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10/27/08, 4:46 AM
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#6556
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by Stardusty
I think the PVP camp can be satiated with a couple of tweaks:[list=1][*]Replenishment seems to be balanced around the caster mana pool, thus effects paladins the most since even shaman and hunters will have some intelligence on their gear. While the answer might not be Int on our gear again, perhaps a str/armour->int conversion might be appropriate? Tweaked enough to bring us on par with hunters and shaman. This will also help in pve where we will scale in mana pools as we gear for higher tiers and allow for more abilities in our dps cycles, which I believe will add to the sense of progression as you move up through the tiers.
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At first, it seemed as though Blizzard was taking the opposite tack to this: No progression on our mana returns, but make the progression unnecessary by giving us considerable slack on the margins and keeping it balanced across all gear levels (which makes sense).
Now it seems they want us to both "worry about our mana" yet at the same time work with mechanics that don't really let us do anything no matter how worried we get besides "welp, time to stop hitting buttons".
At this point, I don't think it can work both ways. Either give us some more rope to hang ourselves with if JOTW/Ret's max mana remains static, or give us the ability to gear for efficiency.
I have nothing against having to switch to different sets depending on if its a 15 minute vs. a 5 minute fight, but only if we can actually do it.
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10/27/08, 5:08 AM
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#6557
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Von Kaiser
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Originally Posted by Prinsesa
At first, it seemed as though Blizzard was taking the opposite tack to this: No progression on our mana returns, but make the progression unnecessary by giving us considerable slack on the margins and keeping it balanced across all gear levels (which makes sense).
Now it seems they want us to both "worry about our mana" yet at the same time work with mechanics that don't really let us do anything no matter how worried we get besides "welp, time to stop hitting buttons".
At this point, I don't think it can work both ways. Either give us some more rope to hang ourselves with if JOTW/Ret's max mana remains static, or give us the ability to gear for efficiency.
I have nothing against having to switch to different sets depending on if its a 15 minute vs. a 5 minute fight, but only if we can actually do it.
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They've already mentioned that we will not be gearing for int. I'm assuming they're not going to give us a talent for it, since that would be a band-aid to the whole issue.
Now, I see your point, but, for raids, I don't think its that big of a deal if Redcape's numbers are right. For PvP, Solo, 5 man we'll have to see.
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I want justice for a voice that can't be heard. Vindication for every suffering and hurt.
Let retribution hold dominion over earth. Because judgement day's not coming soon enough.
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10/27/08, 5:20 AM
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#6558
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Piston Honda
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Originally Posted by Amera
When the dust settles, you are basically going to have two camps, split between ret PvE and PvP. I don't think there is much reason to believe at this point that they won't keep us competitive in PVE DPS and allow us to maintain our damage cycles, even if that means making more additional changes. The sky won't fall, and damage will be fine. The only real loss will be play-style, because you won't really be able to fulfill the melee-healer as well as some people probably hoped.
The PvP camp will remain disappointed because there is no real reason to believe Ret will be any better off than it was in S3-S4 (which is to say, playable but decidedly sub-optimal). And I think the Holy camp will likely swing this way as well, since I think we'll end up being decent or better healers in S5 and then drop from there just like in TBC*.
*The big variable is whether or not the meta-game will be different this time due to people's experiences. Paladins were good in S1 because of good baseline survivability plus the fact that people were bad at the game. Now that people are dramatically better at the game, the first reason may not be enough to expect S5 success. There is really no way to know.
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I just want to agree, you have a pretty solid assessment. You can check Arena Junkies, but the PVP camp is also laughing at using Battlegrounds as an excuse for balance. Sure they want BG's to matter down the road, but they don't yet.
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10/27/08, 5:30 AM
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#6559
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Great Tiger
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Also, just a question - are you guys considering glyphs in the picture? What if we use a 10 second consecrate rather than an 8 second consecrate? As the Consecrate glyph should be a significant increase in Damage/Mana for the ability, it seems like either it or the Crusader Strike glyphs would be a good buy in the new world of ret.
Additionally, in PvE, is glyphed Seal of Command better than SoB/Martyr? Because, if not, the glyphs you'd realistically want to use would include:
Crusader Strike
Consecrate
Seal of Blood/Martyr
Judgement
Maaaayyybe Avenging Wrath
Obviously there's some optimal pick there, but would we really have mana/rotation problems if we glyphed for CS, Consecrate and Judgement? Also, is it just me or is the AW glyph pretty awful for PvE? It seems like it's basically spending a glyph slot for 1 or 2 extra HoWs during a fight, unless most fights spend more than 2 minutes where the boss is <20%.
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10/27/08, 6:08 AM
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#6560
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Glass Joe
Blood Elf Paladin
Dethecus (EU)
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The Glyphs to go at 80 will be: Crusader Strike, Consecration, Judgement.
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10/27/08, 6:19 AM
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#6561
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Piston Honda
Human Paladin
Malygos (EU)
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Not my WWS, but I found it by evaluating some statements:
Wow Web Stats
The paladin mentioned that he was mostly in trouble with mana although he was using divineplea, lay of hands, mana potions and even dark runes for compensating this issue. Thephoenîx himself is member of in Harmony (2nd place @ battle of the best before FtH and SK-Gaming), so I have no doubt concerning his play skill.
It saddens me that we have fallen behind so far in a dungeon full of undeads. It remembers me of BC where place 10 to 12 was our "area".
Last edited by aylen86 : 10/27/08 at 6:32 AM.
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10/27/08, 6:45 AM
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#6562
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Glass Joe
Blood Elf Paladin
Twilight's Hammer (EU)
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I´m not sure if it even still exists as I´m not in the beta but I´d pick glyph of seal of blood instead of crusader strike (for pve purposes obviously).
on the mana shortage topic in pve dps as a whole -
admittedly it´s been fun to be at full mana in any raid situation at all times unless I miss the judgement button on a faceroll, but at least to me, playing ret like that turned out to be pretty boring quite fast as there was no resource management involved at all. even tho the mana nerf is a big loss in efficiency and versatility I rather feel like I accomplish something by doing competitive dps than having it easy mode - of course, pve ret dps in general has to stay competitive for that.
once a bossfights´ mechanics and its estimated duration are known, one can adapt his mana throughput to that. just like for healers, there is no point in sitting on 90% mana after an encounter if it could have been put to good use (read: dpm). short fights promote mad consecrating while really long ones, well, don´t - but is there even an encounter that requires constant high dps over a very long period of time? the mana pot has been my friend in tbc and will replace haste potion slots in my inventory again I guess. as long as it´s not required to use glyphed lay on hands on yourself to have enough mana for an encounter, so be it. I´d love to see a change to exorcism and holy wrath to make up for the effective loss of our "omgpwnundead" trait as we´ll likely spend all our mana anyway, no matter on what target.
so the grass could be still green - if it wasn´t for all our "great utility" to cut down our potential damage output, quite a lot depending on what you do, beyond the loss of a gcd and a resetted swingtimer. oh well 
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10/27/08, 7:34 AM
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#6563
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Piston Honda
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The PvP camp will remain disappointed because there is no real reason to believe Ret will be any better off than it was in S3-S4 (which is to say, playable but decidedly sub-optimal). And I think the Holy camp will likely swing this way as well, since I think we'll end up being decent or better healers in S5 and then drop from there just like in TBC*.
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Depends on what bracket your talking about. You certainly won't be seeing Ret + Healer in 2's anymore, that's for sure.
I think there is some space for Ret in 3's. They should still have higher upfront damage than any other Melee class, combine that with say a Warrior or Rogue, the cleave comp will be very popular.
So in a way I agree with you that Ret will still be very "selective", but I think they will continue to do what they do best pre 3.0, just better. Fundamentally, their PvP role won't really change much. I guess that is a big bummer for a lot of Ret Paladins out there.
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Brutal Gladiator
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10/27/08, 8:12 AM
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#6564
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Don Flamenco
Blood Elf Paladin
Argent Dawn (EU)
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First of all, thanks to Redcape for testing. I'm probably one of the more optimistic ret paladins around, and I've always believed that Blizzard would not leave us intentionally bad. Glad to see there is still hope.
A got a couple of questions about your testing to get a better picture on how we will operate.
1. Were you using JoW now? Or is JoL still usable as ret's "standard" judgement without concern?
2. Did you have BoW? Would you say that it will now be better for soloing than BoM, or can we still use BoM while soloing and still grind fine without having to drink very often?
Basically, although ret may be fine in raids with all the mana regen going on, I'm still concerned about soloing ability. I would not want to return to the hell that was ret solo-grinding before 3.0...
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10/27/08, 8:26 AM
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#6565
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King Hippo
Tauren Druid
Destromath (EU)
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Originally Posted by eclipse212
I´m not sure if it even still exists as I´m not in the beta but I´d pick glyph of seal of blood instead of crusader strike (for pve purposes obviously).
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According to wowhead comments
[Glyph of Seal of Blood]
10% + 10%*10% = 11% => 1% net win
[Glyph of Spiritual Attunement]
10% + _2%_ = 12% => 2% net win
But i don't think that this is intended, because GoSA is 1. double the bonus of GoSoB and 2. always active, without restrictions.
Kinda makes GoSoB useless 
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Hello.
Light the fuse.
For all my homies.
Do not run, we are your friends.
SimulationCraft Druid Guy
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10/27/08, 8:32 AM
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#6566
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Glass Joe
Blood Elf Paladin
Twilight's Hammer (EU)
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uh doh my beverage made me misunderstand the glyph to having 20% instead of 10% SA return  my mistake
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10/27/08, 8:39 AM
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#6567
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Von Kaiser
Night Elf Rogue
Magtheridon
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Originally Posted by Xavias
Depends on what bracket your talking about. You certainly won't be seeing Ret + Healer in 2's anymore, that's for sure.
I think there is some space for Ret in 3's. They should still have higher upfront damage than any other Melee class, combine that with say a Warrior or Rogue, the cleave comp will be very popular.
So in a way I agree with you that Ret will still be very "selective", but I think they will continue to do what they do best pre 3.0, just better. Fundamentally, their PvP role won't really change much. I guess that is a big bummer for a lot of Ret Paladins out there.
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For PVP, you say it yourself: no way Ret + healer is doable in 2s; we're going to need a rogue for wound poison just like now. In 3s, we'll have a role, but it will be the same War/Ret/Dru or similar permutation, where we are the assist DPS. A sad state of affairs in PVP, for sure.
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This Naxx parse is somewhat encouraging, as it seems to show Hunters as outliers (which we already knew), and Paladins very tightly middle of the pack:
Wow Web Stats
What I find encouraging about this is the size of the RV ticks: average of ~750. If this is the case, perhaps RV is adequate compensation.
Her mana regeneration is top heavy with SA and JotW, at 382k and 300k respectively. It would seem SA is making up for the bulk of the mana gain lost by the JotW nerf. Divine Plea, by contract, is around 80,000 mana. There is no use of mana pots, that I can see.
The discouraging thing is to see the SoB hits for an average of ~300. I'm pretty sure on live that's what it hits for now, and it represents the extent of this latest round of nerfs.
As GC insinuated, some classes suspect they're OP and have escaped nerfing; the parses say Hunters should watch out. Hunters should still be the topline, but perhaps once they're fixed, our numbers won't seem so out of line.
Bottom line is these changes hinge on what happens to other classes now. I can deal being 200-300 DPS below other classes; I think everyone can.
Last edited by Cevil : 10/27/08 at 9:08 AM.
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10/27/08, 9:06 AM
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#6568
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King Hippo
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Originally Posted by Milou
Redcape, I'm not sure what to say about your statement of doing double a 'skilled' warrior's damage but in the last two weeks our arms warrior has been doing near hunter dps (who's way at the top). Depending on the fight I'm either slightly above or slightly below our rogues who're varying between muti/combat.
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Is your warrior abusing the DW bug? If so, throw his results in the bin, they aren't going to continue. I was playing with a t5 geared warrior using TG who really knows how to play and I was destroying him by an immense margin. Comparing yourself to currently overpowered hunters and buggy warriors isn't particularly useful. When I played in 5 mans with single target dpsers it was a joke, they weren't even making 50% of my damage due to insane Consecrate/DS AOE.
Originally Posted by eclipse212
I´m not sure if it even still exists as I´m not in the beta but I´d pick glyph of seal of blood instead of crusader strike (for pve purposes obviously).
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Glyph of Spiritual Attunement is probably worth 2 mana / sec. Glyph of CS is worth 8 mana / sec. 8 mana / sec isn't blowing my mind, but it may well be our next best Glyph. If seals aren't proccing off Judgements anymore then Righteousness and Vengeance just stepped up to being real contenders for top dps, so the third Glyph slot may be a little more interesting that was previously thought. I will post my thoughts and numbers for Glyph use once that fact has been established.
Originally Posted by Valerys
1. Were you using JoW now? Or is JoL still usable as ret's "standard" judgement without concern?
2. Did you have BoW? Would you say that it will now be better for soloing than BoM, or can we still use BoM while soloing and still grind fine without having to drink very often?
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I don't have a beta account, I can't test the changes. I can look at raid buffed numbers and calculate mana returns, and I can crunch numbers on soloing mana viability. While soloing I currently spam every ability on cooldown, including Consecrate, DS and HoW. I fully expect to pare that back a bunch and hit CS, Judgement on cooldown and use DS, HoW sometimes. You can use JoW for more mana JoL for more healing, both have their benefits. Ret paladins will do tons of damage while soloing and hardly ever need to stop as long as you don't blow mana on Consecrate and DS on the cooldown. We will be more like other classes, in that for soloing our best option is a good, mana efficient routine that has us killing reasonably quickly but with almost zero downtime. If your standards are 3.02 ret you will likely be sad, but if your standards are 2.4 ret you will be ecstatic with ret soloing in wrath, I guarantee it.
Originally Posted by Cevil
Does anyone have parses of a Ret Paladin destroying the meters in Naxx? Like top 3, and a separate tier of damage done than other classes?
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I don't think you will see those. As far as I am aware Warriors still have the outrageous DW bug that raises their dps by 1000 or so, Hunters are still completely OP in general, and there are other bugs not tamped down yet. Just because ret isn't currently posting top numbers doesn't really mean much, there are other dpsers who are going to get the nerf/bugfix stick soon enough.
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10/27/08, 9:21 AM
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#6569
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Bald Bull
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Originally Posted by aylen86
Not my WWS, but I found it by evaluating some statements:
Wow Web Stats
The paladin mentioned that he was mostly in trouble with mana although he was using divineplea, lay of hands, mana potions and even dark runes for compensating this issue. Thephoenîx himself is member of in Harmony (2nd place @ battle of the best before FtH and SK-Gaming), so I have no doubt concerning his play skill.
It saddens me that we have fallen behind so far in a dungeon full of undeads. It remembers me of BC where place 10 to 12 was our "area".
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He's not that far behind if you look at individual boss fights in the larger WWS.
I think its true that the mana curve is just too tightly tuned right now though. The best example for that is the gothik kill:
Wow Web Stats
His DPS just fell out the floor because of the constant low level AOE required, without anything living long enough for him to benefit from JoW.
What I find most telling isn't what he had to do to be where he is, its what the other people didn't have to do. He ate 8 mana potions, used Divine Plea on cooldown, used 7 Dark Runes, and even LoH'd himself three times for the mana. He's also wearing t6 2pc for the mana, which is as strong as JoW is now due to the nerfs.
In fact, he got something like 30% more mana out of JoW than Wisdom, but that's partially -because- of the t6 he was wearing. The int from those pieces boosts the power of replenishment and JoW by a not-insignificant amount. Without that extra int like an 80-geared level 80 would be, I wouldn't have been surprised to see the theoretical mana restoration from Wisdom match or exceed whatever was recieved from JoW.
Last edited by Sapp : 10/27/08 at 9:46 AM.
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10/27/08, 9:35 AM
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#6570
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Von Kaiser
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So, this is a little out of left-field here... but what about the possiblity that this was all done on purpose? I know it sounds a little like 1984 here, but it's interesting to think about.
Think back to pre-3.0. Ret was the laughing stock out of all the classes, and had been for quite some time. Granted, they were better than they used to be at 60 certianly (and smart guilds used us)... but by the general masses, Ret was generally the red-headed step-child.
How do they get rid of that bias and have the rest of the WoW community respect us as a class? If they just made us "even" with the rest of the group, there would still be a mass of people that would say "lolret" and ignore us the way they used to.
So they make us overpowered. They make other classes fear us and go "Whoa! Ret is pretty good!" They made the changes so large that it pretty much left NO doubt that Ret was something to be reckoned with.
And the stigma of "lolret" is dissapears. (think about it... have you seen it lately?)
Once that is gone, they nerf us back to where they wanted us to be all along. And in the end... everyone benifits.
They knew it would cause some pain and suffering from us. The wailing and gnashing of teeth was something they were willing to deal with... because in the end, we still benifit from it. It was for our own good in the end.
Perhaps far fetched and a bit Big Brother-ish, but at the same time... that's pretty much exactly what happened... even if it wasn't perhaps fully intended.
Sorry for the off-topic switch... but my musings got the better of me. In the end, I agree with the dmg nerfs, but I was quite suprised to see more than half of our mana regen removed from JotW. 33 to 15? Seems a bit extreme imo, but I guess we'll see, and Redcape's math shows it's not that bad. Overall, my feelings are if you want me to worry about managing mana, give me int on my gear. Otherwise, make me like other melee classes.
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