sure, it could be lame, but I'm betting it will be sweet.
2. An angel of something awesome (I hope). That's super duper good. But I agree that forbearance with it would be bad. Forbearance is just a bad mechanic anyway. I predict it will be gone altogether, or almost altogether.
3. Holy Shock. What's not to like?
4. Radiating heals while in combat. Situational, if we even get it, but cool and class appropriate.
5. Sacred Shield being somewhat useful. Not a big deal, but it ain't a bad thing.
Also, I want to respectfully point out that at the start of Wrath we were the best class this side of DKs. And just *before* the start of Wrath we were so titanically awesome (for about 3 weeks) that the other classes still haven't gotten over it.
Now, it sounds like we will still have some weaknesses, but every class has weaknesses. Ours, as I see it currently, are:
1. Simple rotation. This is apparently being addressed.
2. Too much defence nerfs our offence. Also being addressed. And this is where the nerf to bubble comes from; you gotta give something to get something, in this case.
3. Lack of mobility. Okay, this is a problem now and looks set to get MUCH worse with the proposed changes. Not so big a deal for pve, but I would like to see this addressed for pvp.
4. Too much AoE, not enough single target dps. Well, we are getting more instant attacks, it seems, but what we really need is a better mechanic than seal of corruption/vengeance for our go-to single target seal. It doesn't work well with 2 handed weapons.
So far, they seem to have directly addressed two of our weaknesses. Let's see what happens with the others.
Cheers!
Hollow Leviathan Apr 15th 2010 6:49PM
I wish they made Exorcism instacast again, not only because watching lowby tankadins cast it while 5 mobs wail on them in SM makes my brain cringe, but also so that the Art of War proc becomes a thinking decision. Now, if Exorcism is off CD, use it always with the proc, but if the proc only made it better, then you have to think about whether you want to exorcize now or wait for the proc.
Also so that lowby tankadins stop withering my empathy organ.
Telwar Apr 15th 2010 8:54PM
Don't worry, 80 tanks do it, too.
I cry silently on the inside whenever I see them do it, too.
When I tank, it's not on my bar.
Klexthal Apr 15th 2010 10:52PM
ret pallis are so ignored nowadays
QQ
Fletcher Apr 15th 2010 11:08PM
I'm a bit underwhelmed by these changes, to be honest - although I'm willing to wait and see what else Blizzard has up their sleeves before I start running about screaming "The sky is falling! The sky is falling!". It does seem a little lower today though ...
Firstly, Guardian of Ancient Kings. We get to summon an angel. While this has the possibility of looking cool, I don't want to summon anything to do my damage. I'd rather *turn into* a glowy angel and smite my foes ... but that'd replicate Avenging Wrath, alas.
I'm also underwhelmed by our mastery. The first bonus increases our white damage, the second increases our crit, and the third ... increases our yellow damage? I know Blizzard has said that they're playing about with masteries, juggling boring and crazy to see which direction to take, and everything may yet change during the beta. But I was hoping for the crazy awesome end of the scale, rather than the boring end.
I want some kind of stacking buff that makes me glow with holy light until I finally release it in a massive burst of light and smite everything. You'd have to choose between popping it often for low-level damage, or stacking it up and releasing it for massive damage. Perhaps every time you dealt Holy damage (non-dot) you'd gain a stack.
Perhaps it's the shadow priest in me, but I *like* watching buffs and debuffs. I want more of them.