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01/15/07, 10:39 PM
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#176
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I park my feet under my desk.
Night Elf Druid
Dragonblight
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Seal of Command > Pursuit of Justice. Actually, almost anything > PoJ. I'd grab 1% parry before one point in PoJ.
Holy side of things - Light's Grace is just downright awesome for when the poop hits the fan and you have to got those heals going quickly. Blessed Life is nice, but Light's Grace is nicer. I'm personally not too enamored with Divine Intellect (Divine Str is at least a melee DPS increase), so I'd grab Aura mastery, Sanctified Light and 1/2 Unyielding Faith.
This would be my 38/0/23 build.
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DeeNogger: "No dot timer? Get your belt off, its spanking time."
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01/15/07, 11:42 PM
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#177
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King Hippo
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For pvp support + some burst damage/pve healer build/solo +dmg playstyle...
I'm not really a fan of imp sanctity aura, often you will be using devo, conc or a resist aura in groups/raids/pvp.. sanctity is a bit of a solo aura imo. I'd much rather have the extra 2 points in holy guidance because it's a passive ability (always on).
http://www.wowhead.com/?talent=qVxhbgzheoxZVfx0Mcz
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The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.
www.retpaladin.com
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01/15/07, 11:48 PM
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#178
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King Hippo
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I'll be going Retribution until level 34 and then respec protection for Reckoning. After that I'll put points back into Retribution. I don't know if i'll respec to Crusader Strike at 51. It sounds appealing but i'll just have to see. Maybe at ~58-60 when I hit up Outlands.
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01/15/07, 11:55 PM
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#179
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Such a Cassandra
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Sanctity Aura is going to outweigh the extra two points in Holy Guidance from a damage point of view by a fair margin. 6% extra healing for the group is probably better than the extra +heal from holy guidance, too.
The trick is whether the opportunity cost of using improved sanctity aura is worth the loss of other auras most of the time. I'd be inclined to say yes, especially if partying with a shaman (resist totems and aura don't stack anyway) or another paladin (since you want to be using different auras anyway).
There's always a trade-off.
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01/16/07, 12:03 AM
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#180
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Don Flamenco
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Originally Posted by Thelyna
Holy side of things - Light's Grace is just downright awesome for when the poop hits the fan and you have to got those heals going quickly. Blessed Life is nice, but Light's Grace is nicer. I'm personally not too enamored with Divine Intellect (Divine Str is at least a melee DPS increase), so I'd grab Aura mastery, Sanctified Light and 1/2 Unyielding Faith.
This would be my 38/0/23 build.
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Thats pretty close to the 38/0/23 build I looked at as a raiding build for 70.
Divine int vs Divine strength pre 2.0 Fully buffed you were looking at 1.5% more spell crit and in itemisation I had close to 200 AP on my gear as attack power not strength which this Divine Str does nothing for.
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01/17/07, 9:09 AM
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#181
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Don Flamenco
Sinnéd
Dwarf Paladin
No WoW Account (EU)
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I'm a bit torn between respeccing into Holy Guidance or Reckoning. The effect of Holy Guidance is easy to get hard numbers for up front, but with Reckoning it's a bit more complex. So I hope I can get a few questions cleared up here:
Can the Reckoning charges be refreshed like Redoubt? (ie. will 3 mobs keep up Reckoning almost always?).
Will a 2.0 speed weapon spend all four Reckoning charges, or are there some lag issues in effect that would make a 1.9 speed weapon better?
EDIT: Just realized, as Reckoning procs of incoming attacks that I would need a 1.6 speed weapon to be sure of getting all four charges. Getting 4 charges with a 2.0 speed would require a lot of luck, or SotCr.
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01/17/07, 10:59 AM
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#182
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Jedi Knight
Amera
Night Elf Priest
No WoW Account
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By level 70 on Beta, Divine Strength was a pretty crazy amount of extra AP since you will get a lot more strenght. Also figure on Crusader procs that's another 20 AP. I have never much cared for Divine Intellect - not worth 5 talent points for that most of the time, imo.
I really like imp sanc aura. It even works with bandages! My current debate is whether it is worth getting 5/5 vengeance anymore, or if I should move a few of those points into something else. 20/0/41 is still my build of choice for being flexible at leveling, healing, and PvP.
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01/17/07, 12:59 PM
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#183
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stalemate associate
Osseric
Blood Elf Paladin
No WoW Account
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Can the Reckoning charges be refreshed like Redoubt? (ie. will 3 mobs keep up Reckoning almost always?).
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Yes.
Handy macro I made last night:
/castsequence reset=5 Black War Steed Bridle, Crusader Aura
If you tap your mount button within 5 seconds of mounting, switches to Crusader Aura.
At 61 I had the build 21/31/0, giving me the option to AoE grind or just solo with 2h reck and Illumn/Divine Favor for 0 downtime; after I dinged I realized I had no idea where I was going with the rest of the points. Decided to throw them in Ret on a whim.
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01/17/07, 2:56 PM
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#184
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Great Tiger
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Originally Posted by Ichal
Will a 2.0 speed weapon spend all four Reckoning charges, or are there some lag issues in effect that would make a 1.9 speed weapon better?
EDIT: Just realized, as Reckoning procs of incoming attacks that I would need a 1.6 speed weapon to be sure of getting all four charges. Getting 4 charges with a 2.0 speed would require a lot of luck, or SotCr.
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Who cares? Instead of looking at how many charges Reckoning gives you, think of it as, "10% chance when hit to increase the damage of your melee swings by 100% for the next 8 seconds".
Using all 4 charges won't necessarily give you any more damage. ie: Say you could had a weapon with a 1.3 AS. 4 charges of Reckoning is 4 extra swings, or 5.2 seconds (1.30 AS * 4 swings) of bonus damage. On the other hand, if you used a 2.50 AS weapon, you'd get 3 swings during 8 seconds. That's 7.5 seconds of bonus damage.
There are weapon speeds that would more damage out of a single reckoning buff on average, but that's a little more math than I have time for at the moment.
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01/17/07, 8:12 PM
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#185
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Don Flamenco
Sinnéd
Dwarf Paladin
No WoW Account (EU)
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Originally Posted by Fiola
Who cares? Instead of looking at how many charges Reckoning gives you, think of it as, "10% chance when hit to increase the damage of your melee swings by 100% for the next 8 seconds".
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It would matter to care if the ability worked like I had somehow misunderstood it to work. A 2.1 speed weapon would always use ~79% of the potential, while a 2.0 speed would use 100%.
But when the swing timer is at some random number instead of always zero when the ability procs, I agree it blurs out to something you can only see in game over an amount of time that would probably have you exchange the weapon anyway.
In the end, I'll have to try out Reckoning it seems.
Thank you for the answers.
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01/17/07, 8:16 PM
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#186
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Not Helpful.
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It would matter to care if the ability worked like I had somehow misunderstood it to work. A 2.1 speed weapon would always use ~79% of the potential, while a 2.0 speed would use 100%.
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I was wrong and can't stand to let misinformation go
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Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
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01/19/07, 8:25 AM
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#188
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Glass Joe
Blood Elf Paladin
Firetree
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What do you guys think about this for a PvP spec at 70? (mostly Arenas)
http://www.worldofwarcraft.com/info/...00000000000000
I will miss some healing power from Holy, but i think the survivability i get would be well worth it.
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01/19/07, 2:12 PM
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#189
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VROOM VROOM
Human Death Knight
Turalyon (EU)
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Originally Posted by sanke
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You should definitely get full Toughness. Maybe pull the two points from Anticipation because that is the worse mitigation talent in arenas if you are healing. Remember that all your avoidance is set to zero if you start casting though you can still be missed and get crit less with increased Defense (same applies to Rogue stunlocks). So really it's comparing 0.64 avoidance to 4% more AC mitigation. And AC mitigation is always there - even if you are unlucky with miss strings or whatever.
EDIT: Actually, you should pull off one additional point from Anticipation and put it into Holy Shock. I really see no reason why you should not. After all, a burst heal/damage spell > 4 Defense which is not even "active" all the time.
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01/19/07, 2:32 PM
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#190
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Great Tiger
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Definitely should go for Holy Shock. (Utility/combat options are generally much more useful than passive boosts)
I would also consider picking up imp. HoJ instead of Toughness/Anticipation. Combined with the PvP set bonus to reduce HoJ's CD by 10 seconds, you're firing off a nasty 6 second stun every 35 seconds. (That's short enough to use twice for many PvP battles)
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01/19/07, 2:35 PM
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#191
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VROOM VROOM
Human Death Knight
Turalyon (EU)
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Originally Posted by Fiola
Definitely should go for Holy Shock. (Utility/combat options are generally much more useful than passive boosts)
I would also consider picking up imp. HoJ instead of Toughness/Anticipation. Combined with the PvP set bonus to reduce HoJ's CD by 10 seconds, you're firing off a nasty 6 second stun every 35 seconds. (That's short enough to use twice for many PvP battles)
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Imp. HoJ looks pretty nice but I am not sure where I'd get the points from since I consider 5/5 Toughness a must have for anything Prot'ish/PvP'ish. Heck, I'd probably get it for all my specs if I could fit it in but maybe I am just weird. :unsure:
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01/19/07, 2:55 PM
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#192
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stalemate associate
Osseric
Blood Elf Paladin
No WoW Account
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Planning to respec to this when I get out of work. Heavy holy spec, intended to be used with 1h+shield + the glorious SoV. Remaining points = fill Holy Guidance, then BoK at 70. Also more healing power for the instances I'm soon to be spending a lot of time in.
edit: Not having Reckoning is awful. Respeccing back.
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01/19/07, 4:11 PM
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#193
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Von Kaiser
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Originally Posted by Liar
Imp. HoJ looks pretty nice but I am not sure where I'd get the points from since I consider 5/5 Toughness a must have for anything Prot'ish/PvP'ish. Heck, I'd probably get it for all my specs if I could fit it in but maybe I am just weird. :unsure:
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Just drop Anticipation completely like so: http://www.worldofwarcraft.com/info/...00000000000000
Personally, I'd probably drop Spell Warding and pick up the last point in Imp HoJ and get BoSanct too. If you get Kings from another Paladin, Sanct usually offers more mitigation than full SW, and even if not, it's situationally useful against Rogues, Cat Druids, Pets, etc.
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01/21/07, 5:15 PM
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#194
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Bald Bull
Blood Elf Paladin
Mal'Ganis
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I just noticed that Seal of command suffers from the three second rule like shaman windfury. Can't double proc on reckoning swings :( and using anything faster than 3.0 is not good at all.
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01/21/07, 11:32 PM
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#195
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Glass Joe
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To reply, yes Seal of Command is proc per min based.
Personally I have been finding the Seal of Vengance, stacked with improved judgement of the crusader has been netting me higher returns on damage output then when using SOC and my Sulfuras.
SoC in my view is more of a 'burst' spell, both in it's judgement and in the nature of the proc. For consistent returns SoR is a better use of your dam/healing coefficent and damage rate to mana expended return.
http://www.wowhead.com/?talent=sVxuMguGjsxEMz
I believe will be the best build for raiding, aside from a full 51 point holy, minor prot spec. Sofar I've leveled to 70 in tier 2, with a sulfuras in holy and the returns realtive to my Retribution peers are marginal. In addition, I have not suffered in any healing capacity in 5 man or group content.
On another note, I was wondering as to the Dungeon 3 sets and Tier 4 armor. I am looking to create a Judgement redux set (heavy spell crit, MP5 and damage healing gear), yet by the looks of my choices (and the declining returns of each value of spell crit) I was hoping for some insight.
Tier 3 was fine for pure healing, yet I found the set very limiting realtive to any serious PVP, or Soloist persuits as a full holy pally.
At the moment, all Dungeon 3 seem to have a 'tank-a-din' slant to it (and a lack of inherent + spell crit or + holy or raid perks for healbots or those who enjoy pvp or farming when not raiding). Likewise the holy set (the default raiding set ) lacks anything which would produce a benifit to soloing or grinding outside of a raid, without filling the gem slots with trivial gems.
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01/23/07, 10:33 AM
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#196
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Jedi Knight
Amera
Night Elf Priest
No WoW Account
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I still think repentance is underrated for arenas. I never see it in "Arena builds of choice" yet it probably has more utility than any other talent.
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01/23/07, 3:08 PM
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#197
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Great Tiger
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Originally Posted by Fjord
I just noticed that Seal of command suffers from the three second rule like shaman windfury. Can't double proc on reckoning swings :( and using anything faster than 3.0 is not good at all.
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Since SoC is not normalized, it's not like you'd want to use such a fast weapon, anywho.
At 7 PPM, SoC is a "static" 7 extra un-normalized swings (at 70% damage) per minute. SoC's benefit from AP is directly proportional to your weapon's speed, and once you hit sub-3.0 AS, that AP bonus is almost halved compared to the slower weapons. (3.8 at L60, looks to be near 3.6 at 70)
If you had enough +dmg to make fast weapon SoC still decent (+dmg coefficient being weapon speed independent for SoC), then you're better off using SoR.
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01/23/07, 7:33 PM
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#198
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Piston Honda
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I am very new to Paladins and am still learning how to optimize their efficiency for leveling, but what I am most interested in having is a PvP healer. Something that can outlast anyone else 1v1, but primarily for healing in a group.
http://www.worldofwarcraft.com/info/...00000000000000
This is what I've come up with so far. I have no idea how Righteous Fury would work out, having not had a chance to play around with it. Suggestions/Criticisms?
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01/24/07, 1:50 AM
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#199
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Piston Honda
Human Paladin
Lightbringer
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Reckoning is maximized at all speeds 2.0 and slower. At 2.0 you are guaranteed to use all 4 swings, effectively giving you 8 extra seconds of melee damage whenever it procs. Faster weapons also get 4 swings always, giving you speed*4 extra seconds of melee damage. Slower weapons will average out to 8 extra seconds of swing time no matter the speed. For example, a 3.0 weapon will always get 2 swings, and 2/3rds of the time get a 3rd swing, depending on when during your attack cooldown you get hit. 2 2/3 * 3.0 = 8.
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01/24/07, 10:47 AM
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#200
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Not Helpful.
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Originally Posted by Aramul
Reckoning is maximized at all speeds 2.0 and slower. At 2.0 you are guaranteed to use all 4 swings, effectively giving you 8 extra seconds of melee damage whenever it procs. Faster weapons also get 4 swings always, giving you speed*4 extra seconds of melee damage. Slower weapons will average out to 8 extra seconds of swing time no matter the speed. For example, a 3.0 weapon will always get 2 swings, and 2/3rds of the time get a 3rd swing, depending on when during your attack cooldown you get hit. 2 2/3 * 3.0 = 8.
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http://forums.elitistjerks.com/viewt...279145#p279145
Right up the page!
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Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
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