The Light and How to Swing It: Retribution in 4.0.1

A couple weeks back, I covered the changes to protection for the 4.0.1 pre-Cataclysm patch that usually goes out a month(ish) or so before release. The point of those patches is so that everyone can play with the new class features and get everything figured out before the chaos that is the actual expansion release. Now it's time to do the same sort of coverage for ret pallies. If you haven't been following the changes thus far, it's going to look odd. There are new class concepts and skill/buff consolidations.
First off, picking your spec now has a lot more meaning from the get-go. You receive most of the passive buffs that you'd have to spend 40 talent points getting in the past for free at level 10 that are responsible for making your chosen spec usable. As an example, you get Sheath of Light, Two-Handed Weapon Specialization and Judgements of the Bold. That provides your attack power-to-spellpower conversion, your weapon damage bonus and your mana regeneration. All of this just for picking the spec. In addition, you get a new attack called Templar's Verdict that we'll get into later.
First off, let's talk about the biggest change to our class in the expansion: holy power.
Holy power
We've got the power and that power is holy. Blizzard has added a new resource for us to manage in addition to the mana we already use. The closest thing I can really describe it as is a little combo point system that you earn using some abilities and burn off using others. Instead of being 5 combo points maximum, it is 3 holy power maximum. Anything beyond that is wasted.
As a retribution paladin, there are two main ways you can earn holy power to use with spells. The first is Crusader Strike. This is the only absolutely guaranteed way for you to earn holy power. You'll earn 1 holy power per attack, and you can hit it every 4.5 seconds by default. With the talent Sanctity of Battle, you can reduce the actual cooldown of Crusader Strike with haste, meaning you can hit it more often to stack up your holy power a little more quickly. All in all, if you have less than 3 holy power, Crusader Strike is usually the button you'll want to be pressing.
The other way of earning holy power is via procs of the completely redesigned Divine Purpose talent. The whole point of it is to give you holy power back for all of the abilities that you use the most. These are, however, random procs, and you might have several in a row or go for a couple rotations without them, so you need to keep your eyes open.
There are a couple of other ways to bump up your holy power production. The first is the new tree-topper called Zealotry. Every time you hit Crusader Strike while it is active, you earn 3 holy power instead of 1. The other way is using the new mastery system. The mastery bonus for retribution is Hand of Light, which gives your auto-attacks a chance of giving a buff that acts like 3 holy power. If you use any abilities that consume holy power while the buff is active, it will consume the buff instead and leave your holy power bar untouched.
Now what?
Now that you've got all of this holy power, the next question is, "What am I supposed to do with it?" You've got a couple options at level 80.
Your primary holy-power-burning ability will be Templar's Verdict. TV is a free ability you get for choosing retribution spec, and it's one of your main damage-dealers from level 10 onward. Its damage scales up as you put more holy power into it, becoming more efficient. Blizzard has said that it will make sure TV is designed so that you will never want to use it with less than 3 holy power and has already taken steps to make sure that is the case.
Divine Storm has been redesigned to work much the same way as Templar's Verdict. The difference between the two really comes down to how many opponents you're facing. If you're attacking one opponent, you'll want to use Templar's Verdict. If you're attacking three or more opponents, you'll probably be better off with Divine Storm.
Zealotry, which I mentioned earlier, requires 3 holy power to activate, but it then boosts the holy power production of Crusader Strike.
Your only other option pre-Cataclysm is Word of Glory, which is an instant heal. It gives a flat amount of healing for each holy power that you have stored up. So, let's say it gives 2,000 healing per holy power and you have 3 holy power stored. That means it will heal for 6,000 when used. This means that 2 holy power would do 4,000 healing and 1 holy power would do 2,000. So it doesn't matter nearly as much when you use it. If you're about to die, are out of defensive cooldowns and you have holy power, hit Word of Glory.
Once Cataclysm hits, there'll be another ability available called Inquisition. This is a 30 percent holy damage boost that you'll want to keep up as much as possible. The part of it that scales based on your holy power is its duration. So, unless you want to waste GCDs keeping it up, you'll earn up 3 holy power and let it sit for 30 seconds until you need to put it back up again.
Other stuff
Yeah, this has sounded like yet another holy power article thus far. The problem is that getting ready for patch 4.0.1 requires introducing as many paladins as possible to this new mechanic that will be used in all three specs. We do have a lot of other changes, though, including icon changes for a great number of our skills.
We have an interrupt! A legit, non-GCD, 6-second cooldown interrupt. It's a talented ability in the ret tree called Rebuke. There's a glyph on the beta right now that will let you reduce the cost of this ability by 100 percent.
Sacred Shield is gone. Divine Sacrifice is also gone, but an alternative is now available deep into the prot tree and out of our reach.
Blizzard has changed Holy Wrath in the same way it had changed Exorcism in patch 3.1. Instead of being only usable against undead and demons, it can now be used against anyone for damage, with its special stun effect only working against undead and demons. Being an instant attack, this is something you can easily use to fill empty GCDs during a fight.
Blessing of Wisdom has been combined with the old Blessing of Might into a super version of Blessing of Might. Now that Blizzard has removed talents that buff your buffs, this shouldn't be overwritten by equivalent buffs from anyone else, as all buffs are now created equal(ish). Also, Blessing of Kings and Mark of the Wild both have been changed to be identical buffs. It's just general buff consolidation. Lastly, both blessings are raid-wide instead of being cast class by class.
Your seals have either been renamed, revamped, retrofitted or redacted. Seal of Light and Seal of Wisdom have been combined into a new ability called Seal of Insight. Seal of Command has been removed and replaced with a talent that lets Seal of Righteousness have the cleave effect. Seal of Vengeance/Corruption has been changed to simply Seal of Truth. Lastly, Seal of Justice got remade to include the effect from Judgement of Justice and to include some damage of its own. Essentially, forget everything you knew about your seals and start over.
The special types of judgements that each have their own effects have all been removed. There is now just Judgement, and the only thing it does is unleash seals on your opponents.
Along with all of the other consolidations, the various resistance auras have been conjoined into a single aura called simply Resistance Aura that provides fire, shadow and frost resistance at the same time. Shaman will now officially hate us even more than they currently do.
These are most of the changes that you need to know about. We'll cover more information as things get closer to the release of the patch.
Filed under: Paladin, (Paladin) The Light and How to Swing It
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Reader Comments (Page 2 of 3)
Gregg Reece Oct 1st 2010 8:57PM
So would I.
Actually, the numbers are starting to stabilize at this point and it looks like they're getting things into the balancing stage of the beta.
I've got my post topic for next week, but I'll probably cover rotations the week after.
Stella Sep 29th 2010 4:38PM
Noob question: Are the 7% weapon damage from Seals of Command and the 16% weapon damage from Seal of Truth after 5 stacks Normalized, non-Normalized, or completely unaffected by attack power?
Also does our Two-Handed Weapon Specialization mean that all spells based on weapon damage are calculated as (weapon damage X 1.1) or does it only apply to auto-attacks?
Boobah Sep 29th 2010 10:27PM
Two-Handed specialization affects every ability that is either a weapon strike or uses weapon damage in its calculation. It doesn't double-dip, by the way; if an ability is based of weapon damage, it doesn't get a second +10% boost. Admittedly, I'm not aware of any abilities that a Ret Paladin has that fits only the first criteria, but Arms Warriors also have Two-Handed Specialization, and their Executes get the bonus.
Seals are not normalized; they all do more damage the slower the weapon is, even when procced by instant attacks, and they're all affected by your AP (if they do damage at all); when something does x% of weapon damage, that's after AP is applied to the weapon's damage. (whether that AP is normalized or no.)
The only advantage to a fast weapon is that it allows you to fully stack Seal of Truth faster, but with it stacking from all your single-target instant attacks, that's a very minor bonus.
Awallio Sep 29th 2010 4:47PM
Loving my pally now. I can't wait until Cata!
shadowhowl1900 Sep 29th 2010 4:49PM
hmm would divine storm proc off the spell or from each hit. If later, would it be possible to actually get all three holy power points from a trash mob?
Elovan Sep 29th 2010 4:56PM
Divine Storm does indeed proc off of each hit. You could potentially Divine Storm infinitely.
Gindy Sep 29th 2010 4:50PM
Something to mention is that holy wrath can be glyphed to stun elementals and dragonkin as well, which are 80% of the mobs in most dungeons for now.
Mattimus Sep 29th 2010 5:35PM
This is awesome, especially with the ability to learn and activate any glyph at almost any time.
Ed Ross Sep 29th 2010 4:56PM
I hate this new design. Blizz tried to hard to "revamp" ret and ended up with a clunky mix of rogue / feral that is not as fun, and not fun at all. If I wanted to play a rogue... I'd roll one.
Plus the sheer amount of RNG in the spec. Plus the "2 button-centric" gameplay, making us press CS and JDG a lot to get the damn HoPo. There's the Inquisition every 30sec too.. annoying, annoying short self buff.
Oh well, I'll have to live with it.
BitterCupOJoe Sep 29th 2010 5:03PM
I'm playing int he beta, and I'll be honest, I am really not thrilled with the changes to paladins. My main on live is a paladin, and I have one of each class at 80. I've tried all of the classes at low levels and many of them at 80-85 in beta, and of them all, the most broken seem to be paladins and warlocks, and warlocks primarily because of what feels like number tuning problems, i.e., not systemic ones.
The holy power system is... okay, but it really does feel like a bolted on way to keep ret paladins from blowing people up in PvP, rather than a top-to-bottom designed system. It's still a very cooldown-based resource system, so there's a lot of downtime between attacks usually (I probably have a 1:1 used/unused GCD ratio over a long enough fight), and the damage is fairly anemic, although that could be just need a numbers pass to address. In addition, ret survivability is a lot lower. That's intentional and necessary, but it's tuned way too low now, in my opinion.
Prot is... it's really not good. Even ignoring the survivability issues (which I believe will get addressed), there's the fact that the new "rotation" is pretty crap. On live, we've got the 969 rotation, which is predictable but GCD locks us. I can understand wanting to get rid of it. However, it's been replaced with the kludgey holy power system and a new reliance on Avenger's Shield as a big damage attack. There's possibly more dead time in the prot rotation than there is in the ret one, but with the downside that I'm expected to make more decisions than ret while simultaneously watch more indicators. Ret has to worry about cooldowns, threat on its primary target and DPS, while also watching for 3 holy power, which can be generated randomly. Prot has to watch all of that, plus threat on secondary targets, his own health, and then make a decision between which of three abilities to burn holy power on, while also making sure that holy shield stays up (which usually isn't a big deal if you're using holy power whenever it hits three... which you're not always supposed to), and watching for Avenger's Shield procs (because using CS or HotR can refresh its cooldown). Hope you don't need to use AS for silencing a caster! You're going to be using it for threat. Oh, and while ret got an interrupt, prot still has to use the once-every-30-second HoJ, making it the only tank without a real interrupt. It really seems like a mess now.
Just about every class I've played seems like a marked improvement. Paladins do not. I wish they did, and I'd be lying if I said that some of the quality-of-life stuff didn't make me happy, but paladins on test feel really... bad isn't quite right, I know they'll be playable, but they feel really scattershot. I'm likely going to switch to my warrior for tanking and my shaman or mage for DPS. And that, frankly, makes me a little sad, since I've been playing a paladin as my main since vanilla.
Rolly Sep 29th 2010 5:13PM
" but paladins on test feel really... bad isn't quite right,"
unfun is the word I would use.
BitterCupOJoe Sep 29th 2010 5:18PM
Yeah, I think that's a fair assessment. I really want to like my paladin on test, but I don't. And I thought it was just unfamiliarity at first, but it really does feel like a jumble of good ideas that didn't mesh well together at all.
Rolly Sep 29th 2010 5:07PM
Well after an hour or so on the ptr beating on a training dummy I'm sorry to say I really don't like the RNG aspect. One attack sure that's not too bad, but to have it affect 3 different spells is too much.
To be honest I'm getting really tired of RNG in every single aspect of the game. I understand it's a mmo staple but jesus, does it have to be in everything, professions, first aid, crits(understandable for this), mob drops, mob spawning, loot drops off bosses and more.
It's just too much.
Rolly Sep 29th 2010 5:08PM
Oh and I won't even get into Holy Power for prot.
Rolly Sep 29th 2010 8:24PM
I agree with AS, imo it should give you 1 for every mob hit, that would cure the 13.5 seconds at the start and would still make it good for single target.
I'd post that on the forums but I'm permanently banned, apparently you can't use in game emotes on a Blizzard forum CM, who knew.
BitterCupOJoe Sep 29th 2010 5:16PM
Yeah, I think that's a fair assessment. I really want to like my paladin on test, but I don't. And I thought it was just unfamiliarity at first, but it really does feel like a jumble of good ideas that didn't mesh well together at all.
BitterCupOJoe Sep 29th 2010 5:17PM
Grr. Stupid comment system.
Sciarc Sep 29th 2010 5:17PM
I have not played a pally before but I'm really intrigued with the new design, despite so many complaints from long time pallies in the beta. I've been messing around with a Ret spec on the PTR and it seems really fun to me. Though there seem to be some slow moments when nothing is proccing and things are on cooldown, there are many other times when I feel like a frenzied damage machine.
I worry how Inquisition will work out though. The spec already seems fairly random and complex without having to manage the self-buff. Inquisition seems like it could make things TOO complex.
Xayíde Sep 29th 2010 6:08PM
I'm a little concerned about Inquisition's duration and Crusader Strike's CD. Assuming 0 haste, I get 3 Holy Power every 13.5s, but Inquisition only lasts 12s if released with 3 Holy Power.
I'm assuming TV is a physical attack, so it doesn't benefit from Inquisition. So, basically, if we don't need to heal anyone with Word of Glory, we will have to decide between TV or Inquisition (in single target fights). If TV is higher on our priority list, we'll never get to cast Inquisition, so that probably won't be the case. If it's the other way around (more likely), we'll only want to cast TV when Inquisition is still up, and that will be able to happen because of our mastery and 2 talents: Sanctity of Battle and Divine Purpose. Still, Blizzard must make sure that it is still desirable to cast TV when we know Inquisition will fall off for probably a big chunk of time while we build up another 3 Holy Power to cast it again.
Does this reasoning sound correct?
Xayíde Sep 29th 2010 6:18PM
Correction: "3 talents: Zealotry, Sanctity of Battle and Divine Purpose"