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Old 09/09/08, 12:38 PM   #3166
Smurrf
Don Flamenco
 
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Human Paladin
 
Lothar
So, finally got a chance to play on a pally now on the beta. Couple of notes: HotR really needs to start auto attacks. Especially since on multi-mob pulls, you're likely to use that over Judgement to kick things off, it feels really odd to be spamming all these abilities...and not see your auto-swing going. I've already submitted that feedback.

Also, I now understand why the Glyph for the alteration of AS (hits two less targets, but does 100% more damage.) With the insanely long amount of time it dazes targets for, you can hit that one, get primary aggro on it, then get it CC'd by someone else while it's away from the group, and switch to hitting other stuff as it races in to eat your face. If CC pops, it'll still come to you due to the amount of threat you put on it. It's a flavor glyph, but used properly, it'll work really well. HotR works well as an in-close version of AS anyways, and has the advantage of being instant. While you can certainly use AS while being swarmed with the casting change, I like it for use one-on-one on mobs for more threat being Glyphed.

Finally, got silenced by several things in dungeons the last couple of days...HotR and SHoR are NOT physical abilities. When I got silenced, those abilities were not able to be used. If anyone else has different results, I'd like to hear it.

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Old 09/09/08, 12:47 PM   #3167
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
Nice to see them do something about JotW, I'll wait for the signed blue post stating it's an intended change that's meant to stay this time before getting out the champagne.

I agree that changing the mana return to a fixed "base mana" rather than "max mana" percentage would probably be the most elegant solution to keeping it from being overpowered for holy spec. Alternatively, tying it into CS would also be a good solution that's out of reach of abuse.

Originally Posted by flyingtoastr View Post
-Therefore in a 1/1/1 distribution raid your ret pally will have to go down prot to pick up Kings.

A ret build with Kings doesn't have enough extra points to take Seals of the Pure without dropping DPS/utility talents. Therefore assuming you're going to have that talent is... wrong.
Have to say I'm not 100% on this. I'd rather we continue doing SoR/SoV calculations with the assumption of SotP adding 15% as Redcape is doing and then worry about logistics later.

Note the latest blue post where they did say that t1-2 of paladin trees are getting some major reshuffling to make useful things more accessible (and they know about the BoK problem), so lets not fuss around too much about point distributions on trees that won't exist anymore soon.



Originally Posted by Altirias View Post
It's been discussed quite a lot in the ret thread, but I still don't get why people don't see the issue that it would be for us to have a mana bar that behaves like rage, above all in a PVP environment.

It's all about the difference between enough and infinite. Balance, in a word.

Yet, I'm not going down that road again, I feel I've already said to much and I'm going to be harassed again by some regular readers....
I think it's because people have actually listened to this concern, thought about it and even replied to it in this (and the other) thread. There's a difference between "not seeing the issue" and "seeing the concern and thinking about it, but ultimately having the educated opinion that it's not a problem".

Let me break it down:
  • We agree that "very high" (or infinite) regen is necessary to support our "very high" (over half mana bar used every 8 seconds) mana consumption (relative to our mana pool) for keeping up DPS rotation. This is what most define as "rage like"/"infinite" mana regen.
  • I assume, we agree that "infinite" regen cannot be abused for healing purposes in raids/solo in a way that would make it imbalanced. You can't DPS in any decent way if you have to heal constantly.
  • We disagree about how balanced "infinite" regen would be in arenas, you say it would be overpowered.

Here's what people have responded with so far (rough summary from multiple posters):
  • With a 4k mana pool you will never be able to throw more than 3 HLs at a time, before having to go back in combat. This is a pretty big limit to how useful our regen can be.
  • Healing in melee range in Arena is "impossible". You would actually have to manage to get out of melee range to heal, which is a penalty to the damage you should/would be doing. You can't heal and DPS at the same time.
  • There are so many abilities spread across so many classes that deal with heals, healing reduction debuffs, interrupts, cast time increases, silence/counterspell effects. Most people see it as a balanced mini game.
  • Ultimately, in the grand scheme of things, "healing" as a utility ability should not be regarded as something different or superior to utility abilities other classes offer, such as: Stuns, CC, healing debuffs, slows, sheep/hex, interrupts, fears, the list goes on

This is why people don't agree with your concern.

Anyway no one is harassing you, I hope it doesn't come across this way, but please do actually address the responses to your concerns ("discussion"/"debate") rather than repeatedly going "I feel this is bad, hey guys why is no one agreeing with me".

Last edited by Avitus : 09/09/08 at 12:58 PM.

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Old 09/09/08, 12:53 PM   #3168
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Smurrf View Post
Finally, got silenced by several things in dungeons the last couple of days...HotR and SHoR are NOT physical abilities. When I got silenced, those abilities were not able to be used. If anyone else has different results, I'd like to hear it.
I'm pretty sure I was able to HotR through a silence at one point, but that was many patches ago. Seems stupid to me that a weapon strike and a shield slam should be silenceable, but apparently they are.

On the plus side, if things stay this way presumably it means that haste-stacking will be an interesting way for paladins to bulk out the threat rotation a bit more.

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

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Old 09/09/08, 1:19 PM   #3169
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
Originally Posted by Smurrf View Post
So, finally got a chance to play on a pally now on the beta. Couple of notes: HotR really needs to start auto attacks. Especially since on multi-mob pulls, you're likely to use that over Judgement to kick things off, it feels really odd to be spamming all these abilities...and not see your auto-swing going.
Not disagreeing, but it's always been the same with Crusader Strike. The solution so far has been to create a macro with /startattack /cast <ability>. Obviously this will get very tedious if we have to do it for a whole number of abilities.


Originally Posted by Blackthought View Post
Mana issues with Ret will not be fixed until we have the ability to regen mana when we have been reduced to 0. If this is acceptable for shaman then it has to be acceptable for paladins. I also believe that seals need to become weapon imbues like shaman have so that they are not dispellable and last longer than 2 mins. This would have the added benefit of allowing sanctified seals to be made into something more interesting.
Changing SoW to 0 mana cost could be a possible fix. Agree on the rest of your post ("Seals -> Dispel immune imbues" bit).


Originally Posted by Blackthought View Post
By healers do you mean, hunters, locks, mages, elemental shaman and boomkins? Because they all get mana return scaling with replenishment (they have int on their gear) as it returns a % of total mana. The only classes that do not are Rets and Enhancement Shaman. Why does this make sense?
Minor nitpick: Actually, the only spec/class is Ret (again).

Enhancement Shamen will have tons of int on their gear (http://static.mmo-champion.com/mmoc/...aman_melee.jpg), which is actually desirable now considering it gives them AP (1 int = 1 AP), a larger mana pool, as well as the scaling mana return you're talking about: [Mental Dexterity]

This is not to say I think we should get equal treatment here, I'm fine with a supercharged jotw and keeping with intless plate.

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Old 09/09/08, 2:00 PM   #3170
Dorrinal
Von Kaiser
 
Draenei Mage
 
Terenas
Originally Posted by Cathela View Post
I'm pretty sure I was able to HotR through a silence at one point, but that was many patches ago. Seems stupid to me that a weapon strike and a shield slam should be silenceable, but apparently they are.
Just because the result is a weapon or shield strike, doesn't mean the paladin isn't casting a spell to invoke the power of the Light. An interesting, if needlessly complex, compromise would be a HotR and ShR that connected but did physical damage instead of Holy. Silence would negate the "spell" aspect and harm your threat but still permitting you to hit the monster upside the head. But I digress.

Originally Posted by Avitus
This is not to say I think we should get equal treatment here, I'm fine with a supercharged jotw and keeping with intless plate.
A thought about balancing a scaling Judgement of Wisdom. Make its base mana regen small, maybe 15% of base mana. Then add a component that scales with AP. Tweak the numbers and it can remain a useful spell for healers to regenerate mana while still providing the reliable scaling "nuke-regen" many of us are looking for. Tanks would benefit from the effect greatly in a situation when they're mana-starved, too.

Another idea would be to allow the mana regen to crit; this would benefit healers more than tanks assuming Holy paladins still like crit in LK. It would also favor Retribution because it would be affected by talents like Sanctified Seals, Fanaticism, and Righteous Vengeance. Protection (I assume) won't be stacking crit but no one's complaining about their mana regeneration mechanic.

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Old 09/09/08, 3:29 PM   #3171
DarKNecross
Don Flamenco
 
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Human Paladin
 
Greymane
I don't see what's so wrong with this change. It's less than the original JotW, which is obvious, but it isn't so much less that we'd find ourselves stuck in a rut.
A few pages back, the ideology of having enough mana to sustain our damage, but not heal, seemed to be accepted by most.
For a Raid buffed Paladin, they have ~7640MP, and get 1,500MP from JotW.
If you spend 41% base mana on damage in 8 seconds (Judgement, 2x CS, DS), you're spending 1687MP.
The net loss is 176MP. Of course, you need to look at this on a bigger scale.

(The following idea was taken from Methyldruius of Draka)
Compare consumption of % Base Mana elongated over, for arguments sake, a 10 minute fight, with an unprecedented perfect damage rotation. Assuming you have 7640MP.
Divine Storm - 1200% Base Mana
20% per cast, 60 casts

Crusader Strike - 800% Base Mana
8% per cast, 100 casts

Judgement - 375% Base Mana
5% per cast, 75 casts

Seals - 56% Base Mana
14% per cast, 4 casts

Avenging Wrath - 40% Base Mana
8% per cast, 5 casts

Hammer of Wrath - 420% Base Mana
12% per cast, ~35 casts

Consecration - 1650% Base mana
22% per cast, 75 casts
Our total base mana consumption is 4541%

If we compare that against our gains;
Replenishment - 300% max mana, 557% Base Mana
0.5% Max per second, 600 seconds

Judgements of the Wise - 1400% max mana, 2600% Base Mana
20% Max per cast, 75 casts

Judgement of Wisdom - 600% max mana, 1114% Base Mana
4% Max MP, 4sec CD

Improved BoW - 318% Base Mana
109mp5, 120 ticks

Improved Mana Spring - 310% Base Mana
42.5mp2, 300 ticks
Our total base mana return is 4899%. This doesn't even concern Divine Plea, a Mana Potion, or our starting Mana.
It looks like, for PvE, they gave us an ability that supports our damage rotation, and not much else.

For PvP, it's a little trickier. In PvP gear we should have about 5700MP. Each cast would return 1140MP, the equivalent of a 1900dmg Judgement before the change. That's about as much for either 1 Holy Light, or 1 DS+1 CS. The glaring issue is Divine Storm's mana cost is balanced around hitting multiple targets, like Consecration.

I don't think they want to give us infinite mana, but rather enough mana to perform without burning out too quickly. Also, I think their focus is on PvE right now, and they'll balance PVP afterward.

I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
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Old 09/09/08, 5:30 PM   #3172
Selenia
Von Kaiser
 
Draenei Paladin
 
Argent Dawn (EU)
Everyone assumes we will have Replenishment with 100% uptime, but is that really realistic?

I haven't seen any parses on it, just curious since it was listed as ten targets only and picking intelligently. If it picks based on actual mana, Ret and Prot will probably be among the lower ten most of the time. But if it picks by % of total mana, will retadins/holydins/protadins still be among the lowest?

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Old 09/09/08, 5:44 PM   #3173
Qalor
Von Kaiser
 
Pandaren Monk
 
Whisperwind
Everyone is assuming there will be 2 classes providing replenishment and that it is/will be coded to be smart enough to cover 10 each. That leaves 5 out so it assumes you either have 5 total warriors, rogues, DKs and feral druids, or the remainder were full and didn't need the mana.

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Old 09/09/08, 5:45 PM   #3174
Rustik
Von Kaiser
 
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Orc Warrior
 
Elune
DarkNecross: ONe minor nitpick: There will be 5 seal casts, not 4(0 min, 2 min, 4 min, 6 min, 8 min). It still doesn't change the end result much. We're still in the positive.

Selenia: In a 25 man group, we can assume you'll have 2 mana batteries for an optimal group. You only need 5 rogues/warriors/DKs to make those two mana batteries cover the entire raid. That is assuming that replenish will not stack with multiple mana batteries, and simply select other raid members.

For a 10 man group it's even easier. Everyone will get replenish with a single mana battery.

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Old 09/09/08, 7:06 PM   #3175
Selenia
Von Kaiser
 
Draenei Paladin
 
Argent Dawn (EU)
Fair enough. I was personally operating on the assumption that new replenish would overwrite old replenish if cast by two different people, ie that there'd never be more than ten people in a given raid with the buff active.

My thanks for clearing it up!

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Old 09/09/08, 7:47 PM   #3176
 zeidrich
Yet again, dead again.
 
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Goblin Warrior
 
Mal'Ganis
Seal of Wisdom should be mana free. You already lose DPS from having not another seal up. You're already punished by having to repay the mana cost of a damage seal.

Warlocks don't pay mana for Life Tap. Hunters don't pay mana for Aspect of the Viper.

These other abilities are ways to increase your mana at a cost to your DPS. Seal of Wisdom shares the same mechanic, however, you need to earn 28% of base mana to cover the cost of sealing wisdom, and then resealing a DPS seal.

If they still have time budgeted to balance I would expect some sort of AP/STR->INT conversion. A lowering of mana costs on DPS abilities.

I suppose this is a moot point if JotW stays as it is, but I'm pretty sure Blizzard doesn't want any mana based class to operate at peak DPS forever without having to stop and do something with their mana.

[quote]
Originally Posted by Avitus View Post
  • We agree that "very high" (or infinite) regen is necessary to support our "very high" (over half mana bar used every 8 seconds) mana consumption (relative to our mana pool) for keeping up DPS rotation. This is what most define as "rage like"/"infinite" mana regen.
  • I assume, we agree that "infinite" regen cannot be abused for healing purposes in raids/solo in a way that would make it imbalanced. You can't DPS in any decent way if you have to heal constantly.
  • We disagree about how balanced "infinite" regen would be in arenas, you say it would be overpowered.

Here's what people have responded with so far (rough summary from multiple posters):
  • With a 4k mana pool you will never be able to throw more than 3 HLs at a time, before having to go back in combat. This is a pretty big limit to how useful our regen can be.
  • Healing in melee range in Arena is "impossible". You would actually have to manage to get out of melee range to heal, which is a penalty to the damage you should/would be doing. You can't heal and DPS at the same time.
  • There are so many abilities spread across so many classes that deal with heals, healing reduction debuffs, interrupts, cast time increases, silence/counterspell effects. Most people see it as a balanced mini game.
  • Ultimately, in the grand scheme of things, "healing" as a utility ability should not be regarded as something different or superior to utility abilities other classes offer, such as: Stuns, CC, healing debuffs, slows, sheep/hex, interrupts, fears, the list goes on
The issue is quite obvious. Retribution paladins have very low mana and burn through it too quickly.

You can band-aid this by adding ridiculous regen, but that fails the "mana classes shouldn't treat mana as an unlimited resource" test.

You can otherwise leave ret paladins with a smaller mana pool, but cheaper spells. This breaks down when you need to consider that other specs use the same spells, but have different mana concerns. (IE: now prot paladins have an impossible time running out of mana, and what might happen with shock DPS builds?). Also, any static (not based off max mana) mana gains give an unbalanced benefit to ret paladins than to other classes.

For Example:
A moonkin and a ret paladin have equal levels of gear. The moonkin has 15,000 mana, and the ret paladin has 5,000 mana. Both are balanced to go OOM after 10 minutes of fighting at their peak efficiency, all buffs considered, without having to do anything special to regen. At the 10 minute mark the paladin drinks a 4,300 mana potion, and so does the moonkin. The paladin now has 8.6 more minutes of peak DPS they can do, while the moonkin now has 2.8 minutes.

Also consider the impact that mana burn has on a class with 5k mana vs a class with 3-4 times that.


Or you could give ret paladins a properly sized mana pool somehow, and scale their mana consumption to match other mana based classes. This would mean that ret paladins have and spend about the same amount of mana as other mana based classes. It would mean that mana effects wouldn't have to take into account the special case of the ret paladin with 5k mana. It also means you don't have to give a ridiculously high mana regen rate to them as a special case, as you can see already, holy builds are already trying to figure out whether they can wrangle JotW into a healing build.

How do you make the paladin in the above example have 15,000 mana in warrior gear? The only way I can imagine it is to have it scale off stats that they are already looking for. It would also have to be something that holy paladins wouldn't want, or couldn't get. IE: don't bake it into Sheath of Light.

Something like a talent:

Faith in Strength
You gain 375%/750%/1125% of your strength in mana, but lose 33%/66%/100% of your intellect. Also, your melee critical hits cause Vengeance which makes you deal 1%/2%/3% more damage. Vengeance stacks up to 3 times.


Something like that would be interesting because it gives you about the same mana as a holy paladin, but your healing efficacy and diversity would be low (slow HLs, no BoL, no Holy Shock, Weak Heals, etc etc) but wouldn't preclude you from offhealing a normal instance or whatever in ret spec. (Despite the fact that you have 0 int).

It would also drive holy paladins away from trying to pick up the talent. Because if they really wanted that talent they would have to spec deep into ret, put on DPS gear, lose healing talents, and basically be a ret paladin.

It would allow retribution's mana pool to scale much more smoothly with other mana based classes, and make balancing regeneration easier.

I suppose the only fear would be that the ret paladin and their massive mana would be busting out 2.5 second holy lights all over the arena between doing massive damage. But if you've ever actually tried healing as a non-holy paladin (I have, while I was prot) it's pretty pointless, and only acts as an easy way to lock out the goof's holy school for a while.

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Old 09/09/08, 8:58 PM   #3177
 frmorrison
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Ashstrike
Human Paladin
 
No WoW Account
With the changes to spell pushback, a Ret Pally with a ton of mana is a bad thing, since they will be about to heal a lot, assuming they don't get interrupted in the 2.5 seconds.


I think the 20% base mana + the normal mana buff from JotW is good enough.

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Old 09/09/08, 9:32 PM   #3178
adimiron
Glass Joe
 
Dwarf Hunter
 
Dalvengyr
Originally Posted by zeidrich View Post
Also consider the impact that mana burn has on a class with 5k mana vs a class with 3-4 times that.
At the risk of digressing into discussion of how to balance another class, perhaps the solution is for mana burn to function in a way that it depletes a percentage of the mana pool, rather than a fixed a value.

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Old 09/09/08, 9:46 PM   #3179
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
Originally Posted by zeidrich View Post
You can band-aid this by adding ridiculous regen, but that fails the "mana classes shouldn't treat mana as an unlimited resource" test.

I understand you're trying to rationalize different alternatives here, though I think you're operating under a false assumption, this "mana shouldn't be an unlimited resource" you mention.

Why exactly should this not be the case? You make the mana pool small enough (as they've correctly done with 0 int on gear and 0 int from talents) and you minimize any possible imbalance introduced from very high (rage like) regen.

Notice the wording on almost all blue posts: They want casters to worry about regen. Ret is a melee class, it should have the same treatment as all other melee classes. Why else do enh shamen operate completely outside the "mana shouldn't be an unlimited resource" rule you claimed? Wouldn't this make "cat form" almost too convenient since it changes the type of power a druid uses when it goes into melee? And somewhat outside the scope of what we're talking about (melee), what about warlocks?

Really, I'm not sure you have a case here.

Longevity should not be a constraint of the color of your "power bar", but a logical extension of your role. Melee class = self sustained regen. Otherwise we will not be able to keep up with all the other melee classes.


Originally Posted by zeidrich View Post
How do you make the paladin in the above example have 15,000 mana in warrior gear? The only way I can imagine it is to have it scale off stats that they are already looking for. It would also have to be something that holy paladins wouldn't want, or couldn't get. IE: don't bake it into Sheath of Light.
Why would this be any more of a solution than a small mana pool with very high regen? As a matter of fact, even with more limited regen, you're creating a problem where there is none: With 15k mana you can throw a ton of heals, pop divine plea and then you're back to 7500 mana.

You're also just moving the goalpost instead of fixing the situation: With a finite resource as our fuel, Ret will always be inferior to other melee classes. A longer fight, gauntlet, or any encounter where you can't get out of combat for extended periods and we'd be the weak link.

Blizzard stumbled on the best solution to any imbalance by making our mana pools so small. Even with "infinite" regen, you can only hold a very small number of potential heals in your hand at any time. It's almost identical to how enhancement shamen operate on live, so why all the fuss?

Last edited by Avitus : 09/09/08 at 10:12 PM.

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Old 09/09/08, 10:14 PM   #3180
JulianMaiev
Von Kaiser
 
Blood Elf Paladin
 
Maiev
What if as an additional effect on Eye for an Eye:

Whenever you lose mana to a spell or effect, the caster of that spell or effect loses double the percentage of their mana that you lost.

Or something to that effect. Basically, you can manaburn a paladin, but there's a significant penalty for doing so.

Putting it in low ret also means that some holy paladins will have it (at a substantial cost), so manaburning a holy is not risk-free either.

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