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Old 01/29/08, 3:56 PM   #736
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Tilted View Post
The chain-chugging point you make here actually hurts the int argument rather than helping it. Having more spell damage instead means each potion you chug is that much more threat you can crank out. A base mana pool of 8,000 vs 6,000 is probably closer to 28,000 vs 26,000 on these fights.
Not if you're looking at time-to-OOM, which is what tends to matter in that kind of situation. There's a net mana loss per minute, and if you have 33% more mana, you'll last 33% longer before your mana runs out.

More spell damage on VR means your burst threat from the 20-second AW window is more potent, and your overall threat generation is higher.
True, but paladin tanking gear already puts far more itemization value into spelldamage than into intellect (which is as it should be). 10 intellect has the same itemization value as 12 spelldamage, and if you evaluate them on that basis, the spelldamage is a better deal. (And that's pretty much the way it works for gems and enchants.)

But it's different when you're looking at items. Due to the nonlinear scaling of itemization costs, going from zero to 10 intellect on an item costs far less than going from, say, 20 to 32 spelldamage. In terms of bang for the buck, adding a little bit of intellect to gear that does't have any gets you more than adding spelldamage to gear that's already stacked with it.

For Al'ar's adds, you don't need to constantly dump threat into them. You only need "enough" to keep them off of the DPS. You'll still need to chain-chug the pots, but again, higher spell damage makes each potion you use that much more effective.
If you're comparably geared to your dps and they don't suck, then you pretty much do need to constantly dump threat into them. If you're tanking two at once, you can go easy on the second one once the first one dies, but overall you're still losing a decent chunk of mana per pair in phase 2. (And this is of course assuming you eat every explosion so you can get mana back through SA.)

EDIT: I don't really have the time to do a detailed analysis, but I contend that all pally tanking gear would be better if the int were dropped and re-itemized into spell damage. It would require us to play smarter to take advantage of the different stats, but is that really a bad thing?
If you take the [Lightbringer Chestguard] as an example, trading away the 22 intellect would get you another 13 spelldamage, bring it from 39 to 52. Would that be better for certain situations? Sure. Would it be better for all situations? I don't think so.

Considering that the typical full-T6 prot paladin will probably only have 6 slots with any intellect at all (the 5 set pieces plus the weapon) I prefer having a modest amount of intellect on the set for the siuations where it really does help.

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

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Old 01/29/08, 4:04 PM   #737
• Chicken
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Gnome Monk
 
Azjol-Nerub (EU)
If the intellect were to be replaced I'd rather have it replaced with an avoidance stat the armor doesn't come with at the current time anyway. To take [Lightbringer Chestguard] as an example again, let's say we remove the intellect and turn it into Dodge Rating instead, that'd make it a very, very good item, as opposed to just a very good item.

Though as Cathela said, having some Intellect on your gear is still nice. While it doesn't happen frequently that I think "Thank you intellect!", having a higher base mana does slightly delay the point you'll run OOM in fights where your incoming damage is low enough that you're slowly running OOM.

To make a simplified example, let's say you burn through an average of 150 mana per second, to sustain infinitely you'd need to be taking at least 1500 damage per second, but instead you take enough damage to get an average of 130 mana per second back. If you have 7000 mana in this situation, it'd take you 350 seconds before you run out of mana, if you have 6000 mana on the other hand, you'd be looking at being OOM in 300 seconds. So while intellect does give a static amount of mana, if we look at your incoming versus your outgoing mana it can still end up giving you more time of running a full threat cycle than it might appear at first sight.

The effect is too slight to really make it worth grabbing enchants or gems for however in my opinion, and is even more marginalized in situations where your incoming mana versus outgoing mana are farther apart, but there's certainly some benefit from having some intellect on our tanking gear.

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Old 01/30/08, 11:59 AM   #738
colton
Glass Joe
 
Human Paladin
 
Blackrock (EU)
Don't know if it has been mentioned, but it would be nice if you could add to the "Mount Hyjal and Black Temple"-part of your guide, that the Flames of Azzinoth look like elementals but are considered being demons and you can use Exorcism against them which will help alot with threat.

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Old 01/30/08, 12:47 PM   #739
ederick
Glass Joe
 
Dwarf Paladin
 
Skywall
tanking rotation

Hi just curious what other prot paladins use for their tanking rotation. I typically try to conscrate, holy shield, judgement repeat but with a mix of seal of righteousness and seal of vengeance. Basically just trying to build of seal of vengeance to a 5 stack eventually judging it then switching to seal of righteousness for a little, then back to vengeance to refresh it and judge that again. Any thoughts?

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Old 01/30/08, 1:24 PM   #740
Left
Don Flamenco
 
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Draenei Paladin
 
Darkspear
Originally Posted by ederick View Post
Hi just curious what other prot paladins use for their tanking rotation. I typically try to conscrate, holy shield, judgement repeat but with a mix of seal of righteousness and seal of vengeance. Basically just trying to build of seal of vengeance to a 5 stack eventually judging it then switching to seal of righteousness for a little, then back to vengeance to refresh it and judge that again. Any thoughts?
I asked the same question a while ago, just from a curiosity perspective (my paladin is freshly 70). The answers seems to be: mixing Seal of Righteousness and Seal of Vengeance is doable, but risky. When it works, it results in better DPS. When it doesn't, it results in SoV dropping and significantly worse DPS. A slightly safer bet is to just go SoV, which at low spell damage levels exceeds the threat of SoR. An even safer bet is to skip SoV entirely and go with SoR, which eliminates the resist/miss string issue which can cause SoV to fall and threat spikiness. SoV is also more prone to bad streaks when you are using a fast weapon. (Or, at least that is the consensus around here. I can't recall if I've seen the math to back that up.)

My general feeling from reading through the thread is that on raid bosses (high resist rates, high miss/dodge/parry) SoV is dangerous to use, while in 5-mans you're probably ok to use it as it will stick much better. Myself, I've only had experience with it in 5-mans, and I have generally concluded that my threat is good enough already to not bother with trying SoV over SoR.

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Old 01/30/08, 1:32 PM   #741
probiscus
Bald Bull
 
Human Death Knight
 
<QQ>
Kilrogg
Can anyone think of a good reason why Holy Shield should trigger a GCD when shield block doesn't? I'm sort of at a loss why that would be. Maybe the argument boils down to "more charges", but that doesn't really make sense.

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Old 01/30/08, 2:22 PM   #742
Yenadar
Piston Honda
 
Dwarf Paladin
 
Stormrage
Originally Posted by probiscus View Post
Can anyone think of a good reason why Holy Shield should trigger a GCD when shield block doesn't? I'm sort of at a loss why that would be. Maybe the argument boils down to "more charges", but that doesn't really make sense.
It is more likely that it was given a GCD in the beginning because it was a spell and that "defaulted" it to a GCD, and it simply hasn't been looked at closer since. I would suspect that with WotLK, it will be addressed, as they will have to build another 2 tiers into each tree of each class. I doubt Holy Shield will get over-looked.

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Old 01/30/08, 3:36 PM   #743
ederick
Glass Joe
 
Dwarf Paladin
 
Skywall
Originally Posted by Left View Post
I asked the same question a while ago, just from a curiosity perspective (my paladin is freshly 70). The answers seems to be: mixing Seal of Righteousness and Seal of Vengeance is doable, but risky. When it works, it results in better DPS. When it doesn't, it results in SoV dropping and significantly worse DPS. A slightly safer bet is to just go SoV, which at low spell damage levels exceeds the threat of SoR. An even safer bet is to skip SoV entirely and go with SoR, which eliminates the resist/miss string issue which can cause SoV to fall and threat spikiness. SoV is also more prone to bad streaks when you are using a fast weapon. (Or, at least that is the consensus around here. I can't recall if I've seen the math to back that up.)

My general feeling from reading through the thread is that on raid bosses (high resist rates, high miss/dodge/parry) SoV is dangerous to use, while in 5-mans you're probably ok to use it as it will stick much better. Myself, I've only had experience with it in 5-mans, and I have generally concluded that my threat is good enough already to not bother with trying SoV over SoR.
I was actually thinking of switching to a slower weapon to build up the stack of sov at the start and then switching to a fast weapon just to refresh, judge sov, and use sor with.
Ederick

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Old 01/30/08, 3:50 PM   #744
Lunkhedd
Piston Honda
 
Dwarf Paladin
 
Perenolde
I tend to go for socket bonuses when the bonus is useful and there's at least one blue socket in the item. I've found that at my level of gear (around the beginning of T5), having extra "uncrushability points" gives me more options in switching gear around to maximize threat, avoidance, or health as required by the fight. Sometimes an enduring talasite plus a socket bonus is the difference between being able to use a stamina trinket over a defense trinket, for example, which is worth far more than the few points of stamina I'd have on the socketed item with a solid star of elune. At higher levels of gear, I expect this is less of an issue.

Since my primary goal is flexibility in reaching uncrushable while maximizing health, all gems are either enduring talasite, shifting nightseye, or solid star of elune.

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Old 01/30/08, 5:07 PM   #745
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by probiscus View Post
Can anyone think of a good reason why Holy Shield should trigger a GCD when shield block doesn't? I'm sort of at a loss why that would be. Maybe the argument boils down to "more charges", but that doesn't really make sense.
Warriors in raid situations are basically using every GCD to hit something or other to maintain threat. Having to use one GCD every 5 seconds for Shield Block would eat into their threat generation pretty badly.

Our threat cycle is much simpler, by comparison. I wouldn't mind if Holy Shield was taken off the GCD, but I don't think it's really hurting us the way it is. If they're going to make one change to Holy Shield, I'd much rather see the duration be two seconds longer than the cooldown.

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

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Old 01/30/08, 5:26 PM   #746
Denogran
Don Flamenco
 
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Dwarf Paladin
 
Gilneas
Originally Posted by ederick View Post
I was actually thinking of switching to a slower weapon to build up the stack of sov at the start and then switching to a fast weapon just to refresh, judge sov, and use sor with.
Ederick
Don't sign your posts .

Switching weapons incurs a GCD, which depending on the timing could be potentially annoying. Weaving SoR and SoV is certainly the highest threat you can do, provided that the SoV stack doesn't drop off. And since SoV is a proc per minute refresh (PPM / swings per minute = chance of application per swing - faster weapon means more swings per minutes means less chance per swing), there's no "perfect" time to switch between SoV and SoR to insure a refresh. Your mileage might vary, but if too many stack drop off, then you're removing the entire benefit of SoV over SoR in the first place.

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Old 01/30/08, 5:42 PM   #747
• Chicken
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Gnome Monk
 
Azjol-Nerub (EU)
Originally Posted by Denogran View Post
Don't sign your posts .

Switching weapons incurs a GCD, which depending on the timing could be potentially annoying. Weaving SoR and SoV is certainly the highest threat you can do, provided that the SoV stack doesn't drop off. And since SoV is a proc per minute refresh (PPM / swings per minute = chance of application per swing - faster weapon means more swings per minutes means less chance per swing), there's no "perfect" time to switch between SoV and SoR to insure a refresh. Your mileage might vary, but if too many stack drop off, then you're removing the entire benefit of SoV over SoR in the first place.
You should be able to work around the GCD from swapping weapons by simply making your seal casts a macro that also swap to the preferred weapon. After all switching weapons only incurs a GCD, being in the GCD doesn't prevent you from switching weapons.

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Old 01/31/08, 9:19 AM   #748
Gunn
Don Flamenco
 
Human Paladin
 
Medivh
To clarify what chicken just said

If you want to avoid a weapon swap GCD. Swap the weapon during a GCD from another ability, such as seal/consecrate/judgement/etc...

If you swap during another GCD your weapon swap won't cause a GCD.

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Old 02/01/08, 5:58 PM   #749
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
Not if you're looking at time-to-OOM, which is what tends to matter in that kind of situation. There's a net mana loss per minute, and if you have 33% more mana, you'll last 33% longer before your mana runs out.
As pointed out earlier in the thread, this doesn't matter if the time to OOM is significantly small anyway. Which it tends to be; mana is either not an issue at all (especially with pots) or is a huge concern (when OTing). And as pointed out earlier, spelldamage tends to trump int in overall usefulness to an encounter and in overall threat anyway.

Last edited by kalbear : 02/01/08 at 6:05 PM. Reason: Found link to prior conversation about int

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Old 02/01/08, 7:02 PM   #750
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Not if you're looking at time-to-OOM, which is what tends to matter in that kind of situation. There's a net mana loss per minute, and if you have 33% more mana, you'll last 33% longer before your mana runs out.
"time till oom" is meaningless. The fight will last a certain duration regardless of how long you can last, and you want to maximize your threat during that time.

If the fight is 5 minutes for example, wether you go oom in 2.5 minutes or 7 minutes doesn't matter. What matters is the amount of threat you put out, which depends on a lot more than just how fast you go oom. In fact, since starting mana is so insignificant, the amount of mana regened over those 5 minutes is much more significant than the starting mana.

To demonstrate with an example:
Let's say I spend 200 mana/sec, and gain 199 mana/sec. After a certain time T I will go oom. Now I gemmed 5 extra mp5. I will never go oom. My "time till oom" is infinitely longer than before. By your "time till oom" factor you're saying that adding that 5 mp5 will make me infinitely better, while it's not really true - reality is at best it'll add TPS equal to 1 X TPM, which is much much smaller than infinity.

Don't be mislead by "time till oom" calculations. Lasting twice as long is not twice as good. The actual benefit of lasting twice as long depends on other factors (mostly your regen and efficiency), to the point where you can simply ignore the actual "time till oom" and just figure out how much threat you can do with the mana you have available on the given fight.

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