My personal view is that Ret Paladin in patch 4.2 has around 75% stable rotation output, with the last 25% to be dependent on RnG:
- Absolute random (and to be honest sucking) procrate on Divine Purpose, I have personally experienced this to proc a LOT in row sometimes and then just remain dead silent for approx 1.5-2 minutes. This is something that should really be looked at by the blizz-RnD team, to make this talent more stable and reliable in our output.
- Art of War procs, Even though a lot more “stable” proccing then Divine Purpose still this is RnG. I’m slightly disappointed in the dependency of RnG in our rotation, and it really makes a TON of difference if we get a DP-proc on the pull or not.
In my views, their DP-talent needs slight altering: lowering the proc chance on the majority of spells, from 15 to 10%, and increasing the % on Judgments,
As Judgments deal significant lower damage then the mainstay of our arsenal, nonetheless Judgements are vital in our rotation to keep mana flowing. Judgements lower our DPS. Altering Judgments proc chance on DP would make this spell a bit more attractive, even though i do cheer at a buff on the judgment spell as well. Next to judgments being on an 8 sec CD, the increased proc chance on it would greatly help our chances on getting inquisition up earlier, therefore increasing our output.
Having a DP-proc on the pull, the walhalla is a straight proc on our 1st cast judgement whislt running to our target, makes a massive difference in DPS. i dare to estimate this exceeds 2.5k DPS on overall. As Ret is still the steamroller-dps, this is comparable to shifting over 2 gearboxes on accelerating ( knight riders Turbo Boost! )
The mainstay of Ret’s rotation is in my views okay, its just the large influence of RnG (procs on AoW and DP) that disappoints me a bit. A bit more constructing on this part of our rotation should make Retribution Paladin a more stable dps class, Next to this i would like to vow for inquisition to be taken off the GcD scale, therefore NOT costing us a damage attack every 30+ seconds in our rotation, not lowering our overall output by the missed attack.
Feedback? brainstorming? Add if you like.