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Old 11/23/10, 7:38 PM   #151
Tharia
Piston Honda
 
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Tauren Paladin
 
Mal'Ganis (EU)
I think you should use DP when Avenger's Shield is on CD, so that you are only delaying Holy Wrath and nothing else. (Judgement gets delayed anyway, nothing can be done about that.

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Old 11/23/10, 8:42 PM   #152
Caldar
Von Kaiser
 
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Human Priest
 
Feathermoon
[Glyph of Lay on Hands] is a Major now. First post will need an update.

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Old 11/23/10, 10:51 PM   #153
Wrathblood
Don Flamenco
 
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Blood Elf Paladin
 
Drenden
I've done some testing (thanks to Kimina and Helicase!) and WoG definitely scales with Vengeance. Blizz said this wasn't supposed to be the case (and it wasn't the case on live, but it WAS the case on beta) so its at high risk to get changed, but for the time being its in place.

In a nutshell, in my current gear, with zero Vengeance, WoG was consistently landing for between 10.1k and 10.5k. I'd then duel with Helicase until just before he won (a low of 1.5k Vengeance up to 3.5k) and then cast a 3 HoPo WoG. My heals ranged from 11.6k up to 13.3k.

A really comprehensive study would probably be worth doing, but the results strongly suggest that 1) WoGo scales with AP from Vengeance, and 2) the scaling factor is very probably 0.22*HoPo*AP we saw on beta rather than the 0.22*AP we saw on live. With these mechanics, WoG is an extremely powerful survivability tool.

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Old 11/24/10, 7:46 AM   #154
Jinks
Glass Joe
 
Draenei Paladin
 
Neptulon (EU)
Has anyone tested if the glyph and the set bonus affecting Hammer of the Righteous finally work correctly?

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Old 11/24/10, 9:03 AM   #155
Ticktac
Glass Joe
 
Draenei Paladin
 
Uther
Originally Posted by Caldar View Post
[Glyph of Lay on Hands] is a Major now. First post will need an update.
At first I thought I missed this change in the patch notes because I was so concerned with the change to Holy Shield.
I just went back and reviewed the official notes and there is no mention that this change was going to happen?

Last edited by Ticktac : 11/24/10 at 9:30 AM. Reason: Removed stupid question. Really tired this morning, should have never asked the holy shield question.

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Old 11/24/10, 9:11 AM   #156
Naqaj
Glass Joe
 
Human Mage
 
Emerald Dream (EU)
The rating conversion of Mastery was increased, so your block chance should be quite a bit higher now if you reforged a lot.

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Old 11/24/10, 9:59 AM   #157
Theck
Don Flamenco
 
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Human Paladin
 
Tichondrius
Originally Posted by Jinks View Post
Has anyone tested if the glyph and the set bonus affecting Hammer of the Righteous finally work correctly?
It was tested on PTR last week, and still wasn't working. I don't know of any tests on live 4.0.3a, but presumably it still isn't. If I get some time tonight I'll test it myself.


I'll also see if I can't run a simulation or two to include DP, but it seems pretty obvious to me that you'll want to use it immediately after a ShoR (i.e. ShoR-DP-ShoR-CS). Naively following the flow chart could lead someone to use it when they already have 1 or 2 HoPo. Of course, you could just change the condition to "Is Divine Plea on Cooldown AND 0 Holy Power" to fix that.

As long as the simulation doesn't give anything surprising, the single-target queue should look like this:

ShoR(3)>DP(0)>CS>J>AS>HoW>Cons>HW

AoE is probably unchanged since we still don't have Inquisition yet, making DP sort of irrelevant there:

HotR>Cons>HW>AS>(everything else)

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Old 11/24/10, 1:07 PM   #158
Wrathblood
Don Flamenco
 
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Blood Elf Paladin
 
Drenden
Only had a few minutes, but I just did a very quick and dirty test on an Org Training dummy using Recount. Swung until I'd accumulated 100 total HotR hits. I assumed the "low" hit amount would be the minimum done by the physical hit and the "high" would be the high amount done by the Nova portion. My buff status did not change, nor did the debuffs on the dummy.

100 hits with no glyph (not counting blocks, misses, crits, etc)
Low damage: 231
High damage: 1759

114 hits with glyph (not counting blocks, misses, crits, etc)
Low damage: 249
High damage: 1888

Reproducing the first sets' numbers with the glyph would have given
Low damage: 254
High damage: 1935

So, I wouldn't say this is conclusive, but it does suggest that the glyph is working.

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Old 11/24/10, 2:02 PM   #159
Saraduahn
Glass Joe
 
Blood Elf Paladin
 
Stormscale
I'm working on developing a full tankadin gear list as well, with some guidance on gear progression. Current version is over on the maintankadin forums here.

I'd welcome any constructive criticism and feedback.

Respectfully,
- Vexryn

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Old 11/24/10, 5:13 PM   #160
Theck
Don Flamenco
 
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Human Paladin
 
Tichondrius
Originally Posted by Wrathblood View Post
Only had a few minutes, but I just did a very quick and dirty test on an Org Training dummy using Recount. Swung until I'd accumulated 100 total HotR hits. I assumed the "low" hit amount would be the minimum done by the physical hit and the "high" would be the high amount done by the Nova portion. My buff status did not change, nor did the debuffs on the dummy.

100 hits with no glyph (not counting blocks, misses, crits, etc)
Low damage: 231
High damage: 1759

114 hits with glyph (not counting blocks, misses, crits, etc)
Low damage: 249
High damage: 1888

Reproducing the first sets' numbers with the glyph would have given
Low damage: 254
High damage: 1935

So, I wouldn't say this is conclusive, but it does suggest that the glyph is working.
The glyph is additive with Crusade (or at least, it was in 3.x), so you'd expect to see an increase of 1.4/1.3=1.0769, or about 7.7%. In that case, the max damage should go up to around 1894 rather than 1935. This is in pretty good agreement with your value, so it looks like it's been fixed provided you were, in fact, specced 3/3 Crusade.

Combined with the nerf to CS, this is probably enough to push HotR ahead for single targets once again.

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Old 11/24/10, 11:53 PM   #161
Wrathblood
Don Flamenco
 
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Blood Elf Paladin
 
Drenden
Theck, ah I didn't realize they were additive, and yes, I was 3/3 Crusade. Thanks for pointing that out.

Also, it would move the low value up to ~249 so seems likely its working on the physical hit as well as the nova.

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Old 11/25/10, 10:20 AM   #162
Jinks
Glass Joe
 
Draenei Paladin
 
Neptulon (EU)
Originally Posted by Theck View Post
Combined with the nerf to CS, this is probably enough to push HotR ahead for single targets once again.
Thanks for the confirmation Wrathblood, Theck. Good news for me, since I liked using HotR for single targets before, it has a more 'solid' audio feedback.
Does the 2-piece set bonus push this even further ahead of CS?

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Old 11/25/10, 12:13 PM   #163
Theck
Don Flamenco
 
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Human Paladin
 
Tichondrius
Originally Posted by Wrathblood View Post
Also, it would move the low value up to ~249 so seems likely its working on the physical hit as well as the nova.
Well, it was already working on the physical component before. It would be pretty impressive if they managed to break that while fixing the nova portion.

Originally Posted by Jinks
Does the 2-piece set bonus push this even further ahead of CS?
Provided they fixed that too, then yes. I haven't seen any data to confirm whether that's the case yet, but I should be able to test it later today.

A quick modification of the old 4.0.1 code to reflect the new CS formula and the fixed HotR glyph gives me this output for CS and HotR:

Ability    Raw    Net    Glyphed
CS        4379   4046   4235
HotR       593    548    584
HaNova    4140   3735   4022
Note that this is in a particular gear set (about 4% hit and 33 expertise after SoT glyph and human racial), and assumes the bugfix for TbtL went live (so we have 8% more spell hit). Given that, even unglyphed HotR outpaces CS. Glyphing HotR or adding the T10 2-piece to the Nova portion will only improve it from there.

I also re-ran the priority sim with DP added to the queue. Interestingly, it was only a small DPS increase using the 4.0.1 ability formulas (~20 DPS out of around 9.5k with the "hopo==0" conditional, about 13 DPS or so without). The two-minute cooldown severely limits the long-term benefit on a boss.

Updating the CS and ShoR formulas eliminated the benefit. Presumably the ShoR nerf is responsible for that. However, I don't have time to do an exhaustive update for 4.0.3, so I'm not sure how much to trust those new estimates.

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Old 11/25/10, 2:03 PM   #164
 emptyrepublic
International Technocrat
 
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Rebenton
Tauren Paladin
 
No WoW Account
Time for another update. I've updated the talent builds for level 85 characters. Comments, suggestions or alternate builds are welcome as usual. I've also updated the section on rotation models to reflect HotR's new superiority. I'd very much appreciate some some assistance in completing my to do list for the manual (see the link below). I would like to get a break down on consumables (food, potions, elixirs, and flasks) in before the expansion comes out and suggestions for additional information regarding professions (if there is any). Once those two things are done I'll consider the manual to be at version 1.0 more or less.


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

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Old 11/25/10, 7:01 PM   #165
Tharia
Piston Honda
 
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Tauren Paladin
 
Mal'Ganis (EU)
For a build that is centered around healing yourself you should take either Last Word (Talent Calculator - World of Warcraft) or Rule of Law (Talent Calculator - World of Warcraft). (1 Point in Seals of the Pure is a floater). With Last Word, WoG becomes an even better emergency button at the cost of Judgement range and PoJ. Grand Crusader and Seals of the Pure are not strong dps/tps talents anyway.

On consumables:
For food you probably want 90 mastery/stam (Lavascale Minestrone - Item - World of Warcraft). Dodge and Parry food is available when block capped, but you probably could just switch some gear/reforging around and continue using mastery food. For threat, 90 str/stam (Beer-Basted Crocolisk - Item - World of Warcraft), 90 exp/stam (Crocolisk Au Gratin - Item - World of Warcraft) or the new "fish feast" would be the best choice.

There is a stamina flask Flask of Steelskin - Spell - World of Warcraft, which will probably be the usual choice, especially because it can be aquired cheaply via Flask Cauldrons.
(Probably expensive) alternatives could be 2 elixirs, some combination of 225 mastery Elixir of the Master - Item - World of Warcraft , 225 expertise Elixir of the Naga - Spell - World of Warcraft (both battle elixirs) and 900 armor (guardian) Elixir of Deep Earth - Spell - World of Warcraft.
Which of these is better basically depends on the stat weights. These are kind of in the air at the moment and are a function of amount, spikyness and type of boss dmg, tank hp, healer hps. My feeling is that we will value avoidance, especially mastery, quite a lot higher than in Wotlk.

There are new armor potions (Earthen Potion - Spell - World of Warcraft), but they only last 25 secs, so you need to think more about when to use them. As usual, you can use a potion right before the pull, either Str oder Armor Potions depending on what you need. Str potions should help a lot with threat at the beginning, armor saves mana.

Last edited by Tharia : 11/25/10 at 7:39 PM.

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