If you have 10k raid buffed you'd have to do 20k damage in 1 swing to 1 shot yourself, that's extremely unlikely. If you drop ultra low in one swing stop attacking for a second until your're topped up. If you don't have over 10k hp raid buffed why don't you?
The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.
If you have 10k raid buffed you'd have to do 20k damage in 1 swing to 1 shot yourself, that's extremely unlikely. If you drop ultra low in one swing stop attacking for a second until your're topped up. If you don't have over 10k hp raid buffed why don't you?
I do. I guess it mainly happened after a CS crit. So I was down to like 70% health at the time. I guess I just need to stagger CS. Thanks for the help everyone much appreciated.
I've been messing around with Rawr and Bellator's spreadsheet for quite a while now, trying to determine my end of the line gear set.
I believe that I have played around with pretty much every combo of gear; however, I may have missed something, so I was wondering
what other Horde paladins have determined to be the best combination of hit rating pieces in order to reach the cap in their ultimate end-game setup.
(As a side note to BiS gear, it seems being JC/LW is the way to go in terms of crafted gear. And if you care enough, you can level Enchanting to enchant the two BiS rings.)
Here's my literal "Best-In-Slot" which uses all that amazing leather gear...
2289 AP
37.78% Crit
410 Haste
315 Armor Penetration
Hit capped
Expertise capped
+ Avengement Proc
+ DST/BNS Proc
I'm not currently a JC, but I've contemplated dropping Engineer for it for the neckpiece. It all comes down to where my gear is at at those given points and the availability of the item/pattern. However, the difference between shoulder, glove, and neck choices are all quite small. The alternatives end up at about 10-15 DPS upgrade in an optimal raid situation.
Also, I <3 my Mote Extractor and Gyrocopter and want to carry Engineering into WotLK. So yes, I'm sacrificing alittle DPS to keep my favorite profession ^_^
Hi, I'm rather new to the theory crafting and have a question regarding the "casting off" of intellect. With all the best in slot post, I notice that most seem not to have any stats regarding intellect at all, and in fact I do believe that one of the models sported ~4k mana.
I suppose I should get to the question then, what the concrete floor as far as mana? How low can you go until it starts hurting your dps?
I've been trying to read up on retribution as much as I can so I'm sorry if this question comes off as stupid.
I suppose I should get to the question then, what the concrete floor as far as mana? How low can you go until it starts hurting your dps?
That really depends on what your regen is like, what your cycle is like, and how long the encounter lasts. If you use mana at Rate A/s, replenish your mana at Rate B/s, and are in an encounter of Length C seconds, your minimum allowable mana is defined a:
X = (A - B) * C
Now practically, there is no floor because in most situations either your regeneration exceeds your expenditures, or your base mana and base intellect is adequate to cover the fight length.
I'm Curious to see if anybody has done a similar item composition for alliance paladins? As although several of those pieces would be fantastic upgrades for some, the haste is not quite as adequate for me, which would possibly leave the door open to other upgades.
As my guild refuses to allow me to roll on leather gear (and I already have the plate gloves) I just ignored it all. I'm sure there's a much better set out there for people who get the option to downgrade armor.
As my guild refuses to allow me to roll on leather gear (and I already have the plate gloves) I just ignored it all. I'm sure there's a much better set out there for people who get the option to downgrade armor.
Same with my guild, but after the Rogues have it, it's an open roll between everyone else. I have a mapped out set for all plate too (minus the gloves, as I already have [Gloves of Immortal Dusk]) that is sadly 200 DPS lower than the Leather equivalents.
That really depends on what your regen is like, what your cycle is like, and how long the encounter lasts. If you use mana at Rate A/s, replenish your mana at Rate B/s, and are in an encounter of Length C seconds, your minimum allowable mana is defined a:
X = (A - B) * C
Now practically, there is no floor because in most situations either your regeneration exceeds your expenditures, or your base mana and base intellect is adequate to cover the fight length.
Thanks Theras, it just seemed odd to me that with such a low mana pool using best in slots, that your over all dps wouldn't be hurt.
Thanks Theras, it just seemed odd to me that with such a low mana pool using best in slots, that your over all dps wouldn't be hurt.
It's not so much that we don't like mana as it is that there simply is no alternative (since Sunwell).
Being dependent on so many stats as we have always been (all the melee stats + mana + mana regen + spelldamage + spellhit in varying degrees) has always been a blatantly obvious core defect in the spec.
It took a whole expansion for Blizzard to actually acknowledge this and they finally did remove spelldamage (and int) from our gear in the last patch (Sunwell patch).
Unfortunately, the baby steps taken are not even remotely close to fully addressing the problems, some might argue it's worse than if they had left things as they were. With the exception of the CS mechanics change (going off weapon damage rather than spell damage) nothing was changed in how our class works.
They removed spelldamage/int from our gear, yet didn't change in any way how our abilities benefit from those stats or give us talents to get the mana we lost (a str/ap-> mp5/int talent or even a new mana restore ability).
Further, according to blue posts Blizzard is actively refusing to work on any "major class changes/fixes" until WOTLK or right before WOTLK (if someone has the actual quote bookmarked, feel free to post it here).
I find it silly that they can just completely ignore this with a straight face and tell us "well soon, someday it 'might' be better, you know in the next expansion, maybe" like this is somehow supposed to help us "now" in Sunwell raiding.
It's hard to imagine they're actually that thick, which leads me to often believe there's some internal marketing research telling them "leave the class broken and tell them you will fix it at some point", the "carrot on the stick" if you will.
To bring it to a T: I'd say we're currently in an awkward transition phase where gear has already taken the next evolutionary step while our mechanics/talents are still lagging behind.
Going for gear without mana is simply making the best out of what we have.
Having no Int isn't bad, at Tier 6 you have a set bonus that gives Mana, JoW that gives 74 mana, Spiritual Attunement, and Mana Potions if you need it.
It would be nice to add a mp5 from strength talent, however Paladins don't have leaked Wrath talents yet, so you have to wait until then.
The devs have been telling us to "wait and see" since TBC came out.
Originally we were supposed to get fixes in 2.2. That was pushed back because of the Voice Chat thing ("Just wait until 2.3, you'll be happy!").
In 2.3 we were told the devs wanted to pay attention to Rogues and Shamans and got a token buff and an unnerf because of a massive spam campaign on the forums ("Just wait until 2.4, you'll be happy!").
In 2.4 the devs decided they didn't want to screw with class balance until the next expansion because of this "esport" bullshit they keep throwing around ("Just wait until 3.0, you'll be happy!").*
I still find it funny that our totem cousins get massive changes handed to them in a single patch that addressed a huge amount of their problems (patch 2.3 with the AP > SD conversion and Shamanistic Focus) while any change to paladins has to be so ultra-gradual that we are actually worse off for a long period of time because our our gear has already transitioned to a new system that our mechanics don't yet support.
Just my usual rant. We'll see how things are soon enough.
*And on a side note, did anyone else find it ironic the blues are worried about paladins being "the gods of the PvP universe" when there was only 1 paladin total represented in the top 20 arena tournement realm teams (the next lowest class was Shamans with 7 total)? Sometimes I really get the feeling the devs are very out of touch with how the actual game is rather than their controlled office tests.
I've been messing around with Rawr and Bellator's spreadsheet for quite a while now, trying to determine my end of the line gear set.
I believe that I have played around with pretty much every combo of gear; however, I may have missed something, so I was wondering
what other Horde paladins have determined to be the best combination of hit rating pieces in order to reach the cap in their ultimate end-game setup.
this is a RAWR bug report, please delete this post if this is in the wrong place, OR if this bug has already been reported. Zurm has retired (my personal "ask jeeves") and not sure who is currently keeping track of bug/fixes.
After getting a DST last night, I opened RAWR 14.1 to see which items are in need of an upgrade the most. After looking at each item, for shits and giggles I checked the "ranged" item slot. The first thing I noticed was that Crossbows came in as items it suggested, (would be a DPS decrease,) I found this odd because we can only use librams. What came as a surprise to me was that when fully raid buffed, Libram of Divine Judgement is rated as 25.39 dps, and Libram of Avengement comes up as 17.41 dps. I thought to myself, that is not correct, I must have selected the wrong Seal under 'options.' I checked and I did have SoB selected, again for giggles I switched it to SoC. It now rates Libram of Divine Judgement lower at 22.90 dps, and Libram of Avengement as 15.86 dps. It also does not include Libram of Righteous Power, it is not better for horde or alliance then the ones I listed, but might want to throw that in for the horde ret paladins who are unlucky with Libram of Avengement. (It took me 22 runs to get the libram from the boss in H-BF)
Zurm is still maintaining Rawr.Ret, you just have to PM him the bug reports. I believe he already knows about LoDJ counting for SoB, and crossbows showing up. But it'll be best if you PM him to be sure.
Hello, I been a long time reader of this thread and thanks to this thread I have been able perform decently (imo.) as a alliance raiding ret paladin.
Now I have a personal question that I would like to ask.
On gorefiend, with my current gear I have been able to hit 1600-1800 dps, but lately my dps has drop despite me picking up some upgrades (down to 1350~ dps)
When I examine the WWS, I noticed a really bad mismanagement of CD/GCD and thus losing out on CS.
To improve I decided to pick a few macros to "relearn" the timing of CS and the 9sec judgement cycle
The question is I have gotten 2 macros and I would like to know what is the difference b/t them and is there anything else I am missing that would drop my dps this much (1800 down to 1350)?
/castsequence reset=10 Judgement, Seal of Command, Crusader Strike, Crusader Strike, Judgement, Seal of Command, Crusader Strike
/castsequence Judgement, Seal of Command(Rank 6), Crusader Strike, Crusader Strike, Judgement, Seal of Command(Rank 6), Crusader Strik
edit
Another question, what does the reset=10 do exactly?
Reset=10 means that the macro order resets after 10 seconds even if you haven't the complete castsequence. Unless I'm completely missing something those 2 macros are the same except for the 'reset=10' condition.
Looking at those WWS reports you linked I think your whole guild dropped ~400-500 dps if you were doing 1600-1800 before because now the highest dps is doing 1700-1800 dps.