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Revisiting the Retribution Paladin Rework in Dragonflight Patch 10.0.7 - Retribution Aura Rework & More
RTP
Criado
06/3/2023 em 08:00
por
Bolas
Retribution Paladins continue to receive focused changes to their rework on the Dragonflight 10.0.7 PTR including a overhaul to their new unique damage buff
Aura da Retribuição
. Our Retribution Paladin Writer, Bolas, follows up on all the changes since their
original article
to provide an up to date look of the new and improved Ret Paladin.
With new builds every week to Retribution on the PTR, there's a lot of new changes that have a big impact on Retribution's place in the raid and on its playstyle. If you didn't read
my last post
, it covers the major initial changes - this time I'm just going over the more recent additions to this new version of Retribution.
About the Author
Hi, I'm Bolas. I've played Ret since WotLK, I'm a mod in the Paladin class discord, and I help with some of the work on SimC for Ret. You can find me on
Twitter
or in the
Hammer of Wrath
discord if you have any questions or are interested in more information about Retribution.
Aura da Retribuição
One of the only major problems I had with the rework up to this point was how
Aura da Retribuição
was redesigned, both in terms of how it procs and how you might be incentivized to aura swap mid-combat to take advantage of it. Fortunately, those problems have now largely been addressed.
Aura da Retribuição
now requires a single hit of 30% rather than 50% to proc, which might not always happen on cooldown, but should occur with much higher frequency than it used to, and the buff itself now has an ICD that is tied to the players it's applied to rather than for each Paladin. This essentially solves any Aura swapping that could have occurred with multiple Paladins in the raid, and although you technically could try to run only one Paladin and have them swap between
Aura da Retribuição
and
Aura de Devoção
to bring the benefits of both, this is not a scenario that I'm personally super worried about happening compared to the previous alternative of having 3 Paladins rotate
Aura da Retribuição
. My expectation would be that the vast majority of raids will now just run 2 Paladins, and have one permanently use
Aura da Retribuição
and the other permanently use
Aura de Devoção
.
Chamas Sagradas
Chamas Sagradas
is a new 2 rank talent that increases the cost of Holy Power spenders by up to 2, so a total of 5, and also significantly increases their damage. So far, this has been a pretty divisive talent, because of how drastically Retribution's gameplay changes when your Holy Power cap is the same as the amount your spenders cost. Rather than having a playstyle where you're constantly banking some Holy Power even when you technically could spend in order to maximize the cooldowns of your generators, you end up basically playing like a Rogue: build to 5, spend, repeat. This is a pretty big departure in gameplay from what we've been used to for the last few expansions, and it ends up resulting in some awkward situations where you're at 4 Holy Power, only have abilities that generate 2 off cooldown, and either have to overcap Holy Power to be able to spend or wait for one of your other generators to become available. With only 1 point in the talent, making spenders cost 4 rather than 3, the core gameplay is still largely similar, but when your spenders cost your entire Holy Power cap it feels like a very different spec. I'm not wholly against the talent existing, and I like the idea of modifying Holy Power spender costs especially when your Holy Power generation is so high, but if it becomes a permanently taken talent in almost every situation then there's likely to be some angst about it.
Mãos Abençoadas
&
Liberdade Descomunal
These were originally added as a choice node in the Retibution tree, but have recently been swapped to the class tree as nodes that only exist for Ret. It does definitely feel strange to have a talent tree that's supposed to be classwide have some completely different talents for each spec, but it's a lot healthier for us to have our utility choices be competing with other utility choices in the class tree instead of feeling like you're forced to lose damage in the Ret tree in order to take them. We do still have some defensive nodes in the Ret tree, like
Celeridade da Luz
/
Prece Guiada
and
Égide da Proteção
, but there's only so many you can put in a spec tree on central paths with a major cooldown or ability locked behind them. It's also nice to have some amount of useful offhealing in the class tree, even if it's just an ability that was moved there.
Golpes Cruzadistas
&
Golpes Templários
Golpes Cruzadistas
was recently nerfed to only provide Holy Power every second auto attack instead of every one, which is a pretty reasonable change - the amount of passive Holy Power generation it provided before was extreme, and even this version is still very strong. I am especially happy that the way you gain Holy Power from autos is still fairly predictable. It's still quite a different form of Holy Power generation than we're used to seeing for Ret, it's a lot more frequent than other effects like
Graça Interior
that we've had recently, but I think it's a much healthier way to let a talent choice emphasize auto attacks than
Do Pó ao Pó
and it also has a nice benefit of lowering the number of unique Holy Power generators you'll need to use when playing.
Golpes Templários
was added recently as a replacement for
Martelo Abençoado
. It makes
Golpe do Cruzado
a sort of 3 part combo ability, where each time you use it it transforms into the next part of the ability. Each part generates 1 Holy Power and does a fairly similar amount of damage, it only goes on cooldown when you use the first part of the combo, and the combo is broken if you use more than 1 other ability between
Golpe do Cruzado
casts. It effectively drops your downtime to 0, even eliminating the need for filler buttons like
Consagração
, since
Golpe do Cruzado
's cooldown is so low that you'll always have a button you can press to generate or spend Holy Power. It's another very different playstyle than what we've been used to for Ret, since a lot of the gameplay over the years has revolved around managing Holy Power generation which is completely irrelevant with
Golpes Templários
, but I could see it working well with
Chamas Sagradas
since it requires such a high amount of Holy Power as well. I'm not a big fan of all 3 parts of the combo essentially just being a "Generate 1 Holy Power" button, and I think it might be a lot more interesting if one part of the combo generated more Holy Power or did a lot more damage so that you'd actually be incentivized to keep using it as a combo ability, instead of just treating it as a Holy Power generator with no cooldown. One thing to note that both
Golpes Cruzadistas
and
Golpes Templários
have in common is that they both make
Golpe do Cruzado Aprimorado
essentially useless - with
Golpes Cruzadistas
you don't have an active
Golpe do Cruzado
ability anymore, and with
Golpes Templários
you can basically spam
Golpe do Cruzado
s to your heart's content regardless of having a second charge of the ability.
Juízo Divino
&
Luz Calcinante
I was excited to see how these talents would end up working with the rest of the kit, but the resulting design has been a bit disappointing. Other than the buff to the specific damage type, all you get is a damage proc instead of some other interesting effect that feels more worthy of a capstone talent.
Cruzada Ardente
has also been changed to only affect your AoE abilities like
Tempestade Divina
and
Lâminas da Luz
now affects single target spenders too, which ends up pigeonholing Fire as the "AoE" damage type and physical as the "single target" type you want to buff. I found it a lot more interesting when they'd buff different spells, like when fire was more centered around
Lâmina da Justiça
, which although is a single target spell itself, you can turn into an AoE effect with
Lâmina da Vingança
and spread a DoT that would be buffed further with
Expurgo
and
Penitência
. I would much rather this type of buff that you could decide to enhance for either single target or AoE depending on other talents you took than just a straightforward choice of "physical is single target, fire is AoE". The proc effects are also fairly uninspired - a stacking buff that just does some damage when it procs isn't an exciting culmination of the talent tree that you feel rewarded for speccing into in the same way that
Ajuste de Contas Final
or
Pena de Morte
is.
Another impact of the damage type altering talents is that basically all of Ret's damage is now holy - the only major physical component left is your melee attacks. This was pretty close to the case for a while anyway, with the only major exceptions being
Lâmina da Justiça
and
Golpe do Cruzado
, but with
Lâminas da Luz
and
Cruzado Sagrado
,
Maestria: Julgamento do Grão-Lorde
is effectively just a flat damage increase for all abilities, which is makes a pretty boring effect even more boring. It's also had a pretty substantial nerf on the PTR as a result of this. I would be surprised if there was a Mastery rework planned as well when we've already seen the majority of the big changes that are going to happen, especially since there's a ton of other specs that also suffer from the "Mastery is just another version of Versatility" problem, but if Ret gets another look at some point in the future this would be near the top of my list for improvements to how the spec functions.
Other Thoughts
There's a couple of other smaller changes I want to quickly highlight:
Ira do Grão-lorde
- This now increases the duration of the
Julgamento
debuff in addition to its other effects. This doesn't really make any sense, since the issue you'd run into with
Ira do Grão-lorde
was that you'd end up not being able to cast 3 spenders before you'd end up overwriting the debuff with another
Julgamento
cast anyway, there was never any problem with the duration of the debuff at all even at 15s. I assume this was some kind of attempted fix that was lost in translation, but I'd still like to see some type of fix made to let you not have to constantly overwrite debuffs if you use it.
Ira Vingativa
- Now replacing
Zelote Inigualável
, it makes sense to remove the extreme
Ira Vingativa
extension when the base duration was buffed so much.
Martelo da Ira
always critting is interesting especially as a way of making it a bit better during execute, and I like that
Adjudicação
was changed to allow them to synergize together properly, although I don't know if a free
Martelo Abençoado
is a bonus to get that excited about.
Lâmina Consagrada
/
Martelo Divino
- I like that these talents are in a much more central place in the tree, easily accessible for every build. I really don't enjoy using
Consagração
, so having either an option to maintain it passively or a Holy Power generator to replace it are both great options to me.
Expurgo
- This hasn't changed, but I just want to reiterate an issue I mentioned last time. Currently, if you use
Lâmina da Justiça
on a target that already has a
Expurgo
debuff, it'll completely overwrite the existing DoT. If your last
Lâmina da Justiça
crit, this can lose you significant damage to have to overwrite it, and there might be situations where you feel forced to hold
Lâmina da Justiça
casts to not get a worse
Expurgo
DoT. This could easily be fixed in a number of ways, such as making the DoT effect take the remaining damage left on the previous debuff and adding it to the next application, and it'd vastly improve how good
Lâmina da Justiça
feels to use.
There hasn't been any more mentions of mobility changes, but I hope there's still some work being done here, really just some type of ability to let Ret deal with knockback and pushback effects other than just using
Escudo Divino
, since every other part of our mobility toolkit is fine at this point.
Final Note
I'm being fairly nitpicky here because these are the talents and abilities that stand out to me as needing more work, but overall the changes are a massive improvement, and only getting better each week. The gameplay feels focused and fluid, you end up using your impactful Holy Power generators a lot more, and they feel better to press too, especially in AoE situations. Cooldown windows are much more adaptable depending on the situation, and survivability and mobility are leaps and bounds ahead of where they used to be. It's mostly an effort to try to get "great" to "really great" at this point. I'm very excited to see the changes that come before 10.0.7 launches, and to be able to play with these new abilities on live soon too!
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