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08/30/08, 9:36 AM
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#1966
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Don Flamenco
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Indeed. And with all the changes to mana regeneration going into effect, this was absolutely vital in order for Prot to feel more complete. We could have existed without it, of course, but I really like the idea of a full mana bar every 50 incoming attacks, plus mana regen from other sources. It still doesn't affect mana loss when being placed in an OT position, but that *may* work itself out elsewhere.
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08/30/08, 9:41 AM
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#1967
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Von Kaiser
Blood Elf Paladin
Twilight's Hammer (EU)
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The "mana while not taking damage" shouldn't be much a issue honestly, since the Replenishment mechanics affect the lowest in mana, hence a prot paladin not taking damage will get this fairly often. Hammer of the Righteous + Shield of Righteousness + Judgement isn't a very mana intensive rotation anyway and works for the big chunk of the Prot Paladin threat but take a lot of time to go out of mana, even with just JoW.
After all, the biggest mana drain for protection was Consecration, which is a major part of the threat in TBC, combined with resealing every 8-10 seconds.
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08/30/08, 10:55 AM
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#1968
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King Hippo
Dwarf Paladin
Twilight's Hammer (EU)
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Originally Posted by Worldie
The "mana while not taking damage" shouldn't be much a issue honestly, since the Replenishment mechanics affect the lowest in mana, hence a prot paladin not taking damage will get this fairly often. Hammer of the Righteous + Shield of Righteousness + Judgement isn't a very mana intensive rotation anyway and works for the big chunk of the Prot Paladin threat but take a lot of time to go out of mana, even with just JoW.
After all, the biggest mana drain for protection was Consecration, which is a major part of the threat in TBC, combined with resealing every 8-10 seconds.
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The "mana while not taking damage" issue applies more to 5 and perhaps 10 mans when you outgear the place. In these situations one might not have replenishment which leave the paladins with JoW which is at most 0.5% mana per second. A HoTR/SotR/HS/Judgement rotation is still 3.66% mana per second.
Originally Posted by Smurrf
It still doesn't affect mana loss when being placed in an OT position, but that *may* work itself out elsewhere.
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How does the mana regen of SoW now work? (cant get onto beta)
Reason being, in a raiding situation as an offtank, one would drop HS from the rotation and just used judgement/HotR/Sotr. This would only use 2.56% mana per second. Replenishment and JoW should reduce this down to 1.56%. A offtanking paladin could seal swap between SoW and SoV with only a smallish drop in threat output. This may cover him.
Last edited by bellator : 08/30/08 at 11:04 AM.
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08/30/08, 11:06 AM
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#1969
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Von Kaiser
Blood Elf Paladin
Twilight's Hammer (EU)
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I don't think seal swapping would work. SoV needs to be refreshed every ~11 seconds, so you'd have to recast SoV every 10 seconds and then recast SoW, you'd just increase the mana usage instead of lowering it, since they both cost 14% of your base mana.
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08/30/08, 12:49 PM
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#1970
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by ZulazeeluIcecrown
But the upshot as far as weapons go is... spelldamage is worth a lot more than weapon DPS, so don't throw out the spelldamage weapons after all? Just want to make sure I'm understanding correctly. If so, I personally think that's pretty cool. I like the flavor of using a different weapon than Warriors.
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Well, there's also the role that weapon speed plays. Hammer of the Righteous uses normalized attack power, so the speed doesn't matter a whole lot for the actual HotR damage, but if you're using SoR, the speed of the weapon directly affects how large a chunk of SoR you get on a HotR strike. One reason why the Titansteel Guardian is so good threatwise is because it's a caster weapon that also has a slow attack speed.
This is why if you look at PsiVen's charts, you can see that slow melee weapons and fast caster weapons have similar threat values, but the slow caster weapons tend to drastically outclass other weapons at the same ilevel.
Originally Posted by bellator
Not see this mentioned, but the change to Blessing of Sanctuary looks good:-
As well as 3% dmg it also regens 2% mana / 10 rage / 20 runic power per block/parry/dodge.
This is quite a clever change. Now as we outgear places and our mana regen from being healed decreses out mana regen from BoSan should increase
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It's also fantastic for soloing; the more mobs you pick up, the more mana you get back. Basically it means if you grind 3+ mobs at a time, you can use SoR instead of SoW. It also means stacking avoidance is a nice way to go for soloing.
Originally Posted by Worldie
I don't think seal swapping would work. SoV needs to be refreshed every ~11 seconds, so you'd have to recast SoV every 10 seconds and then recast SoW, you'd just increase the mana usage instead of lowering it, since they both cost 14% of your base mana.
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You could fit a seal-swap into a standard 9/6 rotation pretty neatly. You'd have to replace Consecration to do it, but casting a seal every 9 seconds costs less than casting Cons every 9 seconds.
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My comrades are my weapons, and I am their shield.
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08/30/08, 12:56 PM
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#1971
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Von Kaiser
Blood Elf Paladin
Twilight's Hammer (EU)
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Originally Posted by Cathela
You could fit a seal-swap into a standard 9/6 rotation pretty neatly. You'd have to replace Consecration to do it, but casting a seal every 9 seconds costs less than casting Cons every 9 seconds.
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True, but the above post was about a offtanking rotation, not a tanking one. No HS, no Consecration.
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08/30/08, 7:10 PM
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#1972
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Von Kaiser
Blood Elf Paladin
Doomhammer
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Originally Posted by Worldie
It's a great change, but i can see it reworked again before the end of the beta.
Expecially the rage return part, looks like too much powerful. 10 rage per dodge/parry/block, considering a ~40% combined avoidance for just being uncrittable, means they are going to get the proc about every 4 seconds.
It also gets in contrast with the previous talents added to the protection trees of warriors which granted way less than 10 rage per hit avoided.
I'd not be surprised if it gets reduced to 5 rage in a later build.
Still, a great change, finally a worth 21 pointer 
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Not so fast! Why would a warrior get BoSanct? Because you have both a prot warr and a prot pally.
Why would balancing the gains given by BoSanct to different classes matter? Because you'd have to choose one or the other for a particular fight.
Why would a warrior be chosen over a paladin, assuming identical gear, for this particular fight? Probably to ramp up the single target threat on whatever that is.
Why would a pally stay prot for this boss then? Because BoSanct's rage gain is awesomesauce enough to be worth it.
The rage component of this spell gets my Tarutaru Seal of Approval-Wooval.
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08/31/08, 5:01 PM
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#1973
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Don Flamenco
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Hammer of the Righteous uses normalized attack power
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Is this actually true/tested? My observations loosely indicated that HotR had not been normalized, and the spreadsheet reflects non-normalized AP currently.
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09/01/08, 2:23 AM
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#1974
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by PsiVen
Is this actually true/tested? My observations loosely indicated that HotR had not been normalized, and the spreadsheet reflects non-normalized AP currently.
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I tested it with two low-level weapons with different speeds from the vendor in IF near the bank and found that it gave identical damage for both within a few points. This was 1-2 builds ago.
[Club] and [Shortsword] were the weapons, IIRC.
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My comrades are my weapons, and I am their shield.
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09/02/08, 2:35 PM
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#1975
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Piston Honda
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Originally Posted by Cathela
Doing some simple theorycrafting on the value of different stats for threat. Assuming all relevant talents for the most part (stat multipliers) plus BoK plus Unleashed Rage or equivalent. Ignoring One-hand Spec since it scales everything. Assuming Shield spec gets fixed to include Strength-derived block value. Ignoring misses/crits/resists for simplicity; I'm just going for back-of-the-envelope accuracy here.
* data snipped for brevity *
So basically for threat gearing: Strength > AP > SP > Weapon damage, and only go for stamina as a survival stat. (Check my math, of course.)
On a separate note, does any know if stacking haste reduces the GCD for non-spell abilities? I'm thinking about HotR and ShR, which are physical attacks (they can be cast through silence) and wondering how much haste you need before it buys you an extra GCD in your threat rotation.
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One nitpick in your numbers: I don't see crit listed at all. While we're most likely not going to shoot for crit on our gear, it does have an impact in that not all of our threat-building moves can crit. Overall though, nice work.
As for haste, currently spell haste affects caster GCD to a minimum of 1.0s, but melee haste does NOT affect the GCD of melee abilities. I'm not sure how this works in beta, though, so someone else will have to chime in for that one. With how gear homogenization is going, it's entirely possible this could change.
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09/02/08, 4:38 PM
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#1976
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Protector
Ashstrike
Human Paladin
No WoW Account
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How haste works in Beta is everything that you cannot cast while silenced GCD is affected by it, while melee abilities like HotR and CS are not affected.
I doubt this will change, since it could unbalance Warriors and Rogues.
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09/02/08, 4:56 PM
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#1977
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by Tilted
One nitpick in your numbers: I don't see crit listed at all. While we're most likely not going to shoot for crit on our gear, it does have an impact in that not all of our threat-building moves can crit. Overall though, nice work.
As for haste, currently spell haste affects caster GCD to a minimum of 1.0s, but melee haste does NOT affect the GCD of melee abilities. I'm not sure how this works in beta, though, so someone else will have to chime in for that one. With how gear homogenization is going, it's entirely possible this could change.
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Good point about crit, and actually I'd been thinking along similar lines that I'd like to have access to a bit more crit. A crit ShR or HotR is fun.
Prot warriors have easy access to crit talents (Cruelty is tier 1 Fury). While I can see the argument that Conviction is more powerful because it gives melee and spell crit now, I still think it would be nice to have it on Tier 1 of Ret. I also think it would end up better for Holy, since it wouldn't force a choice of Conviction vs BoK, but that's for the general paladin thread.
The haste situation is tricky to theorycraft, because of the cooldowns and because of the slack in Holy Shield spacing, and I want to figure out exactly how it works before I start trying to wrap my head around it.
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My comrades are my weapons, and I am their shield.
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09/02/08, 5:18 PM
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#1978
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Cathela
Prot warriors have easy access to crit talents (Cruelty is tier 1 Fury). While I can see the argument that Conviction is more powerful because it gives melee and spell crit now, I still think it would be nice to have it on Tier 1 of Ret. I also think it would end up better for Holy, since it wouldn't force a choice of Conviction vs BoK, but that's for the general paladin thread.
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Shaman have the melee crit talent in Tier 2, and Druids have it Tier 3 or 4 since the classes are not "pure" you have to go higher than Tier 1 to get that type of talent. So it most likely will not be moved.
The best hope of for Protection is Parry to be Tier 1, buffing Benediction somehow into Tier 2, so you have a 5/61/5 build for tanks.
The best thing for all Paladins is to make BoK baseline, so that all specs can give the class-defining buff without "wasting" 10 points.
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09/02/08, 5:32 PM
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#1979
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by frmorrison
Shaman have the melee crit talent in Tier 2, and Druids have it Tier 3 or 4 since the classes are not "pure" you have to go higher than Tier 1 to get that type of talent. So it most likely will not be moved.
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But in those cases, the talent is really only useful to people who spec significantly into that tree. Each class has only one melee tree, and a melee-crit talent doesn't particularly help the nuker or healer specs.
Conviction, by contrast, is a useful talent for all three of our specs: the two melee specs and the healing spec. I don't see any reason it needs to be buried deep in one tree, unless moving it to a more shallow spot would imbalance things.
And frankly, if Conviction in T1 would imbalance Prot, then I'd rather see Prot given a (very slight) threat nerf with the tree slimmed down by 5 points that could then be used for Conviction to recover the lost threat. Because, as I said, crits are fun.
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My comrades are my weapons, and I am their shield.
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09/03/08, 5:48 AM
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#1980
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Bald Bull
Blood Elf Paladin
Echo Isles
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Tilted, nothing has to change.
If it's a spell, the merged haste rating will affect its GCD.
It it's a physical ability, then it won't.
This is already happening with Paladins getting Bloodlusted - your Seal, Judgement, Consecration, Exorcism, etc. GCDs go down, but not your Crusader Strike.
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