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07/28/08, 12:21 PM
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#826
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Great Tiger
Human Paladin
Doomhammer (EU)
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It's going to be same as it is now in endgame Sunwell gear (at least for PvE): You are going to be running at base mana pool (same as when naked), even the ret paladin specific tier 6 bracers/belt/boots have no int on them.
They're making it all about the mana regen through abilities/synergy, not the mana pool. Not a perfect solution (it has been criticized by many people for obvious reasons), not completely bad either, anyway this is what the devs are going with.
Originally Posted by Shalcker
But there is no indications of tools that'll allow Ret to be decent in small-scale PvP in any other fashion then "one-shot".
Lack of "snare", "mortal strike", "charge", or "pull" (like DK) mechanics anywhere in trees, as well as "immunity piercing" on Avenging Wrath seems to indicate intent to make Ret Paladins PvP into "Align procs, Stun/Repent as needed, and Kill through Healing/Before any heal can finish casting".
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Well I don't want to go off topic with this, so all I'll say is that there's a big difference between aligning cooldowns and an easily reproducible 20k damage from one single ability at level 70.
Last edited by Avitus : 07/28/08 at 12:28 PM.
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07/28/08, 12:36 PM
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#827
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Von Kaiser
Blood Elf Paladin
Shattered Hand
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Originally Posted by Smurrf
Out of curiousity, how exactly are paladins getting their mana pool in the Beta? I've only heard that all tanking gear is optimized for Str/Stam (which is okay, given the conversion to SPWR we have). That doesn't leave room for Int, and I can't see Warriors getting any kind of Int to XXX conversion. So are we picking up the odd piece of gear that's supposed to go to Ret/Holy, is our base mana pool beefed up, or what?
(I realize that JoW will allow you to sustain your mana pool...just wanting to know what people are using for starting off, especially with cost-intensive spells.)
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Well, Avenger's Shield is having its cost significantly reduced, and I think that even with zero +INT on gear, our base mana at 80 will be enough to Seal > Avenger's Shield > Holy Shield > Consecrate > HotR (+ Judgement of Wisdom) > Shield of Righteousness (possibly reverse this order, not sure yet) with enough mana to spare.
Our base mana pool at 70 is about 4k, and even using level 80 mana costs you can fit that entire rotation into one mana bar (at 70, no less) with ease (not even counting the mana return you'll get from Judging wisdom).
All of the following are assuming you have 2/2 Guarded by the Light and 3/3 Shield of the Templar:
Seal of Righteousness: ~560
Avenger's Shield: 312
Holy Shield: 238
Consecrate: 1033
HotR: 240
Judgement of Wisdom: 200 (and you'd get some amount back from using this)
Shield of Righteousness: 204
Total: 2787
So, even going off a level 70 mana pool (and using level 80 ability costs, minus the abilities that are a % of base mana but those should obviously scale appropriately) we should be fine without INT on any of our gear.
Last edited by Kayoto : 07/28/08 at 12:50 PM.
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07/28/08, 12:38 PM
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#828
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Piston Honda
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Originally Posted by Smurrf
Out of curiousity, how exactly are paladins getting their mana pool in the Beta? I've only heard that all tanking gear is optimized for Str/Stam (which is okay, given the conversion to SPWR we have). That doesn't leave room for Int, and I can't see Warriors getting any kind of Int to XXX conversion. So are we picking up the odd piece of gear that's supposed to go to Ret/Holy, is our base mana pool beefed up, or what?
(I realize that JoW will allow you to sustain your mana pool...just wanting to know what people are using for starting off, especially with cost-intensive spells.)
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Pally Tanks get their mana from being healed. That's pretty much it; Protadins appear to be being moved over whole-hog to Warrior Str/Stam style gear.
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07/28/08, 1:29 PM
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#829
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Avitus
You bring up an interesting point. With Battle Shout, Auras and Totems going raid wide, we can maybe start being put in the Spriest group or with a resto shaman for mana tide, there's no benefit in bunching melee together.
On a side note (and as a long shot), any idea if Mana Tide Totem is going to be raid wide too (doubt it)? What about vampiric touch (highly doubt it)?
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Group setups will require more thinking, since there are still many party only buffs that have to be taken into consideration.
Mana Tide and Vampiric Torch are party-only. There is a thread here called something like "Wrath group setups" that has a good list.
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07/28/08, 1:43 PM
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#830
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Piston Honda
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I am curious about haste and GCD in beta currently. With all the spell/physical hit/crit/haste stats being merged now how is haste's affect on the GCD working?
Reducing GCD with haste gear would be quite nice, and in the case of paladins not really affect our rotations enough to be a huge boost to dps (but on some fights getting an extra cleanse or two off would be huge for example).
Also, someone said that DST is changed on beta to be a physical only haste but I have my doubts about them actually knowing this or not so confirmation would be nice.
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07/28/08, 2:17 PM
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#831
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Glass Joe
Blood Elf Paladin
Bloodhoof
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a few questions:
1. will the set bonus from t3 that reduced LoH CD by 12 minutes be changed? because a 4 minute LoH would be pretty sweet imo. not significant at lvl 80 since lvl 60 gear would blow, but still fun
2. will conviction increase the critical % of all spells? aka heals? at the moment i dont see any clarifier that says it effects offensive abilities only.
3. is divine guardian going to absorb 30% of the damage (while active) that a tank receives as long as he is in 30 yards?
like, is this going to be a mini shield wall that a MT will set up a rotation for and yell for occasionally in raids?
4. with the increase in number of charges base holy shield has to 6, along with the reduced cooldown of 8 seconds (meaning up to 10 blocks every 8 seconds when talented) is this going to represent a shift in tanking towards blocking more often, or are they simply trying to improve aoe threat generation by allowing us to get more reflective holy shield damage spread around.
5. will judgement of the just work against boss mobs?
thank you for your time =)
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07/28/08, 2:32 PM
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#832
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King Hippo
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Originally Posted by Avitus
The point is that you can bet they won't let ret paladins go live doing 15-20k judgements. My "average" judgement crits are 6-8k at level 70, without art of war procced, enough to 1 shot or 2 shot most people. As cool as it is, I'm pretty sure that's not how they intend to balance the game.
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On the other hand, Art of War is designed to give us Quad Damage. It does nothing else. The only explanation for Art of War is someone at Blizzard thought giving Paladins Quad Damage was okay. And really, once you have Quad Damage, any number is going to be sick. Heck, everything past 10K is probably overkill.
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07/28/08, 2:39 PM
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#833
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Von Kaiser
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Originally Posted by GSH
On the other hand, Art of War is designed to give us Quad Damage. It does nothing else. The only explanation for Art of War is someone at Blizzard thought giving Paladins Quad Damage was okay. And really, once you have Quad Damage, any number is going to be sick. Heck, everything past 10K is probably overkill.
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I suppose a kludge for that would be to make it such that damage done while under the effect of Art of War cannot exceed 50% of a target's health.
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07/28/08, 2:44 PM
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#834
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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Originally Posted by GSH
On the other hand, Art of War is designed to give us Quad Damage. It does nothing else. The only explanation for Art of War is someone at Blizzard thought giving Paladins Quad Damage was okay. And really, once you have Quad Damage, any number is going to be sick. Heck, everything past 10K is probably overkill.
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I'm personally expecting Art of War to changed to a much more reliable proc rate, but at a lower damage gain on procs. That'd save in the whole "20k damage procs!" department while keeping the damage gain.
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buff /bÊŒf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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07/28/08, 2:49 PM
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#835
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Von Kaiser
Blood Elf Paladin
Sen'jin
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Originally Posted by Chicken
I'm personally expecting Art of War to changed to a much more reliable proc rate, but at a lower damage gain on procs. That'd save in the whole "20k damage procs!" department while keeping the damage gain.
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Well that all depends on how you interpret things.
Everything Blizzard has said for the past year is "we want paladin DPS to be less bursty, and more sustainable"
Everything Blizzard has done for the past year has been "make paladin DPS more bursty".
Of course, the chance that you get a Art-of-War critted Judgement off on a resilience capped target is about 1%. Maybe they're just ok with 1% melee insta-kills.
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07/28/08, 2:56 PM
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#836
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Piston Honda
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Originally Posted by Bismar
Well that all depends on how you interpret things.
Everything Blizzard has said for the past year is "we want paladin DPS to be less bursty, and more sustainable"
Everything Blizzard has done for the past year has been "make paladin DPS more bursty".
Of course, the chance that you get a Art-of-War critted Judgement off on a resilience capped target is about 1%. Maybe they're just ok with 1% melee insta-kills.
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Your math is wrong. At level 70 a player would need 1k resilience to negate 25% crit. At 80 this will be higher. There is no way someone is running around at 1k resilience. At best someone would have 500, meaning they would lessen crit chance by about 13%. Unless you think paladins will cap out at 14% crit your math is wrong.
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07/28/08, 2:58 PM
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#837
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Von Kaiser
Blood Elf Paladin
Shattered Hand
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Originally Posted by Kigale
Your math is wrong. At level 70 a player would need 1k resilience to negate 25% crit. At 80 this will be higher. There is no way someone is running around at 1k resilience. At best someone would have 500, meaning they would lessen crit chance by about 13%. Unless you think paladins will cap out at 14% crit your math is wrong.
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Not to mention the fact that with spell/physical crit being merged, combined with talents, Judgements are going to crit quite a fair bit even on high resilience players.
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07/28/08, 3:05 PM
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#838
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King Hippo
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Originally Posted by Bismar
Of course, the chance that you get a Art-of-War critted Judgement off on a resilience capped target is about 1%. Maybe they're just ok with 1% melee insta-kills.
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Don't forget that Fanaticism adds 25% to Judgement crit chance. Most of us will have Judgement crit ratings over 50%.
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07/28/08, 3:16 PM
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#839
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Don Flamenco
Blood Elf Paladin
Deathwing
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I think he meant that:
Player critical chance: 40% (for example)
Reduction due to target's resilience: 15% (again e.g.)
Remains: 25%
Chance to proc Art of War: 15% of 25% or 3.75%
Chance for Art of War Judgement to itself deal critical damage: 25% + 25% = 50%
50% of 3.75% or ~1.9%
This type of mechanic.
EDIT: Ooops, nevermind. Misread Art of War tooltip. Would be 15% x 50% or 7.5% with the numbers above.
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07/28/08, 3:33 PM
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#840
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Great Tiger
Human Paladin
Doomhammer (EU)
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Remember at the moment (on live), with no spelldamage gear you run around doing wimpy 300 non crit JoCs unbuffed. At most as crit, stuned JoC (unbuffed) you do what, 2k?
In that sense, doing double that (Art of War) shouldn't be a problem, but not of course at the base damage judgements are doing on beta.
Why all this? Well it's not the first time that during a beta you feel that left hand is designing one thing, right hand is changing something else and suddenly you have crazy results. It's a beta after all.
Anyway, if you think 20k Judgements are going to remain like they are, sure I don't mind. All we have to do is wait a few weeks till they start patching the beta.
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07/28/08, 4:54 PM
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#841
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Von Kaiser
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Originally Posted by Vasala
For those in the beta how is paladin healer mana efficiency looking? I know that normal 5 mans are not a great model to see how we will hold up but guessing not much testing in the tbc raids going on currently. I am just wondering if we are going to be even more dependent on the mana potion timer or if we will need to be in melee swinging away to get the mana from judgement of wisdom, etc.
I am definitely excited that Holy Shock is finally going to be useful but still worried that holy paladins may have serious mana issues.
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This is far from conclusive, but I did a couple nexus runs, and the results were:
run 1: myself, prot war, fury war, 2 DKS: Most of my healing was JoL and beacon, so I stayed 75%+ mana the entire run because I spent most of the time meleeing with SoW.
run 2: same group, but we replaced the fury warrior with a hunter: Since the hunter couldn't be healed by JoL and wasn't always in range of beacon, I had to spot heal him with HS/FoL a lot. The combination of extra mana spent on heals and time lost meleeing made my mana pool pretty tight on several occasions.
Basically, it feels like anything beyond an optimal group (all melee) is going to be tough for a normally geared paladin trying to make use of all the new deep holy stuff.
TBH, I probably could have healed the whole thing just fine with normal FoL-botting, but I wanted to give the new talents a try. With the way things are currently, I get the feeling that sheath specs may be the best option, not because deep holy sucks, but because we can't afford the mana for all the new toys under any sort of intensive healing situation. Beacon especially, at over 1k mana per cast (@70) with no benefit from illumination, is just far too expensive to use whenever you're having to cast a lot of other heals.
I do think that Holy has a lot of potential, and with some serious work, blizzard could pull off the kind of changes that they had promised. Particularly, making beacon more affordable/versatile and giving us more options to heal without resetting the swing timer could lead to a very effective, very unique, and most importantly, very fun playstyle.
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07/28/08, 6:50 PM
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#842
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NIMBH
Retired
Blood Elf Paladin
No WoW Account (EU)
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Out of curisosity what sort of gear were you using Obligatory? I imagine that Beacon is probably planned around raids and using at least lvl 80 blues+epics. Using it along the way might have negative effects on your mana.
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07/28/08, 7:39 PM
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#843
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Don Flamenco
Human Paladin
Shadowsong (EU)
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Aye, we couldn't chaincast highest rank HL for any reasonable time when we entered outlands (unless you was more or less fully t3 geared). In SWP gear effectiveness is much higher. Till we know first epic tiers it's hard to judge. Maybe set bonuses will be 10% increased BoL healing and 20% decreased cost of BoL. Something similar they did for priest CoH - there was a LOT of whining about useless CoH centered tier bonuses and now it's one of the main priest spells.
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07/28/08, 8:35 PM
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#844
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Bald Bull
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It also has to do a lot with encounter design. CoH absolutely sucks at low levels because you just don't need it. By the same token BoL wouldn't be too useful in a 5-man instance while it could shine in raid-level encounters.
Far too early to call it, though I am still erring on the side of "BoL could use a bit of a buff" from a purely mathematical perspective.
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07/28/08, 10:44 PM
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#845
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by Palados
Something similar they did for priest CoH - there was a LOT of whining about useless CoH centered tier bonuses and now it's one of the main priest spells.
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CoH also received several outright buffs along the way; reduction in mana cost and a non-trivial increase in healing, at least. I'll reserve judgement on Beacon til we see how the spell is at level 80, but at the time when people were talking about CoH being useless, they had a point.
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My comrades are my weapons, and I am their shield.
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07/28/08, 10:53 PM
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#846
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Bald Bull
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Art of War has been nerfed into a pure PvP talent. At least it frees some points somewhere, right?
Shit, Righteous Vengeance was nerfed too.
Ok, I'll just post the link. http://www.mmo-champion.com/talent/?paladin
BoL did have it's cost reduced (marginally). Of course to balence it Holy Shock is a fucking mana hog now... Incidentally Divine Storm had it's cost almost doubled as well.
Urgh.
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07/28/08, 10:55 PM
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#847
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Glass Joe
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EDIT
Eye for an Eye was changed too.
Now procs from all crits (melee and caster) against you, but only deals 20% of the crit back to the enemy.
Divine Str buffed to 3% per rank.
Divine Int buffed to 3% per rank
Last edited by Hammuhtime : 07/28/08 at 11:07 PM.
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07/28/08, 11:22 PM
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#848
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Bald Bull
Blood Elf Paladin
Echo Isles
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Burning questions for the new build;
1. Has SoR/SoC been changed?
2. Has Hammer of the Righteous been normalized and/or bugfixed (only uses green AP)?
3. Is Art of War a once-only stun-removal-on-application, meaning you can still stun a Freedom'd target, or is it immunity?
4. Can you use your Art of War'd Freedom to break yourself out of a currently running stun on yourself?
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07/28/08, 11:23 PM
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#849
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Glass Joe
Blood Elf Paladin
Blackrock
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Originally Posted by Hammuhtime
EDIT
Eye for an Eye was changed too.
Now procs from all crits (melee and caster) against you, but only deals 20% of the crit back to the enemy.
Divine Str buffed to 3% per rank.
Divine Int buffed to 3% per rank
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Divine Strength/Intellect were always at that rate in beta.
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07/28/08, 11:31 PM
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#850
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Von Kaiser
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That change to Art of War makes me feel sad. Why take that away from us? I know people were getting some ludicrous crits with some judgements, but was it really all because of AoW? No beta access here, no clue what's going on.
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