Ret talents and gameplay

Hi

Havent read much of the forum during this expac. Is a popular / unpopular opinion that ret really lacks talents that change the gameplay ? It feels like no matter what talents you pick it only changes the damage type or the name of the spell but the gameplay stays exactly the same

One of the many problems Rets has, gameplay pretty much stayes the same be it an aoe or ST build.

The added dmg types gave nothing to the spec at all.

“lets give a holy dmg class 2 other holy dmg types for… reasons”

  • oh that sounds cool, whats your ideas?
    • One is part physical and part holy but bypasses nothing but armor
  • Not even BoP?
    • nope
  • So its worse then just holy dmg? thats brilliant!!
    • And the other is part holy and part fire… the fire is just a DoT
  • Sounds good enough to me, very thematic and we can now split talents so not everything increases when a talent can now effects one type.

Another massive problem is that Rets is a class to be countered with near 0 counters to other classes

The lack of hard CC (the class with the least hard CC in game) while having 0 roots and the weakest non spammable slow.

VS most of the classes Rets need freedom on they can dispell it
Nearly all classes now have a minifreedom on a fairly short CD on… not that it matters we cant slow them to begin with.

No counters VS pushback while all other melee classes have that, many of them even work when pushed over a cliff.

When a priest uses his AoE bubble thingy rets have nothing to force them out of it.

All of the above will stay the same in TWW, while other classes will get more charges of their leap/blink/grip/pushback etc while yet another uber mobile class will make their debute in atleast one of the trillogy expansions.

All the hero talents will give Ret is “this tree is for a Holy strike (Ret/Prot) build while this tree is for a Radiant (Ret/holy) one”

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.