Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Paladins

Closed Thread
 
LinkBack Thread Tools
Old 04/28/08, 7:54 AM   #976
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Endoscient View Post
You can make the point that you don't need Boar's Speed to survive, but it lets you get where you need to go faster so you can start healing/dps'ing earlier. While for DPS that is true any time not dps is wasted, it not as simple for healing. The same health will need healing if you get there 8% later or not. It is only worth it then if getting there 8% sooner helps you save someone from dying.
In other words, its worth is determined by how often someone needing a major heal will be more than 40 yards away from all unoccupied healers. In the specific case of Paladins, who are best used as tank healers, the question becomes "How often is a Paladin healer more than 40 yards away from his assigned tank?"

In fact, for an 8% speed increase to be meaningful you'd need to be moving for long enough to save at least 1/10th of a second. This entails moving for 1.333 seconds at 108% speed, a distance of just over 14 yards. Are there any fights where a primary healing target will regularly be 55+ yards from a healer? The only one I know of is Morogrim, where it would definitely benefit the raid if a tank healer who gets Graved can get back into the fight sooner.

I'm with Onion on this. The only reasons I've seen given in this thread for a Paladin healer using Boar's Speed boil down to giving you greater leeway for slow reflexes in the fire and poor raid positioning. If you can correct those difficulties with better play instead of an enchant, you get 4 MP5 for free.

Offline
Old 04/28/08, 1:13 PM   #977
Iluminati
Piston Honda
 
Iluminati's Avatar
 
Human Priest
 
Earthen Ring
Originally Posted by Malleus View Post
In other words, its worth is determined by how often someone needing a major heal will be more than 40 yards away from all unoccupied healers. In the specific case of Paladins, who are best used as tank healers, the question becomes "How often is a Paladin healer more than 40 yards away from his assigned tank?"

In fact, for an 8% speed increase to be meaningful you'd need to be moving for long enough to save at least 1/10th of a second. This entails moving for 1.333 seconds at 108% speed, a distance of just over 14 yards. Are there any fights where a primary healing target will regularly be 55+ yards from a healer? The only one I know of is Morogrim, where it would definitely benefit the raid if a tank healer who gets Graved can get back into the fight sooner.

I'm with Onion on this. The only reasons I've seen given in this thread for a Paladin healer using Boar's Speed boil down to giving you greater leeway for slow reflexes in the fire and poor raid positioning. If you can correct those difficulties with better play instead of an enchant, you get 4 MP5 for free.
Kalecgos portals
Running for Burn on Brutallus
Encapsulate movement on Felmyst
Skeleton movement on Felmyst

None of these are something you have control over, and all of these entail a significant amount of moment. Getting to the appropriate positions on these fights asap is imperative to your raid role and to the raid role of others.

Offline
Old 04/28/08, 1:55 PM   #978
vorda
Bald Bull
 
vorda's Avatar
 
Blood Elf Paladin
 
Jaedenar (EU)
Let's agree to disagree then. I sure value 8% movement speed much higher than some mp5 that is wasted on me. Unless you'r ending a 6 minute fight under 288 mana, Vitality did nothing for you.

Then again, some of you may value mp5 higher than I do.

Offline
Old 04/28/08, 2:48 PM   #979
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Iluminati View Post
Kalecgos portals
Running for Burn on Brutallus
Encapsulate movement on Felmyst
Skeleton movement on Felmyst
Kalecgos portals have a two second cooldown. This negates the speed benefit - you get there faster, but unless the portal isn't on CD when you arrive you don't get into the demon realm any sooner.

Burn is only cast 15-18 times in the whole fight (I've seen one report that lists 20 applications, but that's anomalous) and you can remove it with bubble the first time. Looking at a variety of WWS parses for Brutallus kills here on EJ, the chance of being Burned more than once is only around 20%. Also, the chaining distance is so small that the time saving is negligible.

Encapsulate, yes. The time saved in covering 20 yards is 0.15s, which is close enough to the standard human prepared reaction time to save a tick. It's only cast around 10 times a fight, though, those casts will be spread between four or five groups, and Mages and Paladins can both instantly remove it (as can Rogues, but healadins aren't in with the melee group so it doesn't matter to us). I have to ask if anyone is going to be hit often enough by it to justify using an enchantment to prevent the occasional tick of damage.

Skeletons ... I'm not seeing what you're shooting at. Sure, it helps that I don't get hit by Green Vapour and can dodge the lasers, but not everyone is using Boar's Speed and they have to move too. That puts its benefit into the category of letting you play worse rather than helping you do more. If I'm missing something here, please tell me what it is.


All in all, I'm still not seeing sufficient advantages in enough fights to justify running Boar's Speed over Vitality as a healadin.

Offline
Old 04/28/08, 3:12 PM   #980
Pownstar
Glass Joe
 
Allicatt
Blood Elf Mage
 
No WoW Account
I'm sorry to but into an enchant convo, but.. honestly, I just need help.
My main has been between a mage and hunter, and I understand DPS -very- well. The guild needed my alt to become my main, and I gladly helped.
I am a holy paladin, in T5/badge gear. I'm pretty much confused on where I go from here.
Unbuffed:
Healing ~1950
Crit ~21%
Mp5 ~ 135
I've heard Haste Gear/Crit, Mp5 w/FoL spam, Pure Crit and Healing gear, ect. What is the best way to do my gear and what is the primary rank/spell for that gear and MH/BT as a Paladin.
Once again, sorry about intruding, but EJ has always been the best place for me to find questions as a mage and hunter. Thanks ahead of time for any help =)

Offline
Old 04/28/08, 5:10 PM   #981
Deris
Great Tiger
 
Worgen Death Knight
 
Executus
I tend to just try to balance my MP5 and crit, along with +heal. I have the luxury of being able to swap out a few pieces for more crit, or more mp5 however, so take my advice with a grain of salt.

Offline
Old 04/28/08, 5:49 PM   #982
Onion
Glass Joe
 
Human Paladin
 
Lightbringer
I like Deris' forum rank.

Anyways, stacking crit and +heal withing sacrificing too much mp5 isn't bad, but there are some that really love their mp5 (me being one until t5 4pc was nerfed ;_; ). What instances are you mostly going to be healing? If it isn't sunwell, then your stamina doesn't matter much as long as you can get ~10k unbuffed hp.

Offline
Old 04/28/08, 7:30 PM   #983
Bubblemasta
Glass Joe
 
Blood Elf Paladin
 
Khaz'goroth
I think your understating how often your on the move in Sunwell or BT/MH, between moving from AoE, getting into better positions for raid healing, keeping spacing ect. Unlike druids/priests that are relatively functional on the move, a moving paladin is completely useless. Can't see why you wouldn't want to minimise this time. Additionally, playing with 400+ latency, every extra tick of AOE counts.

Offline
Old 04/28/08, 9:39 PM   #984
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by vorda View Post
Let's agree to disagree then. I sure value 8% movement speed much higher than some mp5 that is wasted on me. Unless you'r ending a 6 minute fight under 288 mana, Vitality did nothing for you.
And if my tank never went below 150 health, the +12 Stamina on his boots did nothing for him. But it's better that he has it and doesn't need it than he needs it and doesn't have it, no?

Offline
Old 04/29/08, 3:15 AM   #985
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
This is the recount of my healing done for tonights raid, that shows a 42% increase in effective healing for crits. That is 20 Eredar Twins attempts, including a kill. Using mostly HL9, with some HL11.


Just an example of how in some fights you can get close to 50% effective crit bonus.

Of course as the fights get more trivial crits will overheal more. But, who cares about your gear on trivial fights.

Last edited by Endoscient : 04/29/08 at 4:30 AM.

Offline
Old 04/29/08, 6:36 AM   #986
Tpyo
Von Kaiser
 
Tpyo's Avatar
 
Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Endoscient View Post
This is the recount of my healing done for tonights raid, that shows a 42% increase in effective healing for crits.
Doesn't that seem somewhat concerning? All that healing that was actually used from crits that wouldn't have happened had you had bad luck with crit. If your assignment would be fine assuming a horrible crit rate(~25%), is it safe to assume that you're simply causing others to overheal?

Buffers are nice but this is why I've considered the majority of crit's value to come from the Illumination portion, rather than the increased unreliable HPS.

Offline
Old 04/29/08, 7:13 AM   #987
Anedris
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
My view on boar's speed is that the cost is so small (4 mp5) that you may as well get it, and it makes running back after wipes a little less painful too (plus you can laugh at everyone who doesn't have a speed enhancement). The "if your reactions are good you don't need it" argument is kind of silly - if your mana management skills (or the skills of your raid members in avoiding damage) are good you won't need the regen either.

Offline
Old 04/29/08, 8:59 AM   #988
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Anedris View Post
The "if your reactions are good you don't need it" argument is kind of silly - if your mana management skills (or the skills of your raid members in avoiding damage) are good you won't need the regen either.
I think you've missed my point. It's not about needing either enchant all the time; if it were, there wouldn't be a dispute as to which one we should use. It's about what lets you do more.

I'm at around 200 MP5 fully buffed, excluding anything I get from Shammies and S-Priests - which is normally nothing, as they generally go with the Mages and the melee group. With that level of regen backed up by an Alchy's Stone and an IED, I can heal at my normal rate for longer than any fight in the game will last. So I don't really need that 4 MP5. However, if something goes pear-shaped and I suddenly need to spam five or six HL11s on top of my regular heals, the bite out of my longevity is eased a little.

Strictly speaking, Boar's Speed is never needed. There's no fight in the game where you look at it and say, "OK, everyone needs to have at least 8% speed increase for this fight or we'll wipe." All BS does is make it slightly easier to do certain things that can still be done without it.

If I need to be somewhere 7.5% faster in a fight, I can practice until it becomes second nature and learn to anticipate the need. Once I've mastered my class and minimised my overheal as much as is feasible, no amount of practice will give me another 4 MP5. That's why I rate Vitality above Boar's Speed.

Besides, if you're really that hard up for movement speed, you can always spec 41/7/13.

Offline
Old 04/29/08, 9:57 AM   #989
 alcaras
Noli timere
 
alcaras's Avatar
 
Blood Elf Warrior
 
Mal'Ganis
You can get mp5 elsewhere, you can't get a speed increase anywhere other than a boot enchant like Boar's Speed (apart from gutting your talents by getting PoJ as a holy paladin).

4 mp5 is not going to make or break a fight, whereas getting out of the range of an AoE effect like, say, Encapsulate on Felmyst or Felmyst's breaths, can and does make or break a fight.

To me it's a simple question of using all the tools in the toolbox -- boar's speed is a cheap (in an opportunity cost way) of getting 8% run speed, and 4 mp5 is available in plentiful other forms. Of course, your mileage may vary, but I'd strongly recommend boar's speed for holy paladins.

in EJBSG 9

United States Offline
Old 04/29/08, 11:05 AM   #990
Andrast
DFTBA
 
Andrast's Avatar
 
Draenei Shaman
 
Frostmourne
Originally Posted by Malleus View Post
I think you've missed my point. It's not about needing either enchant all the time; if it were, there wouldn't be a dispute as to which one we should use. It's about what lets you do more.

I'm at around 200 MP5 fully buffed, excluding anything I get from Shammies and S-Priests - which is normally nothing, as they generally go with the Mages and the melee group. With that level of regen backed up by an Alchy's Stone and an IED, I can heal at my normal rate for longer than any fight in the game will last. So I don't really need that 4 MP5. However, if something goes pear-shaped and I suddenly need to spam five or six HL11s on top of my regular heals, the bite out of my longevity is eased a little.
Strange.. I outgear you and have massive mana issues in Sunwell against the 2 bosses I've "done".

Australia Offline
Old 04/29/08, 11:10 AM   #991
Andrast
DFTBA
 
Andrast's Avatar
 
Draenei Shaman
 
Frostmourne
Originally Posted by alcaras View Post

4 mp5 is not going to make or break a fight, whereas getting out of the range of an AoE effect like, say, Encapsulate on Felmyst or Felmyst's breaths, can and does make or break a fight.
I think its fairly well established that "every little bit helps" and that trying to make the argument you are making will fail. After all its the combination of all those epic gems that makes the difference over blue gems or green gems right? It's the combination of all those enchants together that beats unenchanted gear. It's the combination of all those little upgrades that allows us to perform to the level required against the high end encounters.

Australia Offline
Old 04/29/08, 11:12 AM   #992
goss
Rainmaker
 
goss's Avatar
 
Human Paladin
 
Executus
Boar's Speed also has the incidental effect of increasing your hp/s in any fight that you move on (most of them, actually).

From a BB post with a similar argument.

Originally Posted by "goss
For mana [regen] you have flasks/elixirs, pots, mana oils, commonly socketed gems, shadowpriests, mana tide, spellsurge, innervate, BoW, mana spring, dark runes, etc. Tons of sources if you need more mana. Runspeed is either a boot enchant, a crappy metagem, [or a poor talent spec]. You can't get it elsewhere, even if its not gamebreaking 100% of the time.
Sure, vitality is far from useless, but it's pretty obvious speed has wide applications, and while you can recover regen with other enhancements, speed is not nearly so accessible. I require my raid members to enchant it (or Cat's) on their primary boots.

United States Offline
Old 04/29/08, 11:27 AM   #993
goss
Rainmaker
 
goss's Avatar
 
Human Paladin
 
Executus
Originally Posted by Tpyo View Post
Doesn't that seem somewhat concerning? All that healing that was actually used from crits that wouldn't have happened had you had bad luck with crit. If your assignment would be fine assuming a horrible crit rate(~25%), is it safe to assume that you're simply causing others to overheal?

Buffers are nice but this is why I've considered the majority of crit's value to come from the Illumination portion, rather than the increased unreliable HPS.
A HL critrate as low as you describe (25%) is pretty well impossible with the gear you (should) possess in Sunwell. I think it's pretty clear from the strength of incoming damage in Sunwell that paladin hp/s expectations are designed with a 40-50% crit rate (varying on gems). The hp/s gain of high spellcrit is no more unreliable than tanks stacking avoidance, and in fact goes hand in hand (you can solo heal a Sathrovarr tank because he avoids and you crit with regularity - the mob certainly hits harder than any 1 of your heals can repair).

United States Offline
Old 04/29/08, 12:45 PM   #994
Aheann
Glass Joe
 
Dwarf Paladin
 
Argent Dawn
After following this thread from the beginning, I see three types of pallies stacked in +heal, spell crit or haste. Currently my guild is 5/5 MH and 5/9 BT and my gear is somewhere inbetween stacked +heal and crit. I am wondering if maintaining a balance is better for future content or does stacking a certain stat give an advantage in the future?

My armory link is The World of Warcraft Armory for anyone that could offer some advice. I alternate in Glorious Gauntlets of Crestfall or T6 gloves depending on the fight. I am a main tank healer and do not typically have a shadow priest nor a resto shaman, so group buffs have no bearing on how I gem. I typically use Flash of Light about 50% of the time and the rest of the casts are a mix of Holy Light 7,9 and 11. Thanks for any advice you have to offer.

Edit- [Kharmaa's Shroud of Hope] is my current healing cloak.

Last edited by Aheann : 04/29/08 at 12:55 PM.

Offline
Old 04/29/08, 1:24 PM   #995
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Andrast View Post
Strange.. I outgear you and have massive mana issues in Sunwell against the 2 bosses I've "done".
My apologies. I wasn't clear on the level of content I'm in, which is MH/BT. Though I could step into any of my server's late-BT/SWP guilds at will, I choose not to because I guild with friends.

I do anticipate the mana requirements being higher in Sunwell, but regen from gear scales accordingly so the principle remains. It's also another argument for taking Vitality over BS.

Offline
Old 04/29/08, 2:14 PM   #996
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by Tpyo View Post
Doesn't that seem somewhat concerning? All that healing that was actually used from crits that wouldn't have happened had you had bad luck with crit. If your assignment would be fine assuming a horrible crit rate(~25%), is it safe to assume that you're simply causing others to overheal?

Buffers are nice but this is why I've considered the majority of crit's value to come from the Illumination portion, rather than the increased unreliable HPS.
Well, I already did get some bad luck. Full buffed I should have 40% Holy Light crit rate.

I wouldn't say the extra healing on crits is wasted since you can't rely on it. When it happens it helps your tank get topped off quicker, decreasing the chance that he will die. It might cause others to overheal more, but that is true anytime you increase your healing done, since there a set amount of damage being taken.

Originally Posted by Malleus View Post
Besides, if you're really that hard up for movement speed, you can always spec 41/7/13.
Well, with that spec you drop imp Righteous Fury. Which I don't think I would ever do without. An easy to get -6% damage taken.

Last edited by Endoscient : 04/29/08 at 2:22 PM.

Offline
Old 04/29/08, 2:48 PM   #997
 alcaras
Noli timere
 
alcaras's Avatar
 
Blood Elf Warrior
 
Mal'Ganis
Originally Posted by Andrast View Post
I think its fairly well established that "every little bit helps" and that trying to make the argument you are making will fail. After all its the combination of all those epic gems that makes the difference over blue gems or green gems right? It's the combination of all those enchants together that beats unenchanted gear. It's the combination of all those little upgrades that allows us to perform to the level required against the high end encounters.
<boggle>

If every little bit helps, how does 8% run speed not help?

4 mp5 v. 8% run speed seems like a very clear cut choice for me.

in EJBSG 9

United States Offline
Old 04/29/08, 2:53 PM   #998
 alcaras
Noli timere
 
alcaras's Avatar
 
Blood Elf Warrior
 
Mal'Ganis
Originally Posted by Aheann View Post
After following this thread from the beginning, I see three types of pallies stacked in +heal, spell crit or haste. Currently my guild is 5/5 MH and 5/9 BT and my gear is somewhere inbetween stacked +heal and crit. I am wondering if maintaining a balance is better for future content or does stacking a certain stat give an advantage in the future?
My main healing set is a balanced set. I also carry a pure haste/hps set. I used to carry an hpm set, but found I never used it so I have it banked now.

I typically am 50/50 FoL/HL over the long run, with varying percentages depending on what role I'm playing in what encounter.

I use my main healing set on most fights, with the exception being I use my haste/hps set on Gurtogg.

I find it disadvantageous to stack any particular stat, since the way Blizzard itemizes, you eventually reach a point of diminishing returns where you can up a particular stat, but only at an increasingly severe cost to your other stats. Extreme Example: Wearing "of Healing" greens to stack +heal as high as it'll go, gutting everything else in the process.

in EJBSG 9

United States Offline
Old 04/29/08, 3:55 PM   #999
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by alcaras View Post
<boggle>

If every little bit helps, how does 8% run speed not help?

4 mp5 v. 8% run speed seems like a very clear cut choice for me.
I don't think anybody here said it _didn't_ help. I think they were saying two things. One, it is situationally useful, depending on your play style. Two, in the rest of the situations, 4 mp5/hp5 is _more_ useful than 8% run speed. If you're the type of person who spends a lot of time running out of the fire or what have you, then yes, obviously 8% run speed is going to do you a lot of good. For my part, the few times I've specced holy and done any serious healing whatsoever, I can tell you that the 4 mp5 would've been a godsend in my crappy quest blues. To each their own, really.

United States Offline
Old 04/29/08, 4:16 PM   #1000
Neone
King Hippo
 
Neone's Avatar
 
Human Death Knight
 
Cenarius
Originally Posted by thedopefishlives View Post
I don't think anybody here said it _didn't_ help. I think they were saying two things. One, it is situationally useful, depending on your play style. Two, in the rest of the situations, 4 mp5/hp5 is _more_ useful than 8% run speed. If you're the type of person who spends a lot of time running out of the fire or what have you, then yes, obviously 8% run speed is going to do you a lot of good. For my part, the few times I've specced holy and done any serious healing whatsoever, I can tell you that the 4 mp5 would've been a godsend in my crappy quest blues. To each their own, really.
Are you the type of person who stands in the fire then?

In general, getting out of the fire faster means less time healing yourself (saving several hundred mana per fire move) than the small benefit 4mp5 would return.

Offline
Closed Thread

Go Back   Elitist Jerks » Paladins

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
The WWS Thread Praetorian Public Discussion 4068 08/04/09 2:03 PM
A THREAD thegreathio The Dung Heap 1 05/23/06 5:27 PM