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GC, In response to "Sigh"
I posted this in the thread "Sigh" where you asked what questions I, but I decided to save you some time searching and made it into it's own thread.



Q u o t e:
These nerfs aren't game breaking and I hate them as much as you do but seriously there's no need to rage over them. I'd really like to get a hold of GC sometime to ask a few specific questions, because it seems as though every time i put a thread up here it either gets shot to the bottom because of a multitude of other threads, or somehow gets passed up.


Q u o t e:


Go ahead and ask your questions, Hammertime. I want to get through all the name-calling and back to working on the class.



Alright so i just got my post eaten by the forum monster, so lets try this again...

First. that should have been "aren't" not are.

Note: I think our dps at 70 currently, w/o the changes to RV and AoW is fine, I'm comfortable with my place on the damage meters, but I'm worried about where we'll be once the changes to those talents, along with our viability in PvP.

Alright now i know everyone has been voicing their opinions about the mana regen, but here are my thoughts on the situation. I tested it last night in Sunwell, now its probably not the best place to test it simply because there's a metric fuckton (i feel this term is highly appropriate) of aoe/splash damage being dealt in nearly every fight, short of perhaps brutallus himself (assuming you bubble burns). My dps was fine after the hit, i was still able to spam all my abilities no problem, the only fight i actually used SoC on was KJ just to make it easier on healers, but again my dps was top 3 worthy so it was no issue.

However, when it comes to pvp, our mana regen is very much lacking, and we're cornered basically into using JoW on every opponent when JoJ may be necessary or in most cases where i'd rather be using JoL to help mitigate some of the incoming damage. Mana burns and stings are a huge issue with us because with the current setup of the retribution paladin, when we're out of mana, we're out of mana, save for going and drinking.

I've seen many comparisons with our mana bar being compared to rage or even energy, and to be quite honest, their not even close in comparison. Here's the breakdown between the two, or rather how i see it, and i'm sure most, if not all rets would agree.

Rage:

You start with zero, however there are many ways to easily gain rage.
-Bloodrage
-Charge
-Incoming damage
-Hitting any target

So when you're out of rage, you're not completely useless because there are many ways that you can easily pick it back up.

Energy

Start at full, and you are limited, to some extent so you need to use it wisely and watch it, however dependent on the tree you go for PvP, you either gain extra energy for your disposal (Assassination Tree) or you gain ways to passively and actively gain more energy as you go (Combat Tree).

Assassination:
-Vigor (10 more energy)
-Quick Recovery (Finishing moves cost only 20% if they miss)
-Overkill (Abilities while stealthed and for 6 seconds after cost 10 less energy)
-Focused Attacks (Crit hits give 2 Energy in Return)

Combat:
-Adrenaline Rush (Energy Regen Increased by 100% for 15 seconds)
-Vitality (Passive Energy Regen increased by 25%)
-Combat Potency (Landed Offhand attacks return 15 energy, Scales amazingly with gear)

Rogues can simply LoS, run away, keep their targets incapacitated or attack their target and still regen energy. When they're out of energy, its not a life and death situation for them because Energy is always regenerating.

Mana (for Ret Paladins at least)

In its current state, when ret is out of mana, its out of mana. Easily susceptible to being mana burned which, with our pathetic mana pool, would only take 4 burns or 2 viper stings. Trying to cleanse is basically a joke as well, especially with stings having 30% resist rate. Our only ways to regen mana now are to JoW the target and the judge every 8 (9/10) when its up, and at 71 we can use divine plea, on a one minute cooldown.

Essentially, however, when we are out of mana, were out of mana. Judgments cost 5% of our base mana and with a hunter keeping us viper stung and a priest just mana burning when we get even the slightest bit of mana, there's no hope. Warlocks with drain mana is just as bad, because all that needs to be done is fear, spam drain and were done.

What I'm trying to get at is we need MORE ways to get our mana back, preferably ways that scale. Warriors rage scales with damage dealt, rogues scale with hit, but our mana regeneration is the same from the second we get 3/3 into Judgments of the Wise.

So my question to you would be, has it been discussed between the developers about our mana regeneration, and if it would be at all possible to have it scale? Scaling was a main portion of our problems in TBC, and rather not see it happen again if at all possible. Maybe some how incorporate successful melee swings returning mana (similar to combat potency), or perhaps % of our melee damage dealt returning mana (similar to rage return).

Right now our mana doesn't scale, and that's a big problem, its part of the reason why fresh 70s running around with greens and their merc sword or full s2 poorly gemmed and enchanted are going around just absolutely decimating people who are vastly better geared and skilled than them.

An alternative solution, in combination from some of the idea listed above, would be to add another component into Imp Judgments, something to the effect "Your judgments also cost 50/100% less mana". This idea would also help alleviate the mana issues that prot still has, freeing up another 5% of their mana if specced into it. I'm sure holy paladins wouldn't mind this change either, it would definitely benefit influence them to judge the boss much more often considering the haste the would gain from doing so.

My next question has to deal with Divine Storm.

It's our 51 point talent. 31/41/51 point talents have always been defining talents for classes, ret especially. Divine Storm was an unbelievably good idea for the class, it was a huge dps boost, and made it felt like we could actually do more than just press 2 buttons every 6/8 seconds. The damge being holy was awesome, it scaled very well, perhaps too well. However with it going back to melee damage, it is barely out damaging consecrate which is supposed to be a secondary damage ability.

The reason why it was hitting far to strong is because its base damage was far too strong and again another reason why fresh 70 ret and any idiot running around in full s2 were able to just wreck people who were in 350+ resil.

I know you've mentioned there may be a point at which you feel it could go back to holy, but frankly i don't see why it shouldn't go back. With raid boss armor taking a 10% increase in the xpac, DS will feel even more lackluster than it already does at 70. I'd like to propose bringing it back to holy damage, but reducing the damage dealt to something like 70% weapon damage (this has been suggested by many others) and then having it scale better with melee stats so that it gives players something to fear when they see retribution paladins.

I know you've been busy reading, but has something like this been considered? I'm sure you realize how we feel about Divine Storm being more or less just like a warriors whirlwind and why we are petitioning for this to go back to holy damage.

My final question and then i'll let you get back to working on the class, has to do with Righteous Vengence.

I know one of the goals in wrath has been to mellow out ret's burst and turn it into sustained damage, and I've got no issues whatsoever with removing the crit damage bonus talent (I mean, it sucks, but its something i can live with assuming what's replacing it is going to give ret a boost in sustained dps, which actually I'd prefer). However, in it's current state, it's ridiculously weak.

The dot that is produced from it seems to have an unusually high resist rate and only procs from two of our attacks, both which have a decently long cooldown (10 DS, 8 Judgment). In combination with resilience taking a double toll on this talent, it comes out, on top of being very weak in PvE, to have minimal worth in PvP as well. While it's nice that the dot wont break CC, it doesn't really benefit us much, and doesn't seem to work from enough of our offensive abilities.

The idea behind this talent is awesome, but I think we all feel this talent is far too narrow to be a 45 point talent. Has it been discussed to possibly make this unresistable/dispellable and to include crits from Crusader Strike as well? I think we all feel that it should include more of our attacks as it doesn't produce much in terms of dps from what we've lost between Art of War, Judgment/Seal nerf, and the change to Righteous Vengence.

That's it, sorry for the length, but i felt perhaps with the arguments backing the ideas you'd better see where we're coming from on these questions/suggestions. The math is already out there and with a bit more focused testing I think we can finally come as close to balancing ret as humanly posisble.


Thanks for you time,

Broseiden, King of the Brocean

Stonemaul (US)

[ Post edited by Hammertime ]


http://www.wowarmory.com/character-sheet.xml?r=Stonemaul&n=Broseiden
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Hammertime
Re: GC, In response to "Sigh"

Q u o t e:
So my question to you would be, has it been discussed between the developers about our mana regeneration, and if it would be at all possible to have it scale?


It's not clear to me why your mana needs to scale. Your spells don't keep increasing their cost as your gear increases, and in fact your damage does increase as your gear improves. Caster mana increases with gear, but whatever item budget they are spending on Int, you get to spend on other stats, such as Strength.

As I've said though, we do think we will change mana drains to a percent so that they aren't strictly more effective against classes with smaller mana pools.


Q u o t e:
I know you've been busy reading, but has something like this been considered? I'm sure you realize how we feel about Divine Storm being more or less just like a warriors whirlwind and why we are petitioning for this to go back to holy damage.


If Divine Storm went back to Holy, its damage would have to drop by a lot to compensate (maybe 40% or so). There are some design advantages to having it stay physical. For example, an Arena team can send a plate wearer to fight the Ret pally since Divine Storm will do less damage to that person.

Ultimately, we would like to have the spell feel more different from Whirlwind, but understand that our first priority was just to get paladin damage under control.


Q u o t e:
My final question and then i'll let you get back to working on the class, has to do with Righteous Vengence.


You're going to have to explain a little more what you mean about it being resisted often and doubly affected by resilience. Maybe someone else explains it in this forum and I'll see it soon. When crits are prevented from resilience, they typically do not prevent secondary effects that would have been a result of that crit. It's physical damage IIRC, so it shouldn't be resisted or dispelled at all, but I'll look into that. Ultimately though we wanted this talent mostly for PvE utility, so you shouldn't expect us to buff it a lot for PvP purposes.


Q u o t e:
4) 51 Pointers are broadly situational. I don't think it's totally fair to expect something other out of Divine Storm.


This is true, and Divine Storm is less situational than a lot of the 51 point talents.


Q u o t e:
41pt better than 51pt...what?


We don't inflate the value of deeper talents. If the bottom talents were always the best there would never be any reason to take less than 51 points in a tree.


Q u o t e:
The core rotation should be sustainable without requiring the use of JoW. JoW should be for mana regen above and beyond that core rotation. It's bad enough in PvP that judgements don't return mana when they are absorbed. Now we essentially have to use JoW in PvP because of that limitation to JotW which means we're no longer choosing between extra mana or stopping a runner: we're choosing between necessary mana to function and stopping a runner.


I really don't see a lot of paladins judging Wisdom in PvP. Unless you are being mana drained a ton (which as I mentioned is something we do plan on fixing) I don't understand how you can be going out of mana while fighting someone. Now if you blow a lot of mana, you may have to pause in between fights. Most mana-using classes have to do that.

There is still a lot of debate on these forums about how long a paladin can go before running on fumes. So far a lot of players are finding results similar to ours, and I think some (though not all) who do claim to have trouble are being disingenous in hopes of getting it buffed. But we'll keep watching to see what happens. If we reach the point where Ret paladins are just getting slaughtered in PvP then we'll know we went way too far. I don't see that happening yet though.


Q u o t e:
GC will delete anything that makes him look bad, post something were he contradicted himself in and it will get deleted. he only leaves messeges that benefit him. Trick me once, shame on you, trick me twice GC then shame on me


This is just name calling as far as I can tell. The only posts that get deleted are those that violate the forum terms of use. Players catch me in contradictions all the time -- I tend to type fast so that I can respond to as many posts as possible. Life goes on. In any case, it doesn't really matter what was said in the past. Ret paladins were broken and we had to fix them. As I have said dozens of times, we don't like nerfing classes but we still have to do it when necessary.
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Ghostcrawler
Re: GC, In response to "Sigh"
I looked into Righteous Vengeance, and it is in fact a magical ability. It is Holy damage, so it shouldn't typically be resisted. It can be dispelled. There is a lot to remember about WoW class mechanics, and while I remember a lot of it, I make mistakes like everyone else.

I also misspoke about the affects of resilience. Resilience won't prevent defensive procs but it can prevent offensive ones. The rule of thumb is that my resilience shouldn't make my abilities worse. If my resilience makes the other guy's abilities worse, too bad for them.

As I said, Righteous Vengeance was intended to help Ret sustained damage in PvE. We went out of our way to make it not a dependable source of damage in PvP.
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Ghostcrawler