Seals: These have been awkward for me since Wrath started. Are they stances? Are they more like poisons? Or just a buff? Does it matter? To me it does! I think seals have incredible potential besides just aoe, single target, or snare buffs we throw on and forget about. So I am proposing the following:
The New Seal System: Seals are now OFF the GCD and share a 15 second cool down.
Seal of Justice: Melee attacks cause a buff to the paladin, increasing the power of your templar’s verdict or the duration of your next inquisition spell by x%. Stacks 5 times. In addition, the paladin takes 10% less damage from all attacks.
Similar to what is proposed for the seal, this affects inquisition as well and stacks on the paladin instead of a debuff on the target. This also removes a necessary pvp glyph and gives us much needed damage mitigation. EDIT: If this is going to effect inquisition, It cannot be 25% per stack - that is just too great a benefit. Perhaps remove the inq component or reduce the amount per stack (keeping in mind that the damage overall of this seal needs to be strong enough to compete with truth, and in a meaningful, more bursty way). I would probably remove the inq component.
Seal of Insight: (Ret only version). Melee attacks deal additional damage as holy damage in addition to its current effects. Also, healing caused by word of glory or eternal flame is increased when used on others by x%. This effect has a 10 second internal cool down.
I am all about the new talent trees. I am all for choosing how we play our specs. The more customization, in my eyes, the better. What this change offers is giving us an IN BATTLE option to choose how we play the spec. If we love the support/off healer aspect we can choose it by applying this seal.
Seal of Truth: Same as now. In addition to current effects, when the stack reaches 5, your crusader strike will cause the target to have increased cast time to spells by x% and increase the mana cost of spells by x%.
I think it is important for us to have some kind of offensive debuff, especially against casters who are very strong against us. Having such a strong debuff requires a trade off by selecting this seal and stacking to 5. Taking this seal forgoes taking insight for the selfless healer effect, or the added burst of justice. Also note, Truth and Justice should be pretty much identical damage wise over a period of time, with truth pulling ahead in long term damage and justice pulling ahead in short term damage.
Seal of Righteousness: Same as now. In addition to its current effects, each time targets take damage from the seal, the paladin has a chance to have a free divine storm. Divine storm will heal again (like it did before, without the glyph) and to see that it gets situational pvp use, it will also snare all affected by it by 50% for 4 seconds when this seal is active.
This gives us a couple of things. It allows us to have more aoe for flags in bgs, It gives us the ability to slow down enemies in a tunnel or doorway, and it gets Divine storm back into the pvp rotation again in a fun and different way while maintaining its spot as the aoe finisher.
In addition to the above changes, I propose a new ability: Shackle. Costs 1 holy power, slows the target by 50% for x seconds. 15 yard range. We need a snare baseline. This costs a GCD and 1 holy power.
In conclusion: I think this redesign would put ret in the best place it’s ever been while providing some incredible class customization. Play the spec the way you want to play it. Do you want to be more offensive to casters? Or have stronger burst outside of CDS? Or have more cleave power? Or be more supportive with strong off heals? I can see paladins changing seals so much more often and it making a difference in play style and performance to that situation, significantly raising the skill cap of the spec. Let me know what you think!!