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10/03/08, 1:08 PM
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#2371
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Von Kaiser
Blood Elf Paladin
Shattered Hand
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Originally Posted by Tilted
Bolded emphasis mine, because it's simply not true. <snip>
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Sorry, I really meant to say in relation to other classes.
Talking about relative survivability to the encounters doesn't really matter since 3.0 is going to nerf the melee output of bosses as well as their total HP.
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Originally Posted by Bornakk
The creatures and bosses in raid dungeons that were introduced in The Burning Crusade will have their health reduced, and most will have their standard melee damage output reduced as well
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Though, it's worth mentioning that your note about Anticipation may or may not hold true in terms of effect; the inclusion of diminishing returns from avoidance rating, as well as some of the non-tiered pieces of gear getting their avoidance reduced may result in an overall net loss of avoidance.
I'm not sure about that, though, I haven't re-copied my Paladin over to the PTR in awhile and I've gotten a significant number of gear upgrades since then. I have a suspicion that if you're wearing a lot of non-tiered pieces currently, you'll have lower avoidance when the patch hits than you do currently.
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10/03/08, 1:43 PM
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#2372
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Piston Honda
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That's a good point about dodge/parry rating I'd forgotten to take into account. Ultimately it's going to be relative, and it'll be a bigger hit for someone with 60% avoidance than it is for someone with 40% avoidance. It's definitely something to watch for, though.
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10/03/08, 2:50 PM
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#2373
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Bald Bull
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Originally Posted by Kayoto
Though, it's worth mentioning that your note about Anticipation may or may not hold true in terms of effect; the inclusion of diminishing returns from avoidance rating, as well as some of the non-tiered pieces of gear getting their avoidance reduced may result in an overall net loss of avoidance.
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The gear changes are not going to be nearly as significant for us as they are for end game Warriors. Across our 8-pieces of T6 armor, for example, we're losing something insignificant like 0.54% Dodge and 0.07% Block/Parry/Miss. Warriors' T6 set, on the other hand, is losing:
4.83% Dodge
3.69% Block
1.96% Parry
0.27% Miss
That's not including diminishing returns, which I haven't really attempted to fully understand as of yet. If I had to guess, it will probably make the Anticipation change a wash for us. Though I can pretty definitively say that our avoidance is going to be extremely comparable to a Warrior's now, which I think is going to make us a very appealing alternative for Brutallus, Twins, and M'uru sides.
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10/03/08, 3:29 PM
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#2374
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Don Flamenco
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Originally Posted by Theras
Though I can pretty definitively say that our avoidance is going to be extremely comparable to a Warrior's now, which I think is going to make us a very appealing alternative for Brutallus, Twins, and M'uru sides.
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It's a good thing warriors are getting a threat boost then, because my guild already prefers a prot paladin for those spots( well, we don't have enough prot pallies to actually do M'uru with one on the sides ) due to our superior threat generation.
I'm really not worried about the rest of TBC. Most guilds have their tanking situation pretty well in hand I would guess, and that won't change drastically in the two weeks before the expansion. I'm really hoping that for the expansion Blizzard can manage to get rid of the "paladins-can't-tank" mindset that I still see in SW guilds on my server to this day though, that would be most excellent.
I think there are still a few things that need to be fixed before we hit that mark though. Tanks getting feared and silenced and bosses that require spell reflect and silencing need to be removed. The mitigation differences would be nice, but I don't think that guilds are hesitant to have paladins MT right now because of that. Like GC said, how well one tanks matters a long sight more than 5% of damage difference. But when you have worse single target threat (something that's being addressed it sounds like), and a whole bunch of gimmick fights that are really hard to do as a paladin tank (see: Archi, RoS, Illi, Mother, Council[paladin], etc), then there's a compelling reason to not make your MT the one that's just as good for most of the fights, but sucks ass on some really tough ones...
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10/03/08, 4:47 PM
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#2375
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Glass Joe
Human Paladin
Burning Blade
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Originally Posted by Worldie
In case of mana starvation also, most if not all the fights in TBC past Kara had some raid damage, you can just go get yourself into a AoE for additional mana (exhamples, VR had the Arcane damage Aoe in melee, Bloodboil cleaves and uses a cone breath and you can eventually ninja a blood boil, on Moroes you can grab a add or two and tank them, etc...)
I don't really see mana while OTing as issue at the moment. And worse by worse as Left said, pop SoB/M, which with the new STR on tank gear will still put some semi-decent threat, self damage, and steal some additional mana 
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I think Seal of Wis and Judge of wis is fine to use for keeping mana up while second-threating a npc/boss. ShoR does most of the threat,anyway, and SoV alone does 10% of the threat reportedly. So you could use the judgement of wis, ShoR, HOr for threat and regen from Seal of wis and the judgement.
Dmging yourself like with Seal of martyer is the worse option, an option but it maximizes your dmg-in.
Ok, here is the math for it in a basic way:
I'll assume this is true as reported in comments of the spell on on wotlk.wowheah.com, Seal of Wisdom - Spell - World of Warcraft
"This Seal has changed, according to the current beta build it gives 4% of the paladins maximum mana (it has a 4 sec internal cooldown)
The judgment is giving 2% on each swing."
So assume SoWis gives 4% every 4s.
Judgement of Wis gives 2% every swing.
Assume 2 speed weapon for kicks.
Total mana regen=4%/4 + 2%/2=1+1
Total mana regen=2% /s
HoR requires 6% mana, 6s cd. Mana requirement per s= 6/6=1% /s
ShoR requires 6% mana, 6s cd. Mana requirement per s= 6/6=1% /s
Judgment requires 5% mana, 8/10s cd depending if paladin has imp judgement ret talent.
Mana requirement per s= 5/10=0.5% /s
Total mana consumption=2.5% /s
Total mana consumption=2.5% /s> 2% /s= Total mana regen
So a paladin is only losing 0.5% mana per second..
Wow, that is pretty good.
Ok, add some healing in there on you every so often for soem dmg-in and maybe consecration every so often and you have top mana.
The only tps you are losing as second threating-not tankign it is seal of vengeance, holy shield, ret aura and maxing out the consecration but single target tanking won't need consecration really to outaggro dps or be at tank aggro level anymore because of the new spells.
Last edited by Embher : 10/03/08 at 5:14 PM.
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10/03/08, 7:12 PM
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#2376
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King Hippo
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Judgement of Wisdom has a 4 second internal cooldown. It has a 4 second raidwide cooldown at the moment, which means you get practically nothing from it. If you are using SoW you aren't making any kind of reasonable threat. Pretty much a prot paladin is limited to ShoR, HotR and Judgement for secondary threat, and assuming you get hit at some point and have mana pots on hand just in case that should be sustainable forever if you get Replenishment.
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10/03/08, 8:40 PM
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#2377
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Soda Popinski
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Originally Posted by Denogran
I think there are still a few things that need to be fixed before we hit that mark though. Tanks getting feared and silenced and bosses that require spell reflect and silencing need to be removed. The mitigation differences would be nice, but I don't think that guilds are hesitant to have paladins MT right now because of that. Like GC said, how well one tanks matters a long sight more than 5% of damage difference. But when you have worse single target threat (something that's being addressed it sounds like), and a whole bunch of gimmick fights that are really hard to do as a paladin tank (see: Archi, RoS, Illi, Mother, Council[paladin], etc), then there's a compelling reason to not make your MT the one that's just as good for most of the fights, but sucks ass on some really tough ones...
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The migitagion differences aren't that big though at the start of the content. Paladins have lower avoidance on the set items, but the higher dodge they get from their base agility just about equals the difference, of course the base dodge doesn't go up with gear so that will be a concern in the long run. The rest of the mitigation difference is then largely made up by shield block. shield block which mitigates tons and tons and tons of damage if used on every cool down, however warriors claim that it's not a spammable ability and that it will only be used on o-shit moments and as such can't be modeled for mitigation. I suppose I can agree with that (to a certain extent, I don't buy it that last stand and shield wall aren't enough by themselves to not want to spam shield block) for the sake of the argument. That just means that we're playing semantics here and that paladins and warriors mitigate similar ish melee damage but that they lack active, noticeable 'oh shit' buttons, like shield block.
Which is why I'm quite unhappy with the entire fixation of the community in an argument with GS over semantics really.
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10/04/08, 3:14 AM
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#2379
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Von Kaiser
Blood Elf Paladin
Gorgonnash
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That latest update certainly throws paladins the bone they've been wanting for a while. It certainly helps to compensate for the slight HP loss that we all knew had to happen eventually. There's one other bit of worry that I've read about, though, and it's the fact that in full Naxx raid gear and all buffed up, prot paladins are coming in a bit behind warriors on the health plateau. Is that even true? I haven't seen any hard facts to back it up.
Either way, this change is VERY welcome, I think, in everyone's books. Hopefully it'll make it into the next build.
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10/04/08, 3:53 AM
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#2380
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Bald Bull
Blood Elf Paladin
Echo Isles
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Petrus, I believe the Maintankadin discussion back during the introduction of the 71-80 base health increases came to the conclusion that break-even point for Warriors and Paladins is going to occur at the pre-raid/early T6 level.
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10/04/08, 11:47 AM
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#2381
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by Prinsesa
Petrus, I believe the Maintankadin discussion back during the introduction of the 71-80 base health increases came to the conclusion that break-even point for Warriors and Paladins is going to occur at the pre-raid/early T6 level.
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Really? So basically we'll be at equal health as we go into Naxx? I remember that the base HP gap was much smaller in the latest beta builds, but I didn't realize it was that close.
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My comrades are my weapons, and I am their shield.
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10/04/08, 1:56 PM
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#2382
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Soda Popinski
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That's only if you assume the warrior doesn't put anything that gives hp in his/her ranged slot.
Even so the damage a warrior takes is more spiky (unless the paladin can't block like maexxena for example) so they actually need to have a higher hp pool than paladins. I wouldn't really be worried about the HP differences, as long as they aren't all that big, and as long asn't more bosses follow the brutalus or maexxena model.
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10/04/08, 8:16 PM
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#2383
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Piston Honda
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Originally Posted by Prinsesa
Petrus, I believe the Maintankadin discussion back during the introduction of the 71-80 base health increases came to the conclusion that break-even point for Warriors and Paladins is going to occur at the pre-raid/early T6 level.
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That seems odd, the math doesn't seem to support that unless naxx gear is giving like 3000+ stamina (which I guess is possible. Can someone confirm?).
Base warrior HP = 8121
Base paladin HP = 6934
Base HP difference = 1187
Warrior Stam_to_Health modifier: 11.66
Paladin Stam_to_Health modifier: 12.3596
Stamina from ranged slot: 78 gemmed with epic stam gem
Base Stam for Human Warrior: 159
Base Stam for Human Paladin: 143
Warrior HP = 8121 + 11.66(159 + 78 + s) - 180
Paladin HP = 6934 +12.3596*(143 + s) - 180
Warrior HP - Paladin HP = 1187 + 11.66(159 + 78 + s) - 12.3596(143 + s)
Setting equal to 0 and solving for "s":
1187 + 11.66(159 + 78) - 12.3596(143) = (12.3596-11.66)*s
2182.9972 = 0.6996*s
s = 3120.35
So the crossover is at 3120 stamina from gear and static stamina buffs before you account for BoK and talents
Basically your character sheet stamina would read:
(3120 + 143)*1.23596 = 4032 character sheet stamina
Your health pool fully raid buffed at the crossover point would be:
6934 + 10*4032 - 180 + 2255 + 650 = 49979 HP, fully raid buffed
NOTE: 2255 is untalented Commanding Shout and 650 is a health flask.
I don't know what tier gives us 49-50k HP. I thought I remember Naxx geared tanks in the 30-35k HP range, but I could be wrong.
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10/04/08, 9:34 PM
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#2384
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Glass Joe
Blood Elf Paladin
Eldre'Thalas
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Originally Posted by jere
That seems odd, the math doesn't seem to support that unless naxx gear is giving like 3000+ stamina (which I guess is possible. Can someone confirm?).
Base warrior HP = 8121
Base paladin HP = 6934
Base HP difference = 1187
Warrior Stam_to_Health modifier: 11.66
Paladin Stam_to_Health modifier: 12.3596
<snip>
So the crossover is at 3120 stamina from gear and static stamina buffs before you account for BoK and talents
Basically your character sheet stamina would read:
(3120 + 143)*1.23596 = 4032 character sheet stamina
Your health pool fully raid buffed at the crossover point would be:
6934 + 10*4032 - 180 + 2255 + 650 = 49979 HP, fully raid buffed
NOTE: 2255 is untalented Commanding Shout and 650 is a health flask.
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Those modifiers match exactly the multipliers paladins/warriors would get from tallents and kings, so you appear to be counting tallents and kings twice in your final result.
Assuming your initial 3120 is right the fully raid buffed number changes to :
6934 + 10*(3120 - 18) + 2255 + 650 = 40859 hp
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10/04/08, 9:45 PM
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#2385
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Piston Honda
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Originally Posted by quthar
Those modifiers match exactly the multipliers paladins/warriors would get from tallents and kings, so you appear to be counting tallents and kings twice in your final result.
Assuming your initial 3120 is right the fully raid buffed number changes to :
6934 + 10*(3120 - 18) + 2255 + 650 = 40859 hp
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Nope, you don't do it that way. The 3120 value comes before kings and talents (it is not counting them twice), so your equation is wrong. Notice to get the 3120, I divide the health deficit by (12.3596 - 11.66). Both the 12.3596 and the 11.66 have kings in them, so I am dividing out the kings buff (taking it out of the result). When I do the (143+3120)*12.3596, I am multiplying it back in. Taking it out followed by putting it back in is not counting it twice.
Your equation would need to be:
6934 +10*1.06*1.06*1.1(143 + 3120) - 180 + 2255 + 650 = 49988
Last edited by jere : 10/04/08 at 9:50 PM.
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