Maerduk said:
You said ret was not too far off from juggernaut warriors, and that is not the case because there is no way a ret pally with judgements will deal as much damage as a juggernaut warrior would have with MS and 100% crit. Grats on failing to respond in a coherent manner...
Coherent manner? You're trying to convince yourself and half the forums rets are and have always been subpar compared to warriors. All you do is bitch about being in a weaker spot than the only class that even compares to paladins in sub 60 pvp.
OH HELL YEAH MS CRITS 1k ON PLATE. Argument is valid, but not in this discussion. The emphasis was put on the utility warriors
used to gain from the juggernaut talent, before it was slammed into the ground and was changed to screw over a base ability as a sacrifice for the added utility.
You sacrifice NOTHING as a ret paladin, you've got tons of flavors to pick between mid tier in the tree.
You get a 6% damage increase from Crusade and Sanctified Retribution, 6% more melee damage if you spec imp. 2h's, 9% damage increase after three crits, if your target even lives that long.
500-ish crit heals after each judge crit, and it does happen often, because of course you have Fanaticism to push your judge crit chance up to 40% and above.
You never run out of mana, you have HoJ, Repentance, Hammer of wrath, the ranged execute that never misses, you can break stuns with Hand of Freedom improved through Divine Purpose, and in addition, you get the same amount of spell/ranged avoidance through that talent as every other class with similar talents.
You also have Judgement of Justice, one of the few, if not the only movement speed limiting effect in the game that cannot be removed by trinketing.
Your passive run speed is 7% faster than any other class not counting druids and shamans in their respective run speed forms, and you also have 50% reduced disarm duration built into Pursuit of Justice.
Speaking of abilities there's a severe lack of in the game, you also have Divine Shield which allows you to reset a fight back to stage 1 if you have to. Sure, your enemies will bandage if there's any grey matter between their shoulders, but this doesn't stop you from doing the same. Full health in four seconds from frostweaves, then back at them with Judgement of Justice.
Then there are warriors.
20% more critical strike damage from yellow attacks because of Impale, 5% more if specced Poleaxe Specialization in addition to 5% more flat damage from the talent.
Deep Wounds triggered from critical strikes, Rend for additional bleed damage, and 800ish damage every sixth second because of Taste for Blood assuming overpower crits, which it very often does thanks to Improved Overpower.
Unrelenting Assault further improves the damage of Overpower, and reduces the cooldown. A dandy additional effect is reducing healing and spell damage done if used on an enemy during spell cast.
6% more damage dealt with 2h's, essentially the same talent as Retribution gets.
2% lower chance of targets dodging your attacks plus 50% reduced disarm duration through Weapon Mastery, 4% strength/stam and 4 expertise from Strength of Arms.
Then there's Sweeping Strikes, which leads down to the infamous Mortal Strike talent, the first instant attack that doesn't depend on various factors, think dodged attacks for overpower and avoidance/blocks enabling revenge for use. There's also Improved Mortal Strike, talent is self-explanatory and improves the ability, in terms of percentages, just about as much as your talents increase the damage of your judgements.
On it's own, not that powerful. When coupled with burst damage from other abilities, deadly.
Warriors also get second wind, 10% of their health returned over 10 seconds in addition to 20 rage, the only self healing a warrior has in the bracket, beyond the use of bandages.
This is where it gets interesting, however.. To be able to charge in combat, warriors have to add 5 seconds to the cooldown of the charge ability. The Juggernaut talent is somewhat controversial in the essence that it gives warriors some utility against kiters and classes who before would put warriors in combat before they were in range to charge, and at the same time increasing the critical strike chance of our main attack.
Combat charge is golden, but increased critical strike chance on Mortal Strike/Slam is somewhat over the top considering they also have improved overpower.
In addition to that load of bullshit, warriors have to decide if they want to ditch some talent points from other, farily good talents in order to get improved hamstring, which has alot more impact on playstyle than the choice between Vindication/Eye for an Eye has for paladin types.
A warriors survivability is his damage and what little utility the arms tree offers, if you're alone it's not gonna help much. Shield wall is a good ability, but it doesn't make you invulnerable, and you're still subject to cc.
There's no fight reset, no self healing beyond second wind and bandages, and that alone is pretty low. All damage but overpower can be avoided, and there's no free 6secs of root/snare immunity.
I'd bet you'd trade one of your testicles to have the damage of a warrior, despite being marginally higher overall compared to paladins, but as long as warriors don't have your kind of juicy talents, it's not gonna happen before you're playing at level 80.
tl:dr
Both classes are fine.