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Old 10/29/07, 3:21 PM   #151 (permalink)
Glass Joe
 
Blood Elf Paladin
 
Elune
Originally Posted by Chicken View Post
There's definitely situations I can see that build being powerful. I'm pretty sure that if you don't need to aggro up to three adds solidly at any point in your tanking career, you'll be getting more threat out of Sanctity Aura; and that for a lower mana cost as well. For raiding in particular Avenger's Shield isn't really needed outside of a very few fights in-game; I'd hate to be without it for tanking at Shade of Akama for example, though I'm certain I could manage without with some effort.

The downside really is in the fact that you lose Ardent Defender and Reckoning; Ardent Defender is most likely not worth speccing for if you can only put 2 points in it. I was thinking in this direction myself: Talent Calculator - World of Warcraft (If you take out the points in Ret, get Avenger's Shield, and put the 'basic 20' in Holy you'll get the build I'm probably taking next patch)

From a pure threat point of view in any situation this build is going to be pretty strong. It'll actually sport ~19% more damage (and thus threat) on practically everything you'll face while raiding. I'd say it's also got good survivability in a single hard-hitting target situation. It'll be less good than a build with Ardent Defender at taking damage in a situation with a lot of smaller faster attacks though, and it also lacks Reckoning which is a nice threat boost in a situation in which you're tanking a lot of mobs and are also expected to outaggro single target DPS on a specific mob.

Talent Calculator - World of Warcraft my current build

Talent Calculator - World of Warcraft my 2.3 build ( granted the tool tips havent changed to reflect, but thats where the points will be)
 
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Old 10/30/07, 12:12 AM   #152 (permalink)
Why do people keep stealing my brain?
 
Gromweld's Avatar
 
Dwarf Paladin
 
Proudmoore
Originally Posted by Regan_ View Post
Talking about builds, I would like to reintroduce the discussion of what would be the new MT paladin build in replacement of the old 49/12 variations pre-2.3.

For now I'm thinking on going with this:
WorldofWarcraft.com -> Info -> Classes -> Paladin -> Talent Calculator
I plan on going with the following for 2.3:

Unleashed Gaming

This is primarily an MT build, designed for max mitigation/avoidance. Reckoning will be missed, as will Guardian's Favor.
 
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Old 10/30/07, 4:36 AM   #153 (permalink)
Glass Joe
 
Human Paladin
 
Laughing Skull (EU)
Originally Posted by Gromweld View Post
...you know, I had never actually gone through the parses for exactly how much our warriors block for in "normal" tanking gear. I was basing my numbers off of a comment from our MT about having a "threat" set that gets his Block Value past 700. Since Block Value is a much more important threat-generation stat for Warriors I figured that wasn't much higher than his normal.

Yet again I stand corrected - I block for 420 in my high-avoidance gear, where our MT blocks for 441.

So where is all this extra damage coming from? My guess is (on bosses that can crush), the extra crushing blows that sneak through the .5-to-1 second gap where Holy Shield is between cooldown and re-application.
From going through your parses, it seems like you ate one shear on your first kill. That might make it a bit harder at least.

On damage taken, your warrior took a maximum of 11561 damage, you a maximum of 10872. He does have 4,7% more avoidance, which may explain why he's easier to heal, but it stops around that. You did not take 1k more damage per hit. Actually, on average hits taken, you had 500 less damage taken compared to him per attack on average.

So, don't knock yourself for this, it's great to see fellow tankadins achieving stuff like this.
 
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Old 10/30/07, 10:11 AM   #154 (permalink)
Von Kaiser
 
Human Paladin
 
Llane
Originally Posted by Chicken View Post
For figuring out the coefficient of the direct damage proc from Seal of Vengeance at 5 stacks, could someone post some numbers on the damage it deals with completely no spell damage? Preferably try it with a few different speed weapons.

Edit: For clarity, I'd like the numbers from patch 2.3; not live.
Chicken, I didn't see where anyone responded to you on this, so forgive me if I missed it. I have been testing on the PTR and have found the Direct Damage portion of SoV to be defined by roughly:

weapon_speed*10 + (weapon_speed/90)*spell_dmg.

I spent some time testing various weapons in SMV (to avoid zone buffs) and without 1H spec.

I posted the numbers I got here:
Maintankadin :: View topic - Seal of Vengeance Redux

Just scroll down on page 3 to my table where I posted my results (and what I expected to see via the equation I determined).

I had 2 weapons (a 1.6 speed and a 3.6 speed) that had no spell dmg and found that the direct damage SoV did was exactly equal to weapon_speed*10 (so a 1.6 speed would do 16, etc.)

I need to test with weapons of other speeds more, but this is what I have found.

Also, somewhere before you asked about 1H spec and SoV. 1H spec does increase SoV damage. I found that out testing a few patches back, so I don't have any hard data, but I can probably come up with some values if you want. I have a guest over for the week though, so it will probably be a week before I can sit down and test again.
 
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Old 10/30/07, 10:24 AM   #155 (permalink)
Taunt Resist
 
Hustle's Avatar
 
Human Paladin
 
Alexstrasza
Originally Posted by galzohar View Post
Wouldn't 10% str and 15% seal/judgement of righteousness damage deal more threat than 5% damage via 1h weapon spec, assuming you can drop the points from parry and still be crush immune via blocks? (note that being crush immune via blocks rather than via parry actually deals a bit more threat as well).

As for the rotation, remember that when redoubt is active you can actually let your holy shield wait for a concentration+judge+reseal. Depending on what portion of your threat is from holy shield blocks this might be a TPS loss, although I highly doubt it after glancing again at the OP's TPS from spell damage values. Figuring out redoubt's uptime to calculate actual TPS is a big problem, but figuring out whether you gain or lose tps by delaying HS when redoubt is active shouldn't be.
A poor choice given that our white damage is a very very small source of threat, and 10% strength when you only have 130ish is a very minuscule amount of block value. Imp SoR is more for Holy Paladins who want to solo farm as holy, not for protection. The 15% bonus occurs on the base damage of the ability, the effect is not calculated with your spell damage, which means it doesn't scale at all with your spell damage/gear level.

Also, dropping points from parry like you mentioned is definitely not something I would recommend for any tank. Avoidance is a wonderful thing, and while I prefer the consistency of blocks as a tank and as a healer, it's not something you can overlook gaining 1% avoidance for 1 talent point.

 
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Old 10/30/07, 10:31 AM   #156 (permalink)
Taunt Resist
 
Hustle's Avatar
 
Human Paladin
 
Alexstrasza
Originally Posted by jere View Post
I had 2 weapons (a 1.6 speed and a 3.6 speed) that had no spell dmg and found that the direct damage SoV did was exactly equal to weapon_speed*10 (so a 1.6 speed would do 16, etc.)
Interesting find. To counter this, I've been using a 1.8 speed weapon to tank with since I hit 70, and since they added the extra damage component when a 5 stack is present I've never seen anything higher than maybe 15 on the upper end of non-partial resists unless Crusader is judged.

I will pay super close attention to this tonight, but I am almost 100% certain I've never seen anything close to 18 even though with my weapon that should be the approximate value. I'd check a WWS for you, but I believe the name of the extra damage is Seal of Vengeance, which wouldn't do anything for us I'm afraid.

 
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Old 10/30/07, 10:40 AM   #157 (permalink)
Appliance of the Skies
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Hustle View Post
Interesting find. To counter this, I've been using a 1.8 speed weapon to tank with since I hit 70, and since they added the extra damage component when a 5 stack is present I've never seen anything higher than maybe 15 on the upper end of non-partial resists unless Crusader is judged.

I will pay super close attention to this tonight, but I am almost 100% certain I've never seen anything close to 18 even though with my weapon that should be the approximate value. I'd check a WWS for you, but I believe the name of the extra damage is Seal of Vengeance, which wouldn't do anything for us I'm afraid.
If he did this testing on the 2.3 PTR it would be more damage than we are seeing on live right now.

From the latest patch notes:
"Seal of Vengeance: The bonus damage this ability dealt when the debuff is fully stacked on the target was incorrectly too low. It is now increased."

 
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Old 10/30/07, 11:11 AM   #158 (permalink)
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Hustle View Post
The 15% bonus occurs on the base damage of the ability, the effect is not calculated with your spell damage, which means it doesn't scale at all with your spell damage/gear level.
That was fixed some time ago, actually. Imp. SoR affects total SoR and JoR damage now.

Also, dropping points from parry like you mentioned is definitely not something I would recommend for any tank. Avoidance is a wonderful thing, and while I prefer the consistency of blocks as a tank and as a healer, it's not something you can overlook gaining 1% avoidance for 1 talent point.
If you're regularly in MT type situations, sure.

But when facing a situation where tank mitigation is the overriding concern, most guilds won't be using a paladin tank anyway. So for a lot of people there are good reasons for skipping the 10+ point sink in Ret entirely (once crushes are no longer an issue, of course).

Personally I love being able to put Imp. LoH on any of our tanks without sacrificing the mana bar of one of our holy paladins.

My comrades are my weapons, and I am their shield.
 
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Old 10/30/07, 1:14 PM   #159 (permalink)
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by flyingtoastr View Post
If he did this testing on the 2.3 PTR it would be more damage than we are seeing on live right now.

From the latest patch notes:
"Seal of Vengeance: The bonus damage this ability dealt when the debuff is fully stacked on the target was incorrectly too low. It is now increased."
The coefficient seems to be (1.1% of +dmg + 10) * weapon speed.

[Paladin] Ability Mechanics


If I remember correctly, the Live coefficient is around 1% * weapon speed, so the buff is the addition of base damage and a coefficient tweak.
 
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Old 10/31/07, 7:01 AM   #160 (permalink)
Von Kaiser
 
Human Paladin
 
Llane
Originally Posted by Fiola View Post
The coefficient seems to be (1.1% of +dmg + 10) * weapon speed.

[Paladin] Ability Mechanics


If I remember correctly, the Live coefficient is around 1% * weapon speed, so the buff is the addition of base damage and a coefficient tweak.
I think the only difference is the added base bonus damage (which seems to be weapon_speed*10 so far as I test it). The spell damage coefficient seems unchanged between live and the PTR.

1.1% should be about right. I use 1/90, which happens to be 1.11111111~%, as that seems to be pretty accurate for the results I have seen.

And I am indeed testing on the PTR at the moment for those who were asking before, I have just put off testing for the week till my guests leave (I am guessing they don't want to see me hit demons for 2 hours at a time all week while I record data )
 
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Old 10/31/07, 7:42 AM   #161 (permalink)
Piston Honda
 
Human Warlock
 
Frostmane (EU)
Even though I'm not a paladin, is there any at least decent reason to skip AD, I mean at 23-24k hp, which shouldn't be too hard for any t6 geared prot that's 8-8.5k hp threshold, providing, if not leaped, up to what, 16% extra DR when going from full to 0hp? Looks like a huge bonus imo, esp for trash or bosses that hit a bit under 9k or so.
 
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Old 10/31/07, 8:31 AM   #162 (permalink)
Warning: Feeding may destroy world
 
Chicken's Avatar
 
Blood Elf Paladin
 
Azjol-Nerub (EU)
The only reason to skip it is if it prevents you from getting other talents your builds needs. E.G. I'll be skipping it because I want at least Illumination for healing purposes; some paladins will be skipping it because they want to maximize threat by picking up Sanctity Aura.

The downside of taking full Ardent Defender now is that it'll basically put you on at least 43 points in Protection, thus prohibiting you from picking up any of the good talents in the other two trees. If that isn't an issue for you though, you should definitely pick it up.
 
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Old 10/31/07, 12:34 PM   #163 (permalink)
Glass Joe
 
Human Paladin
 
Turalyon (EU)
Hi ive recently respeced from Holy to prot and have been trauling the thread for builds.

ive seen a few differant ideas on the way to build and for differant purposes, so im stumped for how to play it.

Im intending to be a main tank and have pretty much been tanking away spamming conc and shield reserving wrath for when/if i lose agro on someone. (right def is a pain to use will ahve to try that macro )

current build is pretty much prot going for int bonus of holy and parry of ret. gear is still a work in progress

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Im thinking of respeccing to loose Dev aura and gain reckoning as well as shuffling a few points to be more along the lines of other prot builds ive seen, but considering to try for imp retir aura.

is this wise? Also could you point me towards any build/gear layouts so i can have a see which would be more suitable for me?
 
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Old 10/31/07, 12:58 PM   #164 (permalink)
Soda Popinski
 
Snowy's Avatar
 
Undead Priest
 
Mal'Ganis
The int talent is pretty much 5 wasted talent points, consider how much extra max mana that really gives you. There's your 5 points for reckoning right there. Having said that, why 5/5 Devo Aura? It's pretty unlikely you'll ever be running it right? You should be having Retribution Aura running if you're tanking. So switch those 5 points from Imp Devo Aura into 5/5 1-H Specialization. Read the tooltip carefully -- it increases ALL damage done while a 1-H weapon is increased. This is a strict 5% increase in your threat, so you really want to have this.

The points in Ret are fine, although you may want to either drop 2 points in Stoicism or Guardian's Favor to pick up Improved Judgement.

My paladin runs with a typical 49/12 cookie cutter spec which works extremely well for 5 mans and Karazhan. That would be the following build: Talent Calculator - World of Warcraft

Benefactors' Bar, where you get free English lessons:

Originally Posted by Praetorian View Post
Speaking of mangling English, "wherefore" means why, not where.

So you were saying "why are you beta key" which isn't really very helpful.
 
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Old 10/31/07, 1:25 PM   #165 (permalink)
Banned
 
Tauren Druid
 
Quel'dorei
There's your 5 points for reckoning right there. Having said that, why 5/5 Devo Aura? It's pretty unlikely you'll ever be running it right? You should be having Retribution Aura running if you're tanking.
I've seen this elsewhere, and I'm a bit baffled. Is retribution aura really that much worth it over devotion aura when you're talking karazhan and heroic tanking? I realize that as you get in gear progression armor value becomes less and less valuable per point, but early on that +1000 armor value has to be at least worth 1.5% damage mitigation, and that sounds like it's worth more than the threat generated from retribution.

Or as this article points out, while you get diminishing returns from armor mitigation in terms of damage prevented, you don't get diminishing returns in terms of your life expectancy as armor increases. I would think that until you're AC capped, more armor is always better.

Last edited by kalbear : 10/31/07 at 1:31 PM.
 
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Old 10/31/07, 1:30 PM   #166 (permalink)
Von Kaiser
 
Blood Elf Paladin
 
Gorgonnash
Originally Posted by Snowy View Post
You should be having Retribution Aura running if you're tanking
Agreeing with most of your point, however, I have never run retribution aura in a raid main tank setting. Sure, if you've got a holy paladin running it for you, that's fine. Either way, Improved devotion aura is not worth 5 points. I would have to say the preffered MT build over at maintankadin is:

http://www.worldofwarcraft.com/info/...00000000000000

Come 2.3 it will change somewhat. I imagine the points in reckoning will move to combat expertise, with a little more flavor between kings, spell warding, and the new ret talent changes (pursiot of justice and imp jotc).
 
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Old 10/31/07, 1:34 PM   #167 (permalink)
Glass Joe
 
Human Paladin
 
Turalyon (EU)
Dev aura was just for making damage reductions on low threat groups tbh.

ive not tanked a heroic yet since most ppl arent interested in either a) pala tanks or b) waiting for threat to gen and attacking immediately

But yep i rarely use dev aura when im in a competant group taht can cause some real threat.


I like the look of that build was concerned i was wasting the 5 points in holy, but now its confirmed im happy

Also i see your only like 5 points off im pretri aura.

is it worth dropping precision and spel warding to gain the extra threat gen off retri aura? or is the 4% spell damage reduction and 3% melle crit worth more than on hit damage of 39 as id presume over a instance/raid id get more damage of the ret aura than the 3% crit would proc if taking mass agro.

As i say im new to tanking so might be a tad slow with concepts

Last edited by deadpaladin : 10/31/07 at 1:40 PM.
 
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Old 10/31/07, 1:36 PM   #168 (permalink)
Great Tiger
 
Blood Elf Paladin
 
Lightning's Blade (EU)
b) waiting for threat to gen and attacking immediately
Smells like perfect paladin tank material then!
 
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Old 10/31/07, 1:36 PM   #169 (permalink)
Don Flamenco
 
Denogran's Avatar
 
Dwarf Paladin
 
Gilneas
Originally Posted by Snowy View Post
The int talent is pretty much 5 wasted talent points, consider how much extra max mana that really gives you. There's your 5 points for reckoning right there. Having said that, why 5/5 Devo Aura? It's pretty unlikely you'll ever be running it right? You should be having Retribution Aura running if you're tanking. So switch those 5 points from Imp Devo Aura into 5/5 1-H Specialization. Read the tooltip carefully -- it increases ALL damage done while a 1-H weapon is increased. This is a strict 5% increase in your threat, so you really want to have this.

The points in Ret are fine, although you may want to either drop 2 points in Stoicism or Guardian's Favor to pick up Improved Judgement.

My paladin runs with a typical 49/12 cookie cutter spec which works extremely well for 5 mans and Karazhan. That would be the following build: Talent Calculator - World of Warcraft
I partially agree. I personally find points in Guardian's Favor to be a complete waste, it's basically a holy PVP talent. I find that I do run with devo aura on occasion, mostly in situations where threat generation is far less useful than maxing out stamina/avoidance. But the imp devo points just aren't worth it, we don't have enough spare points to go around as it stands. Ask for a holy pally to be stuck in your group instead (if there's one to spare), as they're fairly likely to have that talent (good for MT group, arena, etc).

Stoicism seems to have little worth for PVE tanking, again seems like a PVP talent (it's rare for mobs to dispel your spells). Spell Warding is very useful to have though, as nearly every boss mob in the game does some sort of spell damage.

Reckoning and 1-handed spec are really useful threat generators. Reckoning is much more useful for MTing something than OTing (in the sense of both tanks being on the same mob, not off-tanking a separate mob), as it won't proc unless you're getting wailed on. 1-handed spec is just about mandatory though, 5% is a huge threat bonus.

I haven't had too many occasions where I missed precision, and honestly I liked having some points in intellect, although I will be removing them for 2.3. Any "free" mana I can get helps a lot with the mana pot consumption.

As far as the actual tanking goes, read the basic guildlines in the first post of this thread. It sums up pally tanking pretty nicely in about 6 bullet points .
 
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Old 10/31/07, 1:40 PM   #170 (permalink)
Soda Popinski
 
Snowy's Avatar
 
Undead Priest
 
Mal'Ganis
Originally Posted by kalbear View Post
I've seen this elsewhere, and I'm a bit baffled. Is retribution aura really that much worth it over devotion aura when you're talking karazhan and heroic tanking? I realize that as you get in gear progression armor value becomes less and less valuable per point, but early on that +1000 armor value has to be at least worth 1.5% damage mitigation, and that sounds like it's worth more than the threat generated from retribution.
For that level of tanking, I think Ret aura is far better, threat is much more of a concern. I haven't tanked anything in a 25 man raid, but I imagine I'd be running Devo there -- but Imp Devo still seems like a waste of points. That's for others to answer though, at his level though I don't think it's a concern.

I guess in a broader sense it really depends on threat vs survivabilty in Karazhan. There's some fights where threat isn't a concern at all and survivabilty certainly is, and then absolutely I'd be running Devo there. I dont think I've ever run Devo in a heroic though.

Benefactors' Bar, where you get free English lessons:

Originally Posted by Praetorian View Post
Speaking of mangling English, "wherefore" means why, not where.

So you were saying "why are you beta key" which isn't really very helpful.
 
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Old 10/31/07, 1:43 PM   #171 (permalink)
Piston Honda
 
Vinsent's Avatar
 
Human Paladin
 
Silver Hand
Ret aura is pretty huge for threat, but it really depends on multiple factors which to run, the most obvious being that if you have a holy paladin in your group they most likely have 5/5 devo so you can just have them run that while you run ret aura.

It really depends if your trying to get max threat or max mitigation.

Ret aura is huge for threat though, assuming 2.0 attack speed Ret aura is 26 damage per attack, so 13 holy damage a second or (1.9 x 13) 24.7 TPS on each attacker assuming no 1h spec. Just to compare, scant aura which is awesome, only adds @ 25 TPS to my standard cycle (consecrate, SoR, HS, Judge) yet people spend 21 points into ret to get it.

Your mileage may vary but ret aura is pretty damn good in general, if you are in a situation where you can get devo elsewhere, or can do not need max mitigation (trash, ae, etc).