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Old 09/27/08, 9:49 AM   #4246
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by Prinsesa View Post
After over 10 minutes of testing various Seals on the level 70 target dummies in Orgrimmar, I've come to the conclusion that:

* Seal of Blood and Seal of Vengeance proc on auto-attacks, Crusader Strikes, Divine Storms, and Judgements.
* Seal of Command and Seal of Righteousness only proc on the first three attacks.

...

To test out my theory, I simply stood far enough from the dummy to be out of auto-attack range but still be within Judgement range, and repeatedly Judged.
I have have seen SoC proc on JoC many, many times on the PTR. It seems that you need to be in melee range in order for SoC to proc, so that explains why you didn't see it with your test.


I was trying to see if the SoC proc rate on judgements was the same as auto-attack, so I did the same thing you did by judging out of auto-attack range. Seeing 0 procs made me realize there was something wrong with the test, so I changed my method - I stood in melee range, used FoL to reset my swing timer and judged. I got 10~ SoC procs over 20 Judgements and 2 melee swings (forgot to turn off autoattack sometimes). Sorry, no screenshot, but I could get one if you'd like.


This would be another factor in favor of SoB as our main (raid) DPS seal, since it wouldn't have range issues like SoC. (on a movement fight, say)

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Old 09/27/08, 9:53 AM   #4247
rozetta
Von Kaiser
 
Blood Elf Paladin
 
Darkspear (EU)
Originally Posted by Blutelf View Post
It will likely not be a fear break, since GC has talked about Paladin tanking and fear breaking. They felt it was fine. First of all, fear breaks are not absolutely necessary anymore due to changed aggro mechanics. Second, there are Tremor Totems and Fear Ward.

Third, is there even a boss who AE fears in any of the WOTLK raid content we have seen so far? Is there even one in any of the current T5-T6-SP encounters? Nightbane is the only fearing boss in all of BC, isn't he? (EDIT: Archimonde too, of course.) It may still be fair to say that the encounter design team no longer is going to put AE fear on a raid boss.

Also, it would be in direct conflict with Unyielding Faith. I do not think such a extremely limited and situational talent would be what most Prot Paladins want at all.
A fear break would "fit" into the ideas of a tanking tree, but at 11 points, it would give all specs the ability to pick up something useful for PvP. Paladins are one of the most susceptible classes to fear, and this is a bone I'd like thrown our way. Also, after tanking some heroics today, I can definitely say that a fear break would be more than welcome in my eyes. I hope you're right about the lack of fear mechanics in WotlK, because I remember a certain blue post talking about "lack of fear in TBC" and it was nothing but a complete misrepresentation of the truth.

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Old 09/27/08, 10:48 AM   #4248
flyingtoastr
Bald Bull
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Andrast View Post
They are fundamentally different things. All those effects you mentioned are untargeted, relatively passive and heal one target for substantially less than a single flash of light even without factoring in SoL. Over the course of a long fight LotP may provide a decent chunk of healing but in a burst damage situation a targeted heal for 2k is far more effective.

A paladin's flash of light still remains the cheapest single target heal in the game. It costs 7% of base mana which isn't a big hit considering that a Ret pally will regen 20% of maximum mana every 8-10 seconds. This means casting a FoL has considerably less impact and penalises the retribution paladin considerably less than say a Shadowpriest dropping form, or an enhance shaman using a MW stack to cast a heal. Also what people are arguing for here is the ability to not have to take any "time out" and continue to dps while throwing out heals. A skilled player can easily throw out heals to their party while maintaining at least a semblance of their full dps rotation.

Finally, you know as well as I do that if paladin DPS was based around having a hypothetical "holy bolt" that was only castable with an Art of War proc then it shouldn't reset the swing timer, just like Maelstrom Weapon doesn't reset the swing timer. This isn't the case though and arguing on weird and wonderful hypothetical situations doesn't really lead us anywhere.
Shadow Priests passively raid heal through Vampiric Touch. They DPS and heal at the same time. The more DPS they do the more healing goes out.

Ret Paladins passively heal the melee through Divine Storm and Judgement of Light. They DPS and heal at the same time. The more DPS they do the more healing goes out.

So again, if we're already filling the role of melee battery what is so unbalanced about AoW? You still wouldn't have to use it if you're lazy, it just gives us something useful to do during all that downtime we have. The only thing you keep saying is "it's OP for us to heal and DPS". Are you gonna try to get Divine Storm nerfed? Remove Judgement of Light? Delete Vampiric Touch? This isn't a new idea.

Last edited by flyingtoastr : 09/27/08 at 10:54 AM.

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Old 09/27/08, 11:11 AM   #4249
Andrast
DFTBA
 
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Draenei Shaman
 
Frostmourne
Originally Posted by flyingtoastr View Post
The only thing you keep saying is "it's OP for us to heal and DPS". Are you gonna try to get Divine Storm nerfed? Remove Judgement of Light? Delete Vampiric Touch? This isn't a new idea.
If this is what you think I'm saying you need to read what I've written slightly more carefully. In fact I direct you to the first paragraph of the text you quoted from me.

My main concern was that people were arguing that the swing timer shouldn't be reset because it doesn't get reset for shaman. I consider this to be a fundamentally flawed and weak argument for all the reasons I've posted. Furthermore no-one has really advanced compelling arguments as to why it should be changed. AoW is fun now, it would be fun if it didn't reset the timer. I happen to prefer that it has the downside it currently has but I accept, and understand, that other people disagree.

Originally Posted by Hidden View Post
I don't know how anyone could argue for such a broken mechanic. Instant spells don't reset the swing timer, if they do, that's a bug. The only reason why Nature's Swiftness instant heals were still resetting the swing timer was that it didn't matter anyway, Restoration Shamans tend not to be meleeing and healing at the same time.
You're right it might genuinely be a bug. But they didn't "fix" the Invigorated proc that Enhance shaman received from 2pc tier 5 which also caused a swing timer reset upon use so I'm not sure if they'll "fix" this. I'd really much rather blizzard concentrate on larger issues such as the deep holy tree instead of fixing a reasonably obscure aspect of one retribution talent.

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Old 09/27/08, 11:19 AM   #4250
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
Originally Posted by Andrast View Post
If this is what you think I'm saying you need to read what I've written slightly more carefully. In fact I direct you to the first paragraph of the text you quoted from me.

My main concern was that people were arguing that the swing timer shouldn't be reset because it doesn't get reset for shaman. I consider this to be a fundamentally flawed and weak argument for all the reasons I've posted. Furthermore no-one has really advanced compelling arguments as to why it should be changed. AoW is fun now, it would be fun if it didn't reset the timer. I happen to prefer that it has the downside it currently has but I accept, and understand, that other people disagree.
Why does everything need a downside? For things like glyphs I can understand, but naturally aren't talents supposed to be pretty much flat increases to utility and whatever your job is? You complain that we can't compare it to MW. Fine. Then your argument falls apart as well, given that you're comparing AoW's "downside" to MW's "downside".

AoW instants fill our role as melee healy battery perfectly. It fits with the flavor of the class (smashing things with hammers while watching out for your buddies), fits our new job perfectly (doing damage and healing) and gives us something to do during the long cooldown periods where we usually just make a sammich or two. Its fun, interactive, and really doesn't change very much in the grand scheme of things. It's also a change of maybe one or two lines of code, it really shouldn't take too much of a dev's free time to fix. There's your argument.

Incidentally you compare it to your 5-piece T5 bonus. Tell me, did anyone actually use that bonus? My gut answer would be no because of the resetting. Blizzard doesn't like it when people don't use the things they work hard to code (see: deep Arms, Arcane, Survival).

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Old 09/27/08, 11:23 AM   #4251
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Originally Posted by Andrast View Post
My main concern was that people were arguing that the swing timer shouldn't be reset because it doesn't get reset for shaman. I consider this to be a fundamentally flawed and weak argument for all the reasons I've posted. Furthermore no-one has really advanced compelling arguments as to why it should be changed. AoW is fun now, it would be fun if it didn't reset the timer. I happen to prefer that it has the downside it currently has but I accept, and understand, that other people disagree.
On a general level, it's a bug that should be fixed overall. Instant spells have certain characteristics. They can be cast on the run, and they do not reset the swing time. It's intuitive that a spell that becomes instant should behave like an instant cast spell. It makes the game simpler, more predictable, and easier to understand, especially for people who don't run mods like Quartz.

If it is necessary that AoW reset the swing time, a better solution is for AoW to reduce the FoL cast time to 0.1 or 0.2 seconds. Then it would obvious to all that it was still non-instant spell, and obeyed the rules for non-instant spells.

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Old 09/27/08, 11:28 AM   #4252
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Palados View Post
I don't mind a HoT of course, but getting underpowered renew as 51pointer? No thanks.
Sorry, I didn't mean to imply that it should be the 51-point talent. If 45-yard Auras are moved to baseline then "Holy Renewal" would make a decent 11-point talent. Putting it any higher in the tree, I think I'd want it to be the "Consecration heals friendlies" talent that gets mooted by hacked off Healadins every seventeen minutes or so.

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Old 09/27/08, 11:41 AM   #4253
Andrast
DFTBA
 
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Draenei Shaman
 
Frostmourne
Originally Posted by flyingtoastr View Post
Why does everything need a downside? For things like glyphs I can understand, but naturally aren't talents supposed to be pretty much flat increases to utility and whatever your job is? You complain that we can't compare it to MW. Fine. Then your argument falls apart as well, given that you're comparing AoW's "downside" to MW's "downside".

AoW instants fill our role as melee healy battery perfectly. It fits with the flavor of the class (smashing things with hammers while watching out for your buddies), fits our new job perfectly (doing damage and healing) and gives us something to do during the long cooldown periods where we usually just make a sammich or two. Its fun, interactive, and really doesn't change very much in the grand scheme of things. It's also a change of maybe one or two lines of code, it really shouldn't take too much of a dev's free time to fix. There's your argument.
Certainly not everything needs a downside, and I completely agree that AoW is a really fun talent that fits in well with our class. I really enjoy throwing out a heal on a neglected caster in a 5 man without having to complete cease all semblance of my main role. I am concerned about an imbalance particularly in PvP where Ret pallies can get say an extra 2k health every 15 seconds or so but I'm not certain if it is an issue despite knowing that other classes will certainly cry about it. It is a fairly decent argument to say that such a deep ret talent shouldn't have such a penalty hidden within it. At very least if the swing timer reset is intentional then it should be explicit that there is some dps loss from using it.

To be totally honest I'm not sure where you're finding long periods periods of time but maybe that's because I really get into things when I'm playing. The "rotations" (I use that word knowing that its not correct) I've been drawing up tend to suggest we get a free GCD around once every 10 seconds if we're going full-tilt.

Finally, I'm fairly sure I've been consistent in saying that AoW and MW are different talents serving different purposes and that because of this you can't make direct comparisons in the way many people have been making. If you say that MW and AoW are alike because they both allow instant heals to be cast, which you did, then I agree that they are similar in this way. But my point in that case was that they are similar in that both classes must sacrifice dps to cast those instant heals and that seems fair.

Last edited by Andrast : 09/27/08 at 11:50 AM.

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Old 09/27/08, 11:45 AM   #4254
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Andrast View Post
No that is merely one of my arguments. Your argument for changing AoW to not reset the swing meter is "because I want it like that". You've provided no reason as to why we should be able to concurrently heal and dps.

I consider AoW to be fun in its current form. I like the drawback because it means I need to choose between keeping myself or a friend alive or continuing my damaging abilities at maximum dps. I like that drawback and think it needs to stay. Hence my "you don't need to cast the heal" argument.

I think it is extremely unbalanced to be able to dps at full tilt and heal at the same time and I think you'll find alot of other people would agree with me. Perhaps not in PVE but if AoW doesn't reset the swing timer then in PvP players will simply hit a self-heal button every time they see the AoW proc appear. We'll be the only class that gets a healthstone every 10 or so seconds. So I guess, to answer your question, no I don't consider "it's fun" to be a good enough reason. Perhaps if you'd said "It's fun but also confusing to have a talent which actively reduces our dps in a subtle and confusing way to be so deep in our dps tree" then I'd concede you have a valid point.
Okay, well previously you were saying that "in the scheme of things it probably isn't a big deal" which I took to mean that you didn't think it was a big balance issue; now you're saying it's extremely unbalanced. It looks like I jumped to a conclusion on that. I disagree about the balance, but that's a matter of opinion, so fair enough.

As for the rest, how are you doing anything other than arguing semantics here? You disagree that the talent would be more fun without the reset, but you apparently agree that it's confusing with the reset. "It's less fun this way" is a bad argument, but "it's fun but more confusing this way" is fine? Because you think the confusion doesn't lessen the fun? Or because you think fun shouldn't be a consideration but confusion should be?

It sounds like the same thing to me, so if it brings us to a resolution then fine, I'll say it your way: It's confusing this way.

For the record I started this because I disliked people comparing the Art of War instant-FoL to shaman Maelstrom Weapon. They are fundamentally different concepts and should be treated differently. If we get instant-FoL that doesn't reset our swing timer it should be because of good reasons that don't sound like "Enhance shammies can do it.. so why can't I".
I agree with that. But that's also exactly the problem with your argument that "no other class can do X while also doing Y without Z, so we shouldn't be able to either." It's consistency for the sake of consistency. That's not always a bad thing, but if it's standing in the way of a good idea it is.

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

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Old 09/27/08, 11:59 AM   #4255
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by GSH View Post
If it is necessary that AoW reset the swing time, a better solution is for AoW to reduce the FoL cast time to 0.1 or 0.2 seconds. Then it would obvious to all that it was still non-instant spell, and obeyed the rules for non-instant spells.
I'd rather not. Nerfing the spell for the sake of consistency doesn't help anyone.

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Old 09/27/08, 12:05 PM   #4256
flyingtoastr
Bald Bull
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Andrast View Post
Finally, I'm fairly sure I've been consistent in saying that AoW and MW are different talents serving different purposes and that because of this you can't make direct comparisons in the way many people have been making. If you say that MW and AoW are alike because they both allow instant heals to be cast, which you did, then I agree that they are similar in this way. But my point in that case was that they are similar in that both classes must sacrifice dps to cast those instant heals and that seems fair.
Well I'll ignore your previous comments of:

Please answer the following question: Why should paladins be able to cast targeted heals while continuing a virtually full DPS rotation with no downside? Shaman are unable to do the same, priests are unable to do the same, druids are unable to do the same. Why are we special?
or

If Shaman don't use a MW stack to either cast Lightning Bolt, Chain Lightning or Lava Burst they lose damage. Or to put it in reverse in case you didn't get it the other times I've said it: If a Shaman casts a heal using a MW stack they are penalised because they lose the opportunity to cast a damaging spell and they may find themselves in mana problems.
If Paladins don't use an AoW proc what exactly do we lose? Nothing.
Which both clearly show you comparing AoW requiring a downside to MW heals giving a downside and that you are in fact comparing them... But like I said, I'll be nice and won't rip your argument apart because you can't choose a single position.

Regardless!

You're comparing two completely different things. The purpose of MW is to increase DPS. The talent is there to make you cast the spells in your book that you so ignored for the last 4 years, again following the example that talent trees should enhance your baseline skills, not create completely new playstyles that feel like a different class.

Art of War on the other hand has nothing to do with DPS. AoW is all about UTILITY. It's about giving paladins a little something something to bring to a raid (health battery). Why are we penalized for filling a utility role?

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Old 09/27/08, 12:11 PM   #4257
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Originally Posted by Fiola View Post
I'd rather not. Nerfing the spell for the sake of consistency doesn't help anyone.
Well, I disagree with this. I think it's more important for spells to be predictable and understandable than to be powerful. Power can always be compensated for with additional effects.

If everyone thinks a talent does X upon reading it, but it actually does Y, that's a worse thing for the game than for X to be slightly underpowered. Haven't you seen a new player get all excited about Vindication, and then you have to tell them that no, it's actually fairly useless because it doesn't work on anything hard.

To give another example, in Warhammer there are currently spells with cast times which can be cast on the run, and spells with cast times which cannot. It's crazy, and I can't find a pattern, so I have to remember that fact for every spell. There's lots of complaints on WAR forums stemming from the fact that people don't realize that spell X is much more useful than it seems because it can be cast on the run.

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Old 09/27/08, 12:20 PM   #4258
Redcape
King Hippo
 
Redcape's Avatar
 
Dwarf Paladin
 
Vek'nilash
Originally Posted by Prinsesa View Post
After over 10 minutes of testing various Seals on the level 70 target dummies in Orgrimmar, I've come to the conclusion that:

* Seal of Blood and Seal of Vengeance proc on auto-attacks, Crusader Strikes, Divine Storms, and Judgements.
* Seal of Command and Seal of Righteousness only proc on the first three attacks.
Just stand in melee range of something but face away from it. You will get SoC procs on Judgement at the normal proc rate. SoR however does not proc on Judgement under any circumstances.

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Old 09/27/08, 12:31 PM   #4259
Demonseedx
Von Kaiser
 
Blood Elf Paladin
 
Gorgonnash
On the current AoW issue, I'm not really sure you understand the implications here in terms of raid value your placing upon the Ret Paladin. He will be able to full dps and heal, thats not good for anyone. The stated intent of Blizzard is to have all the dps classes doing around the same dps as one another. With AoW not causing a falling off of dps you will have Ret paladins doing as much damage as any other class but also able to heal pretty effectively with the three heals available to them. Individually that may not be substantial but what if a raid stacks Ret paladins? You might be able to drop 3 spots and a healer for 4 Ret paladins doing both their jobs. The second Ret starts taking other peoples raid spots its nerf city for the spec and I don't think anyone wants that. Right now Ret is a very strong class that offers a ton of utility to a raid and probably the most desired of the Paladin specs, don't ruin that by crossing over to OP territory



TL;DR version - The potentially legitimate QQ from everyone else would nerf the spec if you AoW doesn't rest swing timer.

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Old 09/27/08, 12:39 PM   #4260
flyingtoastr
Bald Bull
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Demonseedx View Post
On the current AoW issue, I'm not really sure you understand the implications here in terms of raid value your placing upon the Ret Paladin. He will be able to full dps and heal, thats not good for anyone. The stated intent of Blizzard is to have all the dps classes doing around the same dps as one another. With AoW not causing a falling off of dps you will have Ret paladins doing as much damage as any other class but also able to heal pretty effectively with the three heals available to them. Individually that may not be substantial but what if a raid stacks Ret paladins? You might be able to drop 3 spots and a healer for 4 Ret paladins doing both their jobs. The second Ret starts taking other peoples raid spots its nerf city for the spec and I don't think anyone wants that. Right now Ret is a very strong class that offers a ton of utility to a raid and probably the most desired of the Paladin specs, don't ruin that by crossing over to OP territory


TL;DR version - The potentially legitimate QQ from everyone else would nerf the spec if you AoW doesn't rest swing timer.
Ret paladins have 2 heals and only one is affected by AoW. Given a normal crit rate and that it only allows Flash of Light you're looking at a single 1.8k-ish heal every 15 seconds. A priest doing VE is a ton more healing than that for 5 people passively, and his healing throughput increases as his gear increases.

So no, you're pretty much wrong about everything.

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