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Old 04/02/12, 9:09 AM   #16
Ronark
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Blood Elf Paladin
 
Hyjal
No there is not. However WoG is off the GCD for Prot, as well as Sacred Shield.

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Old 04/02/12, 11:05 AM   #17
Oicx
Glass Joe
 
Blood Elf Paladin
 
Frostmane
That's a shame, the bubble overheal was a very nice mechanic.

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Old 04/02/12, 11:44 AM   #18
Ronark
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Blood Elf Paladin
 
Hyjal
The point of the GCD removal is to use it when healing is needed and not everytime it's available. The only concern here is that it wastes Healer mana.


Any form of a feasible rotation as of now? Looking at the list of abilities, I was thinking

SoT > HP Dump (SotR or WoG or EF) > HotR (Debuff only) > AS > CS > Judgement > HW > Cons for single target, and

SoR > HP Dump (SotR or WoG or EF) > HotR > AS > Judgement > Cons > HW for AoE.

Last edited by Ronark : 04/02/12 at 11:50 AM.

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Old 04/02/12, 3:40 PM   #19
alenari
Glass Joe
 
Blood Elf Paladin
 
Draenor (EU)
The problem with our rotation that I can see at the moment is there are few abilities to choose from in a crowd-control fight.
CS, Judgement and SotR are the only attacks usable while fighting near crowd-controlled mobs.
We can glyph AS and HW to have them only hit one target, which is undesirable in most instances.
HotR and the usefull debuff it gives wont be easy to use in a crowd-control environment..

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Old 04/02/12, 3:46 PM   #20
Ronark
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Blood Elf Paladin
 
Hyjal
Originally Posted by alenari View Post
The problem with our rotation that I can see at the moment is there are few abilities to choose from in a crowd-control fight.
CS, Judgement and SotR are the only attacks usable while fighting near crowd-controlled mobs.
We can glyph AS and HW to have them only hit one target, which is undesirable in most instances.
HotR and the usefull debuff it gives wont be easy to use in a crowd-control environment..
If AS acts like it does on Live, it ignores CC'd mobs.

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Old 04/02/12, 7:04 PM   #21
Theck
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Human Paladin
 
Tichondrius
Originally Posted by Ronark View Post
Any form of a feasible rotation as of now? Looking at the list of abilities, I was thinking

SoT > HP Dump (SotR or WoG or EF) > HotR (Debuff only) > AS > CS > Judgement > HW > Cons for single target, and

SoR > HP Dump (SotR or WoG or EF) > HotR > AS > Judgement > Cons > HW for AoE.
It's impossible to tell until we have finalized damage values at 90. But at any rate, from playing around on beta the other day, the abilities (in order of DPS) are SotR (glyphed), AS, SotR (unglyphed), J, CS, HotR, Cons, HW.

DPS ordering is probably something like CS>J>AS>Cons>HW, with SotR in-between GCDs to dump HP. For tanking bosses, we'll probably be appending ^WB>^SS to the front of that rotation (notation: ^=keep up, WB=weakened blows, SS=sacred shield).

In all likelihood, the "max survival" rotation will be whatever maximizes holy power generation, which is why CS>J leads the pack. We have 4 GCDs to utilize AS and still gain the holy power, so it will be lower-priority than CS and J.

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Old 04/02/12, 8:34 PM   #22
Ronark
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Hyjal
SS is off the GCD, and I was looking at more mechanics wise what the rotation would be and less on DPS. For example as we both stated, WB will need to be kept up.

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Old 04/03/12, 8:22 AM   #23
Theck
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Human Paladin
 
Tichondrius
Originally Posted by Ronark View Post
SS is off the GCD, and I was looking at more mechanics wise what the rotation would be and less on DPS. For example as we both stated, WB will need to be kept up.
Off-GCD abilities can still be included in the queue (or at least, they are in my FSM sims). So a full queue might look something like:
^WB>^SS>SotR5>CS>J>AS>Cons>HW

The sim is up and running already, actually. Of course, since we don't have ability damage models for level 90, I can't give you useful DPS breakdowns. But I can crank out statistics like HPG rate, SS/EF/SotR/WB uptime, and so on.

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Old 04/03/12, 9:21 AM   #24
Ronark
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Hyjal
If anyone is able to find out, can SS from more than 1 source be on a target at a time? The synergy it creates with Prots other finisher in the current build seems to be too great to swap out to EF or SH.

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Old 04/08/12, 12:48 PM   #25
Kobor
Glass Joe
 
Human Paladin
 
Nordrassil (EU)
Something that was surprise for me that lot of old spells gone.

DP, DG, Multi taunt (sorry not remember its name now), Exorcism (from prot).

So we will not have big CD (-50%), but L90 talent will be used instead?


Edit: GotAK is back with the new build (15544)

Last edited by Kobor : 04/09/12 at 5:45 PM. Reason: New build change

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Old 04/08/12, 1:19 PM   #26
Ronark
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Blood Elf Paladin
 
Hyjal
GAnK still exsists. All tanks lost their aoe taunt as well.

Divine guardian and exorcism are both gone yes. However, the reduced judgment cool down and 30 yard range makes up for Exorcism.

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Old 04/16/12, 11:36 AM   #27
Theck
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Human Paladin
 
Tichondrius
The results are in: MoP Block Calculations - Part 3

These results are saying that mastery is in dead last place, behind hit, expertise, haste, and even armor
Short version: for damage mitigation (i.e. TDR), the stat priority is dodge/parry>hit/exp>haste>armor>mastery. Mastery lags haste by a factor of 2 and lags dodge/parry by a factor of 4. The primary culprit is our active mitigation, primarily the guaranteed block mechanic, though diminishing returns and two-roll blocking aren't doing mastery any favors.

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Old 04/16/12, 6:15 PM   #28
Ronark
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Blood Elf Paladin
 
Hyjal
Interesting find. Also interesting to see the HPG also consistent across both formulas. I agree that the maserty does need to be changed. I did notice that you only compared vs the SotR maintenence buff and not WoG. It should be noted that in magic intense fights that WoG will most likely be the go-to HP dump, which is also based on HPG but has zero interactions with Maserty.

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Old 04/16/12, 6:24 PM   #29
Womba
Glass Joe
 
Orc Death Knight
 
Hyjal
Based on Theck's numbers, this will make some dps plate gear pretty attractive for tanks. Let's compare a sample tank piece (with 100 dodge and 100 mastery) to a dps piece (100 crit and 100 hit).

Per Theck's calcs, the normalized damage mitigation per rating is as follows:

dodge = 1.8572
mastery = 0.4346
crit = 0
hit = 1.4717
haste = 1.0564

Tank piece:

100 dodge = 185.72
100 mastery = 43.46
total: 229.18

DPS piece:

100 crit (reforged to 40 dodge) = 40 * 1.8572 = 74.288
100 hit = 147.17
total: 221.458

The DPS piece is 96.6% as effective as the tank piece, and provides a little bit of crit as a bonus. If the DPS piece instead had haste and hit, its score rises by (60 * 1.0564), or 63.384, for a total score of 284.842. This is now 24.2% *better* than the tank piece.

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Old 04/16/12, 6:41 PM   #30
Ronark
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Blood Elf Paladin
 
Hyjal
You'd have to take DR into consideration when making a dodge/party calculation as well as any stamina differences. Ironically, Ret paladins are also straying from mastery gear, and possibly some other specs as well.

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