I. - Introduction
With the current patch of 6.0, there has been many drastic changes to a ret's gameplay, they now have a bigger mana pool which means alot of room for offhealing, thier damage is also in the top 5.
You can still tell the difference between a good and bad ret.
This class is almost godlike with nearly endless healing and high dps it is a force to be reckoned with.
A ret should heal first and kill second, keeping your vaulable teammates alive is more important than landing a kill. Rets should keep everyone alive, and kill healers first then rogues or any class with cc, heal people under pressure, and focus heal your healers, keeping your offence up so you can down the EFC is your most important duty.
A Ret should avoid FCing most of the time, only if your team is based on people with lower than 1.7k health and few mobile classes,is when you should pick it. If there are no healers on your team than it is your primary duty to keep your team up.
Retributions damage (in order) comes from:
#1 - Judgement (hits around 200-300)
#2 - Crusader Strike (hits around 200-300)
#3 - Auto - attacks (hits around 150-300)
#4 - Templar's Verdict (hits around 350-600)
#5 - Seal of Command (hits around 30-50s)
#6 - Hammer of Righteousness (hits around 10-100s)
Retributions healing (in order) comes from:
#1 - Flash of Light (heals around 1500-3800 )
#2 - Word of Glory:
1 point - heals around 70-150 .
2 points - heals around 150 - 350 .
3 points - heals around 350 - 600.
#3 - Lay on Hands (heals around your health pool.)
Races (in order of effectiveness)
Alliance:
Humans -
Diplomacy: A 10% increase in reputation gains from dungeons,battlegrounds, or quests.
Every Man for Himself: Removes all movement impairing effects and all effects that cause loss of control of your character. Basically like an Insignia of the Horde/Alliance.
Mace Specialization: Expertise with maces and two - handed maces increased by 1%, basically if you are wielding a mace or two - handed mace as a human your enemy is less likely to dodge your attack.
Sword Specialization: Expertise with swords and two - handed swords increased by 1%, basically if you are wielding a sword or two - handed sword as a human your enemy is less likely to dodge your attack.
The Human Spirit: Spirit increased by 3%. (Need someone to verify if this affects us as Ret.)
Humans are the best choice for a ret because, they can free up a trinket slot.
Draenei -
Gemcutting: Jewelcrafting skill increased by 10.
Gift of the Naaru: Heals the target for 20% of their total health over 15 secs, basically a HoT on a 3 minute cool - down.
Heroic Presence: Increases your chance to hit with all attacks and spells by 1%, basically you get free hit rating. (which may change when WoD drops.)
Shadow Resistance: Increases your resistance to all harmful shadow effects, basically helps a tad with warlocks and priests.
I would put Draenei above dwarf because HoT + 1% hit rating > Stoneform.
Dwarfs -
Explorer: You find additional fragments when looting archaeological finds and you can survey faster than normal archaeologists.
Frost Resistance: Increases your resistances to harmful Frost attacks, basically protects you from frost mages a tad.
Crack Shot: Your expertise with ranged weapons is increased by 1%, basically useless to a Ret.
Mace Specialization: Expertise with Maces and 2 - handed maces increased by 3, basically wielding maces as a dwarf lessens the chance of an enemy dodging an attack.
Stoneform: Removes all poisons, diseases, bleed - effects and reduces all damage taken by 10% for 8 secs, basically removes serpent sting.
Horde:
Blood Elfs -
Arcane Affinity: Enchanting skill increased by 10, basically allows you to put 1 stamina on your shield.
Arcane Resistance: Increases your resistance to harmful arcane attacks, basically protects you a tad from hunters, mages, and druids.
Arcane Torrent: Silence all enemies within 8 yards for 2 secs and restores 2% of mana. Non - player victim spellcasting is also interrupted for 3 secs, basically an AoE silence on a 2 minute cooldown.
Blood Elfs > Tauren, 8 yard Aoe Silence on a 2 minute cooldown > a 0.5 sec cast Aoe stun with a duration of 2 secs on a 2 minute cooldown + 5% base health.
Tauren -
Cultivation: Herbalism skill increased by 15 and gathers herbs faster than normal.
Endurance: Base Health is increased by 5%, basically increases your health pool a tad bit.
Nature Resistance: Increases your resistance to harmful nature effects, basically protects a tad from druids and shamans.
War stomp: Stuns up to 5 enemies within 8 yards for 2 secs, basically a stun with a 0.5 sec cast, and 2 minute cool down.