Rework du paladin ret au 10.0.7

C’est bien là que le bas blesse…On commençait à avoir quelque chose de pas trop mal en heal mais bon…

1 mention « J’aime »

Pas mal de changement pour le Palprot, hâte de test tout ça, enfin. :sweat_smile:

attendez vous a un nerf du verdict final j arrive a mettre des 180 k full cd

Enormément de changements, dont beaucoup qui sont cool.

La seule chose qui me dérange c’est la perte du jugement à 2 PS sous wings…

(https://www.wowhead.com/ptr/talent-calc/paladin/retribution)

pour ceux que ca interessent le calculator du ret pala a 10.0.7 ptr

  • PALADIN
    • Seal of Mercy is now a 1 rank talent (was 2).
    • Divine Toll and Divine Resonance have been added to the class tree.
    • Removed Seraphim and Sanctified Wrath talents from the class tree.
    • Retribution Aura has been redesigned - now grants 5% increased damage and healing for 10 seconds to all party or raid members whenever a party or raid member within 40 yards takes more than 50% of their health in damage. This can only occur once every 30 seconds.
    • Class tree pathing has been adjusted:
      • Moved Cleanse up to row 2.
      • Moved Obduracy up to row 2.
      • Rebuke and Greater Judgment moved up a row.
      • Fist of Justice moved to row 4.
      • Turn Evil moved up to row 2.
      • Seal of Might moved up to row 8.
      • Seal of Alacrity moved up to row 8.
      • Obduracy moved moved before initial 8-point gate.
      • Judgment of Light moved below 20-point gate
    • Aspirations of Divinity, Seal of Reprisal, and Seal of Clarity removed from Paladin class tree.
    • Added Faith’s Armor and Strength of Conviction to the Paladin class tree.
    • New Talent: Justification – Judgment damage increased by 10%.
    • New Talent: Punishment – Successfully interrupting an enemy with Rebuke casts an extra Crusader Strike.
    • New Talent: Lightforged Blessing – Divine Storm heals you and up to 4 nearby allies for 5% of maximum health.
    • New Talent: Crusader’s Reprieve – Your Crusader Strike and auto-attack range is increased by 3 yards and using Crusader Strike heals you for 2% of your maximum health.
    • New Talent: Faith’s Armor – Word of Glory grants 20% bonus armor for 4.5 seconds.
    • New Talent: Sanctified Plates – Armor increased by 20%, Stamina increased by 10%, and damage taken from area of effects attacks reduced by 10%.
    • New Talent: Strength of Conviction – While in your Consecration, your Shield of the Righteous and Word of Glory have 10% per rank increased damage and healing. 2 Ranks.
    • Seal of Might has been adjusted – Mastery increased by 2% per rank and Strength/Intellect increased by 2% per rank.
    • Seal of Alacrity has been adjusted – Haste increased by 2% per rank and Judgment cooldown reduced by 0.5 seconds per rank. 2 Ranks.
    • Seal of the Crusader has been redesigned – Your auto attacks now deal additional Holy damage (was: Your attacks have a chance to cause your target to take 3% increased Holy damage for 5 seconds.)
    • Quickened Invocations has been adjusted – Divine Toll’s cooldown is reduced by 15 seconds.
    • Judgment of Light has been adjusted – Judgment causes the next 5 successful attacks against the target to heal the attacker.
    • Seal of Mercy reduced from 2 ranks to 1 rank.
    • Seal of the Crusader has been redesigned – Your auto attacks deal additional damage as Holy damage.
    • Of Dusk and Dawn has been redesigned – When you cast 3 Holy power generating ability, you gain Blessing of Dawn. When you consume Blessing of Dawn, you gain Blessing of Dust.
      • Blessing of Dawn has been redesigned – Your next Holy Power spending ability deals 20% additional increased damage healing. This effect stacks.
      • Blessing of Dusk has been redesigned – Damage taken reduced by 5% for 10 seconds.
    • New Talent: Fading Light – Blessing of Dawn increases the damage and healing of your next Holy Power spending ability by an additional 10%. Blessing of Dusk causes your Holy Power generating abilities to also grant and absorb shield for 20% of damage or healing dealt.
    • Seal of Order has been redesigned – Blessing of Dawn increases the damage and healing of your next Holy Power spending ability by an additional 10%. Blessing of Dusk increases your armor by 10% and your Holy Power generating abilities cool down 10% faster.
    • Holy Avenger, Sanctified Wrath, Seraphim, Seal of Reprisal, Aspiration of Divinity, Hallowed Ground, and Seal of Clarity have been removed from the talent tree.
    • Seal of the Templar has been removed from the talent tree and its effect built into Crusader Aura.
    • Recompense can no longer critically strike.
    • Crusader Aura now additionally increases the ranges of Rebuke, Hammer of Justice, Templar’s Verdict, and Crusader Strike/Hammer of the Righteous by 3 yards.
    • Seasoned Warhorse duration increased to 2 seconds (was 1 second).
    • Righteous Protector is now a 1 rank talent, granting 3 seconds of cooldown reduction.
    • Divine Shield now also prevents movement forces (such as pushbacks) from affecting you.
    • Divine Steed has been adjusted – No longer on the global cooldown and now lasts an additional second.
    • Holy
      • Aura Mastery’s Retribution Aura interaction has been redesigned – Now increases healing by 15% while Retribution Aura’s effect is active.
      • Divine Toll and Divine Resonance have been removed from the specialization tree.
      • Sanctified Wrath now occupies Divine Toll’s previous location.
      • Added a connection between Sanctified Wrath and Glimmer.
    • Protection
      • Faith in the Light’s block chance increased to 15/30% (was 5/10%).
      • Focused Enmity has been redesigned – When Avenger’s Shield strikes a single enemy, it deals additional Holy damage.
      • Corrected a tooltip error with Light of the Titan’s heal over time effect.
      • Sanctified Wrath has been added to the Protection tree.
      • Talents positioned around the 20 point gate have been adjusted.
      • Spellwarding has been moved below the 20 point gate.
      • Strength in Conviction and Faith in the Light have swapped locations in the Protection tree.
      • Faith’s Armor is now a 2-rank talent and now causes Shield of the Righteous to grant additional armor.
      • Faith’s Armor and Strength of Conviction have moved to the Paladin class tree (was in the Protection talent tree).
      • Seal of Reprisal has moved to the Protection talent tree (was in the Paladin class tree).
      • Seal of Reprisal’s damage bonus increased to 20%.
      • New Talent: Seal of Charity – When you cast Word of Glory on anyone not yourself, you also heal yourself for 50% of the healing done.
      • Resolute Defender is now a 2-rank talent (1/2 seconds of cooldown reduction on Ardent Defender and Divine Shield).
      • Faith’s Armor back to 1 rank and moved above the 20-point gate.
      • Strength in Conviction has moved back above the 20-point gate and is in a different location.
      • New Talent: Inmost Light – Eye of Tyr deals 300% increased damage and has 15% reduced cooldown.
      • Uther’s Counsel moved below 20-point gate and is now a 2-rank talent.
      • Replaced Improved Lay on Hands with Tirion’s Devotion.
    • Retribution
      • A major rework to Retribution Paladin is underway and more changes will be coming in future PTR builds. For details on the changes, visit this forum post: Retribution Paladin Design in 10.0.7
      • Divine Protection is now granted when choosing Retribution specialization.
      • Retribution specialization gains Blessing of Freedom as a starting talent.
      • New Talent: Swift Justice – Reduces the cooldown of Judgement by 2 seconds and Crusader Strike by 2 seconds.
      • New Talent: Light of Justice – Reduces the cooldown of Blade of Justice by 2 seconds.
      • New Talent: Improved Blade of Justice – Blade of Justice now has 2 charges.
      • New Talent: Light’s Celerity – Flash of Light casts instantly, its healing done is increased by 50%, but it now has a 6 second cooldown.
      • New Talent: Guided Prayer – When your health is brought below 25%, you instantly cast a free Word of Glory at 100% effectiveness on yourself. Cannot occur more than once every 60 seconds.
      • New Talent: Unbound Freedom – Blessing of Freedom increases movement speed by 30%, and you gain Blessing of Freedom when cast on a friendly target.
      • New Talent: Righteous Cause – Templar’s Verdict, Final Verdict, and Justicar’s Vengeance have a 25% chance to reset the cooldown of Blade of Justice.
      • New Talent: Jurisdiction – Final Verdict and Blade of Justice deal 10% increased damage. The range of Final Verdict and Blade of Justice is increased to 20 yards.
      • New Talent: Judgment of Justice – Judgment deals 10% increased damage, increases your movement speed by 10% for 5 seconds, and slows enemies by 30% for 15 seconds.
      • New Talent: Zealot’s Fervor – Auto-attack speed increased by 20%.
      • New Talent: Improved Judgment – Judgment now has 2 charges.
      • New Talent Version: Boundless Judgment – Judgment generates 1 additional Holy Power.
      • New Talent: Teaching of the Light – Not fully implemented more details to come.
      • New Talent: Inquisitor’s Ire – Every 3 seconds, gain 5% increased damage to your next Divine Storm, stacking up to 10 times.
      • New Talent: Blade of Vengeance – Blade of Justice now hits nearby enemies for damage. Deals reduced damage beyond 5 targets.
      • New Talent: Crusading Strike – Crusader Strike replaces your auto-attacks.
      • New Talent: Blessed Hammers – Throws a Blessed Hammer that Spirals outward, dealing Holy damage to enemies. Generates 1 Holy Power. Replaces Crusader Strike.
      • New Talent: Heart of the Crusader – Crusader Strike and auto-attacks deal 10% increased damage and have a 10% increased critical strike chance.
      • New Talent: Blessed Champion – Crusader Strike hits an additional 2 targets for 85% damage. 2 ranks.
      • New Talent: Divine Hammer – Divine Hammers spin around you damaging enemies within 8 yards for Holy damage over 9 seconds. Generates 1 Holy Power. Replaces Consecration.
      • New Talent: Adjudication – Critical strike chance increased by 2%. Hammer of Wrath has a 5% increased critical strike chance and deals 10% increased critical strike damage.
      • New Talent: Aegis of Protection – Divine Protection reduces damage you take by an additional 10% and Shield of Vengeance protects you from 30% more damage.
      • New Talent: Swift Retribution – Haste increased by 2%. Blade of Justice and Hammer of Wrath cooldown reduced by 1 second.
      • New Talent: Blades of Light – Crusader Strike, Judgment, and Hammer of Wrath now deal Holystrike damage.
      • New Talent: Highlord’s Judgment – Judgment causes targets to take increased damage from your next 2 Holy Power abilities. 2 ranks.
      • New Talent: Holy Crusader – Blade of Justice and Expurgation now deal Holystrike damage.
      • New Talent: Burning Crusade – Blade of Justice and Expurgation now deal Radiant damage.
      • New Talent: Penitence – Increases the damage of your periodic effects by 15%. 2 ranks.
      • New Talent: Commanding Judgment – Judgment hits an additional 2 targets for 85% damage. 2 ranks.
      • New Talent: Divine Auxiliary – Final Reckoning and Execution Sentence grant 3 Holy Power.
      • New Talent: Seething Flames – Wake of Ashes now causes you to lash out 2 extra times for Radiant damage. Deals significantly reduced damage to secondary targets.
      • New Talent: Physical Presence – Not fully implemented, more details to come in future PTRs.
      • New Talent: Searing Light – Not fully implemented, more details to come in future PTRs.
      • Expurgation has been updated – Your Blade of Justice causes the target to burn for 70% of the damage dealt over 6 seconds.
      • Art of War has been updated – Your auto-attacks and Crusader Strike have a 15% chance to reset the cooldown of Blade of Justice.
      • Final Verdict now has a 15% chance to reset the cooldown of Hammer of Wrath and make it useable regardless of the target’s health (was 10%).
      • Avenging Wrath: Might cooldown reduced to 60 seconds (was 120 seconds).
      • Crusade duration increased to 35 seconds (was 25 seconds).
      • Sanctify damage bonus reduced to 25% (was 100%).
      • Consecrated Blade has been updated – Blade of Justice has a 40% chance to cast Consecration at the target’s location. Replaces Consecration.
      • Vanguard’s Momentum has been updated – Hammer of Wrath has 2 extra charges, deals 10% increased damage, and on enemies below 20% health generates 1 additional Holy Power. 2 ranks.
      • Wake of Ashes cooldown reduced to 30 seconds (was 45 seconds).
      • Executioner’s Will now also applies to Final Reckoning.
      • Truth’s Wake now also causes Wake of Ashes to burn targets for additional Radiant damage over 10 seconds.
    • Developer’s Notes
      • We are hard at work on the updates to the Retribution tree and are close to being able to share it with the community and a set of in depth development notes to give an overview of what’s changed.
      • We’re also making some changes to the Paladin class tree, some of which you’ll see in today’s PTR update.
      • Retribution Aura in Dragonflight has functioned only as a personal throughput benefit to Paladins, locking them out of using other Auras during gameplay. We’re looking to change that, so Retribution Aura now grants 5% increased damage and healing for 10 seconds to all party or raid members whenever a party or raid member within 40 yards takes more than 50% of their health in damage. This can only occur once every 30 seconds.
      • In addition to the changes to Retribution Aura, Retribution Paladins will receive a baseline passive: Instrument of Retribution - When any party or raid member within 40 yards dies, you gain Avenging wrath for 12 sec.
      • Seraphim has been removed from the Paladin talent tree, in our previous developer notes we mentioned points regarding stacking auras and having an excessive amount of buttons to press. Seraphim is a fairly large factor in both and we feel it is better to take the throughput provided by this cooldown and build it into your core abilities.
      • As a result of the above, we’ve decided to move Divine Toll to the Paladin class tree to ensure there’s still a powerful and exciting node at the end point of the class tree as a goal.
      • We look forward to sharing more with you in the coming weeks and hearing to your feedback!

et ensuite un autre message des dev

Well met!

We’re doing a substantial rework to the Retribution talent tree in patch 10.0.7. Rebuilding the Retribution talent tree from the ground up means significant changes ahead. However, the talent tree itself will not be available in our first PTR build(s), so initial testing on the PTR will be missing important context.

Nonetheless, we’d like to share our major goals for Retribution with you.

Button bloat: Retribution Paladins currently have a fairly large number of abilities, and some of these feel unnecessary and inefficient. We’re working to tone this down and have a more focused set of abilities and cooldowns.

Stacking modifiers: There are currently several talents and abilities that provide stacking bonuses, which can make for a confusing and messy playstyle that deals extreme burst damage, but in return leaves your core abilities feeling unsatisfying and under-tuned. We intend to significantly change this. We want your core abilities to feel good and powerful when used in all situations. This doesn’t mean we’re reducing all elements of burst damage, but we do want to make burst more purposeful and deliberate, while also allowing options that provide sustained damage.

Survivability: Retribution Paladins currently have one of the highest death rates across all forms of content. For a plate wearing class with hybrid healing, this doesn’t feel right. We’re looking to strengthen them through a mixture of passive bonus and improvements to active abilities and cooldowns, while keeping the degree of challenge that results from being a melee-based spec.

Maneuverability: We recognize that there’s an issue here and we hope to make some improvements. However, we want to set clear expectations. Retribution Paladins should not expect to gain the mobility of Rogues.

Utility: The changes that Dragonflight brought to Retribution have caused some conflict for players, forcing the Ret Paladin to choose between providing benefits to their groups or benefiting themselves. This choice can be interesting, but due to the way this has historically worked for Paladins, it hasn’t felt right in Dragonflight. So, we’re looking to make changes here that allow you to feel good and improve your own damage while also providing the group benefits that you’re used to. We’re also looking into additional utility improvements for Paladins during the 10.0.7 test cycle.

We’re looking forward to hearing your feedback on the points above, as well as anything else about Retribution that you’d like to share. Thank you!

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Je reviens d’une petites session de test sur le PTR, je trouve que le rework du ret est sympas…

Mais c’est bourré de bug, bon c’est un PTR mais voila quoi xD

Les spell qui remplace un autre qui ne proc pas les talents du spell original (Coucou la variante de Crusader Strike, de Consecration…)

Des talent bugger… (comme celui de hate sur l’arbre principal qui… fait tous l’inverse de ce qui est indiqué)

La Condamnation a mort qui devient enfin sympas vu qu’il est passer en sort non holy power dépendants avec un CD de 30 seconde pour 1 minute sur sa variante de Rétorsion final sa commence a valoir le coup… cependant, il est toujours considérer comme un spell holy power par le jeux et donc… proc le talent de l’arbre principal qui augmente les degat du prochain spell holy power de 15% et lui permet d’etre use gratuitement. (Ça par contre c’est un bug que je veux bien gardé xD)

La disparition du passif de Retorsion final fait mal, mais en sois le sort fait toujours autant de damage en activable et je parle meme pas du crit.

Avoir Marteau bénis est génial… mais il fait vraiment trop peu de damage… genre 10* moin que la frappe du croisé de base quoi… qui fait le même role que lui en mieu si tu prends le talent pour te heal sur ta Frappe du croiser et la rends multicible.

En parlant de Frappe du croiser… sa variante qui la transforme en auto attaque est complètement fumer… car oui, si vous vous poser la question, chaque Frappe du croiser AUTOMATIQUE via ce talent, génèrent du holy power et est affectée par tous les talent qui améliore la Frappe du croisé.

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et niveau mobilité survie ca donne quoi ? ^^

Merci de ton retour !

Malheureusement il ont surtout toucher a la survivabilité du Paladin. Il reste grosso modo des camion benne, pas de charge ou de bond en vue. Mais ce n’est pas pour autant qu’il n’ont rien toucher a cela.

Dans ce qu’on avais déjà pour la mobilité, et qu’ont a toujours.

1)Le parlfroi divin (et ses 2 charge dans la branche principale)
2)La terre consacré (de la branche ret, le slow de la consécration… mais qui peut devenir intéressant avec la variante de consécration justement, si il décide de le faire fonctionné dessus.

Ce qu’ont gagne

1)Un talent qui boost jugement. Qui augmente les dégâts de celui-ci de 10% + slow de 50% sur la target pour 15 seconde + un boost de movespeed de notre perso de 10% pour 5 seconde… c’est pas grands chose, mais ont prends. D’autant qu’avec le talent qui augmente le nombre de charge de jugement ou pour augmenté le nombre de cible, tu risque de slow beaucoup de target, et avec le glas divin (+ sont amélioration qui lance un jugement free toute les 5 seconde après avoir lancer le spell) tu risque de resté sous ce buff de 10% de movespeed assez longtemps si tu gère bien.
2) Un talent a choix entre Main de médication (qu’ont connais déjà bien)… ou une amélioration de notre Bénédiction de liberté, qui nous donne un buff de movespeed de 30% pendant sa durée, et qui en prime, nous donne la Bénédiction de liberté a nous aussi si ont décide de le cast sur une autre friendly target.

Maintenant, coté survie, c’est déjà un peut mieux.

Coté branche principal on a

  1. Un talent qui augmente l’armure de 2/4% et les crit de 2/4%
  2. On a toujours le talent qui augmente la vitesse et l’Evitement de 2% sauf que maintenant il au début de l’arbre
  3. Un talent pour que la Tempête divin heal de 5% vie jusqu’a 5 allié (le paladin compris)
  4. On a toujours les talent de heal de la consécration que je trouve… meh en ret. (Voie dorée/ Sceau de miséricorde) ainsi que les talent Toucher de lumière
  5. Un nouveau talent qui augmente: L’endu de 10% l’armure de 20% et qui reduit les damage subit des zone d’effect de 10%
  6. Un talent qui augmente la porté de frappe du croisé et des attaque automatique et qui en prime, permet a chaque frappe du croisé de rendre 2% de tes PV max
  7. Et un autre nouveau talent qui te donne de 20% bonus armor (pour 4.5 seconde) après avoir lancé un mot de gloire
  8. Il y a un choix désormais sur l’amélioration Aube et Crépuscule, celui qu’ont connais déjà, et l’autre choix qui est nouveau lui, qui au lieu de nous donné 10% d’armure et recharge en bénédiction du crépuscule donne a la place un bouclier d’absorption sur les sort a ressource holy de 20% des damage ou heal prodigué (la béné de l’aube elle reste la même sur les deux choix).

Dans la branche ret

  1. On a un talent a choix qui propose que le flash heal soigne de 50% en plus et est instant mais a un CD de 6 seconde (je sais plus si on l’avais déjà, je crois que oui) OU un cheatdeath mecanique, qui lance un Mot de Gloire sur nous si on descend sous 25% PV, avec une efficacité augmenté de 100% (et j’ai testé, sa fonctionne aussi avec le talent de la branche principal qui augmente l’armure après un Mot de Gloire, et les soin de ce mots de gloire cheatdeath est bien augmenté par le talent Main de médication)
  2. Bouclier du vengeur n’est plus un talent a choix, mais un talent unique. Et pour cause, Protection Divine est désormais de BASE dans le grimoire du paladin, donc on peut avoir les deux =D
  3. Verdict Final est désormais un talent a choix de la branche gauche, tot dans l’abre, et partage sa case avec Vengeance du Justicier « Qui nous soigne et fait plus mal sur le cible stun » (et vu que du coup Veangeance partage sa case avec Verdict Final, on dit bye bye au spell de réduction de dégâts physique « Oeil pour oeil » qui fait mal au ennemis qui nous tape… rip)
  4. Un talent qui remplace tes attaque automatique par Frappe du croisé (et donc n’est plus un sort actif) et qui génère donc 1 Holy power a chaque frappe… et cumulé avec le talent de la branche principal, te soignera de 2% de tes PV max a chaque attaque automatique. Et sa variante… Marteau Béni, déjà bien connu de nos amis Pal tank actuel et qui réduit les dégâts que les cible t’inflige a toi si il sont toucher par le sort, cependant ce spell actuellement sur le PTR ne fait juste pas de dégât, et n’est pas un choix a considéré pour l’instant comme remplacement de Frappe du croisée =/

Voila, je crois que j’ai tous regardé coté survivabilité.

Bref, assez triste de la disparition de Œil pour œil et Exorcisme, mais au moin, le DPS constant est un poil mieux, le burst toujours la, un tous petit peu plus de mobilité, une meilleurs survivabilité.

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franchement si il y avait un sort qui avait aucun sens c’etait Exorcisme
qui avait aucune synergie avec nos autres spells et ne générer rien du tout
c’était vraiment le truc qui faisait remplir ta barre de sort

Sinon Blizz a dit qu’ils en avaient pas fini avec la mobilité
beaucoup sont quasi sur que le bond va etre ajouté
espérons

Perso, je suis content du rework mais je reste dubitatif sur certaines choses.
Pour le moment ça reste flou, jouer avec rétorsion sans le buff qu’il apporte me paraît pas utile du tout … le fait que la frappe du croisée puisse devenir une auto attaque pareil, je pense me tourner vers la spe dot feu car au moins ça transforme nos sorts en dégâts magique donc ignore armure.
Le fait d’avoir supprimer le proc art de la guerre qui reset trainée de cendre, ça me choque ainsi que la suppression de décret radieux, après j’attends de voir mais pour moi, la spe qui transforme nos sorts en dégâts physique, je suis pas du tout fan.

Mais moi je l’aimais mon « Mageladin » Achillê, mais semblerais que je vais devoir me le réservé pour classic xD
Dommage, avec le nouveau talent qui augmente les dégâts de dot il aurait pus valoir le coup.
Et sinon, sa reste un PTR, tous est a risque de changement (Ajout, retrait, modification) donc j’espère que ce bond/charge arrivera pour le paladin dans les prochaine MAJ du PTR. Et en branche principal de préférence histoire de donner cette outils de replacement au Paladin tank, et en toute spé en général enfaite. Car quand tu compare au dernière classe ajouté, et au ajout sur d’autre vielle classe… le paladin a vraiment rien en terme de mobilité.

Mais tu sais Hougarden, Rétorsion est sur la même case a choix que Condamnation a mort sur le PTR… fallait bien lui laisser une chance d’être pris, malgré que rétorsion restera supérieur a cause du faite qu’il est une AOE avec de bon damage ¯_(ツ)_/¯
Perso, je trouve la variante des sort physique plus intéressante sur le papier. Transformé les sort en Holystrike damage (donc dégâts mixte Physique et Holy) fait qu’il sera boosté par tous talent qui augmente les dégâts physique ET Holy. Et on a gagné justement un talent qui augmente tous les damage physique de 20% en fin d’arbre ret, et on a gardé des talent qui augmente les damage sacré donc DOUBLE BUFF. Bref du tous bon. Puis vu comment interagisse les dégât mixte, c’est même mieux. Ciblé la résistance la plus basse des deux valeur de damage c’est toujours bien. Cependant… je crois que c’est la première fois qu’on a des dégât mixte de la sorte, je ne pense pas avoir vu de spell hybride magical/physical sur d’autre classe avant, même le chaman cac ses frappe sont soite physique ou magique, idem pour le DK, DH, Monk.

Donc a voir comment interagit ce nouveau type de damage sur des compétence type bubulle du DK par exemple, ou encore au kick/silence holy. (Je ne parlerais pas de certain mob classique qui sont totalement immunisé au damage magique, car ce n’est plus cette extension qu’ont joue. Mais le mentionné peux être sympa ici en exemple.)

Pas d’accord, à titre personnel j’adore jouer avec exorcisme que ce soit en PvE ou en PvP. En pvp, depuis le up dégâts il était encore plus sympa et impactant à jouer.

Le fait de spread son dot sur les ennemis présents dans la consécration, j’aime vraiment beaucoup.

J’étais content de retrouver ce sort, triste de le voir disparaître à nouveau.

Sinon pour le reste ça a l’air sympa, à tester.

On a aucune infos sur la sortie de la 10.0.7?

Ils ont dataminés des nouveaux objets pour le jardin des nobles dans la 10.0.7 donc elle devrait sûrement sortir début avril

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il va être broken af =’)
j’ai regardé sur youtube, ça va rager dans les chaumières

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tant mieu a notre tour d’etre un peu op
on s’en prend plein la tronche pour pas un sous en ce moment dans tout les contenu solo pve pvp
on est la cible numero un en pvp
on est loin d’etre dans le top dps en pve et on a pas de bon cd defensif
on a pas été op depuis lich king si je me trompe pas

J’invoque Iplayaloneqt pour venir temoigner à la barre !
Et vous étiez vraiment pas dégueu à SL non plus.

Par contre que vous soyez la classe qui meurt le plus en pve j’arrive pas à comprendre le pourquoi du comment. C’est la mobilité qui fout tout en l’air ?

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Survivability : Retribution Paladins currently have one of the highest death rates across all forms of content. For a plate wearing class with hybrid healing, this doesn’t feel right. We’re looking to strengthen them through a mixture of passive bonus and improvements to active abilities and cooldowns, while keeping the degree of challenge that results from being a melee-based spec.

c’est ecrit au debut du topic message des dev d’ou la refonte totale du ret paladin

Maneuverability : We recognize that there’s an issue here and we hope to make some improvements. However, we want to set clear expectations. Retribution Paladins should not expect to gain the mobility of Rogues.

et pour la mobilité on comprend qu’on est pas supposé etre mobile comme un rogue mais dans ce cas on doit etre capable d’encaisser largement mieux

on a moin de dps que la plupart des classe dps ( sauf pendant notre burst ou on sort la tete de l’eau)
moin de survie que la plupart des dps (car la bulle ne sert que 8sec toute les 3minutes30 avec les talents, bop toutes les 4minutes avec talent et impo des mains c’est un heal d’urgence qui empeche de bulle ou bop pendant une minute et bouclier du vengeur c’est juste une bulle de pretre + forte qui explose)
moin de mobilité que toute les autres classe sauf dk qui eux on une meilleure survie et meilleurs utilitaire que nous)
et niveau utilitaire on doit faire des choix entre nous ou les autres comme on est au fond du trou on se priviligie nous meme en priorité pour sortir la tete de l’eau

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Paladin

Blessing of Dawn’s maximum stacks are now 2 (was 4).
Eye of Tyr moved to Row 9.
Inmost Light moved to Row 10.
Switched positions of Fist of Justice and Repentance/Blinding Light nodes on the talent tree.
Switched positions of Turn Evil and Obduracy on the talent tree.
Unbound Freedom is now located on the class tree for Retribution specialization only.
Healing Hands is now located on the class tree for Retribution specialization only.
Zealot’s Paragon has been removed from the talent tree for Retribution specialization only.
New Talent: Vengeful Wrath – Hammer of Wrath always critically strikes. This talent is located on the Class tree for Retribution specialization only.
Added Hammer of the Righteous and Blessed Hammer to Crusader’s Reprieve.
    Blessed Hammer only heals, does not have increased range.
Added support for Shield of the Righteous in Lightforged Blessing.
Fading Light now has a healing cap of 30% maximum health.
Fading Light should now correctly trigger off of Hammer of Wrath and Blessed Hammer.
Fixed an issue causing Seal of Might to grant an incorrect amount of primary stat.
Fixed an issue causing causing Justification to increase Judgment for Protection specialization by more than intended.
Fixed an issue with Seal of Alacrity’s judgment cooldown reduction value.
Holy
    Fixed an issue with Dusk and Dawn causing it to fail to trigger Dawn for Holy specialization.
**Protection**
    Seal of Charity can no longer critically strike and should not double-dip on Versatility.
    Fixed an issue causing Uther’s Counsel to grant incorrect cooldown reduction at Rank 2.
**Retribution**
    New Talent: Vanguard of Justice – Your single target Holy Power abilities cost 1 additional Holy Power and deal 20% increased damage. 2 Ranks.
    New Talent: Divine Wrath – Avenging Wrath / Crusade duration increased by 3 seconds.
    Executioner’s Will has been redesigned – Now increases the duration of Execution Sentence and Final Reckoning by 3 seconds.
    Adjudication has been redesigned – Now increases Critical Strike by 2% and Hammer of Wrath critical strikes cause a Blessed Hammer to spiral around you dealing Holystrike damage to enemies.
    Justicar’s Vengeance now has a default range of 8 yards.
    Crusader’s Reprieve now also effects the range of Rebuke.
    Final Reckoning now lasts 10 seconds (was 9 seconds) and you deal 40% increased damage (was 50%).
    Empyrean Legacy lockout period now 20 seconds (was 30 seconds).
    Inquisitor’s Ire now gains a stack every 2 seconds (was 3 seconds).
    Art of War now only triggers once per Crusader strike cast, whether triggered from manual casting or auto-attacks.
    Art of War’s chance to trigger increased to 20% (was 15%).
    Penitence is now 1 rank.
    Divine Hammer’s periodic damage now occurs every 2 seconds (was 1.5 seconds) and duration increased to 12 seconds (was 9 seconds).
    Vanguard’s Momentum is now 1 rank.
    Hammer of Wrath damage increased by 16%.
    Execution Sentence now causes 25% of the damage you deal to be added to Execution Sentence (was 10%).
    Blessed Champion now correctly states that additional Crusader Strike targets are hit for 50% damage.
    Commanding Judgment now causes Judgment to deal 50% reduced damage to targets.
    Highlord’s Judgment now additionally increases the duration of Judgment by 2 seconds per rank.
    Tempest of the Lightbringer no longer consumes a stack of Judgment.
    Crusader Strikes now generates 1 Holy Power every 2 attacks (was every attack).
    Righteous Cause’ chance to trigger reduced to 20% (was 25%).
    Vanguard’s Momentum no longer grants additional damage to Hammer of Wrath (as its base value was significantly increased).
    Fixed an issue that prevented Divine Hammer from benefiting from Sanctify.
    Fixed an issue that prevented Consecrated Ground from working correctly with Divine Hammer.
    Fixed an issue that prevented Empyrean Power from triggered from Crusader Strike auto-attacks.
    Fixed an issue that prevented Blessing of Dawn from working correctly with Justicar’s Vengeance.
    Fixed an issue that was causing Penitence to not work correctly with Wake of Ashes, Expurgation, Consecrate, Consecrated Blade, Divine Hammer, and Execution Sentence.
    Fixed an issue that caused Sanctified Plates to not correctly increase your Stamina.
    Fixed an issue that caused Justicar’s Vengeance to not consume stacks of Blessing of Dawn.