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01/14/11, 10:22 AM
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#376
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Glass Joe
Draenei Paladin
Mannoroth
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Minor addition to the the OP:
I think that [Glyph of Divine Protection] should be on the Major Glpyh list.
I personally switch Major Glyphs depending on the encounter. This is not a Direct DPS boost, but if I potentially can take less damage on "Magic" intense encounters then I can in turn use a DPS ability instead of a healing ability if it comes to that, which in turn does help overall damage. Less Healing on Myself = More Damage on the Boss
Thanks
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01/14/11, 11:29 AM
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#377
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Piston Honda
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Originally Posted by Kalamaria
Minor addition to the the OP:
I think that [Glyph of Divine Protection] should be on the Major Glpyh list.
I personally switch Major Glyphs depending on the encounter. This is not a Direct DPS boost, but if I potentially can take less damage on "Magic" intense encounters then I can in turn use a DPS ability instead of a healing ability if it comes to that, which in turn does help overall damage. Less Healing on Myself = More Damage on the Boss
Thanks
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Particularly useful on Nef's crackles, can usually use it for 5-6 of them as well a Chimaeron fueds, though I would more say it would benefit the raid in that healers do not have to heal the player as much, and less so that the player does not have to heal themselves, as most situations ret heals just won't do enough to even matter in raid setting.
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01/14/11, 12:12 PM
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#378
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Glass Joe
Draenei Paladin
Mannoroth
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Originally Posted by Nätion
Particularly useful on Nef's crackles, can usually use it for 5-6 of them as well a Chimaeron fueds, though I would more say it would benefit the raid in that healers do not have to heal the player as much, and less so that the player does not have to heal themselves, as most situations ret heals just won't do enough to even matter in raid setting.
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This is true and benefits the raid as you say, but in my circumstance I heal myself alot sometimes, even if it is not the smartest "Ret" thing to do. If I die and the combat log shows I did not heal myself or it was not evident that I was trying to, then it's my fault according to others and not the healers. Ret damage is low and I get into raid for two reasons: buffs I can provide and survivability, makes me want to cry.
Edit: This does not reflect upon the current/new guild I am a member of.
Last edited by Kalamaria : 01/18/11 at 2:15 PM.
Reason: New Guild
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01/14/11, 12:38 PM
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#379
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Piston Honda
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So, let me get this straight, they say you should heal yourself, then complain when your damage is low?
Besides, ret damage should only be less than average on fights with high mobility.
Ret has alot of way to add survivability, like the glyphs etc. but we deal damage, not heal, unless it's absolutely crucial.
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01/14/11, 1:07 PM
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#380
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Bald Bull
Human Paladin
Scarlet Crusade
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Glyph added to OP. As with all Majors utility is on a per-fight basis, however the mana savings Glyphs permit more Consecrations. Minor though it be, more DPS is more DPS. Contrariwise, dead DPS is zero DPS.
Apologies in advance if the following sounds like a rant. It is meant to be a discourse on a misguided viewpoint regarding hybrid classes in general as well as double standards or hypocrisy.
While Ret damage may not be the highest, by no means should it be the lowest. Anyone of any class currently brought solely for buffs can work hard and be at least middle-of-the-pack quality. However, Ret damage will always be low if the Ret is using HP on WoG to self-heal, using GCDs and resetting swing timer on other heals, and generally not doing their job as DPS. Druids, Shaman, or Spriest required to self-heal would also provide lousy DPS (but they bring buffs!).
Hybrids cannot perform every task well simultaneously, instead they can pick which thing (DPS/Heal/Tank) before a pull and do that one thing well. Raid leaders expecting otherwise have an incorrect paradigm and are detrimentally impacting the overall performance of their own raids. GIGO - Garbage In (you must self-heal), Garbage Out (lousy DPS due to self-healing). Also self-fulfilling prophecy - we expect you to be low, so force you to do something that, go figure, causes this expectation to be met.
This is not Vanilla or (the majority of, at least for SoB-less Alliance) Burning Crusade where Ret damage is a pathetic shadow of other classes. Currently a good Ret can beat an okay Hunter or Mage (I speak from personal experience). PTR should make it slightly easier.
I'm curious if your leadership blames a Prot Paladin for dying if they failed to self-heal in the last few seconds. At the end of a fight, do healers have mana? If so, why didn't they use it to throw some DPS during the fight? Requiring any one person/class to perform off-spec roles on a regular ongoing basis (there are always exceptions, like a boss with a special mechanic) opens an entirely nasty can of worms for any class which can perform multiple roles. Glass houses and stones.
Simple analogy: race car dragging even a mostly empty trailer isn't able to compete against other race cars.
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Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
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01/14/11, 5:13 PM
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#381
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Glass Joe
Blood Elf Paladin
Cho'gall
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Originally Posted by Kalamaria
This is true and benefits the raid as you say, but in my circumstance I heal myself alot sometimes, even if it is not the smartest "Ret" thing to do. If I die and the combat log shows I did not heal myself or it was not evident that I was trying to, then it's my fault according to others and not the healers. Ret damage is low and I get into raid for two reasons: buffs I can provide and survivability, makes me want to cry.
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The only Fights you should have to worry about healing yourself are...well only one I can think of right now is Chimaeron. A WoG after a Massacre helps, plus a Radiance during the fued. My guild also has me use a Bubble/sac combo during heroic Halfus during the Roars. I also try and help on Nef when my add dies fast (which seemed to happen a lot last night) and during every other crackle I throw up a Radiance. You really just have to judge when you need to use what. I do this and generally end up in the middle of the DPS.
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01/14/11, 5:24 PM
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#382
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Von Kaiser
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Synapse Springs change should put Engineering ahead of all other professions for ret, unless I'm doing the math wrong. They'll provide the equivalent of 96 strength (480/20% uptime).
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01/14/11, 7:10 PM
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#383
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Piston Honda
Blood Elf Paladin
Shadowmoon
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I still can't transfer premades or my actual characters to the PTR yet.
I asked this over there to no avail.
Are we still producing 1.1 threat or has that been fixed; I believe we are still producing 1.1 threat instead of 1.0.
We have great tanks, but I am still riding them in threat even though I am doing about 5k less DPS than our UH DKs.
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01/14/11, 10:14 PM
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#384
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Glass Joe
Troll Shaman
Bleeding Hollow
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Originally Posted by Charmin
Are we still producing 1.1 threat or has that been fixed; I believe we are still producing 1.1 threat instead of 1.0.
We have great tanks, but I am still riding them in threat even though I am doing about 5k less DPS than our UH DKs.
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Are there numbers/proof of this happening on live? I also am having threat issues (even with vengeance stacking) while no other dps who are equal or pulling 2-3k more than me are near me on the charts threat wise. Half the time when I run in and judge/sprint (after the tank has charged/pulled and had 2-3 GCDs of threat abilities) I get right up under the tank in threat with just Judge alone.
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01/14/11, 11:08 PM
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#385
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Faceroller
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I've had as much threat issues as the next guy in my raid. I do produce a lot of threat in the first bursty 30 sec chaining CDs (AW,Zeal,GoaK) but so does the Fury Warrior, Feral Druid and etc. Maybe we are generating more threat than we're supposed to, but it's nothing a tank can't handle, and we don't generate that much of threat compared to other classes. Unholy DKs do seem to generate less threat though.
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01/14/11, 11:53 PM
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#386
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Von Kaiser
Blood Elf Paladin
The Maelstrom (EU)
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I consider glyph of Divine Protection pretty much mandatory for a raiding ret. There are no encounters in current endgame where you are actually (supposed) to take physical damage, however there is a lot of encounters where you will get hit by high magic damage periodically.
Divine protection is an amazing defensive ability to begin with, largely because it has no opportunity cost (off gcd, no forbearance) and has a very short cooldown. Doubling it's effectiveness from 20 to 40% in nearly all imaginable raid cirumstances is just too good to pass up. It will not only help your healers a lot, it will also turn out as a dps increase in certain circumstances.
A good example is Ascendant council. Atleast on normal mode, the Thundershock is not deadly by itself, but does quite significant amount of damage. If you use divine protection on every Thundershock, you can ignore gravity wells altogether, and keep the tornado debuff up constantly without switching (because Quake does actually kill you). This guarantees largely a 100% uptime on Terrastra, without your healers actually shunning you or risking death from the AoE.
In nearly every encounter this glyph has an opportunity to not only save your life, but also relieve a lot of stress of your healers or spare cooldowns like bubble, painsups, LoH etc. Would never leave home without it. In my opinion it is easily our best major glyph.
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01/15/11, 12:32 AM
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#387
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Faceroller
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New patch notes:
- Divine Storm weapon damage percent increased from 80% to 100%.
- Hand of Light (Mastery): A percentage of the damage done by Templar's Verdict, Crusader Strike, and Divine Storm is done as additional Holy damage. This Mastery now grants a 2.1% increase to Holy damage per mastery, down from 2.5%.
Much needed DS buff, however that only brings it up to par with the latest CS buff, which doesn't mean much since it was pretty weak before compared to the ability it shared a cooldown with, and it remains that way, since it generates no HP.
Nothing about HoW nerf or about Inquisition affecting our new mastery. Still hoping those are bugs, since nothing has been said about it. Reducing mastery per rating leads me to believe it will be affected by Inq in the end, otherwise mastery will be undervalued again yet again, albeit still useful.
*edit* - Apparently my account got fixed for PTr. Gonna do some testing today, hopefully will come back with helpful logs.
*edit #2* - Servers are still rolling the new build, Anasterian (US) is still outdated, seeing the 24% HoL and unaffected by Inq, as well as nerfed HoW... Will try later.
Last edited by saboya : 01/15/11 at 1:14 AM.
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01/15/11, 2:29 AM
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#388
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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All PvP 4-piece bonuses have had their flat stat values cut in half. Primary stats are very powerful in Cataclysm, so much so that players were considering using PvP gear in PvE just because of these primary stat bonuses.
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That is fairly relevant for many of us also.
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01/15/11, 3:04 AM
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#389
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Glass Joe
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Mist
That is fairly relevant for many of us also.
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Even though I am a user of 2pc PvP set, I find this change to be a rather nice one, no more having to compare heroic gear to pvp gear anymore, and completely losing out on the secondary stats because of that big beefy amount of STR on the PvP pieces. Not to mention the fact that PvP gear tanks your rating on wowprogress due to it not being counted as gear.
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01/15/11, 3:29 AM
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#390
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Don Flamenco
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As of this time now, the PTR is still supporting the old build.
Perhaps after server resets (which I believe is 5am PST) the new build will be up.
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