The Light and How to Swing It: Ret talents in Cataclysm

Yes, yes. I know the last time I wrote about retribution talents that Blizzard came out the next day saying that it was scrapping essentially everything in those versions of the trees. Since then, all three trees have undergone massive (and I'm not exaggerating here) overhauls. However, things have started to stabilize and while these talents may not be final, the tree is a lot closer than any of the previous revisions to what we'll see when the expansion hits.
Spec freebies
Templar's Verdict This is going to be your signature ability, next to Crusader Strike. It scales off of your earned holy power and gets more efficient the more power it gets. However, as you can only have three maximum, it doesn't take much to hit your best damage potential. Get used to this ability, as you'll be using it a lot.
Sheath of Light A nice freebie, as you'll be able to watch your gear scale appropriately as you level up instead of getting a series of talents at level 51 to balance out your coefficients properly.
Two-Handed Weapon Specialization A nice gimme to boost the damage with your chosen weapon type. This gives new players the hint that they should be using a nice, big two-hander instead of a sword and board.
Judgements of the Wise It's not quite the same as the version on live. The replenishment part has been separated out into a tier 3 talent called Communion. Also, this version returns more mana per judgement than its predecessor, helping to keep you topped off.
Tier 1
Eye for an Eye (2 talent points) This old standby received a revamp. Instead of being based off only critical damage, it is now based off of a chance against all damage. This means a wider variety of uses than just arenas and battlegrounds. It could be used by tanks for extra threat or for a little extra DPS in boss fights heavy with AoE.
Rule of Law (3 talent points) Crusader Strike is going to be a lot more important, as it is our primary way of earning holy power. This is also a nice talent for any holy paladins looking to grab something in the retribution tree. All in all, you will likely see a lot of end-game paladins grabbing this talent.
Crusade (3 talent points) There's a little something in here for everyone. Getting our two most-used abilities for retribution (and two of our earliest abilities) boosted by 30 percent isn't something to sneeze at. The bonuses to Holy Shock and Hammer of the Righteous are sure to lure some of our non-retribution siblings to sub-spec.
Tier 2
Improved Judgements (3 talent points) While it doesn't have the lowered Judgement cooldown like live, it does upgrade your damage by 5 percent per point.
Conviction (3 talent points) This is actually the old Vengeance talent renamed. Blizzard had to do this, because the new tanking threat mechanic that it gave to all four tanking classes is called Vengeance. So, Conviction is Vengeance because they couldn't name it Vengeance and the old Conviction is gone. Clear as mud.
Pursuit of Justice (2 talent points) This kept its old speed bonus but lost the disarm effect. A handy talent, as being able to get to the thing you're trying to kill makes for higher DPS overall. Or better to get out of the fire you're standing in so you don't die. A dead paladin does no DPS.
Tier 3
Communion (1 talent point) This is where your Replenishment comes from. We now get Judgements of the Wise free as part of the spec, except without the old Replenishment buff as mentioned above. As such, this isn't necessarily a needed talent for you, but it would be good for someone in the party, raid or team to have it available.
Sanctity of Battle (2 talent points) Interesting talent, as it gives us spell hit. Yes, I said spell hit. I know what you're thinking. We're a melee spec, not a caster spec. It's true, kind of. The problem is that we've got several abilities that are technically spells and not melee attacks, with Exorcism being the primary one. So combined with your normal hit stat, this should make it so that Exorcism and Holy Wrath will keep up with everything else.
Divine Storm (1 talent point) This ability has been moved into easier reach in the tree, but it has also been redesigned to work with the new holy power system. Instead of being an ability that you hit for both single- and multi-target, it has been redesigned into something that you'll only want for larger groups.
Improved Crusader Strike (2 talent points) While it doesn't look like much, this is actually one of those talents that makes your rotations possible. Putting in those two points will reduce the Crusader Strike cooldown by a second and thereby let you hit it every other attack for holy power generation.
Tier 4
Rebuke (1 talent point) Tada, we now have our own spell interrupt like Kick, Pummel, Mind Freeze and Skull Bash. It's a single point and could save the day if used properly.
The Art of War (2 talent points) The damage component for Judgement, CS, and DS has been removed. Flash of Light has been completely removed, as we have access to Word of Glory in the event we need an instant heal. And it has been unbound from critical strikes completely. Instead, you have a 15 percent chance of making Exorcism instant with two talent points invested. Take it; you'll need it for your rotations.
Seals of Command (1 talent point) Seal of Command itself is gone. In its place is the ability to essentially clone the seal's pseudo-cleave component into Seal of Righteousness. Otherwise, it boosts your swing damage on all seals by a portion of your weapon damage.
Divine Purpose (2 talent points) This has nothing to do with the talent of the same name on the live servers. You know how rogues and cats have talents that give them a combo point back after using a finisher? Same type of thing. Whenever you use any of your main three holy power releases (Word of Glory and Zealotry excluded), you have a chance to generate one holy power. This is one of those procs that will partially separate the better players from the face-rollers.
Tier 5
Selfless Healer (2 talent points) This is one of those nice utility talents. It does nothing for your DPS. It actually does nothing for you personally, but it puts more oomph behind holy power that you use to heal friends with Word of Glory. You'll probably see more of this in arena teams or rated battlegrounds than in PvE.
Repentance (1 talent point) No real changes here. We still have a nice ranged Sap that everyone forgets we can use.
Sanctified Wrath (2 talent points) I really like this talent. If you played in early Wrath when we had baseline, instant-cast Exorcism, it was handy on certain fights where you couldn't go up and beat on the boss in certain phases. Heigan the Unclean comes to mind. Well, we're not getting that back, but this helps simulate it. In addition to the cooldown reduction of Avenging Wrath and the crit increase of Hammer of Wrath, it lets you use Hammer of Wrath as if your opponent were near death any time you've popped those glowing wings. So someone running away in a battleground and you can't catch up? Pop your wings and start chucking hammers. Onyxia flying around in phase 2 and all the whelps are dead? Hammer time. All in all, a really fun talent.
Swift Retribution (1 talent point) This is a combination of Sanctified Retribution and Swift Retribution. Your auras now increase melee attack speed (and ranged attack speed for hunters) by 20 percent. It isn't a haste buff, but a melee attack speed buff. Yes, there is a difference. On top of that, it boosts everyone's damage by 3 percent.
Tier 6
Inquiry of Faith (3 talent points) Simply a boost to your Seal of Truth (aka: Seal of Vengeance/Corruption) DoT damage.
Acts of Sacrifice (2 talent points) Reduces the cost and cooldown of both Hand of Freedom and Hand of Salvation.
Tier 7
Zealotry (1 talent point) Our 31-point talent is a nice little DPS cooldown. When activated, it boosts your Crusader Strike holy power from one point per cast to three points per cast, thus maxing out your holy power bar with every strike. That means for 15 seconds, your rotation will pretty much consist of Crusader Strike followed by Templar's Verdict or Divine Storm, over and over. You could also do CS followed by Word of Glory if you're desperately trying not to die.
Filed under: Paladin, (Paladin) The Light and How to Swing It, Cataclysm
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Reader Comments (Page 2 of 3)
Mort Aug 5th 2010 5:21AM
Debesun beat me to it, but yeah. Reading comprehention FTW.
Tesh Aug 5th 2010 1:44PM
My apologies, I indeed mis-read the tooltip for Primal Fury.
DroRaz Aug 5th 2010 3:20AM
Doesn't anyone think swift retribution is a bit OP?
For a single talent point you get what 2 raid buffs? I understand it may seemed balanced because it hasn't got the 100yd range, but consider the fact that all melee classes will stand close to the paladin (that may not be completely accurate in some raids, but think about the 5-mans) and get the 20% speed buff they need. Also, it gives an unfair advantage to paladins while leveling in comparition to other classes.
In addition, I think adding something like http://cata.wowhead.com/spell=51527 but for retribution aura should be really fun and unique for paladins, seeing as lightning shield and retri aura are really similar.
DroRaz Aug 5th 2010 3:25AM
Doesn't anyone think swift retribution is a bit OP?
For a single talent point you get what 2 raid buffs? I understand it may seemed balanced because it hasn't got the 100yd range, but consider the fact that all melee classes will stand close to the paladin (that may not be completely accurate in some raids, but think about the 5-mans) and get the 20% speed buff they need. Also, it gives an unfair advantage to paladins while leveling in comparition to other classes.
In addition, I think adding something like http://cata.wowhead.com/spell=51527 but for retribution aura should be really fun and unique for paladins, seeing as lightning shield and retri aura are really similar.
Delerius Aug 5th 2010 7:14AM
How would stealing an interesting ability from shaman make it "unique" for a ret paladin?
DroRaz Aug 5th 2010 7:59AM
It will be more interesting than just another raid buff talent, not to mension fusing 2 buffs into a single talent. consider the fact that paladin auras are also raid buffs, and IMO it's starting to be way to much utility for a single class.
Besides, I trust Blizz will change it slightly so it will be similar but not identical to the shaman talent in case they choose to give paladins something like that.
Fletcher Aug 5th 2010 3:51AM
The one problem I have is the name of Inquisition. I'm a Vindicator, a member of the Hand of Argus. I serve the Holy Light, the Naaru, and the Prophet Velen. I'm not Torquemada or Interrogator Vishas. The souls of the faithful are for priests to worry about; I'm concerned about the giant demons/dragons/ghouls/murlocs/whathaveyou trying to munch on the bodies of the faithful ... and even if it were, torturing people to force them to repent and/or convert is not the way of the Light. All in all, a poorly named talent.
Boobah Aug 5th 2010 12:24PM
The Inquisition was (in theory, if not in practice) about discovering the truth. Little things like corrupt inquisitors who allowed themselves to be used in political games (or played their own) and pogroms, or greedy inquisitors who condemned people knowing that the church (in their person) would receive all the condemned's worldly possessions gave it a (justifiably) bad reputation.
It's also worth mentioning that the Papal Inquisition (which answered to the Pope) was much more restrained than the Spanish Inquisition (which answered to the Spanish crown), reinforcing the idea that the worst of it was the appropriation of religion for mundane ends.
Apparently the truth of the Light burns.
Whyisretgimped Aug 5th 2010 3:58AM
Am I the only one who thinks it's silly that:
A: They're changing names of abilities but keeping the ability the same (Seal of Truth). This seems really pointless and will only confuse people. A lot of the changes to the way seals work/what they're called seem pointless and silly.
B: Paladins now fight like rogues with combo points? Seriously? No one else sees this as Blizzard's typical changing of things just to change them? Giving us combo points is only going to make paladins feel like less of a unique class. Now we fight like arms warriors, but soon we'll fight like rogues? How does that do anything to make the class better to play?
While we're at it, where's our instant AoE fear undead? Warriors can fear crowds of anything instantly, but paladins have to channel fearing one lousy ghoul?
Yeah all Cataclysm will mean for paladin players is getting used to a new game mechanic just for the sake of having a new game mechanic. It will cause it's own problems and Blizzard will tinker with it like a five year old picking its nose until the game has no more expacs.
Jamie Aug 5th 2010 5:58AM
In no way defending Blizzard messing with our class, but I guess they have to try things in order to keep the game fresh.
Renaming abilities or tying them into other skills is a pretty safe move, especially when you consider the talent trees are cut down considerably now.
And as the old saying goes you have to break a few eggs to make an omelette, I'm particularly about our class being an omelette but I'm a sure a lot of other classes (but I couldn't care less for) are also experiencing worry about their spec's future.
Prances in Underpantss Aug 5th 2010 6:18AM
Yeah, I agree with they are probably just trying to keep things fresh. I think every class and spec are going to have to relearn everything anyway, so why not change the names while they are at it
Bain Aug 5th 2010 11:00AM
maybe they are changing it because most of the people playing paladins are bored of the way things are now?
retribution rotation - 1 2 3 4 1 2 3 4
protection - lol 6 9 lol 6 9 lol 6 9
personally im glad blizzard are overhauling the paladin playstyle, looking forward to being good as a paladin means more than rolling face.
Boobah Aug 5th 2010 12:35PM
When your lead systems designer has repeatedly gone on record that the design team doesn't like the way the class plays, it's hard to claim that they're changing it 'just because.' When they add in reasons that vocal groups of the playerbase have also noted (healadins' difficulty with raid damage, prot and ret with simple rotations that leave them constantly GCD locked, and that don't really change no matter how many mobs they're fighting) it gets harder.
Personally, I'm looking forward to the changes; I'm stuck on the class by way of the holy warrior archetype, anyway, so I'll be spending time on mine no matter what they do to it, but the current gameplay just isn't all that interesting.
Camaris Aug 5th 2010 7:10AM
Wait wait wait... whatever happened to that "paladin pet" they talked about in the previews a few months back? A Guardian or something?
Did they remove that altogether, or is that just a non-talented trainable skill?
Delerius Aug 5th 2010 7:15AM
Guardian of Ancient Kings is a level-85 trained ability, but no one can get to that level yet on the beta.
http://cata.wowhead.com/spell=86150
Cantor Aug 5th 2010 8:22AM
" You know how rogues and cats have talents that give them a combo point back after using a finisher? "
Cats have never had this ability. Only Rogues get the snore-worthy easy CP generation of getting them back when they perform a finisher - Kitties have to work for their damage!
Moody Aug 5th 2010 11:30AM
OH!! MY!!! GOD!!!!
UGGGGGGGGHHHHH
New Judgements of the Wise needs a swift bonk on the head by the nerf stick.
Does R&D realize it's in range for holy paladins???
Example:
Holy Paladin prancing around with 40K mana pool.
Holy paladin casts judgement every 10 seconds.
Holy Paladin regenerates 2K mp5, WHILE CASTING.
All other healers quit playing wow.
/sigh
Yours Truly,
Dr00dHealer
Moody Aug 5th 2010 11:32AM
Disregard previous post.
Just re-read the article.
davidphoward Aug 5th 2010 11:33AM
Well it looks like the Ret-Pally is going to be the Swiss Army Knife of raiding, like in the core game. With mana pools shrinking, mana regen being nerfed, and healers unable to keep the entire raid topped off all the time; the Ret-pally will be the perfect patch in the healing rotation when the crap hits the fan. Once done they switch back to decent DPS
Lothiradin Aug 5th 2010 12:59PM
Well now I have to go macro yelling "IT'S HAMMER TIME" with popping my wings.