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11/09/07, 5:48 PM
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#256
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Glass Joe
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Originally Posted by Foofu
We should really add a section with real math (or simulator or spreadsheet results or something people can fact check, not just napkin math) to the first post about reckoning vs. 1-hand if we're going to preach it as gospel.
Other useful talent related points to add would be how the 4% from spell warding stacks with the 6% from RF, why vindication is worthless, etc...
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Edit for me being stupid.
Last edited by zably : 11/09/07 at 7:53 PM.
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11/09/07, 5:58 PM
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#257
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Bald Bull
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No need. Assume you have shield block up at all times, and thus (assuming uncrushable) you will never bit hit. Reckoning can't proc on blocks, parries, dodges, or misses, so you basically wasted 5 pts on a skill that'll never proc.
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Reckoning can trigger on (at the very least) partial blocks, and i believe it can trigger on full blocks and parries.
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11/09/07, 6:10 PM
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#258
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Mod
Gnome Monk
Azjol-Nerub (EU)
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Originally Posted by zably
No need. Assume you have shield block up at all times, and thus (assuming uncrushable) you will never bit hit. Reckoning can't proc on blocks, parries, dodges, or misses, so you basically wasted 5 pts on a skill that'll never proc.
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That's blatant misinformation. Reckoning has a 10% chance to proc whenever you take damage; including damage taken by spells and partial blocks. It can not block on full blocks, misses, dodges, or parries, let's say 55% of your incoming attacks will be partial blocks, and thus Reckoning will still proc and provide a threat boost.
I'm 100% certain it works like this, because I've seen Reckoning proc when tanking things which do not use up Holy Shield... And I've tried out the other side of when it doesn't proc by pulling approximately half Ragefire Chasm in a heavy avoidance setup, meaning that none of the mobs were capable of hitting me at all, and in that situation I had no Reckoning procs.
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11/09/07, 6:15 PM
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#259
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Don Flamenco
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Originally Posted by Foofu
We should really add a section with real math (or simulator or spreadsheet results or something people can fact check, not just napkin math) to the first post about reckoning vs. 1-hand if we're going to preach it as gospel.
Other useful talent related points to add would be how the 4% from spell warding stacks with the 6% from RF, why vindication is worthless, etc...
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Personally, I think the first post is a good place to have condensed information in an easy to understand format, and include the nitty-grity math in posts later in the thread. That way someone just looking for a quick answer could scan the first post, while someone looking for the applicable math could do a search in the thread.
That decision is up to Chicken though, as he's the one doing the main post.
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11/09/07, 6:26 PM
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#260
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Piston Honda
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Reckoning and Retribution Aura proc off partial blocks. This is really basic information and trivial to test and yet so many people don't know this.
Probably worth including in the OP.
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11/09/07, 7:53 PM
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#261
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Glass Joe
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Originally Posted by Chicken
That's blatant misinformation. Reckoning has a 10% chance to proc whenever you take damage; including damage taken by spells and partial blocks. It can not block on full blocks, misses, dodges, or parries, let's say 55% of your incoming attacks will be partial blocks, and thus Reckoning will still proc and provide a threat boost.
I'm 100% certain it works like this, because I've seen Reckoning proc when tanking things which do not use up Holy Shield... And I've tried out the other side of when it doesn't proc by pulling approximately half Ragefire Chasm in a heavy avoidance setup, meaning that none of the mobs were capable of hitting me at all, and in that situation I had no Reckoning procs.
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My bad. Forgot to test partial blocks.
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11/09/07, 8:56 PM
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#262
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Company Shill
PandemicXTC
Undead Priest
No WoW Account
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Originally Posted by g0dsmacked
JOW and SOW cause mana regen in melee actualy causes a good deal of threat.
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Can someone else confirm this? I was under the impression that mana generation did not generate threat (or at least Vamp Touch doesn't.)
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11/09/07, 9:25 PM
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#263
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Piston Honda
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Denogran
Personally, I think the first post is a good place to have condensed information in an easy to understand format, and include the nitty-grity math in posts later in the thread. That way someone just looking for a quick answer could scan the first post, while someone looking for the applicable math could do a search in the thread.
That decision is up to Chicken though, as he's the one doing the main post.
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I don't really care if the math is in the first post or not, but it needs to be somewhere and linked from the first post once the talent section is in place. No one has ever done anything but write down a mildly convincing guess with made up numbers that 1-hand spec is better (in either of the paladin tanking threads).
In the few minutes I've spent with my own WWS parses I did not come to the same cut and dry conclusion. My own parses have a high enough reckoning contribution (Both across the entire dungeon and against single bosses) that it was coming out equal to or ahead of 1-hand spec. It is completely possible I'm just seeing a string of WWS parses with higher than average reckoning uptime or lower than average Consecration/JoR contribution, or that the selection of bosses I see is too small, but I've seen enough WWS parses that don't favor 1-hand spec that I would really like to see a solid post proving I'm just an outlier before we push the 1-hand spec agenda more. A bunch of WWS parses from paladins at all levels of progression would probably be even better, since reckoning's value is so encounter driven.
In the other thread we basically had a little napkin math and ran with it and we've come to accept it as 'the way things are', and I'm not convinced we've come to nearly as definitive of a conclusion as we like to think.
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Originally Posted by zably
No need. Assume you have shield block up at all times, and thus (assuming uncrushable) you will never bit hit. Reckoning can't proc on blocks, parries, dodges, or misses, so you basically wasted 5 pts on a skill that'll never proc. Unless all your holy shield charges get used up, ie aoe tanking. But for aoe tanking, the 5% increase on consecration multiplies, and is probably better.
(Redoubt has this problem as well, except that it opens up shield spec)
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Wrong and wrong on both reckoning and redoubt, as already pointed out by others. Which is exactly why it would be useful to have this stuff in the first post. 
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11/10/07, 1:17 AM
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#264
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Disharmonious
Dwarf Paladin
Lightbringer
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Originally Posted by PandemicXTC
Can someone else confirm this? I was under the impression that mana generation did not generate threat (or at least Vamp Touch doesn't.)
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VT generates insane threat, but it's threat credited to the shadowpriest. JoW is 'targetless' so it credits to the gainee and can't properly be processed (JoL works the same). I have no idea about SoW.
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Originally Posted by bartolimu
It makes me want to hit Marge Thatcher on the nose with a rolled up newspaper.
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11/10/07, 1:25 PM
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#265
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Glass Joe
Blood Elf Paladin
Zirkel des Cenarius (EU)
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Updated my little project: Tankadin-Threat
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11/10/07, 2:07 PM
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#266
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Great Tiger
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Originally Posted by Oggie
VT generates insane threat, but it's threat credited to the shadowpriest. JoW is 'targetless' so it credits to the gainee and can't properly be processed (JoL works the same). I have no idea about SoW.
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I'm going from memory here, but in the combat log, isn't it -
VT:
"You gain 15 mana from S-Priest's VT"
JoW:
"You gain 74 mana from your Judgement of Wisdom"
JoL:
"Your Seal of Light heals you for 94" (I think the notes say they're changing this next patch)
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11/10/07, 5:12 PM
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#267
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Glass Joe
Blood Elf Paladin
Smolderthorn
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I am 20 holy / 41 prot right now. We are currently working on Kael. I have found that a prot paladin can be useful in some fights in the eye (al'ar, kael, solarian) and SSC (hydross, tidewalker, karathress).
How useful is a prot paladin for Hyjal/BT? I am asking this because I kinda want to go ret once 2.3 comes about and because I am pretty sure that a paladin cant really do anything special on any of the bosses in BT/Hyjal.
What are your opinions on this? If a guild has to choose between a prot paladin or a ret paladin, what is more useful for Hyjal/BT?
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11/10/07, 5:39 PM
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#268
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Mod
Gnome Monk
Azjol-Nerub (EU)
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For Hyjal Prot Paladins are an excellent addition; you're close to trivializing the trash waves. Hyjal bosses we're alright on too; two of the bosses regularly spawn demon adds, though one of those also does AoE silences a lot which is a pain. On Anetheron it's easier relative to other tanks to grab the infernals, and I'm pretty sure that in serious "Oh damn sleep" situations you can bubble out of it, which is an advantage neither druids nor warriors have. It's quite likely by the by that as long as you have good Prot gear you'll still be a good enough tank on the trash even if you're not specced Prot.
We're less valuable as Prot Paladins specifically compared to other tanks in BT though (That is to say, our unique advantages aren't really anything you'll need to take advantage of in BT; Prot Paladins are still viable for tanking near everything in the instance), but if your guild has enough other tanks a Prot Paladin isn't something they'll miss. BT also features a fair number of more healing intensive fights in which it's harder for your healing paladins to keep up judgements, which makes a Ret Paladin rather nice in there. The only fight in BT in which I can say a Prot Paladin is better than other tanks is on Shade of Akama; however that fight is trivial enough for it not to matter, and some careful planning by your mages or other forms of CC can easily make up for things.
I'd say my personal verdict, if your guild is cool with that and has at least four other tanks, is that you'd be more useful overall as Ret.
Last edited by Chicken : 11/10/07 at 5:50 PM.
Reason: Made it flow a bit better by removing saying something twice that should've been said once.
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11/10/07, 5:49 PM
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#269
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Glass Joe
Blood Elf Paladin
Mannoroth
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Originally Posted by Zapf
At what point progression wise would it actually be viable to drop some/all points in anticipation? Right now I'm not much higher than the uncrittable cap (497 according to my armory), and it seems like, with most of my upgrade options being from za, where defense in general is low (but block rating/value galore), removing anything from anticipation is not an option. Are people in this position usually using a [Scarab of Displacement] or other high defense trinket instead of 2 stam trinkets?
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I do not see dropping Anticipation as something that is of high viability ever. The 20 defense skill when you are attempting to put together a resist set is enormous. My resist sets would be much weaker if i had to find more resilience/defense to cram into them. FR especially is already so horribly devoid of defense rating that it is painful.
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11/11/07, 2:51 AM
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#270
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Glass Joe
Human Paladin
Ghostlands (EU)
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Hey all,
First off, thanks to the OP for starting an excellent, and much appreciated thread. I don't have much to add to what's already been said, so instead I'll just offer a couple of small tanking addons. I wrote these some time ago for my own use, but figured I'd upload them to Curse for anyone else who might find them helpful.
TankTotals was written because I wanted a clean, minimal display of the most important "hidden" tanking stats. It basically consists of a transparent window indicating your overall avoidance, mitigation, total block value, and crush immunity status. The main benefits of this addon versus the macros included in the first post are that:
- the values of each change dynamically as new buffs are applied / gear is swapped
- it can be set to show figures appropriate to standard level 70 enemies or Boss mobs - in the latter case, for instance, crush immunity is indicated by a 100% rating rather than 102.4%
- it sums and displays your total block value, including that from gear, strength and talents
- it warns when your crush immunity drops, for instance when Holy Shield fades, by changing the color of the "Crushing" stat from green to red
Here's a screenshot of the TankTotals window:
BoP-B-Gone, as the name implies, automatically removes BoP as well as any buff that either masks (DS, DP) or reduces (BoS, GBoS) your threat. It also allows you to specify a delay before these buffs are removed - so if you're absolutely certain that you can afford to give yourself, say, 1.5 seconds of immunity in a fight, you can. It essentially provides the same function as the Divine Shield macro in the original post, but also means you don't have to worry about removing Salvation or getting BoPed in the middle of a fight. It can also be toggled on or off at any time with /bbg active.
As I said, I hope these can be of use to people - they should work fine for warrior and bear tanks as well. Feel free to make suggestions/requests on the comment threads!
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