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Old 01/08/11, 11:41 PM   #136
saboya
Faceroller
 
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Pandaren Monk
 
Firetree
Originally Posted by Nyxiana View Post
I read in the manual that it is important to balance dodge/parry when 102.4% total avoidance is reached. How is this done? Should they be balanced at 10% ? Or just try to be as low as possible?
The importance of balancing parry and dodge comes from the fact that both suffer from diminshing returns. That is, the more you % you have, the more rating you need to gain more of those stats. If you keep your parry and dodge balanced between each other, you are maximizing your avoidance gain.

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Old 01/09/11, 11:13 AM   #137
padwicin01
Glass Joe
 
Dwarf Paladin
 
Grim Batol (EU)
Hi first time poster, long time reader. My guild and I have recently been progressing on Halfus Wyrmbreaker heroic 10. I'm finding that I'm taking huge ammounts of damage and because I have stacked Mastery to a point where I have roughly 60% and only 11%/11% Dodge Parry I am getting Halfus MS debuffs on me too fast for the other tank to have had his own to wear off. I realise this encounter is broken for 10 man version, but I'm feeling that my low health and low avoidence are starting to catch up with me already and this is the first heroic mode we have attempted.

Have I made a glaring error stacking Mastery to this point?

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Old 01/09/11, 6:33 PM   #138
LPrime
Glass Joe
 
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Human Paladin
 
Whisperwind
Originally Posted by padwicin01 View Post
Hi first time poster, long time reader. My guild and I have recently been progressing on Halfus Wyrmbreaker heroic 10. I'm finding that I'm taking huge ammounts of damage and because I have stacked Mastery to a point where I have roughly 60% and only 11%/11% Dodge Parry I am getting Halfus MS debuffs on me too fast for the other tank to have had his own to wear off. I realise this encounter is broken for 10 man version, but I'm feeling that my low health and low avoidence are starting to catch up with me already and this is the first heroic mode we have attempted.

Have I made a glaring error stacking Mastery to this point?
We started out with a paladin tank on halfus, with a bear picking up the whelps and drakes, we switched the paladin to whelps because he was able to block a lot more damage. I am pretty sure the wol logs are still available, and you can see that he was blocking a substantial amount of damage. Enough damage in fact that it made a substantial difference in my mana pool. The stacking debuff was not a problem (he could Bubble it once if needed) but the reduced damage from drakes was very noticeable so we made the tanks switch.

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Old 01/09/11, 7:35 PM   #139
Wrathblood
Don Flamenco
 
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Blood Elf Paladin
 
Drenden
Originally Posted by Feebs View Post
You indicate that the battle between Sta and Mastery is close whereas I would have to disagree with you. I don't have a WoL comparison at this time, however I can say that in the field, there is a definite difference in stacking sta vs stacking mastery. The short of it in my experience is that while stacking STA I have more HP to heal and burn mana on that ping pongs up and down vs having 10-15kish less hp that remains steady and drops predictably. I regularly take less damage than any tank that I tank against that may or may not be gemming/gearing for avoidance.

Although common sense may not be an acceptable form of evidence, I'm fairly certain that once we have the ability to block cap through whatever sacrifice to HP, this will become more apparent. Although we can't "avoid" any large magical damage that can only be soaked by HP, I'm finding that Divine Protection is off cooldown for almost anything that can kill me. If for some reason there is a large unavoidable magic attack in heroic modes that for whatever reason I wont have the HP for, then I'll simply reglyph Divine Protection for 40% magical damage reduction given that melee hits will not be an issue post block cap.
Feebs,

Certainly, once you have enough stamina that you can't be burst down stacking damage reduction is arguably more valuable. However, unless you've got extensive experience with Sinestra, I think its fair to say that no one actually knows how much Stamina that is, or if its even at a level that's achievable in current gear. More mundanely, your "safe" stam level will be substantially affected by your healers. The question is how to gear given uncertain knowledge, and I have seen no sign of a emerging consensus.

Additionally, while Mastery is GENERALLY superior to avoidance, Padwicin's post below is an excellent reminder that there are always exceptions.

EDIT - This is unrelated, but I just realized that another way of looking at the belt would be dividing the 60 damage/second saved into the 0.45% damage saved from mastery, which gives a 13k dps equivalence. That is to say, if you're taking more than 13k incoming dps from blockable sources, then the Mastery (and by extension, STAM from another profession) is superior, while if its less than 13k then the belt is superior.

However, I have not tried the belt decoy yet, and I'm curious to see how it stacks up.

EDIT2 - Tried out belt tinker on Julak-Doom, the rare spawn in northern TH. Didn't take a real log, but eyeballing the results, I believe the dummy's timer ran out before it died (JD only hit me for ~9k after mitigation, so his melee is really soft), which is pretty spiffy.

In fact, its absurdly good. The 5 sec cast time is incorrect (its actually instant), anecdotally it can't fail which is nice (I got the +Crit fail against Halfus last week, which was exciting, but we didn't start the log until later in the night, and I don't recall him actually critting me), it absorbs 75k instead of ~18k and it has the same 5 min cooldown.

Certainly I can think of situations in which the Plasma Shield would be preferable, but for most of the time, the Cardboard Assassin seems clearly superior for most situations.

Last edited by Wrathblood : 01/09/11 at 8:34 PM.

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Old 01/10/11, 2:25 AM   #140
Jaybird
Von Kaiser
 
Night Elf Priest
 
Bronzebeard (EU)
Originally Posted by Talishar View Post
Edit: I did the numbers

Str/Mastery: 0.13% Damage reduce + 180 AP
Stam/Dodge: ~1250 HP + 125 AP + 0.20% dodge (before DR)

Because we get 10% AP from total health, it's better at this point to get the stam/dodge enchant. AP is close enough to the str/mastery enchant and atm threat is a non-issue. If you're worried about losing the dodge due to DR, reforge dodge off of your helm or another item into mastery.

The net benefit atm is higher with the stam/dodge enchant than the str/mastery.
Doesn't STR also give you parry that should be taken into account?

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Old 01/10/11, 2:28 PM   #141
James71
Glass Joe
 
Human Paladin
 
Draka
Originally Posted by Saltycracker View Post
I haven't really found AD to be much use in terms of an extra life and more in terms of just a damage reduction cooldown. AD seems most useful for dragon bosses where you are at low health and you know a magic breath is coming.
I agree. Ardent Defender (AD) is practically useless as a talent that has to be invoked. It was much more useful as a passive talent.

I tried to use it a few times, but it is questionable whether it would really make a difference. If your tank is below 10% in health it is likely because your healer is OOM or already dead. Getting an emergency rez is not going to help and you will likely just die again. It does reduce damage by 20% in that zone, but that is no different than Divine Protection.
So we already have 2 CDs that help reduce damage. Divine Protection and GoAK.

This weekend I went so far as to retalent and NOT get Ardent Defender. I used that point elsewhere.
Not sure if anyone else agrees with that strategy. But AD seems like a waste to me.

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Old 01/10/11, 2:30 PM   #142
Talishar
Glass Joe
 
Human Paladin
 
Bloodhoof
Originally Posted by Jaybird View Post
Doesn't STR also give you parry that should be taken into account?
You're right. I'm not sure on what the numbers are, perhaps someone does know them and can add them to my totals.

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Old 01/10/11, 2:35 PM   #143
saboya
Faceroller
 
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Pandaren Monk
 
Firetree
Originally Posted by James71 View Post
I agree. Ardent Defender (AD) is practically useless as a talent that has to be invoked. It was much more useful as a passive talent.

I tried to use it a few times, but it is questionable whether it would really make a difference. If your tank is below 10% in health it is likely because your healer is OOM or already dead. Getting an emergency rez is not going to help and you will likely just die again. It does reduce damage by 20% in that zone, but that is no different than Divine Protection.
So we already have 2 CDs that help reduce damage. Divine Protection and GoAK.

This weekend I went so far as to retalent and NOT get Ardent Defender. I used that point elsewhere.
Not sure if anyone else agrees with that strategy. But AD seems like a waste to me.
Although AD does feel pretty weak for a 31-point talent, it's by no means worse than the other options. There's no other other talent you can spend that 1 point on that will bring more benefit than AD in end-game raiding.

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Old 01/10/11, 4:00 PM   #144
Nyalria
Glass Joe
 
Blood Elf Priest
 
Hyjal
I'm not in the raiding scene at all, let alone cutting edge, but I'm pretty sure AD is far from "practically useless". As a passive talent it was "skill-less" and pretty clearly overpowered; I think that was mathematically proven. Maybe it's not as interesting as what some folks would like, but our job is to keep agro and take as little damage as possible. There's no denying that it does help with that second part and for most specs I'd say nothing else you can take instead is going to help with that in any meaningful way. And dead is zero agro. Combined with our other two cool downs? Amazing stuff!

Chaining DP -> GoAK -> AD is 32 seconds of significant damage reduction. A lot longer than 22 seconds!

Macro it all together? 90% damage reduction. 90% > 70%. You pretty much bubbled but are still holding agro. And if you still manage to die you get a 25k heal instead.

If the tank dies, whether it's a heroic 25 man raid or a 5 man normal or shit if you're soloing your dailies then most of the time that's it; game over; wipe it up and run back. This can and does help to prevent that. Shit happens. Your fault, healers fault, dps took too long, RNG fucks you. Yet AD can help overcome. It's off GCD. It's really only useless if you never press it. Or you and the people you play with play perfectly.

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Old 01/10/11, 4:18 PM   #145
saboya
Faceroller
 
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Pandaren Monk
 
Firetree
The point is that making that talent active means Blizzard think there's a moment in a fight that you actually think "well, I might die now, so let press AD just in case". Since there are no fights that are designed for Paladin tanks exclusively, you restrict the possibilities of you dying to moments where you are going to die anyway because after AD procs you won't have incoming heals or you won't be getting enough heals to stay alive.

Anyone that has tanked even normal modes only knows the only thing you're getting with AD is damage reduction.

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Old 01/10/11, 5:30 PM   #146
Saltycracker
Don Flamenco
 
Draenei Monk
 
Whisperwind
Originally Posted by saboya View Post
Anyone that has tanked even normal modes only knows the only thing you're getting with AD is damage reduction.
I am tanking Nef for my guild, and this becomes a very good button before a Crackle if you are sitting at low health, or if your healers need to focus on the raid more.

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Old 01/10/11, 6:09 PM   #147
Raistlin212
Von Kaiser
 
Human Paladin
 
Zangarmarsh
Originally Posted by saboya View Post
Anyone that has tanked even normal modes only knows the only thing you're getting with AD is damage reduction.
You say that like it's a bad thing. I'll trade threat talents for DR talents up and down the tree in Cata (especially with where our threat is at right now).

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Old 01/10/11, 6:54 PM   #148
rinleezwins
Glass Joe
 
Blood Elf Paladin
 
Burning Legion (EU)
I am not sure if anyone mentioned that, but I got a dk in my raid, so Judgements of the Just talent seems quite useless. If you have one too, you might want Eternal Glory instead. (Do not pay attention to my current spec, specced for Cho'Gall)


As to the AD discussion, I always found myself dead even it if procced, so I just use it as a defensive ability, just like Divine Protection.


I was looking for the perfect balance between threat and self-healing. What I suggest you all to try out is, glyphed SoT to get 26 expertise, glyphed CS and glyphed WoG with WoG boosting talents. I can easily keep threat and nice dps with CD spam and finishing with WoG. Best self-healing/threat setup for me so far.

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Old 01/10/11, 7:02 PM   #149
saboya
Faceroller
 
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Pandaren Monk
 
Firetree
Originally Posted by Raistlin212 View Post
You say that like it's a bad thing. I'll trade threat talents for DR talents up and down the tree in Cata (especially with where our threat is at right now).
2 posts ago I said exactly the same thing. That doesn't make AD good, it just makes it the best talent choice we have.

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Old 01/11/11, 1:46 AM   #150
Ektoplasme
Von Kaiser
 
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Tauren Druid
 
Eitrigg (EU)
Vengeance is not capped at 10% of max health as indicated in the tooltip. The cap is actually (stamina + 10% of base health). This is different because 1 stamina now gives 14 health. The OP should be updated.

Source: MMO-Champion BlueTracker

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