I disagree completely - it does a fantastic job of making up some of the loss dps for ret when I shield up, and it's another instant ability to blow when I need to shield up and pick up adds to spread around some of the damage.
As for holy... I guess I'm not sure why this being available as a cooldown is a problem. They certainly have cooldowns to spare for dps, is it because it's not purely spell based in scaling ?
More my thought is that it's a 'high threat' move, and if you're instance-DPSing for some reason, you don't want to out-threat the tank - so I would make it share a cooldown with the other 'instacast' DPS abilities and increase their DPS somewhat to compensate. In other words, if you're throwing on a shield as ret in order to help tank, it would lock out crusader strike but do equal damage and give you more threat. Otherwise, you have other instacast DPS moves.
I wish I checked here first as someone created a very nice one, however I don't think it was done for all items of gear, just for weapons......
Sorry if my post was a bit 'not in line' of how the conversation was going, I just didn't have a choice!
I couldn't create my own thread, and had to 'interrupt' here. I just needed/wanted some feedback on my TPS calculator as well as input as to the formula changes. I didn't have another place to go and I know EJ's reputation for being a bit of a thinktank/theorycrafter, as well as not finding such a spreadsheet existing 'in the wild'. I'm a tankadin looking for some luv...
Posters on both beta and PTR forums claim that there currently is a bug with Sanctified Wrath and damage absorption shields, possibly similar to the Sudden Death bug that would let Warriors deal six-figure hits, but not as extreme. The theory is that the damage is actually doubled or something.
Has anyone been able to reproduce this, or is it just another rumor? There have been quite a few sources claiming this.
It's not just a rumor. And the bug seems to be affecting damage absorbtion shields period. Hunters, mages, rogues and warriors have all reported huge crits piercing through damage shields.
I've only been able to reproduce a small one, which amplified my damage by around 600. If you check the combat log on absorb, it'll occasionally list the absorbed amount as a negative. That damage seems to get added onto the damage tally rather than absorbed off.
Why it does this? Noone knows. Exactly when it does this? Noone knows.
I understand the mechanics of what you're saying, I'm still just baffled as to why. If you think the dps is too high with SotR available all the time, why would you adjust the "dps somewhat compensate". Did I just completely miss where you reasoned this out?
High threat abilities have intrinsic deterrents to using them for dps - but a completely arbitrary shared cooldown on abilities just because they're both instant damage abilities seems - well, it just seems 'Huh?'.
Davenrothz: Feedback is, your guild link is too long.
Thought: Shield of Righteousness should maybe be on same cooldown as Holy Shock and Crusader Strike? Buff some other damage source to make up for it, perhaps, but it feels wrong to be treating it as a damage source for holy specs.
I think it show the class's lack of interactivity when a holy spec uses a "prot" ability as a damage source. We'll take anything we can to be able to push buttons and not simply auto attack.
I guess I just don't see why it's even an issue. It's a dps ability that has extra threat associated with it. The only reason it's that's even interesting to us is because we've lived with so few dps moves in the past that it's weird to have dps cooldowns to use.
If it was a one handed weapon based strike, no one would even glance at this. Since we don't dual wield, that means one hander and shield - so they put it on the shield, which makes sense because they want it to scale with BV.
Paladins use shields - the class, not a spec. Paladins do damage - the class, not a spec. A shield based dps move like this is for pvp, farming, and tanking - and all three, for any spec that needs it. It's also useful in the cases where a holy doesn't have to heal, or when a holy or a ret needs to pick up multiple trash mobs.
There's a big difference between a bigger CS and an okay SotR ability - and that goes for holy shock for Holy. It's more on demand threat that you can spread around to multiple targets. Again, I just don't see why you "feel" it needs to be on a shared cooldown.
That's my last say on this. But, honestly I'm amazed that people feel like we have too man cooldowns now when we bitched so hard to finally get some.
More my thought is that it's a 'high threat' move, and if you're instance-DPSing for some reason, you don't want to out-threat the tank - so I would make it share a cooldown with the other 'instacast' DPS abilities and increase their DPS somewhat to compensate. In other words, if you're throwing on a shield as ret in order to help tank, it would lock out crusader strike but do equal damage and give you more threat. Otherwise, you have other instacast DPS moves.
I really can't unerstand how this would be an issue. If a holy paladin using SotR for a dps rotation is in danger of out-threating the tank, something's wrong with the tank.
Originally Posted by rozetta
I think it show the class's lack of interactivity when a holy spec uses a "prot" ability as a damage source. We'll take anything we can to be able to push buttons and not simply auto attack.
But it's the healing spec; you can't expect to have a full suite of dps tools. Healing as prot or ret isn't terribly varied or exciting either, but that's the nature of the beast.
My comrades are my weapons, and I am their shield.
So I finally got to copy my paladin over to the 3.0 PTR and I wanted to share my thoughts on the various specs I tested.
Due to long queues and heavy lag, I didn't get to test a lot. However, I wanted to test the two specs I play (prot and ret) so I spent one session testing each.
The first spec I tested was ret. I have to say that I was completely blown away with the new ret. It's fun. It's interactive. It has options. It has survivability. I found myself using spells I would normally almost never use as ret. Just amazing.
Day 2, I specced over to prot and grabbed my tanking gear along with some other items from the bank. I'm more interested in how prot will turn out for the expansion and wanted to savour the best for last. However, what I found was something that felt very incomplete, very muddled and not at all enjoyable. I honestly felt that, all in all I was doing less damage than on live. I had the same vulnerabilities to certain mobs (especially silencing mobs and casters).
I tried prot in ret gear, and it made little difference. Seems like a full set of spell damage gear might still be the optimal gear for grinding in this spec. It didn't seem to matter too much whether I used King's Defender or my S2 mace as a tanking weapon; HotR was hitting for very little. I had constant mana issues unless I kept SoW up all the time while soloing. I had less health than on live. The problems just seem too numerous to list - the experience left a bad taste in my mouth, and after my third death, I decided to call it quits for that session.
I can already tell that prot paladins will be in the same situation they are in on live come 3.0 if prot stays as it is. We will still be good only for instances, whereas prot warriors have been given better damage and even PvP capabilities. I'm sure ShoR will make some difference, but honestly, if one abilitiy is going to change the whole spec, there's something fundamentally wrong with it to start with.
I'll continue to monitor changes, if any, to the class as the PTR evolves and beta goes forward. However, it's going to take some effort from the devs to bring this class up to a state where it will be fun to play (in prot spec), and I'm skeptical they'll make those kind of changes this late in the development phase. Shame, considering how well they managed to improve retribution.
I had constant mana issues unless I kept SoW up all the time while soloing. I had less health than on live. The problems just seem too numerous to list - the experience left a bad taste in my mouth, and after my third death, I decided to call it quits for that session.
Are you sure you had Blessing of Sanctuary on? Casters are still a pain as Prot, even on the PTR, but ShR is a huge portion of our single target damage on the beta, apparently.
To be honest, single-target grinding went just fine for me with BoSanc up, using just HotR & Judgement (consecrate only when I had multiple mobs or a lot of mana).
Multiple target grinding was more fun than ever with Seal of Corruption + HotR + scaling Holy Shield & Ret Aura.
Then again, I'm in 6/8 T6 and such and was using a Rising Tide as my weapon, so there might be some gear discrepancy issues.
Either way, I recommend you give it another shot.. what were you trying to grind, anyways? I did SSO dailies (which used to be a complete waste of time attempting to do them as Prot, and it felt much more enjoyable on the PTR, sans lag).
Shield of Righteousness needing level 75 feels completely arbitrary and unnecessary since it scales off block value which which scales roughly with level anyway and shield slam at level 40 which scales the same way ours does. The only things making us wait for 75 does is make leveling/soloing as prot harder than necessary and make ret tanking of instances harder while leveling. Considering that tanks are already hard enough to come by I don't see either of those as beneficial. I really think we should be raising hell on the beta and ptr forums to get the level of it reduced to something reasonable.
I can already tell that prot paladins will be in the same situation they are in on live come 3.0 if prot stays as it is. We will still be good only for instances, whereas prot warriors have been given better damage and even PvP capabilities. I'm sure ShoR will make some difference, but honestly, if one abilitiy is going to change the whole spec, there's something fundamentally wrong with it to start with.
I'll continue to monitor changes, if any, to the class as the PTR evolves and beta goes forward. However, it's going to take some effort from the devs to bring this class up to a state where it will be fun to play (in prot spec), and I'm skeptical they'll make those kind of changes this late in the development phase. Shame, considering how well they managed to improve retribution.
I've had a completely different prot experience than you, and I've tried prot levelling from level 70 with bad gear, levelling from level 70 with sunwell gear and level 80 with pvp gear.
Damage is considerably higher than live right now, however, SoR is no longer the optimal choice for a damage seal. You should be using SoV (I think SoR still scales slightly better, but it takes a long time to catch up). You need to keep up BoSanc, and you should probably use holy shield.
My HotR hits for about 600 damage (1200 crit), which is not at all unreasonable, especially if you are fighting 3 mobs. Also applies SoV (on 3 mobs as well). My white damage is all of a sudden reasonable. Avenger's shield is instant and can be tossed in as a dps skill.
BoSanc keeps you from losing mana, JoW does the same. Occasionally if I'm going all out on single targets I might run lowish on mana, but being moderate, or pulling groups keeps my mana up. If you know you're pulling singles exclusively, you might consider BoW. Once you hit 71 and get divine plea, it gets even simpler.
Your efficacy scales with the number of melee mobs you're fighting however. You can fairly easily pull 10+ melee mobs, and as long as you keep JoL and Holy Shield up you can go with a full out threat rotation, because, unless your avoidance is terrible, you'll be recovering 1/4 of your mana bar every few seconds.
Caster and single mob pulls pre-65 are typically: SoV, JoW, HotR, (maybe consecrate if mana's high), Avenger's Shield. Maybe throw a stun if they cast something nasty. Instant HoW if they're still alive. Once you get ShoR your initial burst is pretty high.
But before that I've never really felt my single mob kill rate was terrible. Sure, you might end a second or two after the ret paladin beside you, but I should hope so, because this playstyle is tank-centric, and ret is dps-centric. However, I can go and gather as many melee mobs as lag will permit me to and aoe them down in about the same time as it takes me to kill a couple of solo mobs. You could realistically do the same with some casters in the group, but they can somewhat cut through your defenses and you need to LoS them to get them into consecrate.
I cant' see how you could say we're doing worse than on live. Just at 70:
- We have a mana regen mechanic through BoSanc.
- We have a new attack that does ~100 DPS + seal proc on up to 3 targets.
- We have stats that increase our white damage.
- HoW and AS have had their cast times removed making them reasonable in combat.
- JoW scales up with AP/SD and deals damage. (So you don't have to choose between wasting a judgement on a non-damaging seal, or losing the regen throughout the fight)
- Touched by the Light makes our heals quite reasonable in tank gear, and pushback mechanics mean we can cast a heal with mobs beating on us (in case you erm... overestimated your potential to tank large groups and need to heal)
At 71:
- Divine Plea makes mana issues go away, unless you're very wasteful.
At 75:
- ShoR is _very_ nice burst damage every 6 seconds.
We'll probably not be the chosen spec for pvp, especially arenas. But I can see us being viable in BGs and wintergrasp. ShoR still hits pretty damn hard. We're still pretty much impossible to kill by melee. And we now do enough damage to not be completely ignored.
I'm having fun in the new prot spec. If you're not, maybe you're doing something wrong, or maybe the playstyle is just not up your alley.
I think I've died more from falling down cliffs than from being killed by mobs in Northrend on both the green geared, and the purple geared paladin. I'd have a hard time figuring out how someone would manage to die 3 times to mobs in 1 day without doing very foolish things.
I really can't unerstand how this would be an issue. If a holy paladin using SotR for a dps rotation is in danger of out-threating the tank, something's wrong with the tank.
I dunno, I look at my experiences feral tanking with a warlock spamming Searing Pain. It's not like the warlock didn't have a bunch of other spells he could have spammed, it's just that he was fire-destro-spec'd and for trash, SP was faster when stuff was dying so quickly. But it did make keeping them off him something of a pain.
I don't view this as an issue in the way 'someone kicked my cat' would be an issue, if that's what you mean. I just think it's... Untidy. It encourages shield-wearing paladins to spam it, and it does cost mana, which is an issue for any spec without Judgement of the Wise. I think it's great to have as an offtank ability, rather than making it something you spec into prot to get, but what I'd rather would be:
* Shield of Righteousness on same cooldown as Holy Shock and Crusader Strike
* Seal/Judgement of Righteousness increased in spellpower scaling to compensate for not using SHoR
* Crusader Strike doesn't need an increase since SHoR wasn't being used by ret paladins
Buffing SoR throws holy paladins a bone so they don't feel like they need to respec to grind or quest. They won't miss SHoR, and it will improve their mana usage since they don't have Judgement of the Wise.
Shield of Righteousness needing level 75 feels completely arbitrary and unnecessary since it scales off block value which which scales roughly with level anyway and shield slam at level 40 which scales the same way ours does. The only things making us wait for 75 does is make leveling/soloing as prot harder than necessary and make ret tanking of instances harder while leveling. Considering that tanks are already hard enough to come by I don't see either of those as beneficial. I really think we should be raising hell on the beta and ptr forums to get the level of it reduced to something reasonable.
Regarding the Ret tanking instances, I have a hard time seeing how that is really an issue. Especially considering the ridiculous threat modifier currently on Righteous Fury, the number of dps modifiers in ret, and divine storm dealing holy damage.
I kind of see why ShoR is left until 75, and I would say that is mostly because due to gearing methodology. Anyone with level 70 prot raid gear will have a massive amount of block value, just due to the way old gear was itemized, while anyone with typical leveling gear will have very poor block value. And this wont start to reconcile until the late 70s. In my current gear, I could probably hit ShoR for 6000 crit, which is 70%+ of a northrend mob's health at level 70 iirc. As well that it's instant and fairly mana-cheap, that seems a bit overtuned for level 70.
Once you get to 75, the gear gap between 70 raider and 70 quester narrows enough that it's not a massive discrepancy, and the fact that you're hitting for 3k and critting for 6k wont be quite as ridiculous as mobs dont typically have less than 10k health.
I dunno, I look at my experiences feral tanking with a warlock spamming Searing Pain. It's not like the warlock didn't have a bunch of other spells he could have spammed, it's just that he was fire-destro-spec'd and for trash, SP was faster when stuff was dying so quickly. But it did make keeping them off him something of a pain.
I don't view this as an issue in the way 'someone kicked my cat' would be an issue, if that's what you mean. I just think it's... Untidy. It encourages shield-wearing paladins to spam it, and it does cost mana, which is an issue for any spec without Judgement of the Wise. I think it's great to have as an offtank ability, rather than making it something you spec into prot to get, but what I'd rather would be:
* Shield of Righteousness on same cooldown as Holy Shock and Crusader Strike
* Seal/Judgement of Righteousness increased in spellpower scaling to compensate for not using SHoR
* Crusader Strike doesn't need an increase since SHoR wasn't being used by ret paladins
Buffing SoR throws holy paladins a bone so they don't feel like they need to respec to grind or quest. They won't miss SHoR, and it will improve their mana usage since they don't have Judgement of the Wise.
I think you're forgetting that DPS goes down when you put a Shield on. Shield of Righteousness also only costs 6% of base mana, which at level 80 with Benediction would be ~221MP. Also factor that Holy Paladin gear has a ton of Intellect and Mp5 which is absent on the other sets. Your perceptions are off if you think 221MP of a >16,000 mana pool is an issue. And to mirror what Cathela said, if your Holy Paladin pulls aggro from your tank because he decided to whack a mob, get a new tank; actually if any Healer pulls aggro from your tank because they decided to hit Smite/Wrath/Lightning Bolt/ShoR, I'd wonder how they kept threat off actual DPS classes in the first place.
As it stands, all 3 specs have about the same amount of damage attacks, but I think Protection has an extra (which isn't actually technically an offensive ability).
On another note, it appears JoL/JoW have been redesigned in the combat log to give credit on HP/MP return to the casting Paladin. I noticed when I put JoL on one of the target dummies and saw heals pop up. I wonder if this is going to inflate healing meters,
I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
I dunno, I look at my experiences feral tanking with a warlock spamming Searing Pain. It's not like the warlock didn't have a bunch of other spells he could have spammed, it's just that he was fire-destro-spec'd and for trash, SP was faster when stuff was dying so quickly. But it did make keeping them off him something of a pain.
I don't view this as an issue in the way 'someone kicked my cat' would be an issue, if that's what you mean. I just think it's... Untidy. It encourages shield-wearing paladins to spam it, and it does cost mana, which is an issue for any spec without Judgement of the Wise. I think it's great to have as an offtank ability, rather than making it something you spec into prot to get, but what I'd rather would be:
* Shield of Righteousness on same cooldown as Holy Shock and Crusader Strike
* Seal/Judgement of Righteousness increased in spellpower scaling to compensate for not using SHoR
* Crusader Strike doesn't need an increase since SHoR wasn't being used by ret paladins
Buffing SoR throws holy paladins a bone so they don't feel like they need to respec to grind or quest. They won't miss SHoR, and it will improve their mana usage since they don't have Judgement of the Wise.
I still don't get it. If you buff seal/judgement of righteousness, you risk it becoming too good for ret. So your major complaint about it is that holy paladins will want to use it to dps and it costs them too much mana to do so? If that's the problem, why wouldn't you advocate upping the damage of holy shock?
I don't really understand what's wrong with Holy Paladins slamming people with Shield of the Righteous (or swinging 2H hammers, to go in the other direction). They're still paladins, after all.
Second, SotR doesn't do increased threat anymore. Blizzard is removing the extra threat on most abilities and giving them increased damage. This is to improve tank damage and fix scaling issues.
3) If you are having threat issues, that is concerning. We are trying to get away from +threat modifiers on abilities because they don't scale well with with gear. For those we're keeping (like Sunder Armor) the threat scales with AP. The ideal design is something closer to the paladin, where threat scales off of damage really well.
Also, in the last Beta patch, Hammer of the Righteous went from 100% weapon damage + 30% threat to 120% weapon damage. Similarly, SotR went from 200% block value + 30% threat to 240% block value.
Regarding the Ret tanking instances, I have a hard time seeing how that is really an issue. Especially considering the ridiculous threat modifier currently on Righteous Fury, the number of dps modifiers in ret, and divine storm dealing holy damage.
I kind of see why ShoR is left until 75, and I would say that is mostly because due to gearing methodology. Anyone with level 70 prot raid gear will have a massive amount of block value, just due to the way old gear was itemized, while anyone with typical leveling gear will have very poor block value. And this wont start to reconcile until the late 70s. In my current gear, I could probably hit ShoR for 6000 crit, which is 70%+ of a northrend mob's health at level 70 iirc. As well that it's instant and fairly mana-cheap, that seems a bit overtuned for level 70.
Once you get to 75, the gear gap between 70 raider and 70 quester narrows enough that it's not a massive discrepancy, and the fact that you're hitting for 3k and critting for 6k wont be quite as ridiculous as mobs dont typically have less than 10k health.
Well I was also thinking of more low level tanking like pre BC stuff. A Ret has to be level 50 to get crusader strike and won't have holy shield or avenger's shield for agro. While I'm sure they will be capable of holding agro giving them another tool doesn't seem like a bad idea. For that mater prot leveling is pretty boring and the addition of ShR at a lower level would be a nice touch.
On the subject of gear balance Warriors already have shield slam and have quite a bit of block value even before the reitemization. And isn't part of the benefit of being an end game raider that you get to steamroll the first couple levels of the expansion? Certainly SWP raiding dps classes are going to breeze through the low 70s and I imagine that ret will too. We did after all just finish killing Archimonde and Illiadan and kicking kil'jaeden back through the sunwell, are ice boars really supposed to be a challenge for those kinds of heroes?
All that delaying ShR to 75 is doing at the moment is potentially hindering 3.0.2 to wotlk release tanking and encouraging prot to respec to ret for leveling. I know I've been putting together a ret set from off drops on the expectation that I would need it to level at a reasonable speed and that I wouldn't be doing any real tanking before 80. I would be delighted if prot would let me level reasonably fast while still being able to tank.
I was doing some crit testing on Crusade and got some interesting results. Crusade says that it gives 3% damage all the time and 3% more damage to specific types. These are mutiplicative, as per Cathela's tests.
It also gives 3% more crit damage. This damage is applied in a really interesting way, though. You would think the game would figure out critical damage something like this, but you would be wrong:
Basically instead of multiplying the total by 1.03, the game multiplies the critical damage bonus by 1.06 instead.
What this means if consider Crusade and do 1000 damage baseline:
1000 + 1000 * (1) * (1.06) = 2060
This all makes sense. However, if you have Righteous Vengeance going:
1000 + 1000 * (1.25) * (1.06) = 2325
Whereas if Crusade only multiplied through by 1.03 then you would have gotten instead:
(1000 + 1000 * (1.25))*(1.03) = 2317.5
This only makes a difference if you have both regular critical damage bonus multipliers as well as multipliers like Crusade or the [Relentless Earthstorm Diamond]. Because both Crusade and the meta multiply the bonus damage given from other sources (and multiply with each other as far as I can tell, though that is obviously very small) they actually get better than 3% more damage on crits if you have other sources of improved critical damage.
At the moment Art of War is hilariously broken and is giving 40 bonus Critical Damage to Judgement and 20 to DS and CS. Whether it will multiply through as Crusade/metagem do or as Righteous Vengeance/Everything Else do when it is properly implemented is unclear.
Regardless of AoW, the metagem and Crusade now need to be modeled differently than we had previously thought. I will be updating my spreadsheet to account for it, though I might hesitate a bit on that hoping they get AoW to some kind of rational state so I don't have to do it all again when they actually make the talent work.
I still don't get it. If you buff seal/judgement of righteousness, you risk it becoming too good for ret. So your major complaint about it is that holy paladins will want to use it to dps and it costs them too much mana to do so? If that's the problem, why wouldn't you advocate upping the damage of holy shock?
And so we come full circle again. Just buffing Holy Shock works well enough... at level 40 and beyond. Leveling as full Holy would still be incredibly gimp, if not outright broken. While this might sound minor enough ("Just spec Ret!"), keep in mind this is an entire healing class removed completely from the equation until past Scarlet Monastery or so, because it simply cannot sustain itself outside a group.
I'm beginning to think the ultimate culprit here is the split-coefficient scaling on our spells. While a noble experiment with laudable goals, it simply does not work without true split gearing solutions. Ret effectively scales too well with AP, while Holy scales too poorly with SP. Buffing Holy meaningfully generally has the unintended side effect of either sending Ret effectiveness through the roof, or closing the barn door on Holy's shortcomings long after the new player tries it for a few levels, gets fed up, and rides off in the sunset to respec Ret or Prot.
In truth, any solution requires a deep, unified mechanical change to all hybrid classes, such that all specs have both manageable and predicatable amounts of both AP and SP across any given gear level while at the same time discouraging (or outright prohibiting) the kind of skewed imbalances that make Ret so delicate. With corresponding changes in itemization to balance stat distributions, you also gain the ability to itemize support stats (Intellect) directly for everyone and avoid clumsy kludges like what JotW has become.
Failing that far-reaching vision, though, about the only thing left to do now to fix Holy soloability is to go back and change our offensive abilities to scale exclusively on a constant value plus the greater of attack power or spell power. Any other solution is going to break early content or have scaling problems down the road.
Beta and PTRs are down for a patch. I am hoping this patch will have the deep Holy changes and am interested to see how they affect Ret and Prot (Prot is worse than Ret!) damage.
We will see what the patch brings tomorrow morning.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
I dunno, I look at my experiences feral tanking with a warlock spamming Searing Pain. It's not like the warlock didn't have a bunch of other spells he could have spammed, it's just that he was fire-destro-spec'd and for trash, SP was faster when stuff was dying so quickly. But it did make keeping them off him something of a pain.
I don't view this as an issue in the way 'someone kicked my cat' would be an issue, if that's what you mean. I just think it's... Untidy. It encourages shield-wearing paladins to spam it, and it does cost mana, which is an issue for any spec without Judgement of the Wise. I think it's great to have as an offtank ability, rather than making it something you spec into prot to get, but what I'd rather would be:
* Shield of Righteousness on same cooldown as Holy Shock and Crusader Strike
* Seal/Judgement of Righteousness increased in spellpower scaling to compensate for not using SHoR
* Crusader Strike doesn't need an increase since SHoR wasn't being used by ret paladins
Buffing SoR throws holy paladins a bone so they don't feel like they need to respec to grind or quest. They won't miss SHoR, and it will improve their mana usage since they don't have Judgement of the Wise.
Well, as far as the warlock comparison, you're talking about a 200%-threat ability versus a (formerly) 120%-threat ability, you're talking about a 1.5-second cooldown vs a 6-second cooldown, and you're talking about a spell whose damage scales with gear versus a spell that's not going to scale much at all for a holy paladin. That's beyond apples and oranges, it's more like apples and rocks.
And the problem with buffing SoR is that both Prot and Ret paladins are going to use that to tank, so that affects your balance for those specs as well. The whole point of making SotR baseline is to make it a broad baseline tanking buff for all paladins, and then each spec can use its own instants for added threat.
If you're going to make SotR use a linked cooldown with shock and CS, you might as well just make it a prot talent and give shock and CS some kind of "generates more threat when RF is active" effect.
Originally Posted by GSH
Also, in the last Beta patch, Hammer of the Righteous went from 100% weapon damage + 30% threat to 120% weapon damage. Similarly, SotR went from 200% block value + 30% threat to 240% block value.
I'm pretty sure they were both +20% threat rather than +30%, so the net effect of the change on threat is zero. (Not that it matters, just sayin.)
My comrades are my weapons, and I am their shield.
You're relating leveling/solo play to class balance (more specifically, inter-class balance) when not all leveling specs are created equally. Almost all classes rely on base abilities for leveling, and their spec only further complements that. You could argue until level 40, Protection and Holy level similarly. It's not until you get to the 31 point talents that any real flavors start to emerge. The flavors are Healing, Tanking, and Damage. The Holy tree supports the Healing role, and doesn't support doing damage or leveling. The same can be said about the Discipline, Priest Holy, Shaman Restoration, and Druid Restoration trees. Sure, you can level as a Healing spec, but it's never been as powerful as the tree that specializes in the abilities they use - Smite Spam, Lightning Bolt Spam, Wrath Spam, etc.
Holy has been assumed to be the "Caster Damage" tree, which is semi-true, but a little misguided. 4 out of the 26 talents cater to that playstyle: Seals of the Pure, Holy Power, Holy Shock, & Holy Guidance. 3 of those effect healing as well. Fundamentally, while doing damage you're using 3 baseline talents with the addition of Holy Shock - Consecration, SoR, & Judgements (question: does JoR work off of Melee crit now, or does Holy Power still increase its crit chance?).
If the concern is "but Holy Paladins don't have the gear to level as another spec", you do what the other healing classes do, either build a gear set for an alternate damage spec, or use your healing gear in with the spec that it suits the most. For Priests, it's Shadow, Shaman it's Elemental, and Druids it's Balance. For Paladins, the best way to use healing gear would probably be spec'ing Protection, since you don't need high HP or Avoidance to do well (most of the Protection gear has tanking stats anyway). I don't think Holy Shield is modified by Attack Power, but I'm going to have to search this thread for it and ask Cathela to update the main page (maybe there could be a section that just lists the Spell coefficients like there was for TBC). You're not going to doing as much damage as a Paladin that has strength-itemized gear, but that's a tradeoff other specs make as well (not having Hit or Crit).
The problem I have with trying to make Holy as effective as other specs when it comes to leveling is where does the increase come from? Holy mostly uses base talents, and changing those is hard to balance, as you have said. Do you then try to load Holy with talents that increase damage? Do you forsake talents that increase healing, the main purpose of the spec? It'll be easier to see what happens after the Holy tree review and gutting, because there are obviously some pretty crappy talents in there. But Holy is first-and-foremost the Healing tree.
Originally Posted by Hulabaloon
Has anyone else seen the Hateful Gladiators gear? The way it has been itemized doesn't make sense to me.