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Old 07/25/08, 11:01 AM   #751
Hulabaloon
Von Kaiser
 
Human Paladin
 
Nordrassil (EU)
The way I understood it was that aura-like effects would not stack with each other, but self buff effects like Judgements of the Pure, a mage's Icy Veins etc. would stack.

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Old 07/25/08, 11:05 AM   #752
flyingtoastr
Bald Bull
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Multiple outside % haste buffs do not stack, i.e. Power Infusion and Heroism.

Personal % haste buffs will stack with outside haste buffs, i.e. Icy Veins and Heroism.

Again though, I'll bet a fair share that it will be changed. Blizzard doesn't want to screw over the shiny new talents for Druids and Pallys just because Windfury was stupidly broken.

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Old 07/25/08, 11:09 AM   #753
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by Cathela View Post
I don't want to get going on another rant about BoL, but I did want to comment on this and point out that basically this is about the worst possible case: You have to stay within 10 yards of the beacon to get the healing, and the healing from multiple beacons doesn't stack, which was really the only possibility for coolness that I could think of for this spell. The 94% spellpower coefficient is equivalent to a 50% +healing coefficient, which isn't terrible, but it's less than the 100% a lot of us were hoping for.

I'll reserve further judgement until this gets more actual in-game testing, but in my view this still looks really bad from a theorycrafting standpoint.
I feel sorry for blizz on this one. This spell will still be great in the very situational use where the majority of the raid takes raid damage whilst standing in the same location, but aside from that, yes it is weak. However what choice do blizzard have. If they put a spell in that can heal the entire raid then they cant give it a 140% coefficient with 30 yards range and allow a paladin to chain cast it. It becomes too poweful. However without these things it is weak when it comes to healing only say 5 people. Blizz could cap it at five people and boost it's power but then it's just another CoH etc.

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Old 07/25/08, 11:09 AM   #754
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by flyingtoastr View Post
Sheathbot still sucks.
The sheath HoT effect sucks for a healer build, agreed. But it still might be worth it for the AP->SD conversion.

If you can get BoM (i.e., 3 paladins) and stand in the right place to pick up Battle Shout, SoE, Unleashed Rage, etc, you could come out with ~1500AP at level 70, which would translate into 450 spellpower. Not too shabby, and it might be worth the 3 points you lose in Judgements of the Pure.

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

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Old 07/25/08, 11:11 AM   #755
Torq
Piston Honda
 
Gnome Warlock
 
Burning Legion
Originally Posted by rozetta View Post
The problem is, the other tanking spells should also scale with AP as well as spell power. This includes Consecrate, Holy Shield (or this should scale with BV), Avenger's Shield and Retribution Aura*. Since they're pushing warrior/DK tanking gear on us (str/sta/def), it makes no sense that most of the abilities we have that still don't scale with str are the ones used by prot. Additionally, it makes the sta->SP talent must-have, and it seems they're trying to go without must-have talents in wotlk.
To be entirely honest, you're getting 30% of your STA as SP. I wouldn't be complaining too much about that, STA is one of the cheapest, if not the cheapest, item stat in the game. You're effectively doubling the value/cost ratio of STA. GIven a statmod of .67 (according to WoWwiki), you can essentially say each point of stam is worth 1.5 that of anything that. Well, toss in 30% of that as SP (a .7 cost, same source), you're effectively increasing the value of STA to 1.5 + (.3*(1/.7)) or 1.93x any other stat. That's a pretty hefty bonus, especially considering tank gear tends to stack stam to very high degrees anyway.

I mean, just looking at the maintankadin in my guild, with just kings he has 1664 stam, which would equate to ~500 SD. With full buffs, he'd probably be up to ~1750ish, or about 525 SD, which is more SD than he currently even has. So with just that talent, he'd be more than doubling his SD, with no additional investment.

[E] Added quote.

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Old 07/25/08, 11:11 AM   #756
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
Off-topic

New beta patch notes for pallys:
Holy
* The amount of health point healed by Holy Shock has been increased by 66%. (eg. Rank 7 now heals for 2401-2599 instead of 1431-1549)
* Infusion of Light now reduces the cast time of your next Holy Light spell by 1.3/2.5 secs instead of 1.25/2.5 secs.

Protection
* Holy Shield will now give you 6 charges instead of 4.
* Avenger's Shield mana cost reduced by 70%, damage has been reduced. (eg. Rank 3 now deals 494-602 damage for 780 mana instead of 705-861 for 1745 mana)
* Guarded by the Light now reduces the mana cost of your Consecration, Holy Wrath and Avenger's Shield by 15/30% (Old version : Whenever your parry or dodge an attack you have a 10% chance to reduce the mana cost of your next Consecration, Holy Wrath, or Avenger's Shield spell by 25%/50%)

Retribution
* Improved Blessing of Might now increases the attack power bonus of your Blessing of Might by 10/20/30/40/50% instead of 4/8/12/16/20%
* Vindication now has a chance to reduce the target's attributes by 10/20% for 15 seconds. (Old version : 5/10% reduction)
* Pursuit of Justice is now a 2 rank talents (was 3), reducing the change to be hit by spells by 1/2% and mounted movement speed by 9/15% (Old version : 1/2/3% hit and 5/10/15% mounted speed)
* Repentance now costs 395 mana instead of 9% of base mana.
They really want us using Holy Shock aggressively it seems.

EDIT: Incidentally even Blizzard's calculator is showing the static 435 mana for the final 3 ranks of Holy Shock. If this remains the same it would become one of the most efficient spells in the game (435 mana for a base 2500 heal is pretty massive). How ironic.

EDIT AGAIN: Improved Lay on Hands now gives a 25/50% bonus to armor, but only for 15 seconds. Meh, not as good now personally.

Last edited by flyingtoastr : 07/25/08 at 11:21 AM.

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Old 07/25/08, 11:27 AM   #757
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by bellator View Post
I feel sorry for blizz on this one. This spell will still be great in the very situational use where the majority of the raid takes raid damage whilst standing in the same location, but aside from that, yes it is weak. However what choice do blizzard have. If they put a spell in that can heal the entire raid then they cant give it a 140% coefficient with 30 yards range and allow a paladin to chain cast it. It becomes too poweful. However without these things it is weak when it comes to healing only say 5 people. Blizz could cap it at five people and boost it's power but then it's just another CoH etc.
Yeah, that seems like a fundamental problem for any raidwide heal: It's hard to balance both the best possible case and the more normal case. Basically any "fix" for this spell has to change the relationship between the small-group case and the large-group case.

The two ideas I can think of:

1) Cap the total healing, similarly to the AoE damage cap. Balance the mana cost, range, healing amount and coefficient so that the spell is useful for a 5-man, and then cap total healing at 10 times that amount. In other words, full healing on up to 10 people with the healing per person falling off as people over 10 are added to the area of effect. If you want to clump the whole raid up for RoS p3, you'll only get a small amount of healing per person (which is still useful) No beacon-stacking; each target only gets healing from the beacon that would be strongest on him/her. Limit each paladin to one active beacon at a time if necessary for balance.

2) In addition to the current effect, set a larger area (30 yard radius?) where targets only get half-strength healing from the beacon. So you'd have the current effect on closely-stacked people, but you could also use one beacon as a weaker wide-area raid heal.

Originally Posted by flyingtoastr View Post
* Avenger's Shield mana cost reduced by 70%, damage has been reduced. (eg. Rank 3 now deals 494-602 damage for 780 mana instead of 705-861 for 1745 mana)
Kind of an odd change for an ability that's basically a one-shot threat burst at the beginning of a fight. I wonder if they want us working it into a tanking rotation somehow? The cast time would seem to prevent that.

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

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Old 07/25/08, 11:40 AM   #758
Divinefury
Glass Joe
 
Blood Elf Paladin
 
Eredar
Originally Posted by Torq View Post
To be entirely honest, you're getting 30% of your STA as SP. I wouldn't be complaining too much about that, STA is one of the cheapest, if not the cheapest, item stat in the game. You're effectively doubling the value/cost ratio of STA. GIven a statmod of .67 (according to WoWwiki), you can essentially say each point of stam is worth 1.5 that of anything that. Well, toss in 30% of that as SP (a .7 cost, same source), you're effectively increasing the value of STA to 1.5 + (.3*(1/.7)) or 1.93x any other stat. That's a pretty hefty bonus, especially considering tank gear tends to stack stam to very high degrees anyway.

I mean, just looking at the maintankadin in my guild, with just kings he has 1664 stam, which would equate to ~500 SD. With full buffs, he'd probably be up to ~1750ish, or about 525 SD, which is more SD than he currently even has. So with just that talent, he'd be more than doubling his SD, with no additional investment.

[E] Added quote.
I never thought of that. With the conversion talent, SP will scale up with Kings. Keen.

I think they're trying to move Prot Paladins into a more dynamic rotation, with a single AS/Consecrate in the beginning, and Hammer of the Righteous working as a multi-target Sunder Armor. For more than 3 targets, the initial Conc will get their attention, and then you'll tab-target/HotR a couple times to hold them there.

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Old 07/25/08, 11:44 AM   #759
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
Originally Posted by Cathela View Post
Kind of an odd change for an ability that's basically a one-shot threat burst at the beginning of a fight. I wonder if they want us working it into a tanking rotation somehow? The cast time would seem to prevent that.
With a .5 second cast time it could become a nice new "extra threat" nuke when HotR and SS are on cooldown (just cast it right after a swing from a boss). Honestly though if they want it that way the cast time should indeed be removed entirely.

It could also be a simple change so that you aren't dumping 20% of your total mana just to pull a mob.

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Old 07/25/08, 11:57 AM   #760
Argavaine
Von Kaiser
 
Human Paladin
 
Aegwynn (EU)
Originally Posted by bellator View Post
Not sure if this should go here or the Ret thread,

But for those of you who remember I used to do a Ret Dps model until it got included in Rawr. I have been messing about with that model to try and get some rough numbers. I will try to get something to download over the weekend if I get the time.

I have factored in the new abilites and the estimates we have for all the coefficients. It assumes Judgement/CS/DS are spammed on CD (i know its not possible, but not worked out the cycle time yet). I have also made a few assumptions which i'll explain when i post the model

Some rough numbers i got from a level 70 paladin in the best of the best gear fully potted, fully raid buffed are:-

SoC 2750
SoB 3000
SoR 3470 :p (it is clear the AP coefficient part of this spell is completely off balance for RetDps)

oh and he gets like 650mp5 and 1300hp5 from JoW/L, but in the gear + WF he has like 40% haste. Kinda crazy still

These may be wrong, lots of checking to do etc

The numbers seem to be similar to Death Knight DPS Numbers from DK Thread (~3,5k dps).

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Old 07/25/08, 12:02 PM   #761
Strom
Von Kaiser
 
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Human Paladin
 
Emerald Dream
Originally Posted by flyingtoastr View Post
With a .5 second cast time it could become a nice new "extra threat" nuke when HotR and SS are on cooldown (just cast it right after a swing from a boss). Honestly though if they want it that way the cast time should indeed be removed entirely.

It could also be a simple change so that you aren't dumping 20% of your total mana just to pull a mob.
I remember a post from Eyonix discussing his experiences with a protection paladin. He stated that one thing he would like to see change was AS having its cast time lowered so that it could be used more readily during combat as either an extra threat boost while tanking or hitting targets that you taunt back to you on their return.

So my guess would be they want us using it more often, specifically after a pull. Maybe they are keeping a slight cooldown for PvP reasons? IDK...

Last edited by Strom : 07/25/08 at 12:31 PM.

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Old 07/25/08, 12:18 PM   #762
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by Cathela View Post
Kind of an odd change for an ability that's basically a one-shot threat burst at the beginning of a fight. I wonder if they want us working it into a tanking rotation somehow? The cast time would seem to prevent that.
I see it more as a 5 man buff. It's infuriating to wait for the Prot paladin to drink after each and every pull, and the 1.7k mana spell at the start of each fight does not help that. (on a 4k~ base mana pool, especially)

Experienced Prot paladins don't do that, but not everyone gets the joy of running with an efficient and effective tank.

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Old 07/25/08, 12:20 PM   #763
Thorgred
Von Kaiser
 
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Dwarf Paladin
 
Khaz'goroth
I've actually been waiting on an AS mana reduction for a while... seriously, when starting a pull with full mana: cast AS, Consecrate, Judge/reseal + holyshield: that's half mana gone before mobs hit you. The mana cost on AS is prohibitively high for no reason.
Although the cast time reduction does seem to be along the general lines of making tanking more interactive.


@ Ret DPS numbers - these seem crazy ATM, especially compared to current gear standards. Yet so did ret DPS on the eve of BC, so much that we got nerfed heavily for it and have only just been buffed back to that level... so don't make too huge assumptions until we know what every other class has at 80.

@ Prot Weapons: Again, whilst slower weapons will boost HotR damage, that is the only ability: it already has high innate threat also, so it's not like it is completely useless with a fast weapon. However, if we pick a high Spellpower weapon (250+) that is an insane amount of threat, even though we will probably aim for more Strength on the rest of tanking gear.

@ Other new abilities: Are any of the tanking abilities off the global cooldown?
Currently we have:
Judgement / Reseal (macro'd so cast together), Consecrate, Holy Shield, Righteous Defense.
In WOTLK we will have: Consecrate, Holy Shield, Hammer of the Righteous, Shield of Righteousness, Reseal (every 30 sec), Righteous Defense, Avenger's Shield.
Are any of these going to be removed from the GCD? I'd like to see one of Holy Shield or Consecrate off it: that way they can be macro'd together

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Old 07/25/08, 12:31 PM   #764
Strom
Von Kaiser
 
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Human Paladin
 
Emerald Dream
I think they should consider reducing the cooldown of AS to like 15 seconds if they wish to reduce its damage and make it more viable for threat rotations.

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Old 07/25/08, 1:35 PM   #765
jere
Piston Honda
 
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Human Paladin
 
Llane
Originally Posted by Cathela View Post
Kind of an odd change for an ability that's basically a one-shot threat burst at the beginning of a fight. I wonder if they want us working it into a tanking rotation somehow? The cast time would seem to prevent that.
Actually, I wonder if this is a mistake. Rank 3 was never that much mana. Rank 5 was however. I wonder if they looked at one talent tree, saw the rank 5 stats, and then looked at the other and saw rank 3 stats and forgot to check the ranks when comparing.

compare the highest rank listed in the talent tree:
Paladin - WotlkWiki - Wrath of the Lich King Information

to the Rank 5 spell at the wotlk wiki site:
Paladin - WotlkWiki - Wrath of the Lich King Information

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