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02/28/07, 5:55 PM
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#31
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by Sebudai
Even just ignoring all of those factors I don't think that's an acceptable level of dps. =p
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Really really dumb question here, but what is considered an acceptable level of dps for a dps class in a raid?
I lead raids, but I'm always either tanking or healing. I keep SWStats up so I can see who's doing what fraction of the damage, and I can tell in a broad sense whether we have "enough" dps for a given encounter or not, but I've never looked at actual dps numbers.
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My comrades are my weapons, and I am their shield.
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02/28/07, 6:18 PM
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#32
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This could be anything
Symbul.6982
Blood Elf Paladin
No WoW Account (EU)
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After personal experience trying full Ret dpsing in 5mans it's just not enough dps. It's especially bad compared to Enh Shamans and Shadow Priests and it's not good compared to Moonkin, Battlekat or Ele Shaman either. The 3% crit is not a huge buff no matter how you spin it and unless we're talking 25man raids with 3+ Paladins it means giving up either JoL or JoW for it (usually Light). I just could not in good conscience justify a raid spot in KZ as Ret (not that I couldn't have gotten away with it).
But even disregarding that Paladins don't offer the group synergy that other hybrids do (vs a healing spec of the same class) they are just low on the dps scale. Admittedly I can't back it up with solid numbers from a fully raid buffed (BS, Totems, Sunder, TSA) Ret pal vs another dps class but from 5mans the dps is not enough. It's not like you can turn around and heal efficiently in melee gear if someone drops.
What needs to be done to make it viable? I'm not sure but old 15% Vengeance, a buff to un-stunned JoC and a shorter CS cooldown would help without going overboard. With new HP values and resilience once it becomes mainstream the HoJ burst people complained about in 2.0 just isn't there. Maybe the devs will realise that and throw us a bone on dps. It doesn't help that Ret needs a silly amount of stats to be effective. Just look at the PvP sets for it. Too much to add so they just skipped Resilience (and gave it lower Sta than other sets).
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02/28/07, 6:21 PM
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#33
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Piston Honda
Night Elf Druid
Stormrage
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Originally Posted by Cathela
Really really dumb question here, but what is considered an acceptable level of dps for a dps class in a raid?
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I've been running Recap and watching guild members' DPS on 5-man instances. On average it seems to run around 350-400-ish for people that I consider 'reliable raid DPS', but the hard-hitters can hit 500-600 or so. We had a shadow priest doing 500-ish or so while also healing the Black Morass run for a similiar amount, and that's a pretty long series of battles.
Our gear level is around T2/basic level 70 blues, so I think there's room for improvement. I'd want a ret-paladin to bring 450 DPS because of the melee AOE factor increasing the 'cost' of his raid spot, as it were.
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upstart feline miscreant (32 feral/9 resto)
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02/28/07, 6:41 PM
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#34
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Don Flamenco
Human Paladin
Silver Hand
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Originally Posted by zeidrich
It's easy to show math, especially when you don't have to account for many factors.
Typical sundered DR in my experience in Karazhan according to MobMitigation mod is about 30%.
You are also showing no resists, no glancing blows, no parry/dodge, you're assuming you're fighting level 70 mobs based on crit rates, and that Vengeance is always up, which is not true, especially when you consider your crit rate will be lowered by your opponent's higher level.
You're also assuming that all hits are happening as soon as cooldown is up which is not realistic.
Also the assumption is that you're in range for every hit, the mob doesn't knock away, or melee stun, fear, or any of the other myriad anti-melee abilities.
But the big things that stand out in my opinion are: You're not accounting for mob avoidance, you're assuming crit rate for an equal level monster, you're assuming vengeance constantly up, you're assuming all abilities are hit on cooldown. You're assuming no resists on judgements without any spell hit gear.
These IMHO are big things to miss, which is part of the reason I didn't really try and model it. In my experience, my own modeling has been far off the reality.
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Oh I 100% agree, this is really rough math. Its a calulation off gear I threw together in two seconds just grabbing stuff of wowhead, I didnt cacluate out spell damage, glancing, poping AW, misery on the mob, MS debuff on the mob, zero potions for the paladin, zero raid buffs, etc etc, etc, a lot of assumtions and Im sure my numbers a really off.
However, saying a ret paladin only pulled 250 or so DPS is really really low IMHO, I was just refuting that number. In my personal experience with a ret pally friend of mine who is not very well geared pulling down 400 or so DPS is pretty trival to do.
Im not sure what DPS range we should be looking for, but saying that we cant break 250 is just plain untrue, that thats waht I was responding to.
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02/28/07, 6:45 PM
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#35
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Don Flamenco
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Ragnor said it pretty well, among other things ret paladin itemisation has barely improved above level 60 epic pvp gear, judgements while theoritically quite good are problematic in practice especially with the long standing bug that melee hits do not refresh the judgement if it hasnt been refreshed in the first 10 seconds.
We used a Ret paladin in naxx pre-tbc, his dps was excellent but on the constant edge of pulling aggro even with salv. But even with a 6 second crusader strike judgements were dropping and the best numbers I could come up with said that he was deserved a place in a 40 man raid but not 25.
38/0/23 is a very nice holy build and provides most benefits of a retribution Paladin.
Perhaps in a few months a ret paladin with a good selection of arena and farmed T4 gear will be able to be a acceptable part of a raid doing exclusivily 25 man content but 10 man?
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02/28/07, 7:16 PM
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#36
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Jedi Knight
Amera
Night Elf Priest
No WoW Account
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The solution, again, requires two major things:
1) An ability the paladin has to be actively engaged in melee to provide to the raid, and wearing Ret gear
2) An ability that is actually worth providing to the raid (better than 3% crit) versus alternatives
I've read some snippets about Warhammer having a system where, in order to heal, paladins have to melee in order to build up energy or some such. Is anyone more familiar with this model?
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02/28/07, 7:59 PM
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#37
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King Hippo
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About paladin dps in 5 mans...
I've actually found pre 70 5 man dps ok. I was overseas for the first month or so of the xpac but at the moment I've level 68, I'm using the lvl 68 quest reward polearm, full 5/5 T2.5 and crit/ap/hit rings, necks and trinkets.
In successive Auchenai Crypts runs last night over the whole run my dps was 450-500 (measured using recap).
What I find hugely disturbing is my stats are hardly better than at 60 because there are no suitable upgrades. In 8 levels my AP has gone up by ~200-300, however my crit % has decreased due to crit rating scaling. My hit and +dmg are largely the same.
I keep seeing shaman and feral druid blue melee dps drops that are awesome but nothing but tanking or holy gear for paladins.
Next step is working towards crafting thunder and pvp'ing for arena gear. Thunder will be a significant upgrade but the arena gear is pretty meh.
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02/28/07, 8:02 PM
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#38
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Mod
Gnome Monk
Azjol-Nerub (EU)
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Originally Posted by Amera
The solution, again, requires two major things:
1) An ability the paladin has to be actively engaged in melee to provide to the raid, and wearing Ret gear
2) An ability that is actually worth providing to the raid (better than 3% crit) versus alternatives
I've read some snippets about Warhammer having a system where, in order to heal, paladins have to melee in order to build up energy or some such. Is anyone more familiar with this model?
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That could actually be interesting by making a talent along the lines of say, "Your melee [hits/crits] [have a N% chance to] [increase/reduce] the [effect/cost/cast time/whatever] of your next Y by N%, stacks up to X times.".
If we're going for the idea of the Warcraft III Paladin (Swinging it up at the front lines while supporting with heals), giving your melee hits a chance to reduce the cast time on your healing spells for example would be an idea. Of course, typical Ret itemization isn't much good for healing.
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02/28/07, 8:24 PM
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#39
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Don Flamenco
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Originally Posted by Symbul
What needs to be done to make it viable? I'm not sure but old 15% Vengeance, a buff to un-stunned JoC and a shorter CS cooldown would help without going overboard. With new HP values and resilience once it becomes mainstream the HoJ burst people complained about in 2.0 just isn't there. Maybe the devs will realise that and throw us a bone on dps. It doesn't help that Ret needs a silly amount of stats to be effective. Just look at the PvP sets for it. Too much to add so they just skipped Resilience (and gave it lower Sta than other sets).
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Unfortunately this appears to be the official viewpoint
With that being said, we do feel that the Paladin is currently capable of producing too much burst damage and are investigating reasonable ways to make minor reductions for the future.
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http://forums.worldofwarcraft.com/th...eNo=2&sid=1#23
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02/28/07, 8:47 PM
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#40
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This could be anything
Symbul.6982
Blood Elf Paladin
No WoW Account (EU)
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Yeah. =/ It was nice when I crit 3 out of 4 on my HoJ nuke but it's not as if that's something I can reliably dish out. ~5% chance to do nice damage once a minute is not great. And it's not as if we're the top bursters or have meaningful debuffs to put on people. After the HoJ there isn't much going on without some help from the random number generator. Any half-aware healer is going to heal through whatever we put out easily unless he gets caught on half with our HoJ up. Well, at least I can heal.
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02/28/07, 8:52 PM
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#41
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King Hippo
Blood Elf Death Knight
Mazrigos (EU)
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Originally Posted by Amera
I've read some snippets about Warhammer having a system where, in order to heal, paladins have to melee in order to build up energy or some such. Is anyone more familiar with this model?
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woah, rage bar for paladins! Warriors would be up in arms and fury!
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02/28/07, 8:56 PM
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#42
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I park my feet under my desk.
Night Elf Druid
Dragonblight
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Retribution paladins need a buff to sustained DPS (or raid utility) if they're to ever be considered as worthy of a raid slot (other than as a pity invite).
I was lucky enough to pick up a Despair on our second R&J kill ... even with this (and a gear set aimed toward ret dps), I was routinely getting trounced by mages, locks, hunters, rogues and tanking feral druids (and probably shadow priests, too, but I didn't run with any of them before I packed it in and went back to holy), by which any and all of those were doing 30% more damage than I did (and in the first two cases, 50%-100% more damage depending on gear and ability/aggressiveness).
It seems to me to be fairly obvious that the dev team have their knickers in a twist about potential burst dps paladins *can* do (and yes, when all the planets out to Jupiter were aligned correctly, I could hit something for ~5-6k damage instantly and still have 5 seconds left on stun). The answer to this also seems fairly obvious to me ... Seal of Command is the prime cause of our streaky damage, so double or triple the proc rate and halve or third the damage done per proc.
However, it's still a thorny problem because then you have to balance having plate, heals, the best defensive group support tools and somehow fit reasonable DPS in there as well. I wonder if there's any way to introduce a talent, something like say Spirit of the Avenger, increases all damage done by 15% but disables healing/blessing (so yes, basically shadowform for paladins) in order to sacrifice group utility for individual DPS. Sanctified Crusader is a nice group buff, but as others have said you don't need to be DPSing to get the primary benefits of being a ret paladin, so you either need to add group buffs that revolve around being in melee or add enough raw DPS that ret paladins aren't lagging significantly behind (as-is, I can only beat anyone on DPS if they're either AFK or dead).
PS: Should I be happy or sad that even when I was full ret spec, I was outhealing priests in heroics with better mana conservation?
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02/28/07, 11:05 PM
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#43
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Von Kaiser
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Originally Posted by Thelyna
PS: Should I be happy or sad that even when I was full ret spec, I was outhealing priests in heroics with better mana conservation?
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Please Thelyna, don't say things like that without pointing out that either a) you were rolling with some piss-terrible priests or 2)you have really really good healing gear, and up to Illumination in the holy tree. =D
I do agree with the rest of your post though. Paladins are capable of decent burst damage right now. The reality of it though, is that it requires some nice gear, and a really good spot of luck to boot. A string of crits sucks to see when you're on the receiving end, but let's be honest with each other here.
The other classes have stun/immobilize/root effects at their disposal. The other classes have the capability for huge burst damage, and in most cases, lots more than the Paladin can put out. Why pick on the Paladin? Is it the fact that a Paladin has some amazing utilities and defense mechanisms? So do other classes. You can look across the board and find defensive skills and abilities for each class. It's completely unfair to ask that this one single class in the game should not have the ability to deal respectable damage, if they spec/gear for it.
The classic example to me is the Shadow Priest. I know people hate to see this, but it's the straight truth. The priest is hands-down the best healing class in the game. Yet they are still given a talent tree and the gear to go along with it to make them one of the better damage classes out there. When a priest specs Shadow, he gives up a lot of the healing power he had when specced Holy. Why can't a Paladin have that same ability?
The obvious answer is the fact that he wears plate armor, and has blessings, and can heal really well. Priests have fear, mass dispel, heals(even in shadowform)... I don't see the problem here.
Please. Give the Paladins a chance, Blizzard. Everyone else gets to do damage, why can't we?
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02/28/07, 11:53 PM
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#44
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Great Tiger
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Originally Posted by xi0nic
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The classic example to me is the Shadow Priest. I know people hate to see this, but it's the straight truth. The priest is hands-down the best healing class in the game. Yet they are still given a talent tree and the gear to go along with it to make them one of the better damage classes out there. When a priest specs Shadow, he gives up a lot of the healing power he had when specced Holy. Why can't a Paladin have that same ability?
The obvious answer is the fact that he wears plate armor, and has blessings, and can heal really well. Priests have fear, mass dispel, heals(even in shadowform)... I don't see the problem here.
Please. Give the Paladins a chance, Blizzard. Everyone else gets to do damage, why can't we?
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The baseline paladin is a heal/tank hybrid. You have high durability, high survivability, and low-medium DPS.
The baseline priest is a heal/dps hybrid. You have low-medium durability, good survivability, good damage output.
If you want to improve the DPS of the former such that it is competitive in sheer damage output with the latter. . . that would require the talent trees to make a much larger difference than they do now - and would be difficult to balance.
Considering how Blizzard is trying to reign in paladin damage output ("we do feel that the Paladin is currently capable of producing too much burst damage" - Eyonix), I'd consider it futile to ask that the Ret paladin "earn his raid slot" by boosting his damage output. It's not feasible without greatly altering the baseline capabilities of the paladin. (it would essentially become a new class)
A more realistic approach is to look to add more raid utility to heavy Ret. Preferably without resorting to "Holy Vampiric Embrace" and "Retribution Form" (can't use heals, lawl!).
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02/28/07, 11:57 PM
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#45
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Soda Popinski
Eej
Troll Hunter
No WoW Account
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Originally Posted by Amera
I've read some snippets about Warhammer having a system where, in order to heal, paladins have to melee in order to build up energy or some such. Is anyone more familiar with this model?
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According to previews, Warrior-Priests will essentially charge up their spells (buffs and heals, presumably) by hitting people. Then again, you should realize that WAR is being designed such that every single class is a damage dealer, with some of them having abilities such as buffs/debuffs/heals. There is no primary healer class in WAR.
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