Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Paladins

Closed Thread
 
LinkBack Thread Tools
Old 07/29/08, 5:24 AM   #901
watersrog
Von Kaiser
 
Blood Elf Paladin
 
Auchindoun (EU)
i've seen on official forums they added Global Cooldown on Judgements on latest beta build. so basically we get 10% haste if we lose 3 seconds out of 30 to Global Cooldown from Seal and Judgement. that's 10% wasted time. kinda evens out. and for that we have to spend 7 end tiers talent points in Enlightened Judgement and Judgements of the Pure.

now compared to priest's Test of Faith and Divine Providence and druid's Replenish and Gift of the Earthmother sounds... awfully low.

Offline
Old 07/29/08, 5:35 AM   #902
Eir
Piston Honda
 
Blood Elf Paladin
 
Hyjal
Good news. Looks like the HotR bug with Strength is gone. The spell properly scales with AP both white and green. From the brief testing I did tonight just to check, anyway. You should all be seeing much beefier HotR hits now.

Still not normalized. I really think they're going to need to normalize this spell eventually, though.

Offline
Old 07/29/08, 5:50 AM   #903
Zaroua
Don Flamenco
 
Zaroua's Avatar
 
Dwarf Paladin
 
Sen'jin
Originally Posted by watersrog View Post
i've seen on official forums they added Global Cooldown on Judgements on latest beta build. so basically we get 10% haste if we lose 3 seconds out of 30 to Global Cooldown from Seal and Judgement. that's 10% wasted time. kinda evens out. and for that we have to spend 7 end tiers talent points in Enlightened Judgement and Judgements of the Pure.

now compared to priest's Test of Faith and Divine Providence and druid's Replenish and Gift of the Earthmother sounds... awfully low.
Add in an extra 10% from Shaman totem plus whatever you get on your gear. Then factor in that they redid the Judgement mechanics, you end up with 1.2 to 1.3 seconds out of 30 seconds on the GCD to get a 10% haste buff for the 28+ other seconds. Not too shabby.

Plus if you don't need the haste because the encounter is trivial then you don't need to waste the GCD.


Now if they could only give some sort of Expertise or -dodge/parry effect to deep Holy to increase their soloing viability like they did Enlightened Judgements...

Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory

Offline
Old 07/29/08, 5:51 AM   #904
KnThrak
Piston Honda
 
KnThrak's Avatar
 
Gnome Warlock
 
Emerald Dream (EU)
This depends on how it plays out. The utility factor of providing say Judgement of Wisdom alone is substantial, and it seems doubtful there's enough Prot/Retri Paladins there to keep both Wisdom and Light in every raid, especially 10mans.

It's still a teensy bit "meh" to have to spend those points just to get status quo back, but in theory it'd allow to place Judgements without any effective loss to healing throughput. In theory.

SQUEAK.
-- (The Death of Rats, Terry Pratchett, Soul Music)

Offline
Old 07/29/08, 5:55 AM   #905
Amera
Jedi Knight
 
Amera's Avatar
 
Amera
Night Elf Priest
 
No WoW Account
Judgments are still doing huge damage, and I don't have Art of War here even in the new form.
Attached Thumbnails
wowscrnshot_072908_034634.jpg  

Shattered Messiah Trilogy: The Last Goddess || The Last Empress
Chronicles of Eve: Eve of Destruction
Author Site

United States Offline
Old 07/29/08, 6:04 AM   #906
Sapp
Bald Bull
 
Sapp's Avatar
 
Human Paladin
 
<NI>
Detheroc
That's a stunned command crit though. That, at least, is intended... currently. They changed the formula for the melee and spell judgements, the caster judgements dropped in damage by 25-50%, and the base values of the melee judgements went up by about the same amount the caster judgements went down (~1800 base command/blood judgements on my tooltip indicator).

Casting the judgement spells now incurs a GCD.

Offline
Old 07/29/08, 6:14 AM   #907
• Chicken
Co-starring: The Egg
 
Chicken's Avatar
 
Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Wowhead's been updated to the latest beta build as well. Couple of things I noticed:

- Consceration, Exorcism, Hammer of Wrath and Holy Wrath now all scale with attack power as well as spell damage. The tooltips should reflect the damage dealt by each ability based on your attack power and spell damage.
- [Avenging Wrath] no longer mentions Forbearance in it's tooltip. [Forbearance] doesn't mention Avenging Wrath any more either. Forbearance has been made into three minutes for all abilities it affects though.
- The new single rank of seal spells have been updated so that they list the damage they do depending on how much spell damage and attack power you have.
- The new Judgement of Wisdom and Judgement of Light mention how much mana/health they restore on procs in the tooltip. And yes, tooltip updates based on your attack power and spell damage (At least, the local tooltip does, no idea about the debuff tooltip).

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of

Netherlands Online
Old 07/29/08, 6:30 AM   #908
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Looking at the tooltips for coefficients it appears that:-

JoC = 30% Weapon Dam + 36% AP + 58% SP
JoB = 46% Weapon Dam + 36% AP + 58% SP
SoR = Weapon Speed * (5%AP + 10%SP)
JoR = 45% AP + 73% SP
SoV scales at 0.034 SP + 0.07AP per tick
JoV = 36% AP + SP% AP which increases by 10% per stack of holy vengeance. ie on a full stack = 54% AP + 87% SP
JoL = 36% AP + 58% SP damage and returns 18% SP + AP in health per proc
JoW = 36% AP + 58% SP damage and returns 9% SP + AP in mana per proc
Consecration seems to to scale at 4% AP + 4% SP per tick
Exorcism scales 15% AP + 15% SP
Holy Wrath scales 7% AP + 7% SP

Last edited by bellator : 07/29/08 at 7:13 AM.

Offline
Old 07/29/08, 6:58 AM   #909
rozetta
Von Kaiser
 
Blood Elf Paladin
 
Darkspear (EU)
Any change to Holy Shield in regards to scaling with something other than spellpower? Also can you confirm that it went back down to 4 charges base?

A couple of thoughts at this juncture:

Mana costs

This whole mana cost thing still makes me wonder. I've not heard anyone really talking about what their base mana is looking like as they level past 70, and with the developers literally doubling the mana cost on many abilities, but no increase in base mana, should we expect to see some other mechanics changes coming or is it more likely a simple oversight from blizz?

Healing

I read a report from a holy paladin that he's been able to participate in proper melee while healing on the PTR. He used JoL, plus BoL and the odd HS/FoL and was able to basically heal the instance fine. However, it was an all-melee group. He mentioned that they ran the same instance later on with one of the melee replaced by a hunter and he was no longer able to perform this role nearly as easily. He mentioned that with the need to heal the hunter, he lost a lot of mana return from not being able to melee and gain mana from JoW and had some tight situations. He also mentioned that he could have healed fine with traditional FoL spam, but was trying to see if he could play as a hybrid. Anyway, this got me wondering as to whether it's likely they'll change JoL to act like JoW (i.e. able to proc for ranged and spells). Seems that this would need to be about the only change they'd really have to make to bring a holy paladin over into a melee-healer mode, at least for small instances.

Holy and gearing

It occurs to me that if they simply added a holy talent that converted str to int+mp5, they would essentially be able to make all paladin specs wear the same plate as Warriors and DKs, thus removing the need for SP/MP5/Int plate entirely. It seems like a rather simple change, if you think about it, and would eliminate a niche set of armor from loot tables entirely. It puzzles me as to why they haven't implemented this. Thoughts?

Offline
Old 07/29/08, 7:08 AM   #910
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
On the topic of mana costs, I tried my hand at figuring out just how much we'd use against how much we'd gain, and the prospects look quite rosy. I posted it here.

It's quite oversimplified though, as it assumes being able to get off every ability exactly on the cooldown, and I assumed that JoW is still a flat 50% chance to proc per melee/spell hit.

I invite someone to come up with a more ... elegant computation, but my own off-the-cuff numbers suggest that CS, DS and Judgements are completely self-sustainable, with some excess left over for other abilities.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

Offline
Old 07/29/08, 7:10 AM   #911
Zaroua
Don Flamenco
 
Zaroua's Avatar
 
Dwarf Paladin
 
Sen'jin
Originally Posted by bellator View Post
JoW = 36% AP + 58% SP damage and returns 18% SP + AP in mana per proc
Is this correct? It used to be 9% from what I understand. Bumping JoW to 18% would be... enormous.

Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory

Offline
Old 07/29/08, 7:12 AM   #912
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Rozetta,

Can't tell from the tooltip about scaleing, but will try to test when i get a second.

As for healing, its almost impossible to tell until heroics/raids, but with the great increase in mana costs, bigger downranking penalty, instant HL talent, and most importantly potion sickness indicates a change away from the current philosophy of spam healing back to the more enjoyable days of vanilla wow.

I would guess FoL+HS will be out core heals interspersed with instant Holy Lights. It will be more about efficient healing than spam healing.

This of course is just a guess, one i hope comes true as half the reason i went casual in wrath was due to healing becoming far less dull compared to vanilla.

Offline
Old 07/29/08, 7:14 AM   #913
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by Zaroua View Post
Is this correct? It used to be 9% from what I understand. Bumping JoW to 18% would be... enormous.
Doh, i did a copy/paste of JoL line and forgot to edit this sorry. It's 9%.

Offline
Old 07/29/08, 8:38 AM   #914
Xterminate
Glass Joe
 
Human Warlock
 
Twilight's Hammer (EU)
Am I the only one who is a bit worried about how Divine Plea will play out? The problem with the current fights is that there is no time to take 5.4 (+ any hast you might have) seconds to relax and regain your mana. If you take sunwell for example, I think the only fight where there is actually time to do this would be Felmyst when he is about to land. The problem already exist for [Glimmering Naaru Sliver], which is why it is perceived as a fairly useless trinket for most classes.

I can see the usefulness somewhat in arenas, but if the fights in PvE remains somewhat true to the fights in Sunwell, the ability simply wont have much use there.

Offline
Old 07/29/08, 8:47 AM   #915
Argavaine
Von Kaiser
 
Human Paladin
 
Aegwynn (EU)
Can anybody in the beta test how AoW now works? Can it be cast if stuned? Do you gain stun immunity during the duration?


Edit: and if it works while stuned, what happens with 1 point in AoW 33% -> click HoF until it works?

Last edited by Argavaine : 07/29/08 at 9:15 AM.

Offline
Old 07/29/08, 8:51 AM   #916
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Can anybody in the beta test how AoW now works? Can it be cast if stuned? Do you gain stun immunity during the duration?
It only breaks stuns. It does not prevent new stuns from being applied during Hand of Freedom's duration.

If you yourself are stunned, you can use Hand of Freedom on yourself to break the stun.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

Offline
Old 07/29/08, 8:54 AM   #917
Argavaine
Von Kaiser
 
Human Paladin
 
Aegwynn (EU)
My *edit* was to late. DO you know something about this?

Offline
Old 07/29/08, 9:20 AM   #918
rozetta
Von Kaiser
 
Blood Elf Paladin
 
Darkspear (EU)
I was thinking a little on what I previously posted about moving Holy to "ret" gear with a str->int conversion. My thought process went through the possibility of healadins taking mail, leather and cloth healing gear (like in vanilla wow), until I realised they already have a mechanic to discourage this. The same conversion talent should give armor->MP5. This way, a holy paladin would benefit already from the crit on ret plate as spell crit, the str converted to int and the armor->MP5 would naturally encourage plate for "free" MP5. The only other thing left is spell power, but there's a talent already there to convert int to SP.

I dislike making specific suggestions, but I could hint at the fact that replacing Divine Intellect with such a talent would open up a variety of neat hybrid holy-based specs.

In this scenario, naturally the paladin could still equip non-armor items of either category - a healing shield + weapon would beat a 2-hander (armor->MP5 in addition to the better caster stats); other slots could allow the player to pick and choose caster or melee stats. My guess would be that the paladin might choose the melee non-armor items anyway to boost hybridness and solo play, or pick up a set for each when a stand at the back "and I heal, and I heal" style is needed. Either way, it also frees up a lot of unnecessary loot table clutter, frees up the paladin's bag space* and allows for a much more fluid hybrid playstyle.


* currently a good WotlK paladin will need to have in their bags or bank: Holy PvE, Ret PvE, Prot PvE, resist items, [Holy PvP|Ret PvP] and perhaps a grinding set. Consolidating Holy and Ret gear frees up potentially 2 bags worth of gear, possibly more if you can consolidate grinding gear also, although the paladin may carry a handful of swappable non-armor items for a transition in playstyle (e.g. 2-hander/tanking 1-hander + tanking shield/healing 1-hander+healing shield, rings, trinkets, cloaks, necks, librams, etc)

Last edited by rozetta : 07/29/08 at 10:10 AM.

Offline
Old 07/29/08, 9:31 AM   #919
Divinefury
Glass Joe
 
Blood Elf Paladin
 
Eredar
Originally Posted by Chicken View Post
Wowhead's been updated to the latest beta build as well. Couple of things I noticed:

- Consceration, Exorcism, Hammer of Wrath and Holy Wrath now all scale with attack power as well as spell damage. The tooltips should reflect the damage dealt by each ability based on your attack power and spell damage.
And with that change, we no longer have to switch weapons just to AOE. Slow, 1 handed Attack Power weapon is cemented as our new tanking weapon.

Offline
Old 07/29/08, 10:11 AM   #920
Avitus
Great Tiger
 
Avitus's Avatar
 
Human Paladin
 
Doomhammer (EU)
I like the idea of a 50% mana return ability, though I'm not too fond of it being a channeled ability. Taking a breather in a DPS race or even worse, stopping healing in unforgiving encounters won't work, an innervate like self buff would make a lot more sense.

The one thing I do like about this patch (even if it had a lot of nerfs regarding ret at least) is that it seems to solidify how judgement damage will be (and that it's not wildly out of proportion).

Without the freak accident of what AoW was, the baseline judgement damage is still very considerable. Compared to live, you could almost say we gained a new instant (judgements on live are a joke and mostly a tool to get buffs from libram/minimal damage).


I find the 3 min forbearance humorous, what are they so afraid of? :P

Offline
Old 07/29/08, 10:11 AM   #921
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by Divinefury View Post
And with that change, we no longer have to switch weapons just to AOE. Slow, 1 handed Attack Power weapon is cemented as our new tanking weapon.
All these abilities still have a SP coefficient as well as AP coefficient, so Consecration and Holy Wrath will still be higher using a spell damage weapon. As for single target it will all depend if the Spell Damage coefficient provides greater tps than the tps increase of HotR when using a slow weapon. Hopefully HotR will win out on this one.

Offline
Old 07/29/08, 10:24 AM   #922
Yaiiu
Glass Joe
 
Blood Elf Paladin
 
Dragonblight (EU)
New Spell: Divine Plea (5 Minutes cooldown, Channeled) - While channeling this spell, you gain 50% of your total mana over 6 seconds.

That is so awesome for holy .


Offline
Old 07/29/08, 10:29 AM   #923
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Xterminate View Post
Am I the only one who is a bit worried about how Divine Plea will play out? The problem with the current fights is that there is no time to take 5.4 (+ any hast you might have) seconds to relax and regain your mana. If you take sunwell for example, I think the only fight where there is actually time to do this would be Felmyst when he is about to land. The problem already exist for [Glimmering Naaru Sliver], which is why it is perceived as a fairly useless trinket for most classes.
Glimmering Naaru Sliver is considered useless because you need to channel for a full eight seconds to get a paltry 2000 mana. A Paladin with just 12k maximum mana will return 1500 mana in a single GCD spent channeling Divine Plea. The two really are not comparable.

Offline
Old 07/29/08, 10:33 AM   #924
Joasuf
Von Kaiser
 
Human Paladin
 
Terenas (EU)
Originally Posted by Yaiiu View Post
New Spell: Divine Plea (5 Minutes cooldown, Channeled) - While channeling this spell, you gain 50% of your total mana over 6 seconds.

That is so awesome for holy .
Tell me where in SWP you will be able to stop MT healing for 5 Seconds (allowing for haste) reliably without putting a tank in danger?

Offline
Old 07/29/08, 10:40 AM   #925
rozetta
Von Kaiser
 
Blood Elf Paladin
 
Darkspear (EU)
Looking at the current prot tree, I can't help but think we'll see some more changes down the line for this one. I made some quick builds and it seems that there really is a problem grabbing a decent set of tanking talents with the current bloat. I also have to wonder, despite all the feedback I've read, that certain talents still exist as they do (Redoubt and Reckoning being major culprits here.) It's honestly a headache to think about speccing prot at the moment and I can't imagine it will be all that fun in the long run.

My other main problem is that there's a definite lack of synergy between this tree and holy or ret. It definitely feels like wasted points to create a holy/prot or ret/prot build. There needs to be more synergy between the first 4 tiers of prot and deep holy or ret.

My personal suggestions would be the following:
- remove Redoubt completely
- modify Shield Specialization to give 10/20/30% block value and 2/4/6% block chance
- move Reckoning to where Redoubt currently sits in Tier 2, but unlinked with any other talent
- fold Spell Warding into Improved Righteous Fury
- lower the point-costs of Ardent Defender and Combat Expertise to 3-point talents (with the same current max values)
- swap Anticipation and One-Handed Weapon Specialization
- modify One-Handed Weapon Specialization to give 1/2/3/4/5% more damage and healing while a one-handed weapon is equipped
- modify Blessing of Sanctuary to either a passive ability for the paladin or a modification to Devotion Aura

With these changes, you cold keep Kings at the 11-point spot and not worry about only getting it if a full-prot paladin is present. The synergies between holy/prot and ret/prot become apparent:

- holy could benefit from an small boost to healing and damage from the new One-Handed Weapon Specialization in tier 1, and go on to pick up Guardian's Favor and Stoicism for extra resilience in the healing role and pick up kings/imp RF/toughness on the way to Divine Guardian and Imp. Hammer of Justice
- ret could benefit from Divine Strength in tier 1 , followed by Reckoning in tier 2 and follow a similar path to holy on the way to Divine Guardian / Imp. Hammer of Justice
- with reduced point costs on some talents, combined with the de-coupling of a 5-point talent to shield specialization, a full-prot spec can now comfortably pick up tanking talents while being able to pick up deflection or perhaps even seals of the pure

To be honest, I'm not too keen on the number of mana-reduction talents in deep-prot. It seems like a band-aid fix to the inflated mana costs and, again, they seem to me like "must have" talents, and simply nothing original or exciting. If they must have a deep prot talent to reduce mana costs, I see no problem (given prot's appalling PvP viability) in giving a blanket "all your spells and abilities cost x% less mana" talent instead of categorizing the discounts over multiple talents.

Offline
Closed Thread

Go Back   Elitist Jerks » Paladins

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
WotLK Talents & Abilities Discussion Neruse Hunters 5086 11/14/08 9:39 PM
WotLK Discussion - Talents and abilities. Lamaros Death Knights 4142 11/14/08 12:09 PM