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Retribution Paladin: A Critical Review of the Dragonflight Talent Tree
용군단
2022/10/18 시간 03:00
에
Bolas
에 의해 작성됨
With the
design phase over and the tuning phase underway for Dragonflight Talent Trees
, our Retribution Paladin writer Bolas critically reviews the current state of the Retribution Talent Tree as we near Pre-Patch. Join us as we discuss all the Talent changes for Retribution in Dragonflight!
To learn about the best PvE talent builds in Dragonflight for this class, and export these builds into the game, please check out our Holy, Protection, and Retribution Paladin class guides:
Holy Paladin Talent BuildsProtection Paladin Talent BuildsRetribution Paladin Talent Builds
To put it bluntly, Retribution's talent trees are not in a good spot - we've had mostly the same issues for essentially the entirety of Alpha/Beta, there's been few changes made, and even less communication about them. With the "design" phase over and the "tuning" phase underway, it's unfortunately extremely unlikely that many of these glaring issues are addressed before prepatch or launch, so this may serve more as a post about what should be changed in 10.1 rather than before launch.
Before I get into the details about the tree, I want to take a moment to talk about what this article
isn't
about. Firstly, it's not about whether or not Ret will be a good spec in Dragonflight. A poorly designed spec can still be tuned to be strong, and a well designed spec can be undertuned and never brought. It could well be that Ret is stuck with an incredibly boring singular talent build for the whole first tier and still do enough damage to be decent, but this doesn't mean that it justifies the poor talent design. Secondly, I've seen a lot of comments on the feedback forums and elsewhere insulting the developers for the talents. This should go without saying, but those kinds of comments are not acceptable anywhere and all criticism in this article is directed towards the systems themselves.
Paladin Class Tree Issues
View on Dragonflight Talent Tree
The Paladin tree is essentially defined by its throughput talents. Here's an abridged breakdown:
Top Section
After spending 5 points on mandatory throughput nodes or other nodes to access future throughput nodes, there's a few of points left over to allocate how you want before the first gate. Enjoy them, as this is the most you'll get in this tree. Although you do have a choice, there aren't really many options - most of the time you'll take
신의 축복
,
노련한 군마
, and probably just a throwaway point in
자유의 축복
, but if you want
참회
or
눈부신 빛
or
독소 정화
you can take those instead. You basically have a default, general purpose path, and can move points out of mobility if necessary, but the degree to which you can customize it is very small. There's only 10 nodes to pick from in this section - compared to 19 for DK, 16 for Warrior, or 20 for Shaman, this is a pretty poor number of options. You also need to take
심판의 주먹
in order to get a basic function of
심판
,
상급 심판
, even though
심판의 주먹
is completely useless in the majority of Raid encounters.
Middle Section
First off, you spend another 10 points on throughput nodes or pathing for them, leaving you with 2 points before you can access the bottom of the tree. Previously, these two points were effectively locked into
보호의 축복
and
주문 수호의 축복
, but since
주문 수호의 축복
is now removed from the class tree, you'll just put them somewhere else useful.
빛의 심판
and either
잔상
or
황금빛 길
are probably the most useful options, but you can also take
보호의 축복
if it's going to be useful. Again, although you end up with a couple of points left to spend, it's a very small number compared to other class trees, and your options for spending them are extremely limited - you can choose to either take
보호의 축복
or not, and otherwise just pick a couple of generic healing nodes. Even if you wanted to pick something else than healing, the option to just doesn't exist in the tree. You're also again forced to pick an often useless utility node in raids, either
비난
or
악령 퇴치
, in order to take a large throughput increase.
Bottom Section
Every single point you spend here is dedicated to throughput. You essentially only have two choices in this entire section:
Pick 3 out of 4 of
신성한 목적
,
질서의 문장
,
광신도의 용장
, and
축성의 분노
.
If you picked
신성한 목적
, pick between
힘의 문장
and
기민함의 문장
.
The capstone abilities here are cool and powerful, but when it comes down to choice, there still isn't any - every capstone is a strong DPS trait but you can take all of them anyway. The choice nodes are also not even close to a choice:
신성한 복수자
has not ever been close to competitive with
신성한 목적
, and hardcasting
seems pointless when you get very high uptime from
응보의 오라
and
재에서 재로
already.
What Needs to Change?
The Paladin tree basically just needs a complete rework at this point. I can't see a way for this tree to be salvaged other than removing about half the talents and adding twice as many back in, which is absolutely unrealistic at this stage of development. Initially, it seemed like it might just be a problem with connecting nodes not allowing you to move laterally through the tree, but after the one pathing iteration it's become clear that there just aren't enough nodes in the tree to begin with to even give you choices. There's just so many really bad nodes, like
신성한 아이기스
or
기민함의 문장
, or even the random damage procs like
염화
or
성전사의 문장
, that are just complete filler that you end up required to put your points into to maximize your damage, and when the total number of nodes in the tree is already low you don't end up with any real choices to make. You also have to put points into almost all of your basic abilities like
천상의 군마
or
응징의 격노
instead of getting them baseline like many other class trees.
The only pieces of feedback I can think of that would improve the Paladin tree that isn't adding completely new talents is to buff
노련한 군마
and remove the
proc from
응보의 오라
. It really sucks to have your mobility get significantly worse from one expansion to the next, especially as one of the classes with the most limited mobility in the game to begin with. With
응보의 오라
providing a consistent damage increase now, assuming that Ret is tuned around having this bonus, you're never going to have a Ret in the raid for
헌신의 오라
.
Retribution Tree Issues
View on Dragonflight Talent Tree
Compared to the Paladin tree, the Retribution tree has far fewer issues. You're likely to have interesting decisions in almost every part of the tree, bar the top section where your first 8 points are basically locked in no matter what. Once you start filling out the tree you end up with a lot of close choices that you could change depending on the situation, which is exactly the type of tree you want to see in Dragonflight. That said, there are still some issues which I want to highlight.
Utility Nodes
Ideally, utility nodes should just exist in the class tree and not the spec ones. I think a version of
치유의 축복
could exist that works differently enough for Holy and Ret/Prot that it's balanced, and I don't think there would be any problem giving the other specs access to
신성화
size buffing talents or
저해의 손길
. As it stands, the utility talents in the Ret tree block your entire access to the bottom section, requiring you to put at least one point into them to progress. The problems that arise are twofold: firstly, you don't end up actually choosing utility based on the situation, you just pick whichever node gives you the best choice for the paths that are locked behind it, regardless of how useful the utility ability is itself. In every case this is either
저해의 손길
or
치유의 축복
, since they both let you take
재에서 재로
as well as the other talent on their side. Secondly, the structure of the tree means that if you want to pick both
사형 선고
and
최후의 선고
, you need to waste an extra talent point on a non-throughput ability to get access to both "sides" of the bottom section. These restrictions all suck, but seem unlikely to get changed at this point.
Pathing Non Sequiturs
This has mostly arisen due to a few last minute swaps of ability locations, but there's quite a few sections where the way the talent choices flow really don't seem to make sense at all. Here's a few examples:
창공의 힘
, an ability primarily useful on cleave/AoE, is required to take
정의로운 선고
, an ability that only works on single target.
복수의 문장
, an ability that procs off
심판
casts, is nestled among abilities that all buff
심판의 칼날
, and nowhere near any of the other abilities that work with
심판
like
대영주의 심판
.
빛의 수호자의 폭풍우
, one of your best talents for AoE, is on the opposite side of the tree to all your other AoE oriented talents like
창공의 힘
and
신성화
.
Fortunately it's fairly easy to get access to pretty much any part of the tree due to the excellent pathing structure, so this doesn't really have a negative impact on whether you can actually take the abilities, but it's certainly going to be confusing for many players and goes against the design of pretty much every other spec tree in the game.
Boring Nodes
There's some really fantastic new talents in the tree like
신성화의 칼날
and
무궁한 심판
, and then there's all of the boring flat % damage increases.
봉인된 선고
,
대영주의 심판
,
규탄의 칼날
,
진실의 상흔
, even old abilities like
냉혹한 심문관
,
기사단의 비호
, and
고결한 명령
that players might remember fondly, but are honestly pretty boring as talents. I'm not sure if Ret is the only spec with a flat stat increase node in its spec tree, or just one of an endangered species, but I do know that
신성의 성전사
is not a fun or interesting talent in the slightest. I don't expect every talent you pick to massively alter your rotation, but I think there's some more room for middleground than just "talents that you could build your whole character around" and "talents that you wouldn't even notice not existing".
What Needs to Change?
To start with, here's some fairly straightforward tuning changes I'd like to see:
Buff
신의 가호
.
Buff
정화
and related
심판의 칼날
talents (
규탄의 칼날
,
봉인된 선고
) to be competitive talents.
Give
응징의 격노: 힘
some axis or situation where it's competitive with or better than
성전
.
Rebuff
재에서 먼지로
's proc rate. It's a really unfun talent to play with when it never procs.
Nerf
퇴마술
so that it isn't permanently taken on single target (unless that's the intention for this talent?).
Nerf
심판관의 복수
so that it doesn't do more damage than
기사단의 선고
baseline.
A bug fix rather than a tuning change, but currently
성전
doesn't work with
축성의 분노
.
Past that, I think the tree is structurally quite good, but could use some small positioning adjustments to make more sense with how talents path to each other. If it gets another look later on in the expansion, I'd like to see some of the many "boring" stat or damage % nodes removed for some with more interesting interactions and the utility nodes moved to the class tree.
From Shadowlands to Dragonflight
In my last article, I said that I thought Ret would be in a marginally better state in Dragonflight than Shadowlands due to
주문 수호의 축복
. Unfortunately since then it's been removed, along with my remaining optimism. Ret is at best on par, and by most metrics worse in raids than it was in Shadowlands. Here's some examples:
Mobility
In Shadowlands, you have 2 charges of
천상의 군마
and up to 6.3s duration. You also have
메아리치는 축복
, which gives
자유의 축복
up to an 11% speed increase.
In Dragonflight, you have 2 charges of
천상의 군마
and up to 4s duration.
Defensives
In Shadowlands, you have
천상의 보호막
and
복수의 방패
, and
were one of the melee most likely to die in every raid
.
In Dragonflight, you have
천상의 보호막
and either
복수의 방패
, or you can choose a version of
신의 가호
with a 2 minute cooldown, that will require you to lose damage to use and will likely be a worse defensive than
복수의 방패
in the vast majority of situations.
Raid Utility
In Shadowlands, you brought
희생의 축복
,
보호의 축복
, and
자유의 축복
, technically
헌신의 오라
if you somehow didn't have a Holy Paladin, and competed for a raid spot against Warrior with
전투의 외침
and a fantastic raid CD in
재집결의 함성
, Monk with
신비한 손길
, Demon Hunter with
혼돈의 낙인
and a decent raid CD in
어둠
, DK with
죽음의 손아귀
and
대마법 지대
, Enhancement with
질풍의 토템
, and the other melee that were in a similar boat as you - Rogue, Survival, and Feral.
In Dragonflight, all of that is still true, except now Druid and Rogue also have mandatory raid buffs, and you lose a significant amount of damage by using
헌신의 오라
as you lose the damage procs from
응보의 오라
.
I don't think any of these issues are big enough to make Ret an actively bad spec to play for most guilds, but I can't imagine why a competitively minded guild would ever want to bring a Ret to a fight as it is unless their damage is insanely overtuned, and the choices made at the top end always trickle down throughout the rest of the playerbase.
From a Mythic+ point of view, the situation is a lot less dire. Paladin utility like
보호의 축복
,
자유의 축복
, and now
중재
is generally a lot more useful and you don't already automatically have another Paladin in your group, and although I expect Ret to be worse in Raids than it is now, I think it's probably slightly better in Mythic+ than it was in Shadowlands. That said, surviving is still a problem in keys, so unless Ret happens to do a ton of AoE damage I doubt it'll be much more popular than it is now.
Interested in playing Retribution Paladin now? Check our out live guide for this spec!
Retribution Paladin Guide
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