Basically, for quite some time now I've been frustrated by one thing in my ret paladin's "rotation": that inevitable moment during combat where you're left standing there, doing absolutely nothing (except maybe making an autoattack), waiting for Judgement to finish its cooldown so you can cast it.
I mean, I open with Judgement, then Exorcism -> CS -> Inquisition
By that time, Judgement is ready again. But once I cast it the second time, then use CS again, and hopefully Exor is ready to be cast again ... that's when Judgement comes up as the next thing I can cast (at this point, everything is on cooldown), but I'm left staring at my action bar, unable to do anything at all for 5-6 seconds while Judgement's cooldown slowly counts down. My only "relief" comes when RNG decides to bless me with an Art of War proc while I'm waiting. While this isn't much of a problem when fighting "normal" level 90 mobs 1v1, since they usually die long before Judgement comes up for the third time, it's extremely frustrating when I'm fighting one of the tougher mobs, like a rare spawn or some group-content mob like Kor'kron commanders. And it's extremely aggravating when I aggro multiple mobs and I get to a part of my attack rotation where I can't do anything. Judgement on cooldown basically means 5-6 seconds of free attacks for my opponent.
Note: For the record, I use the clcRet addon to suggest the best "rotation", though it suggests opening with Exorcism and I open with Judgement instead. I discovered that opening with Judgement reduces the chance of that dead spot in my rotation. Opening with Exorcism on a generic level 90 mob pretty much guaranteed that I'd be waiting on Judgement the second time it came up.
Anyway, I have a few possible ideas for a solution, and wondered what other ret paladins think:
1 - Shorten the cooldown on Judgement.
2 - Give us a new attack ability that can be used as part of our regular attack rotation (preferably a melee attack - I feel ret has too many spell attacks and not enough weapon attacks).
3 - Remove the HP requirement from Divine Storm, turning it back into regular attack.
Basically, any of these would, in my opinion, solve the problem of that "dead spot". Standing there waiting for cooldowns on basic abilities isn't "fun". I'd like to have something, anything I could use in that spot instead of standing there wishing Art of War would proc.
My other high-level melee characters, a Sub rogue and an Arms warrior, never find themselves in the middle of combat with no attacks available.