이 사이트는 자바스크립트를 사용합니다.
브라우저에서 자바스크립트를 활성화 해주십시오.
클래식 테마
Thottbot 테마
Retribution Paladin: First Impression of the New Retribution Talent Trees in Dragonflight
용군단
2022/08/15 시간 10:00
에
Bolas
에 의해 작성됨
With the reveal of the Dragonflight Paladin talent trees, our Retribution Paladin writer Bolas provides initial reactions and thoughts on this revamped system. We break down the Retribution Paladin talent trees, discussing the new talents and providing some sample builds. Join us as we predict how this class could play in Dragonflight!
To learn about the best PvE talent builds in Dragonflight for this class, and export these builds into the game, please check out our Holy, Protection, and Retribution Paladin class guides:
Holy Paladin Talent BuildsProtection Paladin Talent BuildsRetribution Paladin Talent Builds
Paladin Dragonflight Talents
What's New?
Talents in Dragonflight will have a structure more similar to older expansions, where you pick paths down the tree rather than a single option for each row. Retribution has two talent trees, a class one that it shares with Protection and Holy Paladin and a spec tree unique to Retribution. In theory this should provide more customizability, since you can combine any two talents on the tree you want to.
Most of the contents of the Paladin tree are older effects, but there are a couple of noteworthy things that Retribution gains access to:
빛의 심판
- This will provide quite a bit of passive HPS to a raid. It's also on a required path to take throughput traits, so there's little opportunity cost to take it.
주문 수호의 축복
- Previously a Protection only talent, this replaces
보호의 축복
with a Magic immunity rather than a Physical one. Almost all damage and effects in raids are Magic rather than Physical, so this extra utility will help make Retribution a little bit more useful in raid environments. It can also be used as an extra defensive in a pinch.
Other than those two, all of the other new effects are pretty standard passive effects like
신성한 아이기스
or
빛의 손길
.
First Impressions
The Paladin tree is actually much more restrictive on choice than it first looks. Firstly, as a DPS you're going to aim to take all the talents that meaningfully increase your throughput that you can. This is what that path looks like:
Spend 6 points to path through
기민함의 문장
and take
보복의 인장
.
Spend 7 points to path down to
신성한 아이기스
.
Spend 5 points to path to take
응징의 격노
,
보호의 축복
, and
신성한 목적
.
Spend 1-2 points to take
잔상
and/or
완고함
in order to get access to the bottom third of the tree.
After these choices, you end up with 0-1 points left over to allocate to utility above the 20 point threshold before you can spend the rest, which most of the time will be spent on
기병
or
희생의 축복
. There are some choices between utility options as you path down, such as between
자유의 축복
and
신의 축복
, but there isn't a large degree of customization that you'd expect - it's one or two points worth, and only at specific points on the tree. This problem persists at the bottom of the tree. You have 11 points to spend in the bottom, and after spending a point on the effectively mandatory
응징의 격노
, you have exactly enough points to get two of the three capstones and associated throughput talents. Again, the only real choice you make here is which capstone you don't want to take - once you decide that, all of your points are locked in.
View on Dragonflight Talent Tree
The problems causing this are the placement of the throughput nodes and the lack of connections between each section of the tree. The throughput talents
보복의 인장
and
신성한 아이기스
are both more than halfway down the tree and on opposite sides, both requiring points invested from the top of the tree in order to pick them. There's no branching paths to access them earlier. The only connections between each branch of the tree are to the nodes directly below the
보복의 인장
and
신성한 아이기스
nodes themselves, which becomes meaningless when you would always pick both of them anyway. There's no connections below that either, which isolates the capstones to basically being 5 point talent packages. If the idea with the new class trees is to let players drop some types of utility for others depending on the circumstance, that's fine in theory, but the way this tree is structured you'll end up eschewing almost all utility you can for more damage.
Other than pathing, there's a couple of other things I'm not especially fond of in the tree. A lot of the talent points are spent on extra effects for abilities that you already have that are basically required to play the class, like
응징의 격노
or
상급 심판
, which don't feel exciting to take and instead feel like a tax to make your abilities function the same way they used to. Aside from the capstone abilities and
신성한 목적
, all of the throughput talents in the Paladin tree are also fairly uninteresting. They're all either straight stat buffs like
기민함의 문장
or
힘의 문장
, or they're basic ability buffs or procs like
성전사의 문장
or
보복의 인장
, which also all cost a ton of points to invest in to progress further. I would strongly prefer a tree either without any throughput nodes above the 20 point threshold, or with just a small number that are very easily accessible like all of the other class trees.
On a more positive note, the capstone abilities themselves should be pretty fun to play with.
황혼과 여명
was a Legendary effect in Shadowlands that didn't see much use, but would be more fun to play with when the buff you get from it is more significant thanks to
질서의 문장
, and providing passive damage reduction is a great bonus too.
축성의 분노
is the old Protection version of the ability, so while it won't proc AoE damage from spending Holy Power anymore, boosting the power of
심판
inside
응징의 격노
is still a nice bonus, especially when combined with
천상의 종
.
분노한 용장
is also a Legendary effect from Shadowlands, but now also extends
응징의 격노
with
심판
. My only concern with the capstones is that
축성의 분노
and
분노한 용장
may have too much synergy between them, since they both extend
응징의 격노
, benefit from further extensions, and incentivize you to cast
심판
as frequently as possible.
Retribution Dragonflight Talents
What's New?
The majority of talents in the Ret tree are versions of previously existing effects, but there's a couple of noteworthy new effects or surprising returning ones:
신성화의 칼날
- Drops
신성화
when you use
심판의 칼날
after an
전쟁의 기술
reset. Adds a nice AoE component to one of your better Holy Power generators, which helps improve passive cleave a little bit. All of your generators previously only did single target damage, which was a problem on AoE when almost all of your damage would be from
천상의 폭풍
or cooldowns like
천상의 종
.
집행자의 의지
/
집행인의 격노
-
집행자의 의지
extends
사형 선고
duration depending on how many
기사단의 선고
you cast inside it. This is a really interesting way to change the gameplay that
사형 선고
revolved around previously - it used to be just trying to fit as much damage as possible into an 8 second window, which meant that there were some fairly significant Haste breakpoints. Now it'll probably be more focused on extending the burst window for longer instead, which will be something new that I expect to both be very fun to figure out sequencing for and also very fun to play with.
집행인의 격노
instead turns
사형 선고
into an AoE ability at the cost of some damage to the primary target. Being able to use
사형 선고
more effectively in cleave or AoE situations is an interesting concept, but I'm a bit concerned that it'll be a significant damage loss on the primary target to take this talent.
광휘의 칙령
- A new AoE Holy Power spender that replaces
파멸의 재
. This ability is a bit weird. It does less damage to the primary target than
파멸의 재
, but does a lot more to the other enemies hit. I'm a bit skeptical about
광휘의 칙령
being worth using in most situations, since it'll probably be a damage loss in single target situations to take since you lose the Holy Power generation from
파멸의 재
, but it's an interesting alternative option for AoE.
퇴마술
- A throwback to an older time. This version of
퇴마술
does quite a lot of single target damage, but also puts a decent sized DoT on other nearby enemies if the primary target is inside your
신성화
. It's a nice way to make
신성화
a little bit more relevant to use on AoE without simply buffing its damage, while also not being an ability that's useless on single target. My only concern with it is that it might be adding yet another button to a spec that already has a lot of rotational abilities, depending on the talent build you use.
최고천의 유산
- Basically a passive version of
제압자의 망치
. Another option for two target damage or passive cleave is great, but I think it might need to be tuned a bit higher. Necrolord was viable for a bit in Sanctum of Domination for Ret, but it was mostly because with
책무의 망치
you could save up charges to get 3-4 buffed
천상의 폭풍
s inside each
and
최후의 집행
. Just getting regular
천상의 폭풍
procs is good, but it might not be good enough to compete with the other capstone talents at one every 30s. I think this effect is pretty fun to play with though, so I'm happy to see it return as a passive.
법의 권역
- Would have been a nice mobility perk, but was unfortunately removed in the most recent build.
First Impressions
Overall, I'm pretty excited about the Retribution tree. There's a lot of great old favorites coming back along with some new effects that I really like. You'll probably go into Dragonflight feeling like you have as much, if not more, abilities available to you than you did in Shadowlands, which is very unusual for the start of an expansion.
Example Build - Single Target
View on Dragonflight Talent Tree
This build mostly focuses on the same auto attack synergies you see currently used in Shadowlands with
재에서 재로
, while also taking a bunch of abilities that buff
기사단의 선고
and
심판
. There's quite a lot of flexibility in the top sections - I took
신속한 정의
,
대영주의 심판
, and
심판의 불길
here, but those points could be otherwise spent on
신성의 성전사
or more
정화
synergy, or even
창공의 힘
or
무궁한 심판
for some cleave while maintaining a single target focused build.
Example Build - AoE
View on Dragonflight Talent Tree
This is focusing on full AoE, but for 2-3 target cleave you'd probably take
최고천의 유산
instead of something like
신성화
.
진실의 상흔
is clearly designed with AoE in mind, but is currently too undertuned to be worth taking.
One of the big chokepoints in the tree is the row of talents that flow into the bottom third - mostly
저해의 손길
and
치유의 축복
. Every talent on this row is a utility talent, so it's clearly intended that you need to invest into a non throughput talent in order to get access to the most powerful abilities at the bottom. The problem with this though is that you're now heavily incentivized to just pick one of either
저해의 손길
or
치유의 축복
, and none of the other utility talents on the row in order to just get an extra throughput talent earlier on in the tree. Either one you pick you'll get access to
천상의 종
,
재에서 재로
, and
최후의 집행
, and then the choice just becomes whether you want access to
냉혹한 심문관
and
사형 선고
or
기사단의 비호
and
최후의 선고
. It's not fun to be railroaded into capstone choices through the cost of losing throughput earlier on, or to have your utility choice be purely dictated by the throughput you want that's locked behind it.
This iteration of the talent tree definitely has a greater degree of customizability than the previous version. There's more small pockets of talents that clearly are designed to give you the option to focus on certain "builds", like
정화
, which is great. Some of them still seem a bit too strong, and others not accentuated enough though -
열정
and
격노의 칼날
both being on a basically mandatory path means that you're very likely to want to take
재에서 재로
and its synergies as well, while
정화
and talents that work with it like
규탄의 칼날
seem a bit undertuned and are easily skippable. The recent changes are definitely a step in the right direction, especially at the bottom of the tree, but I think the middle could use some more work to make some of the talents for these builds more interesting and work together in different ways. Talents that are basically different flavors of "buff ability by x%" like
대영주의 심판
or
봉인된 선고
or even
복수의 문장
aren't really inspiring new combinations or interesting gameplay.
성전
and
응징의 격노: 힘
being moved into the middle of the tree is great, since that's pretty much a required talent to take for every build. However,
성전
is much stronger than
응징의 격노: 힘
, since you're basically comparing 20% damage and Crit to 30% damage and Haste. Even with the ramping time,
성전
also has a 5 second longer base duration, so there's really no contest.
응징의 격노: 힘
either needs to be replaced and added to baseline
응징의 격노
or buffed - one option would be to add the current version of Ret
축성의 분노
to it, ie.
빛의 칙령
.
For a last handful of gripes, I really don't like seeing
신성화
have so many talents that buff it. It's not a fun button to press, since it neither interacts with the building/spending Holy Power gameplay loop nor does enough damage to be worth using outside of that unless everything else is on cooldown - it's basically just a filler button that you feel obligated to press because it does more than 0 damage, similar to how Rogues used to spam
감지
when pooling Energy to proc cast effects.
재에서 먼지로
will probably still be a decent talent at a 35% chance, but there will be many more situations where it either doesn't proc before
파멸의 재
comes off cooldown or it procs just before it would come off cooldown anyway, which both feel pretty bad.
신성화의 칼날
and
재에서 먼지로
also have some awkward antisynergy since one replaces the chance for the other to proc. It's also disheartening to see
심판관의 복수
return, since it's been an awful talent in pretty much every type of content since its inception. A lot of these complaints could be seen as a bit nitpicky, so I want to reiterate that I like the majority of the Ret tree and think most of the recent changes are great, especially in contrast to the Paladin tree - the focus of criticism is just always going to fall on the most obvious flaws.
Retribution Paladin Talents for Dragonflight Raiding - How Strong is it?
Overall, I think Retribution is in a better position than it was in Shadowlands, since you have another tool for either raid utility or a defensive with
주문 수호의 축복
. I think Ret will still probably be one of the squishiest, if not the squishiest, Melee DPS but at least there's one extra tool available to mitigate that. I think the bigger problem it will have is how it can compete for raid spots, since most of the other melee now also bring raid or party buffs of some kind (Warrior, Demon Hunter, Monk, Assassination and Outlaw Rogue, Enhancement Shaman) or raidwide damage mitigation cooldowns (Warrior, Demon Hunter, Death Knight). Melee spots are usually fairly limited, and since Holy Paladin is basically a locked slot Ret won't get a spot for providing
헌신의 오라
.
I think there's likely to be a lot more customizability depending on the type of encounter, which is a really nice change. Ret was pigeonholed into running the same talents and Legendaries on almost every fight in Shadowlands once you were locked into a build, but in Dragonflight I think you'll end up choosing between a much wider range of talents depending on the situation. For example, if it's a single target fight but will frequently have waves of add spawns, you could decide to take
창공의 힘
and
빛의 수호자의 폭풍우
in addition to talents that are more single target focused like
정의로운 선고
. Rather than just swapping between a "Best Single Target" and "Best AoE" build, or even just a "Best Every Situation" build, I think there's more likely to be a lot of smaller adjustments you can make on a per fight basis.
Final Thoughts
I think there's a lot of abilities here that will be very fun to play with, both returning and brand new. There's a lot of powerful combinations that you couldn't previously have, and you get to have a ton of them at the same time. That said, I don't think either tree does much to address the fundamental issues Ret has had recently with either survivability or even getting a raid spot to begin with. I hope to see these issues properly addressed in future builds and the structure of the Paladin tree iterated upon as well.
Interested in playing Retribution Paladin now? Check our out live guide for this spec!
Retribution Paladin Guide
와우헤드 구입하기
프리미엄
$2
한 달
광고 없는 경험을 즐기고, 프리미엄 기능을 해금하고 사이트를 후원하세요!
댓글 0개 보기
댓글 0개 숨기기
댓글을 달려면 로그인하세요
영어 댓글들 (27)
댓글 달기
로그인이 되어있지 않습니다. 댓글을 남기려면
로그인
하거나,
회원가입
을 해 주세요.
이전 게시물
다음 게시물