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Old 11/16/10, 7:12 AM   #136
Fallenangel
Don Flamenco
 
Tauren Druid
 
Chromaggus (EU)
If paladin tanks are taking substantially less damage I'd say there's a balance problem, and no, it's not because of lower value from Vengeance.

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Old 11/16/10, 7:22 AM   #137
Wrathblood
Don Flamenco
 
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Blood Elf Paladin
 
Drenden
Beta testing so far suggests that Vengeance typically stacks very quickly and maintaining vengeance in most fights should not be a problem.

Additionally, by the end of the first tier, even counting the -40% from block Paladins will be in a tight race with Warriors for taking the most damage. On the bright side, Paladin (because of being able to block cap) see the most stable incoming damage stream, plus our self-healing is currently EXTREMELY powerful on Beta and even on live probably needs a nerf to keep it in line with the non-dk tanks (who are very powerful on beta and live right now).

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Old 11/16/10, 1:41 PM   #138
• malthrin
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Blood Elf Paladin
 
Mal'Ganis
Regarding rotation macros: as Theck said, they're not the optimal way to play. Optimal is what we do here. Sacrificing maximum threat for an easier rotation is a personal decision and not relevant to a theorycrafting thread about optimal play.


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Old 11/17/10, 9:14 AM   #139
Ticktac
Glass Joe
 
Draenei Paladin
 
Uther
I have a question about the reforging section at the beginning of this post.

Reforging Tips

You should never be reforging into the following stats... haste, crit, parry or dodge.
I am assuming this is written from a level 85 perspective. Could someone please elaborate on why not to reforge Dodge or Parry?

Lets use an item like [Gauntlets of the Kraken] which only has Parry.

According to the "guidelines" this item would be reforged into Mastery (I am assuming)?

Am I missing a post discussing a break even point between Dodge/Parry/Mastery?

I would think you would first need to evaluate Parry vs Dodge and attempt to balance these stats to each other because of DR.

Or is Mastery so much better compared to Parry & Dodge that aside from Hit and Expertise you would reforge into Mastery?

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Old 11/17/10, 9:42 AM   #140
Wrathblood
Don Flamenco
 
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Blood Elf Paladin
 
Drenden
Ticktac,

The breakeven point beyond which Mastery becomes superior Parry/Dodge is low enough that hitting it will pretty much be a given, and that's above and beyond the "real" reason people reforge into Mastery - smoothing damage intake. Look at Theck's post at the top of this very page (page 6) for the discussion and numbers you overlooked. Actually, look at Daler's post as well, and... heck, really its like the top half of this page. How did you miss that?

The damage-smoothing aspect of Mastery is an important point which people sometimes forget about.

For example, a fairly common question is: "I've got chest piece (or whatever) that has a whopping ton of dodge and a moderate amount of hit. I'm over hit-cap and threat isn't a problem anyway after about 30 seconds. Shouldn't I reforge the hit to Mastery instead of the Dodge?"

Assuming you're not already block-capped, the answer is no - keep reforging the dodge. Yes, you'd actually take less damage by reforging the hit. However, your initial, primary objective in reforging is to get closer to blockcapped, not so much to reduce overall damage taken, but to smooth your intake of damage. Healer mana matters, and the smoother the tank's damage intake, the easier it is to heal. Since the chest piece has more dodge than hit, you'll get more mastery out of the reforging by using the dodge instead of the hit, and thus gets your closer to your goal.

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Old 11/17/10, 12:33 PM   #141
Iol
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Pandaren Shaman
 
Durotan
Originally Posted by Wrathblood View Post
However, your initial, primary objective in reforging is to get closer to blockcapped, not so much to reduce overall damage taken, but to smooth your intake of damage. Healer mana matters, and the smoother the tank's damage intake, the easier it is to heal.
I want to expand on that because not everyone was around back when healer mana was a real concern in raiding. It may not be obvious to all that even if you take more dmg overall, if the incoming dmg curve is smoother and more predictable you actually cost less mana to keep alive. Predictable curve translate to less spikes / less reactive healing and that translates to;

- Improved mana efficiency by using slower but more HPM efficient spells.

- Reduced need to be toped off at all times, thus lowering overhealing and letting HoTs tick for actual healing. Again, being more efficient on mana.

So even if your DTPS (dmg taken per second) is higher than the next tank, you can be easier to heal and more efficient on your healers mana.

You can get much further with a kind word and a gun than with a kind word alone.

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Old 11/18/10, 7:31 AM   #142
Sharper
Glass Joe
 
Dwarf Shaman
 
Scarshield Legion (EU)
Originally Posted by Wrathblood View Post
Beta testing so far suggests that Vengeance typically stacks very quickly and maintaining vengeance in most fights should not be a problem.

It's not so much the stacking and maintaining of Vengeance that I'm bothered about. The fact is, there is a point (At block cap) in which we will always be mitigating 40% of a physical hit, will we then therefore only be stacking a 60% power Vengeance, whilst the other tanks that will occasionally be taking a 100% whack will stack up a vengeance with a higher attack power gain.

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Old 11/18/10, 8:55 AM   #143
Arthur Dent
Glass Joe
 
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Draenei Paladin
 
Antonidas (EU)
The maximum AP gained from Vengeance is only limited by your HP, it will be same wether you take 100% or 60% hits.
So the only thing affected by taking only 60% hits is the size of the "stacks" with which you build up that maximum. You may need to take 1 or 2 more hits, but that's it.

You might also argue that, due to us reforging heavily to mastery and thus ending up with less avoidance, we will be taking more hits that contribute to Vengeance than other tanks.

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Old 11/18/10, 3:45 PM   #144
Capstone
Piston Honda
 
Human Paladin
 
Lightbringer
Actually your primary concern here should be that currently block capping requires you to sacrifice a significant amount of stamina, which is going to affect Vengeance more than any of the other factors mentioned.

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Old 11/18/10, 5:19 PM   #145
Raistlin212
Von Kaiser
 
Human Paladin
 
Zangarmarsh
Originally Posted by Capstone View Post
Actually your primary concern here should be that currently block capping requires you to sacrifice a significant amount of stamina, which is going to affect Vengeance more than any of the other factors mentioned.
I think that's the point people haven't really done the math on yet. We all pretty much agree that trading off avoidance for mastery is good, but how much Stam do we have to sacrifice?

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Old 11/18/10, 7:45 PM   #146
Wrathblood
Don Flamenco
 
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Blood Elf Paladin
 
Drenden
Judging from Beta, the lost AP from stacking Mastery and losing Stam-driven Vengeance should not be a problem.

The real question is Mastery vs Stamina as a tanking stat. Its a complicated question, mostly depending on the interaction of 1) How many "worst case" blows it takes to kill a tank, combined with 2) How much of the incoming tank damage is blockable. IMO, barring a Saurfang-like boss with pure physical, blockable attacks, I'm skeptical Mastery will surpass Stamina as the stat we want to stack, but I can envision situations in which you might want an EH set vs a Block set like we used to do back in BC. I'm looking forward to it.

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Old 11/23/10, 3:44 PM   #147
 emptyrepublic
International Technocrat
 
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Rebenton
Tauren Paladin
 
No WoW Account
Alright, I've updated the manual to reflect the 4.0.3a changes. I believe I've gotten everything relating to Protection. I encourage regulars to please give it a once over and PM me if there are any glaring mistakes or typos. Hopefully most item/spell links will also be working now that Wowhead has changed over their database. To be clear I'm not listing spell coefficients since that would lead to madness and that's not terribly necessary to track. I've updated cooldown times when needed and definitely changed mechanics changes that effect game play or rotation.

I'll start off another point of discussion; what are the implications to the rotation now that Divine Plea will provide us with 3 Holy Power instantly? Since Divine Plea is on 2 minute cooldown I don't see much changing, but it does allow us to open with a fully charged SotR for large initial threat. It will also allow us to push out 2 fully charged SotR within 2 GCDs of each other every 2 minutes as opposed to 6 normally. Not terribly significant for short fights, but perhaps the implications are greater for fights longer than 4-5 minutes.


Follow the development of the Paladin Protection/Tanking Field Manual; find additional instructions and the to-do list at the link below:

» Paladin Protection Field Manual 4.0 Version - To Do List

Last edited by emptyrepublic : 11/23/10 at 3:51 PM.

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Old 11/23/10, 5:11 PM   #148
Iol
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Pandaren Shaman
 
Durotan
Originally Posted by emptyrepublic View Post
Since Divine Plea is on 2 minute cooldown I don't see much changing
I think it'll just make new priority like this:


Last edited by Iol : 11/23/10 at 5:24 PM.

You can get much further with a kind word and a gun than with a kind word alone.

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Old 11/23/10, 5:27 PM   #149
 emptyrepublic
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Rebenton
Tauren Paladin
 
No WoW Account
Might I suggest you also fold Hammer of Wrath into that? Otherwise it's a good flow chart.

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Old 11/23/10, 5:30 PM   #150
Iol
Don Flamenco
 
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Pandaren Shaman
 
Durotan
Originally Posted by emptyrepublic View Post
Might I suggest you also fold Hammer of Wrath into that? Otherwise it's a good flow chart.
I purposefully left it out, because I think AoE rotation priorities change a little bit. Consecrate and HW being higher in the queue, while Judgement goes down a bit unless low on mana...etc. Should make another flow chart, instead of making one more complex.

You can get much further with a kind word and a gun than with a kind word alone.

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