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08/30/12, 1:59 PM
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#16
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Don Flamenco
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Originally Posted by Fairgrim
This may be unimportant but [Hand of Reckoning] is now just [Reckoning] since its not a "Hand" spell and [Clemency] talent that improves "Hand"s doesn't affect it.
Also if you choose [Sanctified Wrath] while having [Glyph of Avenging Wrath] the 15% of max hit points returned may be a gain that works well with the 20% better self heals and 20% more incoming heals over the new 30 second duration.
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That's assuming Hit capped, in which case you could go with HA for an additional output if using soley WoG for its duration.
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08/30/12, 2:25 PM
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#17
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Don Flamenco
Blood Elf Paladin
Drenden
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Good point on Reckoning not being a hand spell. I'll update that. The interaction between SW and the Glyph of Avenging Wrath is a synergy point that I'm still getting my arms around.
An interesting point Midnight just pointed out to me is that contrary to what I'd posted, HotR needs to actually *hit* for the Weakened Blows debuff to work. The debuff lasts 30 seconds so even with occasional misses, maintaining it shouldn't be too onerous (and its not like the alternative, CS, hits very hard right now) but with a 4.5 second cooldown, I could see this being an issue at the start of a fight. On the pull, with no hit or exp, you've got a 22.5% chance of HotR missing (resulting in 4.5 seconds of no debuff), a 4-5% chance of it missing twice in a row (and 9 seconds of no debuff), and a ~1% chance of three straight misses (13.5 seconds). This should marginally increase the value of hit and expertise.
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08/30/12, 2:43 PM
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#18
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Don Flamenco
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Originally Posted by Wrathblood
Good point on Reckoning not being a hand spell. I'll update that. The interaction between SW and the Glyph of Avenging Wrath is a synergy point that I'm still getting my arms around.
An interesting point Midnight just pointed out to me is that contrary to what I'd posted, HotR needs to actually *hit* for the Weakened Blows debuff to work. The debuff lasts 30 seconds so even with occasional misses, maintaining it shouldn't be too onerous (and its not like the alternative, CS, hits very hard right now) but with a 4.5 second cooldown, I could see this being an issue at the start of a fight. On the pull, with no hit or exp, you've got a 22.5% chance of HotR missing (resulting in 4.5 seconds of no debuff), a 4-5% chance of it missing twice in a row (and 9 seconds of no debuff), and a ~1% chance of three straight misses (13.5 seconds). This should marginally increase the value of hit and expertise.
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It depends on your raid comp. If you have a Ret in the raid, have them use HotR to open with. Alternately, have your Resto Shamans use Earth Shock, or a DK/Warrior use their respective abilities since neither one can be block/parried/dodged.
Last edited by Ronark : 08/30/12 at 2:48 PM.
Reason: Silly me, shocks have seperate cooldowns now.
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08/30/12, 4:06 PM
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#19
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Don Flamenco
Blood Elf Paladin
Drenden
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Hmm, that's an option since DPS appear to be able to apply it as well, and they're a lot more likely to be hit/exp capped (as well as standing behind the target) making them more reliable on the initial application. The tank could then take over reapplying it over the course of the fight.
Low hit/exp would have the downside of forcing the tank to use HotR more often. You wouldn't want the debuff to fall off, so instead of refreshing at or just before expiration, you'd want to swap HotR for CS during the usage before that, giving you a second attempt in case you miss with the first one. In a sense, you shorten the effective duration of HotR by 3 or more GCDs (depending on how conservative you wanted to be) by not being block/exp capped. Assuming HotR isn't glyphed, the shorter duration would roughly force you to trade a CS for a HotR once/minute. At 85, in my gear, they both hit like wet noodles and that swap would cost roughly 100 dps over and above the dps loss from not being hit/exp capped. Doesn't seem like an especially steep price to pay.
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08/31/12, 5:00 PM
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#20
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Don Flamenco
Human Paladin
Tichondrius
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Originally Posted by Wrathblood
The interaction between SW and the Glyph of Avenging Wrath is a synergy point that I'm still getting my arms around.
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There's not much to get around. It's very weak. 1.2% of your max health every 2 seconds isn't all that different from 1% of your max health every 2 seconds. Glyph of Avenging Wrath isn't enough to turn AW into a survivability cooldown (beyond what you already get via larger WoG potential).
Regarding HotR, the difference in damage between CS and HotR is small enough that it's not a huge loss to use it one attack early. This is also the reason that Glyph of HotR is such a weak DPS increase - CS/HotR make up so little of our DPS that swapping them once in a while doesn't matter much.
I have preliminary numbers up for L90 in my MATLAB thread, but I haven't gotten around to doing full write-ups yet. I'll probably get to that this weekend.
Also, I ran some tests on live today to confirm a few things:
1) Harsh Words was nerfed. It's now doing 76.91% of the healing as damage, not 100%. This narrows the margin quite a bit; Harsh Words is a much smaller DPS increase over SotR while off-tanking now (~500 DPS), and a DPS loss while tanking if you're using Alabaster Shield.
Our best DPS glyphs are now, in order, Alabaster Shield > Final Wrath (during execute) > Focused Shield. For encounter-averaged DPS, Final Wrath falls back to a distant third. GoHotR is 100-200 DPS depending on Vengeance.
2) Eternal Flame (either part) does not benefit from the 5% healing bonus from SoI.
3) Eternal Flame (HoT) still does not benefit from Bastion of Glory.
Last edited by Theck : 08/31/12 at 5:05 PM.
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08/31/12, 5:16 PM
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#21
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Don Flamenco
Blood Elf Paladin
Drenden
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Oh, sure. Its not specifically the SW/GlofAW synergy that's causing me trouble (I suppose it would make it modestly more useful as a leveling glyph but that's about it), its more the whole spectrum of stat and talent interactions but I'm just about comfortable that I've figured out my viewpoint on most of it.
As for HotR and CS, I completely agree. My eyes nearly popped out when I realized how softly both of them were hitting. CS barely hits harder than autoattacks now and HotR is significantly weaker than that. Since they're so weak, even in a worst case scenario (swapping entirely from CS to HotR for single target) you'd probably only lose 1-1.5k dps.
We may ask a dps warrior to start with TC after the pull (if our Bear isn't available for some reason) for reliability purposes since I'm not quite sold on Hit/Exp as being worth capping/soft-capping (I'm working on estimating the relatively variability of damage intake from Hit vs Expertise vs Haste vs Mastery to convince myself). I missed my initial HotR on H10 Ultraxion this week on our initial attempt, the healers were apparently asleep, and he promptly 3-shot me (2 90k hits and a 70k hit).
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08/31/12, 8:00 PM
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#22
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Don Flamenco
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Theck, EF's HoT effect is not intended to scale with Bastion, to prevent it from becoming the defacto talent for that tier.
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09/02/12, 4:05 AM
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#23
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Von Kaiser
Blood Elf Paladin
Twilight's Hammer (EU)
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I noticed another fun stat synergy that slightly benefits the hit/expertise gearing and isn't mentioned anywhere.
It's mainly something being mentioned in (non-healer) spellcasting areas, but as of now expertise is also beneficial towards your spell hit %. This means that your spell hit rating is (about? I'm not familiar with any tools to test these things) equal to the total rating of adding hit and expertise ratings together.
Also, what makes it so nice for us spell-using sword swingers, having the 7.5% hit cap (769 rating) and 7.5% softcap on expertise (also 769 rating) makes you end up with an exact 15.00% spell hit, which requires (you guessed it) 1538 or 2x769 "hit".
We don't use spell hit that often as tanks, but it's a good starting Threat boost to not have your AS fly wild (and your Judgment? i'm unsure on which table it is) and a minor survivability boost during an entire fight for the same reasons. Also, we don't have our free 8% spell hit from our Guarded by the Light passive but this seems the tool blizzard gave us to make up for that.
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09/02/12, 10:23 AM
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#24
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Don Flamenco
Blood Elf Paladin
Drenden
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Yeah, 7.5% hit and exp should cap us for everything but cs/hotr and autoattacks.
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09/02/12, 1:27 PM
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#25
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Don Flamenco
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I believe it boils down to this:
White hits, CS, HotR, HoW, ShoR, and Judgment use the Melee hit table. With the exception of HoW and Judgment, everything can be parried or dodged, and CS/HotR can be blocked.
L90 Talents, AS, HW, Cons, HoJ/FoJ, Turn Evil, and Repentance are the only abilities on the Spell hit table.
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09/02/12, 5:52 PM
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#26
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Don Flamenco
Blood Elf Paladin
Drenden
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Oh, duh. ShoR too, alomg with auto and CS/HotR. Thanks, afraid Id forgotten one.
So, J and C, for example, use different combat tables, but afaik they work the same in game, in that 7.5% hit and exp will cap them both equally.
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09/02/12, 6:50 PM
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#27
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Don Flamenco
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Originally Posted by Wrathblood
Oh, duh. ShoR too, alomg with auto and CS/HotR. Thanks, afraid Id forgotten one.
So, J and C, for example, use different combat tables, but afaik they work the same in game, in that 7.5% hit and exp will cap them both equally.
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The only benefit for Expertise is getting to the soft and hard caps, where your Spells no longer miss (7.5% Hit + softcap 7.5% Expertise) and where your CS is no longer Parried (I don't recall what percentage the hardcap is at, i think 12.5%?).
With Judgment being reverted to a Melee hit that does Spell damage that is never Parried or Dodged, Expertise does nothing for it; That is why per point Hit is worth more than Expertise until the Hit cap.
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09/03/12, 12:40 AM
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#28
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Don Flamenco
Blood Elf Paladin
Drenden
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Well, there's benefit of getting part-way to a cap. If you have 4% Hit, you can still get misses but you won't get as many of them. And to a player, whether the ability is on the spell hit table or melee hit table, if you're at 7.5% hit and exp you can't tell the difference if its an ability that can't be Parried. Hit-cap and soft Exp cap is a guaranteed hit either way. But a Parryable (or, indeed, blockable) hit isn't the same.
Wait, can you clarify that? Are you saying that HoW and J can be neither parried nor dodged? Because I just had a HoW be dodged against Ultraxion on Wed.
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09/03/12, 2:24 AM
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#29
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Don Flamenco
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In 5.0.4 it is now possible to dodge ranged physical attacks, making hunters value expertise for the first time. This is probably the explanation for a dodged HoW.
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09/03/12, 3:27 AM
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#30
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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Originally Posted by Lookit
In 5.0.4 it is now possible to dodge ranged physical attacks, making hunters value expertise for the first time. This is probably the explanation for a dodged HoW.
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Actually no. J is a melee attack with increased range (as opposed to a ranged attack), and I do believe (I'll go and find a reference link in a second) that it had its dodge/parry flag turned back off after having had at least dodge turned on for a while in the beta.
Edit: No, the dodge/parry flag is not turned off in the latest tests I could find, it was Theck speculating that it may be considered a bug in a blue response (that J is flagged for dodge/parry), but the main gusto is still that J is a melee attack with an increased range.
Last edited by Nooska : 09/03/12 at 3:33 AM.
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