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Old 10/04/11, 12:55 PM   #1471
Cyno88
Glass Joe
 
Human Paladin
 
Sargeras
Originally Posted by Ronark View Post
For our Shannox pull, since he starts out 40 yards away and is running toward our group, I can again sneak in a cast-- by the time the cast is finished he already is in melee range.
You would see a DPS increase by closing the gap instead of hardcasting exorcism. Instead of standing still and waiting for him to run 40 yards to get into melee range you should judgement sprint and meet him in the middle, let's just say at 20 yards for the sake of argument, effectively halving your wait time to start really DPSing.

Same goes for Domo, but really you should talk your guild into pulling from the bottom of the stairs.

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Old 10/04/11, 1:19 PM   #1472
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by Cyno88 View Post
You would see a DPS increase by closing the gap instead of hardcasting exorcism. Instead of standing still and waiting for him to run 40 yards to get into melee range you should judgement sprint and meet him in the middle, let's just say at 20 yards for the sake of argument, effectively halving your wait time to start really DPSing.
You have to follow your raid's gameplan. If you were to run out, Judge, and begin full bore DPS while the boss travels 40 yds to the tank, you will very rapidly pull threat. Dead Ret have the lowest DPS possible: zero. [irony]Thankfully[/irony] a single Exorcism should not do enough damage to pull the (insanely modified) threat generated by a single Avenger's Shield or similar. Ronark's approach is correct.

It's effectively a phase transition where the boss is out of range (phase 0 to phase 1!). Hitting an Exo is a good call, as long as you can also get off an opening Judge.

When standing in melee range and pre-casting Exo, I'm in the 'not worth it' camp. If you mistime early, you have threat and have good chance of death. On the other end hard casting once the boss is pulled would lose you a few tenths of a second on the first swing timer and next ability. This should be a negligible loss, but it would modify the following. Looking at the average non-AoW-modified damage provided by Exo, the total DPS gain on a 4-5 minute fight is 0.1%* of your total (less if the fight is longer, since you're averaging that one attack over more time).

Small chance of death vs. 0.1% (yes, one thousandth of your total) DPS increase. My personal decision is the risk outweighs the gain.

* - It's closer to 25 DPS. I believe Pliers forgot to account for the lack of AoW doubling damage.

Blessing of Might
So it seems they're going to give the melee 4.3 buff via increasing the +AP abilities from 10% to 20%. Unfortunately, they've failed to comment on the fact that Hunters also use AP and this would also significantly impact them.

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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Old 10/04/11, 1:44 PM   #1473
Oicx
Glass Joe
 
Blood Elf Paladin
 
Frostmane
The buffs to Might and Abominations' Might etc, were supposed to be 20% attack power while doing 10% ranged attack power.

Unless they've botched that.

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Old 10/04/11, 3:04 PM   #1474
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by Oicx View Post
The buffs to Might and Abominations' Might etc, were supposed to be 20% attack power while doing 10% ranged attack power.

Unless they've botched that.
I had not noticed the change in tooltip (initial datamining just showed the text 10% changed to 20%, and the blue comment that this was the melee buff for the patch didn't mention ranged AP or Hunters), however PTR tooltip (per Wowhead) shows specific text differentiating AP by 20% and ranged AP by 10%, and the spell details match this, too. Looks like it's properly implemented for the split.

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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Old 10/04/11, 3:49 PM   #1475
Ronark
Don Flamenco
 
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Blood Elf Paladin
 
Hyjal
Originally Posted by Exemplar View Post
I had not noticed the change in tooltip (initial datamining just showed the text 10% changed to 20%, and the blue comment that this was the melee buff for the patch didn't mention ranged AP or Hunters), however PTR tooltip (per Wowhead) shows specific text differentiating AP by 20% and ranged AP by 10%, and the spell details match this, too. Looks like it's properly implemented for the split.
There was a blue post recently stating that were releasing the latest PTR notes later today-- We should wait for this to happen to see what version they will provide us.

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Old 10/04/11, 4:56 PM   #1476
Cyno88
Glass Joe
 
Human Paladin
 
Sargeras
Originally Posted by Exemplar View Post
You have to follow your raid's gameplan. If you were to run out, Judge, and begin full bore DPS while the boss travels 40 yds to the tank, you will very rapidly pull threat. Dead Ret have the lowest DPS possible: zero. [irony]Thankfully[/irony] a single Exorcism should not do enough damage to pull the (insanely modified) threat generated by a single Avenger's Shield or similar. Ronark's approach is correct.
This we can definitely all agree on. You can't do what I'm suggesting if you would pull threat. That's what MD is for! My method obviously assumes that you stay alive. Can we agree that if you won't pull threat then closing the melee range gap takes priority over hardcasting exorcism? I don't like how you state that you "will very rapidly pull threat". I do it every week and have never out-threated the tank...

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Old 10/04/11, 5:30 PM   #1477
Babathong
Piston Honda
 
Draenei Paladin
 
Alterac Mountains
Latest blue notes -

- Blessing of Might now increases melee attack power by 20% and ranged attack power by 10%.
- Seal of Truth's Judgement now deals an additional 20% damage for each application of Censure on the target.
- Two-Handed Weapon Specialization now increases damage done with 2H Weapons by 25%, up from 20%.
- Sanctified Wrath now increases critical strike chance of Hammer of Wrath by 2/4/6%, down from 20/40/60%.

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Old 10/04/11, 5:40 PM   #1478
zeock9
Glass Joe
 
Human Paladin
 
Sargeras
Source: MMO-Champion

Sanctified Wrath now increases critical strike chance of Hammer of Wrath by 2/4/6%, down from 20/40/60%.
Unless it is some kind of a horrible typo, this new change, I assume, would completely negate the benefits of separating AW and Zealotry even during BL/Heroism.

Also,

Seal of Truth's Judgement now deals an additional 20% damage for each application of Censure on the target.
Does this mean that our judgements would deal an extra 100%(20x5) damage at max stack of censure on a given target?

My initial math shows that, coupled with 5% boost to our 2-handed wep. specialization passive ability, these changes(if what I read on Judgements are correct) would net about +3% in our overall performance figures, not counting AP bonus changes, if they went live today.

Can anyone confirm this?

Last edited by zeock9 : 10/04/11 at 7:10 PM.

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Old 10/04/11, 6:38 PM   #1479
Ravus
Glass Joe
 
Human Paladin
 
Nordrassil (EU)
"Seal of Truth, when Judged, now benefits from a multiplier of 20% per stack of Censure, up from 10%."

source

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Old 10/04/11, 7:09 PM   #1480
Phantoms
Glass Joe
 
Blood Elf Paladin
 
Sen'jin
Sanctified Wrath now increases critical strike chance of Hammer of Wrath by 2/4/6%, down from 20/40/60%.
Now we wait and see what they end up doing to Hammer of Wrath. This has the potential to finally knock Holy Wrath lower on the priority scale if they make HoW available more often, especially not just during AW/sub-20%.

Unless they leave HoW as it is (AW/sub-20%), which, admittedly, would feel weird for it to have such a low crit chance for it to be usable so limitedly.

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Old 10/04/11, 7:12 PM   #1481
Icos
Von Kaiser
 
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Human Paladin
 
Kel'Thuzad
We might need to consider using the judgement prime glyph with this change as well. It's value should increase by roughly 33%.

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Old 10/04/11, 9:28 PM   #1482
Medieve
Von Kaiser
 
Blood Elf Paladin
 
Turalyon
Originally Posted by Cloudio View Post
So for each Censure we get 20% more judgment dmg , 5 stacks and we get 100% judgmenet dmg inc . Question is What would be the rotation when we have 4 x T13 ? Each judgement will give us 1 HP , would judgement be a starter and drop the dmg increament ?
With the change, and Judgment glyph, the rotation returns to stacking and using as much HoPo as possible. It was pretty close before, but rolling AoW Exo damage with the glyph pulled ahead as the fight went on, before the Judgment changes. Now, we're looking at;

Inq> 3 HoPo TV > CS > J > DP TV > AoW Exo > HoW > HW > Cons,

with the HoW nerf that seems to be coming up. This also brought haste up a bit again, as going CS > J > CS > TV > CS > Filler > CS > J > TV > CS > Filler > CS (up to this point you can start eating .5 sec delays before rejudging and TV, or add an additional filler and continue your rotation)...... becomes possibly obtainable, although to be certain I'll need to see what our gear looks like in the upcoming tier. The current 2 filler mastery build looks to be on par with a haste soft cap build, and going that way you'd be looking at the current CS rules in regards to J, where you have two priority orders.

Haste order: Rotations don't split until the 16.5 mark, CS(0), J (1.5), CS(3), Inq (4.5), CS (6), Filler (7.5), CS (9), J (10.5), TV (12), CS (13.5), Filler (15), CS (16.5)

----------------Time(sec)------------------ ---Time(sec)
Command: --.5 J Delay ---Command: ---Additional Filler
CS-------------16.5------------CS-------------16.5
J---------------18.5------------<filler>--------18
TV-------------20---------------J--------------19.5
CS-------------21.5------------TV-------------21
<filler>--------23--------------CS-------------22.5
CS-------------24.5------------<filler>--------24
J---------------26.5-------------CS------------25.5
TV-------------28---------------<filler>--------27
CS-------------29.5-------------CS-------------28.5
<filler>--------31---------------TV-------------30
CS-------------32.5-------------CS-------------31.5
----------------------------------J---------------33
J---------------34.5-------------CS-------------34.5
Inq------------36---------------Inq-------------36

Just at a glance, it appears that if you have a filler of HoW or better, use that, if not, delay for J. I'll need more data to be sure though. You sacrifice 1 ability every 3 J delays, although pushing back TV's farther and farther in the rotation doesn't seem optimal either. I'm thinking the middle ground is where we want to be.


Mastery rotation:
At 3 HoPo;
Inq > TV > DP TV > AoW Exo > HoW

Under 3 HoPo;

CS > J > DP TV > AoW Exo > HoW > HW > Cons

It's basically the same we currently have, only with J moving far up to lie behind CS in prioirity while ramping, and at 3 HoPo we're trying to get rid of it as quickly as possible to start ramping again. The interesting thing is without the additional crit chance of HoW, it drops considerably. The difference between the two builds seems to revolve around how many procs you're wasting, the mastery build having more openings to use more procs, but more punishing if you're "unlucky". The haste is very stringent and leaves no room for extra procs, which does even out our DPS to a bit less distance between high and lows, but without some actual numbers to look at, I'd recommend staying with a mastery build until haste can be fully mapped out. It really depends on how easily we can reach the haste soft cap.

Last edited by Medieve : 10/06/11 at 6:18 PM. Reason: Haste clarification

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Old 10/04/11, 11:50 PM   #1483
saboya
Faceroller
 
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Pandaren Monk
 
Firetree
Well, forget all that I said about using CDs separately... With the HoW nerf there's no doubt that stacking them is the best thing to do.

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Old 10/05/11, 12:41 AM   #1484
Ronark
Don Flamenco
 
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Blood Elf Paladin
 
Hyjal
WoWhead has the Tier stats up:

Battleplate of Radiant Glory - Item Set - World of Warcraft.

The tier gear favors, in terms of secondary stats, Crit, Haste, then Mastery. Also, all the socket bonuses have at least 10 Strength, and 80% of the slots are Red.

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Old 10/05/11, 12:57 AM   #1485
Pliers
Glass Joe
 
Human Paladin
 
Garona
Originally Posted by Cyno88 View Post
Hardcast exo is a dps loss
Shannox's cleave is brutal. I'd rather wait a second for him to settle, and fire off an exo, than risk dying.

Baleroc's positioning is too important to risk screwing up, at least for us. Attacking before the tank is in melee range is risking a problem you don't need to worry about.

We pull domo to a specific spot with MDs. If all melee followed your example and ran out of the group to start dps 1 second early, you'd risk him transforming. I'll never purposely sacrifice proper play for a slight dps increase.

You can stand in melee range of Ragnaros before the pull. Anything you can do before the pull is free damage.

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