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09/06/08, 5:31 PM
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#5401
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Von Kaiser
Blood Elf Paladin
Argent Dawn (EU)
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Originally Posted by Avitus
To put it in "mild terms", that's really counter intuitive. This is more the case of your raid group really having to reconsider its position than extra stam being good for the class.
(Btw: Your armory indicates a non-guilded level 60 paladin? You might want to fix that.)
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I don't see them changing, and if I die mid fight to something, anything then I'm in for a load of crap. I've update my profile. As you can see Seal of Blood is my staple, that doesn't do my hp the world of good either. I'm not going to complain too much though, in full dps gear as the armoury currently shows (yes yes I know the enchant on the axe sucks) i really do have low HP, it makes me squirm.
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09/06/08, 7:52 PM
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#5402
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Von Kaiser
Blood Elf Paladin
Barthilas
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Originally Posted by Foxconfessor
Well, yes, you do get more bang for your buck when you 'split the stats', but that's true for all classes and not just paladins.
This is a set from the easiest raid dungeon in the game. It shouldn't have everything on it. Even current sunwell loot very rarely has ArP and haste, it usually has one or the other.
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So you, alongside Blizz, still think we should wear mail/leather rather than plate? I personally am pretty tired of having to spend dkp in 2 set of gears (i pass on leather/mail till our hunters, ferals, rogues and shammies have what they need) and as a result, always be trying to catch up with them in terms of gear (ie, best in slots). I don't think is fair, to them or to us (im pretty sure they dont want warriors, paladins and DKs going after their gear before them, when they dont have the option for something else). But then again, why do I have to keep setling for less optimised gear? I do now coz its best for the guild. But im still geting gear which isnt as good for myself at first.
EDIT: links to mail + leather sets
http://static.mmo-champion.com/mmoc/...aman_melee.jpg
http://static.mmo-champion.com/mmoc/...ax10_rogue.jpg
http://static.mmo-champion.com/mmoc/...ruid_feral.jpg
http://static.mmo-champion.com/mmoc/...x10_hunter.jpg
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09/06/08, 7:59 PM
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#5403
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Von Kaiser
Blood Elf Paladin
Auchindoun (EU)
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Don't see any gear that has stats split between both agi/crit and str/ap with hit and experise as well on those sets either...
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09/06/08, 8:06 PM
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#5404
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Von Kaiser
Blood Elf Paladin
Barthilas
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Originally Posted by Foxconfessor
Don't see any gear that has stats split between both agi/crit and str/ap with hit and experise as well on those sets either...
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eh? all of them have both agi and crit. It doesnt have str/ap. The point is that they need to split the stats. In BC, from T5 content onwards, I've found leather/mail to be superior to plate in terms of dps because they get more stats distribution. Is Divine Str, now with a little boost, really going to justify all the crit/hit/haste/expertise/arp we are going to miss out on?
EDIT: Yes, their gear doesnt have all that YET. Like you said earlier, this is the 1st set of gear on the 1st 10 man instance. But what's gonna happen later on, as you are going after the Lich King? Because the way itemisation works, the more of a stat you have, the more it costs on the item budget. Because they have split stats and we dont, they will get more "bang for your buck", with end game gear showing the most difference.
Last edited by Trakor : 09/06/08 at 8:14 PM.
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09/06/08, 8:19 PM
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#5405
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Von Kaiser
Blood Elf Paladin
Auchindoun (EU)
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Originally Posted by Trakor
we need to break down Str stat points into Str + AP and the crit stat points into crit + agi. This way we will end up keeping the same ap, the same crit, but will still have points left for expertise and hit.
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I don't see any gear like that, nor have I ever. Most of the gear you listed has one extra stat or on-equip bonus, with the exception of the hunter/shaman gear which has two, one of which is int. Int would be a bad thing unless we got an int->ap bonus like shaman are getting.
Currently I have no idea which of these latest sets would theoretically be best for paladins at lvl 80, assuming for the sake of comparison paladins could wear them all.
At level 70 some items such as my gloves are marginally best in slot, but the difference between them and the hard khorium battlefists is accentuated because the first has no hit, whereas the later does. It also has two of the right colour socket.
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09/06/08, 8:29 PM
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#5406
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Bald Bull
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Originally Posted by Trakor
So you, alongside Blizz, still think we should wear mail/leather rather than plate? I personally am pretty tired of having to spend dkp in 2 set of gears (i pass on leather/mail till our hunters, ferals, rogues and shammies have what they need) and as a result, always be trying to catch up with them in terms of gear (ie, best in slots). I don't think is fair, to them or to us (im pretty sure they dont want warriors, paladins and DKs going after their gear before them, when they dont have the option for something else). But then again, why do I have to keep setling for less optimised gear? I do now coz its best for the guild. But im still geting gear which isnt as good for myself at first.
EDIT: links to mail + leather sets
http://static.mmo-champion.com/mmoc/...aman_melee.jpg
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Let's compare the Ret DPS set with these then.
Compared to the Enhancement Shamans the ret set has
+146 Stamina
+244 Attack Power accounting for BoK and DS.
+61 Critical Strike Rating
-44 Hit Rating
-72 Expertise Rating
+212 Haste Rating
From a critical strike standpoint we have 1.33% more crit from rating but the agility is 5.22% crit. Of course the critical strike rating crit applies to both melee and spell crit chances, so the difference between the two from raw total crit is about 2.56%.
And some intellect which accounts for a whopping zero DPS.
So you're going to try and say that 1.4% hit and 3% crit are worth more than 244 AP and 6.5% haste? Are you daft? Our set is perfectly optimized for SoB usage; high AP and Haste with a large stamina buffer to prevent possible self-gibs.
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09/06/08, 9:00 PM
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#5407
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Great Tiger
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Does that AP difference account for Shammies getting 1 AP from Agi? Doing some quick addition, the Shaman set is worth 900~ AP to them, whereas the str on the pally set is worth 900~ AP w/ DS and kings.
Doesn't change the overall numbers though. 6% haste should come pretty close to 1% hit + 3% crit.
Edit: We *would* benefit from more stats (hit/crit/expertise/ArP) on each armor piece, but our set is on par with the shaman set, with more HP/AC to boot. This leaves room for future raid gear to be better.
Last edited by Fiola : 09/06/08 at 9:07 PM.
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09/06/08, 9:03 PM
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#5408
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Bald Bull
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Nah, I'm comparing how the sets would be on a pally, given that his point was how this "lesser gear" is better for us than our tier set and how we'll be "stuck wearing leather and mail for another expansion" (which naturally isn't the case).
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09/07/08, 1:26 AM
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#5409
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King Hippo
Jayhanez
Blood Elf Paladin
No WoW Account
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Update on HoW: It is instant, but still only triggers a 0.5s GCD. Buff in every regard.
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09/07/08, 1:46 AM
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#5410
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Von Kaiser
Blood Elf Paladin
Barthilas
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Well, I did say thats not the case YET. This is onlt entry lvl set. The point is that, as gear lvl goes up, because our item budgets is spent on less stats, they will cost more (as each stat gets higher and higher). To fix this problem, I suggested we should split the stats. Unless Blizz is changing how itemisation budget works, eventually, leather should become best in slot again.
I know it might not be a problem at first, but now is the time to give feedback and get things right. Right now, they are willing to listen and change things. I just rather fix a potential problem now then leave it for later when it's already an issue.
DKs for example get extra AP from armor. Our ret tree is lacking some useful talents. If SoB is going to be the dps seal we are going to use, then we only need 61 points (lvl 70 toon) to be fully optmised for lvl 80 raids.
Here's a link for all talents a pve ret pally would need to get, if SoB was the dps seal of choice.
WorldofWarcraft.com -> Info -> Classes -> Paladin -> Talent Calculator
Originally Posted by Rasputin
Update on HoW: It is instant, but still only triggers a 0.5s GCD. Buff in every regard.
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Is it affecting the swing timer in any way?
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09/07/08, 2:03 AM
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#5411
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Bald Bull
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Don't triple post. Use the edit button.
If you're a massive crit-whore you want split stats so that you can fit in the extra crit from Agility. However that crit is nigh worthless considering just how strong strength is as a stat now. A single point of Strength is worth ~2.53 attack power and ~.759 spell power. 1 point of agility (same budget) is worth ~.0192% crit. That's it. The Attack Power on those items gets no modifiers from Kings or DS. Armor Penetration is crap now that >= 50% of our damage is armor piercing. Things have changed.
And they haven't done a single polish pass on the pally class. Wait until the next push when we get our updated trees. Then you can complain about Death Knights and how their trees are changing twice a day.
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09/08/08, 5:31 AM
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#5412
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Don Flamenco
Blood Elf Paladin
Argent Dawn (EU)
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Racial changes for blood elf:
Blood Elf
- Mana Tap: ability removed (partially integrated into Arcane Torrent)
- Arcane Torrent: restores 15 energy, 15 runic power, or 6% of mana to the Blood Elf (along with the current 2s silence effect)
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If that goes to live, blood elf retridins just got a pretty massive mana regen benefit over Alliance (especially with no prior mana tapping required). We lose the ranged pull against manabar mobs, but well...
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09/08/08, 7:20 AM
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#5413
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Piston Honda
Blood Elf Paladin
Vek'nilash (EU)
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The effect is exactly the same as 12 "extra" seconds of replenish every 2 minutes. If we have 7000 mana raidbuffed that's 420 mana (= 17,5mp5). That's nontrivial amount of mana but I wouldn't say it massive - actually it's less than one DS.
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09/08/08, 8:22 AM
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#5414
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Von Kaiser
Blood Elf Paladin
Twilight's Hammer (EU)
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It's tecnically comparable to other DPS-friendly racials such as Expertise (for Humans , and Dwarves get it now too) and +hit (for Draenei).
Well, i think that of all the racials the Draenei one is the less desiderable at the moment since capping hit as retribution is (was?) fairly easy due to plate itemized looking at Fury Warriors (which instead require a lot of hit).
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09/08/08, 8:59 AM
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#5415
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Von Kaiser
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How is the DPS on beta with the most recent build's change to judgments? There have been some posts here or there about the changes to the values coming down, but I haven't seen any anecdotal accounts of effectiveness in DPS role with the current build.
Also, and this could be a big can of worms, where *should* Ret dps be at relative to other classes going into WoTLK? Back in the EQ days, there was a quasi-official system of wanting each class to be x% of a Warrior, so it was pretty clear where people should fall out relative to each other.
The blue text tea leaves seem to be indicating that Ret DPS (for everyone, geared and the average joe) relative to the curve is coming up some, but the bigger question is where should it live and is it there in Beta?
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09/08/08, 9:14 AM
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#5416
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Don Flamenco
Human Paladin
Ravencrest (EU)
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Originally Posted by Noctivagant
Also, and this could be a big can of worms, where *should* Ret dps be at relative to other classes going into WoTLK? Back in the EQ days, there was a quasi-official system of wanting each class to be x% of a Warrior, so it was pretty clear where people should fall out relative to each other.
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The answer is simple now: equal.
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09/08/08, 9:30 AM
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#5417
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Don Flamenco
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Here's the Premo/VM Naxx25 WWS:
Raid History
At first glance, Retribution (Supyo and Trajer) is fairly below the curve.
Keep in mind their Rogue is exploiting the Poisons bug. Why he exploited a bugged damage spec for testing purposes baffles me. Warlock damage looks too high.
If you just ignore the Rogue in all the fights, melee classes in general seem to be incredibly far behind the Ranged DPS. Retribution's damage is about in the middle when compared to the other melee classes.
Is this just a case of melee not scaling as quickly early on as casters, and can we hope the differences level off as gear improves?
Another concern is most of the fights are between 2-4 minutes. Obviously, as it stands longer fights aren't going to be necessarily forgiving for Retribution. From a balancing perspective, it's harder to gauge class-relative DPS on shorter fights, especially when a lot of the fights in Naxxramas aren't straightforward tank-and-spank.
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09/08/08, 10:33 AM
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#5418
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Bald Bull
Blood Elf Paladin
Echo Isles
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Necross, I believe most of the caster damage is "bugged" as well.
Apparently the Glyph of Blessing of Might is adding far too much spell power, either 100% of BoM's AP (550), or 100% of the target's AP, which seriously skews the numbers.
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09/08/08, 11:10 AM
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#5419
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Von Kaiser
Blood Elf Paladin
Auchindoun (EU)
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2.2 on Patchwerk. We do that now at level 70 on Brut. But as you point out, all of the melee bar the rogue are oddly unimpressive, including the Death Knights. It's a bit hard to draw conclusions, but unless most of this difference is accounted for by caster bugs as suggested, the gap is startling.
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09/08/08, 11:19 AM
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#5420
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Great Tiger
Human Paladin
Doomhammer (EU)
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Originally Posted by Valerys
If that goes to live, blood elf retridins just got a pretty massive mana regen benefit over Alliance (especially with no prior mana tapping required). We lose the ranged pull against manabar mobs, but well...
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It's nice, but I'm not too fussed. <400 ish mana more or less won't make it or break it regardless if they choose to mana fix us.
Originally Posted by Worldie
Well, i think that of all the racials the Draenei one is the less desiderable at the moment since capping hit as retribution is (was?) fairly easy due to plate itemized looking at Fury Warriors (which instead require a lot of hit).
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You can itemize around 1% less hit and gain the full benefit. It's a fairly strong racial, especially considering it's a party aura. I use different gear when I have our draenei warrior in my party.
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09/08/08, 3:07 PM
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#5421
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King Hippo
Byashi
Gnome Warrior
No WoW Account
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Originally Posted by Rasputin
Update on HoW: It is instant, but still only triggers a 0.5s GCD. Buff in every regard.
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According to this the GCD is increased to 1.5 secs:
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Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced,now instant cast, global cooldown increased to 1.5, missile speed increased, now usable on targets below 35% healthnow scales with attack power and spell power.
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09/08/08, 3:35 PM
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#5422
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Piston Honda
Blood Elf Paladin
Dragonblight
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That post was made July 17th. I believe, if I'm not mistaken, they've made further (and some undocumented) changes. i.e. not resetting one's swing timer.
EDIT: I see they've updated that post. But I do recall those specific changes being posted quite some time ago.
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09/08/08, 4:15 PM
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#5423
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Piston Honda
Human Paladin
Argent Dawn (EU)
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Originally Posted by Foxconfessor
2.2 on Patchwerk. We do that now at level 70 on Brut. But as you point out, all of the melee bar the rogue are oddly unimpressive, including the Death Knights. It's a bit hard to draw conclusions, but unless most of this difference is accounted for by caster bugs as suggested, the gap is startling.
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The paladin was holding back on mana rather a lot. Based on average damage, given enough mana to sustain a full set of cooldowns plus Exorcism and Hammer of Wrath the pally is capable of quite a lot more even before you throw in Seal of Vengeance.
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09/09/08, 12:52 AM
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#5424
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Von Kaiser
Blood Elf Paladin
Auchindoun (EU)
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Yeah, makes sense. I even read somewhere on a feedback thread that a paladin used wisdom as their main seal to dps in Naxx!
Things are at a pretty sorry pass if mana is going to be the limiting factor for dps. There's nothing more frustrating than having to hold back due to fuel. I experienced it in my early ret days but currently on live I'm used to a bugged JoW, t6 bonus and copious raid damage on several Sunwell encounters allowing me to be as extravagant as I want on most bossfights without fear of going oom.
Anyway, it's been said a thousand times by as many people. Everything now hinges on what happens with the JoTW mechanic. Fingers crossed that the devs lose their apparent myopia that allows shaman to enjoy shamanistic rage for the best part of two years with no mechanic approaching equivalent power (or scaling) for paladins ever seeing the light of day.
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09/09/08, 10:44 AM
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#5425
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Von Kaiser
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quote from: Ghostcrawler (Source)
Here are some things we are looking at right now. You may not agree with them all, but I will share them with you in the hopes of making you feel better about your class, and maybe even getting you excited again. I also can't promise they are final because it's still the sort of thing we're wrestling with, and I don't want to disappoint anyone if it doesn't work out or we change our minds. Okay, massive caveats out of the way:
* We'd like to do something else with Kings. I don't know that a core ability is the answer, but burying it deep in Prot, when Prot warriors would just as soon play with BoSanc, doesn't feel great either.
* We'd like to mess around with the top 2 tiers of all 3 trees, still encouraging you to cross-spec a little, but making that initial bite into the upper tier more tasty instead of just an icky appetizer to get the what you really want down deeper.
* I think Beacon of Light is starting to feel pretty good. It may be a little OP right now, but I think we can get it in a good place. (I'm sorry, but I don't know if you have the version I'm talking about or not.)
* We'd like to get Vengeance back to 3 stacks, because that just feels more fun than 2. I can almost assure you that it won't be at 15% total damage -- that is hugely generous for 5 talent points, and would normally be budgeted at more like 15 talent points. If I had to guess, it will end up at something like 3 talent points for 1 / 2 / 3% that stacks up to 3 times (so 9% at 3 stacks). That is still over-inflated for 3 talent points. I understand that your dps used to depend on Vengeance. We'll just have to buff it in other ways. Death Knights will get the exact same treatment, whatever it ends up being.
* JotW was changed to support the new party buff system and it needs to keep that role. That is one of the main reasons why a group would want to take a Ret pally over another dps class. I understand your mana was dependent on this ability. We'll just have to buff that in other ways as well. Having too many talents that just lower mana costs feel like a band-aid, so we'd rather not overdo that route. Instead we'd just like to make sure you have enough mana. The new Divine Plea is one mechanic here (it works more like Blood Rage than Evocate now), but it's not the only one.
* Deep Ret and deep Prot need 1 or 2 more cool talents. We'll carve out room by bundling or just swapping out some of the current talents.
I hope you take this little view into our current thought process in the spirit that it's given. Sometimes we regret talking about stuff that isn't final because it ends up coming back to bite us. But I also thought it wouldn't hurt to cheer you up a little either, so hopefully something I've said will do that.
Source: MMO-Champion
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Not sure what to think of this...
I like the possibility of changes for Kings and T1/2 talents across the various tress,
I don't like what they doing about our mana regen...
Seems like JotW will be staying in its current state to remain on par with the rest of the classes' group regen talents (which sucks, as it has no personal benefit for us)... and they are pushing us towards relying on Divine Plea... on a 5 min cooldown...
basically telling us, "we are not bringing the old JotW back, so stop asking for it"
three things disturb me from this post,
1. I understand your mana was dependent on this ability. We'll just have to buff that in other ways as well.
2. That is one of the main reasons why a group would want to take a Ret pally over another dps class.
3. Having too many talents that just lower mana costs feel like a band-aid, so we'd rather not overdo that route. Instead we'd just like to make sure you have enough mana.
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1. What other ways?
2. There are a lot of mana batteries out there now, hence this doesn't really differentiate us much from the other DPS classes, and no one will want to take a ret pally that needs to drink after every pull, and runs OOM halfway through every boss fight.
3. By 'Enough Mana' they better not Mean a Larger Mana Pool... for as it's been said, without good regen, a larger mana pool just delays the inevitable.
Last edited by Thorin : 09/09/08 at 10:47 AM.
Reason: spelling
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