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Old 11/13/07, 1:30 PM   #286
jasura
Von Kaiser
 
Human Paladin
 
Sen'jin
We've been killing hydross for EXACTLY 3 months now (First kill was 8/13/07) and our add tanks never use resist gear. We just have 5 tanks for that fight. The two hydross tanks have maxed out FrR and NR but our add tanks have 0 resistance gear on. We just go in with our normal tanking gear. This strategy has worked brilliantly for us and we never have any problems with it.

We put all 5 tanks into one group. When the phase change happens, everyone picks up their designated elemental and drags them together. We have our deep holy priests SPAM Circle of Healing on the tank group and give them a shadow priest. What ends up happening is that DPS opens up with AOE as soon as the adds are in the middle and we nuke them down FAST. We have never hit enrage or come even remotely close. This also requires 6-7 healers MAX because AOE healing (Especially COH) is just so efficient here!

I don't see why any guild would put their members through the completely unnecessary step of gathering up resist gear for the add tanks in this fight. The hydross tanks need maxed out resists but add tanks can go with 0 if you got enough tanks to pick up 1 add per tank. Bringing in more tanks doesnt slow DPS down because the AOE can just push a lot harder and they end up having more time to DPS hydross himself.

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Old 11/13/07, 1:37 PM   #287
JulianMaiev
Von Kaiser
 
Blood Elf Paladin
 
Maiev
Originally Posted by jasura View Post
We put all 5 tanks into one group.
So your NR phase MT has 365 resistance without an aura/totem?

On an unrelated topic, do we know yet whether or not +spell hit still affects RD, or if it's exclusively +hit now? This is pretty relevant to the question of whether to go for the BoJ chest or to wait and hope for the ZA chest to drop.

Last edited by JulianMaiev : 11/13/07 at 1:47 PM.

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Old 11/13/07, 4:35 PM   #288
Phryxus
Glass Joe
 
Human Paladin
 
The Scryers
Like most everyone else I want to start this off by thanking Chicken for such a wonderful post. Other than the WOW Pally forums I have pretty much figured everything out on my own as I have gone. Im not the type to sit and crunch numbers so I have learned quite a few things by reading this thread. I do however still have a few questions.

Before I ask though, let me give you some info on where I stand so you can more easily answer my questions. Im in a medium sized guild I would say. We can easily run weekly 10 mans but cant really manage to get enough on at one time to do a 25 man. Im about half epiced out mostly out of Kara. I am the guilds off tank, though I may start MT Kara since our MT needs nothing new out of there. My weapon, unfortunatly, is still the Continuum Blade, oh how I hate it. We will be starting ZA tommorrow.

Okay, on to questions. Ive read through this whole forum but its a lot to process so if I repeat a question already answered please forgive me.

1. Which blessing is more important for tanking? I have always gone with Sanc but the other pally in the guild with Kings went ret and no longer has Kings, so which is more important? Kings or Sanc?

2. I have always used Ret aura, but after reading the discussion I think that im better off with Ret in 5 mans and maybe trash pulls in Kara, and Devo for bosses? How would having a pally with Sanctity Aura in the party affect this? At all?

3. Which food to you generally go with? Stamina or Spell damage? I have always gome stamina but saw mention of spell damage food somewhere and wanted to check.

4. With 2.3 here has there been a definate decision on reckoning or one handed weapon specialization? Personally, im thinking of leaning towards reckoning, just because with a ret pally in the group im going to be keeping something other than sotc on the mob, like light. And more swings means more help.

5. Ive seen a lot of talk about Imp Seal of the Crusader vs Imp Judgement, and Spell Warding vs PoJ. Ive even seen talk on here of taking anticipation out in favor of PoJ or Imp SotC. My question is... What if you took out Precision? If you took 3 from there and dropped it into PoJ you get the benefit of both it and Spell Warding. To me this sounds like the best option, but like I said, I dont crunch numbers. Is precision more important than anticipation or PoJ?

Basically, this is where i stand...

Talent Calculator - World of Warcraft

Where should I put my last three points? Im thinking PoJ, but could be wrong. Maybe Precision is just that important. Thoughts?

Thanks in advance for any answers and comments.

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Old 11/13/07, 5:11 PM   #289
PandemicXTC
Recovering AAA Game Developer
 
PandemicXTC
Undead Priest
 
No WoW Account
Originally Posted by Phryxus View Post
Talent Calculator - World of Warcraft

Where should I put my last three points? Im thinking PoJ, but could be wrong. Maybe Precision is just that important. Thoughts?
Percision. +3% to both melee and spell hit is amazing value for 3 talent points.

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Old 11/13/07, 5:26 PM   #290
Phryxus
Glass Joe
 
Human Paladin
 
The Scryers
Originally Posted by PandemicXTC View Post
Percision. +3% to both melee and spell hit is amazing value for 3 talent points.

I agree. My question though is; Is it more amazing for a tank than 3% chance for a spell to miss, and +15% runspeed?

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Old 11/13/07, 5:33 PM   #291
Etsei
Glass Joe
 
Draenei Paladin
 
Ysera
I see a lot of people spec with 2 points in Spell Warding and I'm wondering if that's a wise decision. 4% of 1000 spell damage incoming is 40 damage. That really does not seem like a worthwhile reduction.

With the points in prot already becoming heavy would it perhaps be a better return on investment with those points moving to Pursuit of Justice for the 3% reduction in the chance to even land on you. Or is PoJ a purely pvp related talent? I'm not 100% on the mechanics of spell hit and pve on the receiving end.

Anyone have any thoughts here?

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Old 11/13/07, 5:40 PM   #292
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Phryxus View Post
I agree. My question though is; Is it more amazing for a tank than 3% chance for a spell to miss, and +15% runspeed?
The runspeed looks neat (I'm going to try it tonight in TK) but -3% chance to be hit by spells is not going to help terribly much as a tank. Magic damage tends to be more burst-oriented, so you and your healers will have to be ready for it anyway whether you have a 3% less chance to take it or not.

I've got both in my current build (had to go 4/5 anticipation and skip reckoning to make it work) but forced to choose I'd go with Precision.

Regarding your other questions:

Kings > Sanctuary in 95%+ of tanking situations. Part of the problem is that the damage reduction from Sanct is applied before armor, so if you have, say, 50% DR from armor then Sanct is only saving you 40 points per swing. In most situations, the danger of getting bursted to death is greater than the danger of your healers running out of mana, so Kings is preferred for the extra stamina.

Food is situational. If you need the extra threat and survivability isn't an issue, spelldamage food. If the opposite, stam food.

Ret vs. Devo is again a situational decision, threat vs mitigation. Obviously having a Ret paladin in group is going to do a lot for threat, so it's less likely you'd need Ret aura in that case.

I see a lot of people spec with 2 points in Spell Warding and I'm wondering if that's a wise decision. 4% of 1000 spell damage incoming is 40 damage. That really does not seem like a worthwhile reduction.

With the points in prot already becoming heavy would it perhaps be a better return on investment with those points moving to Pursuit of Justice for the 3% reduction in the chance to even land on you. Or is PoJ a purely pvp related talent? I'm not 100% on the mechanics of spell hit and pve on the receiving end.

Anyone have any thoughts here?
My personal view on this kind of thing is that burst survivability trumps most other considerations. A guaranteed 4% knocked off of all spell damage taken is better than a 3% chance to resist everything.

My comrades are my weapons, and I am their shield.

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Old 11/13/07, 5:42 PM   #293
Denogran
Don Flamenco
 
Denogran's Avatar
 
Dwarf Paladin
 
Gilneas
Originally Posted by Phryxus View Post
I agree. My question though is; Is it more amazing for a tank than 3% chance for a spell to miss, and +15% runspeed?
Yes, especially since it will now be affecting taunts. I haven't really found anywhere where I really wished I could run a whole lot faster while in the act of tanking mobs. Sure, it'd be nice, but I don't think that'll dramatically improve your actual tanking performance. 3% chance for a spell to miss is nice, but meh. Just seems too streaky of a mechanic to be throwing points into, especially when we're hard pressed to find spare talent points to start with.

As for you other questions:
1) Kings, kings, kings and more kings. Sanctuary is nice to have when you're rocking 4+ pallies. But the damage reduction is done pre-mitigation, which means it's really only useful for when you're really struggling with threat. Even then, I'd still go with kings.
2) I like ret, but devo is prolly a better option. Again, depends on your threat generation. If you add a ret-pally to your group, go with Devo and Sanctity. If you don't have one in your party, go with what feels better. The two keys to tanking are to keep the mobs on you, and don't die. And you really only want to do the first to just past the point of where you're beating your dps on threat. Anything after that is basically wasted mitigation that could save you from an unlucky string of hits.
3) I go with stamina, but again that depends on where your threat generation is at. If you're having trouble holding onto mobs, spell damage food is a pretty easy boost of theat, at a slight loss of hp (330ish if you're using crawdads).
4) Hasn't been any good math on this. I'll be going with 1-hand, because that helps when I'm forced to off-tank on stuff that's not hitting me constantly (VR, Gruul, etc). But I'll certainly miss 2-hander reckoning procs while farming.

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Old 11/13/07, 5:47 PM   #294
Rhî
Glass Joe
 
Blood Elf Paladin
 
Zirkel des Cenarius (EU)
With the relase of Patch 2.3, I've done some minor changes. Please be aware that it only works with microsoft excel:

RapidShare: 1-Click Webhosting

Any feedback is very welcome.

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Old 11/13/07, 5:48 PM   #295
Etsei
Glass Joe
 
Draenei Paladin
 
Ysera
Originally Posted by Cathela View Post
My personal view on this kind of thing is that burst survivability trumps most other considerations. A guaranteed 4% knocked off of all spell damage taken is better than a 3% chance to resist everything.
Is that really burst survivability? If you have 10000 damage incoming you're knocking off 400 of it. You're still taking 9600 damage. If you can survive the 9600 chances are you could have survived the 10k too. How often is the 400 damage difference really going to be a factor? The points in Spell Warding are just wasted points in general. It's getting tight in the prot side. I'm wondering if there may just be better economy spending those points elsewhere.

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Old 11/13/07, 5:51 PM   #296
Phryxus
Glass Joe
 
Human Paladin
 
The Scryers
Originally Posted by Cathela View Post
Magic damage tends to be more burst-oriented, so you and your healers will have to be ready for it anyway whether you have a 3% less chance to take it or not.

My personal view on this kind of thing is that burst survivability trumps most other considerations. A guaranteed 4% knocked off of all spell damage taken is better than a 3% chance to resist everything.

It seems to me that this line of thinking argues for the 3% chance to resist, rather than the 4% knock off. If burst is the problem, then what is 40 points taken off of that 10k hit? Its practically nothing. However a 3% chance to resist a burst spell of 10k is definatly better in my thought.

Mathmatically if you get hit 100 times for 4k damage then you are going to take less damage with spell warding than PoJ... but its going to be at 40 points a hit. PoJ is going to save you on the burst. That's why im leaning towards PoJ if I had to pick one.

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Old 11/13/07, 5:54 PM   #297
JulianMaiev
Von Kaiser
 
Blood Elf Paladin
 
Maiev
Originally Posted by Phryxus View Post
It seems to me that this line of thinking argues for the 3% chance to resist, rather than the 4% knock off. If burst is the problem, then what is 40 points taken off of that 10k hit? Its practically nothing. However a 3% chance to resist a burst spell of 10k is definatly better in my thought.

Mathmatically if you get hit 100 times for 4k damage then you are going to take less damage with spell warding than PoJ... but its going to be at 40 points a hit. PoJ is going to save you on the burst. That's why im leaning towards PoJ if I had to pick one.
This is precisely backwards. To make it through bursts, you need to reduce the threat that a max burst poses (by reducing the damage it does or increasing your ability to soak it) rather than decreasing the chances that a max burst will happen.

Eventually, you're going to eat a burst; you need to be able to survive that when it happens, so you're better off having those 100 4k bursts being 100 3.8K bursts than having them be 97 4K bursts.

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Old 11/13/07, 6:10 PM   #298
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
I think it really depends on the fight. If you can count on statistical certainty and a large number of spells hitting you, spell warding is better. If you can't count on that (for example: when being hit 10 or less times), it's far better to take no damage some of the time than less damage overall.

I was curious about the overall stamina boost from switching enchants, but it's trivial; +3 stam. Really, I think a dedicated paladin tank that is dealing with spellcasters a lot is going to want both. If you can't have both, I'm not sure that 2 points in improved PoJ is worth it other than making things feel better overall for speed.

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Old 11/13/07, 6:30 PM   #299
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Etsei View Post
Is that really burst survivability? If you have 10000 damage incoming you're knocking off 400 of it. You're still taking 9600 damage. If you can survive the 9600 chances are you could have survived the 10k too. How often is the 400 damage difference really going to be a factor? The points in Spell Warding are just wasted points in general. It's getting tight in the prot side. I'm wondering if there may just be better economy spending those points elsewhere.
Originally Posted by Phryxus View Post
It seems to me that this line of thinking argues for the 3% chance to resist, rather than the 4% knock off. If burst is the problem, then what is 40 points taken off of that 10k hit? Its practically nothing. However a 3% chance to resist a burst spell of 10k is definatly better in my thought.
Nitpicking: 4% of 10k is 400, not 40.

The thing about the "how often is that going to make a difference" argument is that you can apply it to any small upgrade in survivability. (How often is the extra 200 armor on this chest going to make the difference? How often is the extra 12 stamina from this enchant going to make a difference? etc.) You have to take these things in little pieces, but they add up.

As far as burst survivability, the point, as Julian said, is that regardless of how much you stack "avoidance" type stats, sooner or later you will take the worst-possible-case burst, and you have to be able to survive it.

If I were a healer, I'd rather be the guy who has to heal through 100 9.6k magic bursts than the guy who has to heal through 97 10k magic bursts. The less your health seesaws up and down, the easier it is on your healers, even if it's only a little bit.

Mathmatically if you get hit 100 times for 4k damage then you are going to take less damage with spell warding than PoJ... but its going to be at 40 points a hit. PoJ is going to save you on the burst. That's why im leaning towards PoJ if I had to pick one.
Again, if you're taking magic shots for 4k each, Spell warding saves you 160 per. PoJ will save you on burst, sure, but only 3% of the time. Spell warding is there on every hit. Consistency.

My comrades are my weapons, and I am their shield.

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Old 11/13/07, 6:36 PM   #300
• Snowy
Mitt Romney?
 
Snowy's Avatar
 
Blood Elf Priest
 
Mal'Ganis
I decided to go 0/47/14 for now. I dropped Reckoning and Spell Warding completely. 4% is small enough where I felt comfortable enough making that decision. I also went to 1/2 Improved Judgement. Those extra 8 points went as follows: 5/5 Combat Expertise and 3/3 Improved Seal of the Crusader. Since I doubt I'll be in any place where there's a ret pally, I can provide the extra bonus myself. If I was raiding with a reliable ret pally, I'd probably put the 2 back into Spell Warding and maybe 1 point into Pursuit of Justice.

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