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Crono_Smash

Member Since 26 Nov 2012
Offline Last Active Yesterday, 07:05 PM
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Topics I've Started

Guide to Ret on WoD

04 November 2014 - 11:17 AM

Disclaimer:

This is the baseline of what we know at the time that Beta ended. Guidelines we can use to build up the knowledge of the spec from now on. It's not the guide to high end gameplay, because obvious ;P

I'd like to thank Zaul, CJ, Ciric, Animefreak/Drownlord and Avengelyne for all the support and perspective during the development.

And if someone finds something interesting that could be in this post, or some mistake of mine, please say so ;D

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Overview:

Overall Ret is awesome because the game is shifting away from CC gameplay. I say most specs were brought down to Ret level. Makes sense of what Blizz always said "Ret is fine" when we were not: other classes/specs were overpowered and now the game will be much more playable.

Ret got it's gameplay simplified and some HUGE buffs for it's dispel toolkit (even losing Aura Mastery/Devotion Aura). Not to mention some healing buffs to fix survivabiltiy, because Battle Fatigue has been reduced to 20%. Should be gone. We complained a lot about it. But it's OK as long as this don't change (and we know it will =/)

On top of it, Ret got much more options/flexibility. So Ret can play combinations of Sustained/Burst/Single Target/Cleave/Mobility and Healing gameplay. It's up to you to customize that.

I tried to get as many facts as I can here. The builds specifics will sink in as the meta game develops so I'll just leave Vanguards to take that foward.

Let's go to the info.

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Changes:

1) Inquisition removed
2) Guardian of Ancient Kings removed
3) Devo Aura removed
4) Blind became a talent
5) Hand of Sacrifice off GCD
6) Perks: Empowered Divine Storm, Hand of Sacrifice, Hammer of Wrath and Forbearance
7) Passives: Righteous Vengeance = 5% extra Mastery / Sanctity Aura = raid +3% versatility.
8) Many of our old passives have been made innate (Art of War)

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Talents:

Where is 2 main gameplay options: Single Target, as we always did and Cleave that it's worth for making area damage pressure when there is 2+ targets at reach. This should be usefull for RBGs mainly.

Long Arm of the Law
Fist of Justice or Blinding Light
Selfless Healer or Sacred Shield (for Cleave gameplay)
Clemency or Umbreakable (for Cleave gameplay)
Holy Avenger or Divine Purpose (for Cleave gameplay)
Execution Sentence or Prism (for Cleave gameplay)

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Glyphs:

Templar’s Verdict (basic)
Divine Protection (when physical damage)
Hand of Freedom (when there is a lot of CC)
Divine Storm (survivability when cleave)
BoG (when you're getting kited hard)
Divine Shield (when your DS is getting dispeled instant)
WoG (read below)

Glyph of WoG stack with our PVP Gear Bonus so with it we get 18% extra damage after using it. Now stack it with AW, HA and Seraph and you can oneshot people. Just be sure to use when there is a boat arround or you'll drown on people's tears when this happens.

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Stats:

Single Target:
Str > Haste > Mastery > Multistrike = Crit > Versatility

Cleave:
Str > Mastery > Haste > Multistrike = Crit > Versatility

Why haste? Because of our PVP Gear. Since it gives us damage/healing for HoPo spend, it's important to keep HoPo flowing, not to mention it's healing value.

The difference is very close, so this can change depending on how the game develops. If we're not spending much time healing and have a good uptime, we can go Mastery - that's how PVE people are going.

We're going to have only 5 Slots to Enchant and no Gems, plus no Hit/Expertise/PVPPower/Resil on the table so this will be much more simple.

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Rotation:

We all know there is no rotation for PVP, but there is priorities so here we go.

Damage numbers are more balanced for melee. From MoP to WoD they reduced about 20% ranged damage (Exo, Judge) and increased melee to compensate.

Seal damage has doubled so this increases SoJ value by a LOT. SoT still does more damage on stationary target, but if SoJ makes you stay on melee range (not get kited) for a couple of GCDs it's already worth using. SoT should be still usefull against melees that won't kite you or stealthies.

SoR is worth swapping when there is 2 stationary targets but I'd just use it for 5s or RBGs. Same for all the Cleave I mention here.

FV:
1 target : SoJ > ES > HoW > EDS=FV^ > FV5 > CS > J > FV > Exo
2 targets: SoR > HoW > EDS=FV^ > FV/DS5 > CS > J > Prism > FV>DS > Exo

Seraph:
Just Save HoPo when it's about 7s before the CD ends so you have 5 when it's up. And align with CDs for best performance/burst, of course.

Empowered Seals:
SoR > ES > J > SoT > CS > Exo> J > HoW > TV
No priority seal -> you can DPS with whatever you have on
Priority buff = Truth
Change to SoR if Truth is 10s+ duration and Right is 10s- duration

Guidelines:
2 targets: SoR instead of SoT
2 targets: EDS instead of EDS=FV^
3 targets: DS instead of TV

Acronyms:

SoR = Seal of Righteousness
SoJ = Seal of Justice
SoT = Seal of Truth
ES = Execution Sentence
HoW = Hammer of Wrath
FV = Final Verdict
TV = Templar's Veredict
CS = Crusader's Strike
J = Judgment
Exo = Exorcism
HotR = Hammer of the Righteouss
Prism = Holy Prism
DS = Divine Storm
EDS = Empowered Divine Storm
EDS=FV^ = Empowered Divine Storm buffed by FV
FV5 = Final Verdict with 5 Holy Power
DS5 = Divine Storm with 5 Holy Power
FV>DS = Alternate between FV and DS to get the FV buff

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Macros:

Empowered Seals Happy Macro:

Single button swap between SoR and SoT and if you use it with Shift you SoI and with Alt you SoJ. Flexibility on demand.

#showtooltip
/cast [mod:shift] Seal of Insight; [mod:alt] Seal of Justice; [stance:1] Seal of Righteousness; [stance:2][nostance] Seal of Truth; [stance:3][nostance] Seal of Truth; [stance:4][nostance] Seal of Truth;


The rest is all the same we already have.

You realise EMFH = Blood Fury?

26 August 2014 - 01:34 PM

I see endless people complaining about EMFH extra trinket. I can swim on rivers of tears of people saying EMFH is OP.

Those people know Orcs have a racial that does almost the same thing?

PVP Power difference goes to on the basic trinket, so it's the same. And PVP Power should be gone in WoD.

Just tell me if people complaining know this.


Prideful Gladiator's Badge of Victory
+2,506 PvP Power
Increases Strenght by 4,765 for 20 sec.


Blood Fury - Orc Racial  
Increases your melee attack power by 4514 and your spell power by 2257. Lasts 15 sec.

Ret on Beta

07 July 2014 - 01:10 PM

So, I've got into Beta.

First thing I know is that a lot of people have lots of questions and really want to test (myself included) so I'm making this a open place for people to ask me to test anything.

So far, I feel the gameplay more fluid with less CC and too simple without Inquisition.

I miss Blinding Light for the last CC for the kill or for peels mostly.

30s Forbearance don't seem like a big deal, but on 2s it can be a life saver...

And HoW is up for much longer, increasing our ranged pressure.

Damage on numbers (just made the math for lvl90 so far) is about the same as with Inq up on MoP. We have more Mastery but less Haste. I really miss addons.

The biggest thing I think it's that with less CC and 90s Hand of Sac, we're a huge dispel powerhouse. Not to mention the Hand of Freedom Glyphs (one to reduce it's CD to 25s and the other to reduce CC duration by 25%).

Ret can really keep the team avaliable for healing and DPSing - I think this was suposed to be the design for MoP.

Still feels like damage and healing is weak on lvl 100, but I'll do the math and compare the % damage and healing we do on max lvl pvp gear.

So, anything you want me to test, calc, want to ask - please do so. I know it's still fairly early Beta but I'm avaliable for you guys ;D

/hugs

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