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08/05/08, 2:23 PM
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#1501
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Piston Honda
Blood Elf Paladin
Vek'nilash (EU)
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Originally Posted by Gevlin
Min/maxing involves what the classes bring as a whole, and doesn't depend on one single spell. If someone was to min/max under your system on live, raids would have ZERO paladins, since our healing has scaled so poorly, but wait, what about Kings? Wisdom? Might? Even if druids have a "better" AoE HoT, a paladin AoE HoT will still be desireable along with everything else we'll be bringing.
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If you read a bit up this was not about the raids spots. It was whether or not holy palas spec BoL. If BoL is inferior to, say, Flourish, then raids use Flourish to provide the AoE-healing they need. This means palas are free to skip BoL and spec Sheat (and flyingtoastr reasoned this is something Blizzard doesn't want).
We'll see palas in raids, I have no doubt about that 
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08/05/08, 2:38 PM
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#1502
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Von Kaiser
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Even if the druid AoE heal is superior, that's like saying prot paladins shouldn't pick up spell warding because improved defensive stance is better, or that priests shouldn't spec imp Gheal because HL is better. I find it very very hard for a paladin to forego Beacon of Light as it will be our ONLY method to AoE heal (unless you want to be a stickler and include JoL and Divine Storm). I can see a Sheath spec as being viable in a very specific encounter (similar to a priest skipping CoH and going to Pain Suppression), but as a general raid spec Beacon is going to be the way to go.
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08/05/08, 3:03 PM
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#1503
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Piston Honda
Gnome Warlock
Burning Legion
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I think the major issue with Sheath is that it has a scaling factor on par with, say, Demonic Sacrifice. There's a reason every lock goes 0/21/40; the 41-point talent in Destro sucks. Even for pvp it's pretty bad. The power of DS far, far outweighs putting that extra point in Destro for no gain.
I'm not saying Sheath is as powerful as DS, in terms of comparison, but it's looking close.
Take something like Tempered Saronite Breastplate.
Assuming Kings and Divine Strength, we get the following from it:
49 * 2 * 1.1 * 1.15 =~ 124 AP
90 * 1.06 * 1.1 * 1.1 = 115 stam
Looking at Seal of Righteousness, the coefficients for the seal are 5% AP and 10% SP, and for the judgement are 45% AP and 73% SP.
Without Sheath (and with TbtL), this item will net us a gain of .05(124) + .1(115*.3) = 6.2 + 3.45 = 9.65 damage per swing (18.335 threat) and .45(124) + .73(115*.3) = 55.8 + 25.185 = 80.985 damage per judgement (153.87 threat)
With Sheath (and still with TbtL), this item gain an additional .1(124*.3) = 3.72 damage per swing (13.37 total damage and 25.403 total threat) and an additional .73(124*.3) = 27.156 damage per judgement (108.141 total damage and 205.47 threat).
Neglecting other gains/losses, this is a overall gain of 38% more damage and threat per swing, and 34% more damage and threat per judgement.
So again, it boils down to how well the other abilities scale. Righteousness with Sheath gains an additional 3% more effect from your AP on the seal, and 22% on the judgement. Since the stam->SP conversion scales worse than the STR->SP one (which is the important conversion, not AP->SP) it might even be worth dropping TbtL if you need to pick up more mitigation and still maintain Sheath. In the example above, you still end with more damage/threat on SoR without TbtL if you keep SoL.
[E] Fixed link, a little late
Last edited by Torq : 08/05/08 at 4:13 PM.
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08/05/08, 3:09 PM
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#1504
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Piston Honda
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Originally Posted by Cathela
I think people are seriously underestimating what a tanking build will lose by stretching for Sheath.
Dropping Redoubt + Shield Spec costs you, at a minimum, a 30% bonus to your Shield of Righteousness threat. At, say 300 pre-ShieldSpec block value (easily achievable with level 70 raid gear), Shield Spec is accounting for an extra 57 tps even without Shield of the Templar, and even if we assume there is no extra threat multiplier. (And actually, I agree that this is probably the most efficient place to trim points out of Prot if you want to go for Sheath.)
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Why would you need to drop Redoubt + Shield Spec to pick up Sheath of Light? I have it in my build that includes sheath.
Also, as far as Holy goes, remember that pretty much ALL the AP buffs are raidwide now. You'll have imp battleshout, Unleashed Rage, Trueshot Aura, imp Might, Strength of Earth, kings, etc. That's like 1200 AP with the level 70 versions of all these abilities, for an extra 400 spellpower. HL has a 160% coefficient, so when you put it in TBC terms with 71% HL it's essentially +900 healing. You're going to give up that much healing (remember it will scale up at 80) for a situational AE heal?
Last edited by Xequecal : 08/05/08 at 3:19 PM.
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08/05/08, 3:25 PM
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#1505
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Glass Joe
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I am somewhat surprised that there are not more raiding Holies who are concerned about the direction Holy in general and the top end of the Holy tree is taking. So many nice changes are being worked into prot and ret it seems like everyone is concerned only with how great those specs will be and number-crunching all of the possibilities.
I posted something about Holy and the Holy tree a few (like 20?) pages back and it got a very tepid response.
A beta tester recently summed up on the beta forums beautifully what I thought I was seeing coming in WotLK - do you guys have any thoughts about this? Or is it just assumed now that the 2 paladins coming to raid will be prot and ret? He posted as follows, and as a raider I completely agree:

I'm a gladiator and I've cleared sunwell countless times. I've seen the end game for paladins and it's less than impressive.
Prot and ret went from being both joke talent trees to being our strongest. I rolled a paladin to heal and I would love to continue to heal on my paladin, but first a couple things need to change.
Raiding concerns
1. Three paladins two blessings?
If sunwell is any indication of future raiding zones then a prot pally will be a necessity in every raid. Alliance ret paladins were always a trade off between utility and a loss of dps. However, the wotlk ret talents look amazing wanting every raid to bring one ret, one prot and one holy paladin.
As things are right now this would work out perfectly since almost every raid brings 3 paladins for might/wis, salv/light and kings. You removed salv/light and didn’t give us a new blessing to replace them with. Sanctuary isn’t worth buffing on any non-tanks. Dividing up the might/wis paladin to have one paladin buffing might on every one and one buffing wisdom on every one is far less then ideal. Great the warriors/rogues have wisdom and the casters have might.
We need a new 30 minute buff or we need at least blessing of light to be restored.
2. Divine Plea isn't the answer to our mana issues
The best return of any potion in the game has always been the dreamless sleep potions. The trade off to gaining more mana/hp is that you're taken out of the fight for the duration. There's a reason no healer in any raiding guild uses these potions. The risks far out weigh the benefits. If your assigned target dies from a lack of heals the mana you gained is useless.
There are of course quite a few difference between that and evocation/divine plea. It can be canceled and is shorter duration. Blizzard nicely put a trinket off muru in sunwell that's identical to divine plea to try the spell out and the trinket is terrible.
The only class that I've seen make use out of the muru trinket is druids. They put their hots up on a target and use the trinket. When a paladin uses Divine plea he stops healing and the tank dies.
We need some thing else especially with the potion change.
3. Judgements of the pure/enlightened judgements.
We spend 7 talent points, 14% of our base mana, and a gcd for 30 seconds of 10% spell haste? I really don’t understand the point of these talents. With the new judging system and the increased likelihood of a ret paladin in the raid; there’s no point for us to ever be judging after placing the initial debuff.
Was the intent of the talents for us to be adding to the raids dps through the combined JoR into the other judgements?
The increased range on judgement talents along with most of the other new talents they’ve added have just seemed like pvp only talents. Beacon of light isn’t the only reason holy paladins are considering dropping the 51 point talent in favor of sheath of light. The talents leading up to it are all very weak for raiding.
I really hate suggesting talents that are similar to other classes but ideally we want what you gave shamans. A reason for seal of wisdom to be up for a holy paladin. A passive mp5 on sow/ +healing on sol then having judgement give mana/health.
4. Beacon of light
The role paladins have been pigeonholed into filling is the main tank healer. The new 51 point talent is a raid healing spell. It’s great that blizzard wants us to be able to fill multiple roles. However, beacon light doesn’t allow us to become raid healers due to it’s horrible mana efficiency.
The catch of the spell is that it hits unlimited targets making it amazing if the raid ever clumped into a giant pile. This rarely ever happens because casters like to keep their passive threat reduction from being ranged and melee have to be next to a boss to dps. Tanks have to be on the opposite side of the group to keep the back to the melee dps.
Coh and chain heal both can be spammed to great effect because of their mana efficiency. Beacon of light can’t be spammed because not only does it have a high mana cost but also it can't crit so it can't take advantage of illumination. This spell is nothing more then a mana dump.
5. Ret tree for holy paladins.
Divine strength was moved to tier 1 prot to allow ret paladins easier access into the prot tree with out picking up worthless talents like imp devo/redoubt.
Two of the best healing talents in the game are in ret, conviction and sheath of light, but to get them we have to pick up filler that does nothing for us.
This is probably one of the least pressing of any of the issues I’ve brought up
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Any thoughts? I thought he summed up the issues I was concerned about beautifully. Pew-pew-ing the boss every 30 seconds for lackluster haste, pew-pew-ing the boss in general, 30 yards, channeled mana regen, very high mana costs, potion sickness, no passive mana regen, lackluster 51-pt Holy talent, strangely-built quasi-NS on DF-Holy Shock (but with GCD from HS?), unreliable on-crit HS instant HL's ...
It's as if nobody is noticing the optimal level 80 raid healing makeup could very easily end up being 2 x holy priest, 3 x resto druid, 3 x resto shaman if something doesn't change.
Last edited by Unir : 08/05/08 at 8:00 PM.
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08/05/08, 3:53 PM
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#1506
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Von Kaiser
Blood Elf Paladin
Baelgun
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As a holy paladin I am concerned but since I am not in beta I can't see how the changes are effecting things for holy. All I can do is read and hope that things come out fine. My biggest concerns are how mana will hold up with the one potion per fight limit. I also wonder if Illumination will go back to its original 100% return to help. Or if we will be able to cast spells without resetting the swing timer so we could be in melee range and getting JoW returns.
One change which I would really like to see for paladins in general would be Blessing of Kings made baseline. Most of the time you see people saying that the holy paladin should be the one to spend the points on BoK but if this does remain the way things go then that eliminates the holy paladin from providing improved BoW. If Kings was baseline then in a 3 paladin set up you could have improved BoW, improved BoM, and BoK on all the appropriate raid members. Plus or minus Blessing of Sanctuary on tanks or other raid members depending on what it looks like in the final Wrath build.
For Blessing of Sanctuary things I could see to make it more desirable would be a better overall damage reduction to it that could help the raid in fights with AoE damage flying around and / or having it improve the threat generation for all 4 tank types in some manner. Obviously it would have to have an effect beyond the damage after a block to make it useful to a druid or death knight tank.
Edit: fixed where I was calling sanctuary salvation.
Last edited by Vasala : 08/06/08 at 3:53 AM.
Reason: fixing a mistake
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08/05/08, 3:57 PM
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#1507
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Piston Honda
Draenei Priest
Stormscale (EU)
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I believe you mean "Sanctuary" and not "Salvation", else it would be rather confusing :P
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Originally Posted by Ulthwithian
Paladins do have an ability to heal multiple people at once. It's called Divine Storm. ><
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08/05/08, 3:59 PM
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#1508
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Appliance of the Skies
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WoW Forums -> [suggestion] Beacon of Light
Please for the love of all that is holy (no pun intended) stop posting whines about BoL until we see the new version.
I don't see how he argues that 5% crit (Conviction) is worth more than 10% haste (Judgements of the Pure). Any person who has played a holy pally for more than... 30 seconds knows that haste is worth more than crit by a massive amount. He also wants Blessing of Light back so that our heals can once again be balanced around a blessing that isn't up on 90% of raid members?
And on the topic of Divine Plea... Divine Plea is 2 tics of 25% of your mana over 6 seconds (50% total). With our baseline 10% haste from JotP Divine Plea is a 5.45 second channel, or a tic every 2.725 seconds. So basically you can sacrifice 2 Flash of Light casts for 25% of your mana (or 4 for 50%). If you tank dies because you missed 2 Flashes chances are your tank fucked up or you used DP at a terrible time. Even better, you can sit on a crit Holy Shock while Pleaing (that is so not a word) so if your tank does take a spike you can dump a pretty massive set of heals onto him instantly, allowing you to get at least 1 tic off.
I dunno, but I seriously question how he's drawing some of these conclusions.
EDIT: He's also got a lot of facts wrong (he seems to think you need to reseal after Judging). Judgements are 5% of base mana, or 220 mana. That is half the cost of a Flash of Light. Come on people...
I really think he's looking at this like a TBC holy pally. "Sit in the back rolling my face over FoL and winning epix!!!". I think Blizzard wants to take holy pallys in an entirely different direction. We're going to be battle healers. We have a reason to give a bit of off DPS while healing; whether it's through judging a hefty Righteousness every 30 seconds or sitting on a crit Holy Shock to swing a couple times for JoW regen.
Last edited by flyingtoastr : 08/05/08 at 4:06 PM.
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08/05/08, 4:05 PM
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#1509
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Von Kaiser
Human Paladin
Cenarion Circle
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Originally Posted by flyingtoastr
Pleaing (that is so not a word)
I dunno, but I seriously question how he's drawing some of these conclusions.
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I believe the word you are looking for is pleading. As for some of the conclusion's he has drawn I also see some holes in his logic as well.
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08/05/08, 4:18 PM
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#1510
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Glass Joe
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Originally Posted by flyingtoastr
I don't see how he argues that 5% crit (Conviction) is worth more than 10% haste (Judgements of the Pure). Any person who has played a holy pally for more than... 30 seconds knows that haste is worth more than crit by a massive amount.
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Obviously I cannot speak for him, but I suspect he would probably respond that 5% passive crit leading to a useful talent > 7 talent points, 14% of our base mana, and a gcd for 30 seconds of 10% spell haste leading to a currently bad talent.
Also that it doesn't fit. What exactly is the intent of making healers pew-pew the boss every 30 seconds to help themselves gain HPS, or every 10 seconds for mana return? Some healers want to actually heal and spend their top talent points in abilities / benefits to healing itself - not means / methods / reasons to pew-pew a boss, especially if you have a ret paladin there to refresh the debuff.
I don't necessarily agree with the blessings solution, but his point remains valid for raiding imo. Bring prot and ret for the 2 blessings - now why is it again that you bring a Holy paladin?
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And on the topic of Divine Plea... Divine Plea is 2 tics of 25% of your mana over 6 seconds (50% total). With our baseline 10% haste from JotP Divine Plea is a 5.45 second channel, or a tic every 2.725 seconds. So basically you can sacrifice 2 Flash of Light casts for 25% of your mana (or 4 for 50%). If you tank dies because you missed 2 Flashes chances are your tank fucked up or you used DP at a terrible time. Even better, you can sit on a crit Holy Shock while Pleaing (that is so not a word) so if your tank does take a spike you can dump a pretty massive set of heals onto him instantly, allowing you to get at least 1 tic off.
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Again I can't speak for this person, but are you really using flash of light on M'uru or Twins? It would difficult to find the time in Brutallus that I can channel for 5 seconds, particularly when you are first learning the encounter.
But again, look at what you are describing in the underlined as "even better": you could find a way to do this, and if something went wrong you could possibly do something in response that might work and get at least some regen. Why is it such a difficult concept to throw passive mana regen our way? Even something simple like Meditation, but make it be based off of our int or something similar - much less the obvious passive regen on Seal of Wisdom as a top-tier holy talent.
As for sitting on a crit HS = instant HL, you can do that for exactly 15 seconds - that's how long the current insta-HL buff lasts. Of course, the other odd issue with the insta-HL from HS-crit is that if you use HL much you are probably going to eat up the buff fairly often anyway - assuming you got a crit on HS when you wanted it?
I see the issues he is raising pretty easily, as do some of the other beta testers responding to him. The encounters in WotLK will be new, but the fundamentals of healing will remain somewhat constant as they have for a long time. A couple of notable quotes in response from beta forum:
I agree with most of what you said tho, I think the only raiding paladins in WoTLK are going to be retribution paladins and then I can only see most raids taking one paladin for blessing of kings.
Since downranking has been nerfed into oblivion Im forced to use high ranks of holy light because flash of light is scaling horribly so even in t6/sunwell gear im going oom after a single trash pack or boss.
Divine plea is a joke the only way ive been able to use it while in combat in a 5 man is to bubble and then cast it as it breaks the second you take damage even from aoe abilities or dots which means ive mostly been using it as a faster way of drinking between pulls.
With our efficiency still so low combined with the potion nerf and the major buffs to other classes tank healing and regen abilities I can't see a position for holy paladins in WoTLK outside of arenas.
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Did they change the encounters so there are a lot of stacking fights? Unless there are more than 10 people in said stack it seems we'd be lucky if we got more than a tick or two of beacon off before flourish did the job. ticking higher at the start, for more, shorter time, instacast...
i like that we were built almost like a healing mage, without the aoe hehe just big crits and long cast times... so the evocation style mana regen of divine plea fits with the concept. However, it's just not practical the way they have us built.
As much as I like the haste buff, I also don't get why they keep saying holy pallies should be running around judging... t5 2pc springs to mind... if that's what they want us to do, then there are changes that need to be made on how we cast heals.
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Edit: I've seen the "looking at it like a TBC paly" response a few times here and there and no offense intended, but I think you are letting hope cloud your ability to critically evaluate what you are seeing. Healing now is not so different from healing in BWL - the mechanics and approaches are still quite similar. The means and methods have changed over time, but it all still works similarly.
As for the idea of being a "battle healer" - I would suggest that is your speculation and nothing more. If Blizzard intends such a massive playstyle change to be required for Holy healers they have not indicated such. In fact the opposite is true - most everything we do is STILL at range.
Hitting the boss for JoW procs is something you can do now. DPS'ing the boss you can do now. "Battle healing" is what ret paladins are going to be doing, and s-priests, and so forth. Holy paladins do not do that now, and for a reason.
I really do not understand this line of reasoning at all, unless it is merely what you hope Blizzard intends to be the case.
Edit2: Condensed quotes into something more manageable.
Last edited by Unir : 08/05/08 at 7:10 PM.
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08/05/08, 4:28 PM
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#1511
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Von Kaiser
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Well, the way auto attack is working right now, it seems that all cast spells don't reset, but instead only push back the next melee swing if it were to happen during the cast. For example, if you have a nice fast healing mace, you can put up SoV, and just heal as normal and get an autoattack instantly after every heal (assuming you are in melee range), regenning mana from JoW, and adding a marginal amount of damage without affecting your ability to heal at all. If the incoming raid dmg is predictable, you can also add in a judgement every 30s or so when everyone is comfortably topped off, only sacrificing a GCD.
I know thats complex for a lot of the two button players out there, but doing damage, and healing at the same time is the vision everyone has when they think of the classic paladin.
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08/05/08, 4:32 PM
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#1512
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Future Tauren
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Unir
It would difficult to find the time in Brutallus that I can channel for 5 seconds, particularly when you are first learning the encounter.
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This really isn't true. Brutallus healing strategies have to be built such that the raid can sustain a single tank healer being out of commission for 5+ seconds. Otherwise if a tank healer got Burn and had to run, you'd be hooped. As long as no other healers are in motion, it should be pretty simple to DF-Holy Shock to force a crit, use Divine Plea, and come out swinging with an instant Holy Light when it's over (or earlier if you have to).
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08/05/08, 4:34 PM
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#1513
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Great Tiger
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I agree with flyingtoastr. That analysis also ignores that many of the changes are based on player requests (HoT, AE heal, reason for MELEE plate healer to be in melee range, active mana regen), or aimed at improving/adapting the game mechanics to be more fun.
1. The loss of BoL is offset by the buffs to baseline healing - it's a complete buff to paladins, and he wants to complain? The loss of BoSalv does suck, but it will not be a problem if the tanking game is rebalanced around it. (note how tank threat scaling will be much improved). More importantly, the reduction in "needed" blessings helps the new direction of "10 man raiding endgame". "needing" 3 blessings (from 3 different paladins) in a 10 man raid would lead to class imbalance, which is not desirable.
2. "The risks far out weigh the benefits." I agree that Dreamless sleep pots aren't that desirable to most due to the risk (cost) of 12 seconds of inactivity. On the other hand, Divine Plea has more benefit (50% of your mana pool) for less risk (6 seconds of inactivity, modified by haste). Can you try to mitigate the cost? Ask your other healers to step up, or activate it during a lull in damage, or ask your tank to activate shieldwall/trinkets? On top of that, it's going to be a very powerful ability in arena/5-mans/solo. That alone makes the ability worth having, even if no one ever touches it for raiding.
3. The talent is useful for solo/5-mans. It opens up new healing options. (max range to avoid AE? Dancing in and out of range? Stay in melee range?). It's not enough for him to say "this isn't useful for me" - he also needs to look at what the ability offers to others.
4 and 5 are moot with the promised change to BoL.
Basically, all the issues raised can be answered with "wait and see".
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08/05/08, 4:38 PM
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#1514
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Appliance of the Skies
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Originally Posted by Unir
... he would probably respond that 5% passive crit leading to a useful talent > 7 talent points, 14% of our base mana, and a gcd for 30 seconds of 10% spell haste leading to a currently bad talent.
Also that it doesn't fit. What exactly is the intent of making healers pew-pew the boss every 30 seconds to help themselves gain HPS, or every 10 seconds for mana return? Some healers want to actually heal and spend their top talent points in abilities / benefits to healing itself - not means / methods / reasons to pew-pew a boss, especially if you have a ret paladin there to refresh the debuff.
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We spend 7 talent points, 5% of our base mana (again, less than half of a max rank FoL, please look stuff up) and a partial GCD (that's right folks, with that 10% haste your GCD falls to 1.36 seconds, with Swift Retribution and Wrath of Air you're looking at a balmy 1.20 second GCD) to keep up 10% haste. Remember that haste then stacks with Wrath of Air (10%), Swift Retribution (3%) and any haste rating you have on gear to get you to some very sexy levels of throughput. Not only that but the Divine Plea he oh so loves to whine about falls to a 4.8 second channel time with only those 3 buffs, or 25% of your mana every 2.4 seconds.
No one is forcing you to judge. By all means, spec sheathbot and roll your face over the FoL key. But it is giving paladins a more dynamic healing role than what we have been stuck doing for the last 3 years. I don't see any harm whatsoever for getting to do something fun.
You're also discounting the power of a Holy Paladin with a reason to keep up Judgements in 5/10 mans without a ret pally.

Originally Posted by Unir
Again I can't speak for this person, but are you really using flash of light on M'uru or Twins? It would difficult to find the time in Brutallus that I can channel for 5 seconds, particularly when you are first learning the encounter.
But again, look at what you are describing in the underlined as "even better": you could find a way to do this, and if something went wrong you could possibly do something in response that might work and get at least some regen. Why is it such a difficult concept to throw passive mana regen our way? Even something simple like Meditation, but make it be based off of our int or something similar - much less the obvious passive regen on Seal of Wisdom as a top-tier holy talent.
As for sitting on a crit HS = instant HL, you can do that for exactly 15 seconds - that's how long the current insta-HL buff lasts. Of course, the other odd issue with the insta-HL from HS-crit is that if you use HL much you are probably going to eat up the buff fairly often anyway - assuming you got a crit on HS when you wanted it?
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I do use FoL on M'uru when the tank has only 1 add on him. Incoming damage is usually pretty low during that time and he always seems to be eating jumps from Chain Heals on top of it. Yeah, our best so far is only low-30's on Entropius so I don't have as much experience as Mr. Drow, but meh. I also use it on Twins after the first twin dies. Keeping up a warlock with both light and 5 other healers on him doesn't exactly call for massive throughput™.
Passive regen is boring. Spamming FoL with unlimited mana is not inventive or exciting. Giving holy pallys something to do other than smashing 1 key is, in my humble opinion, always a good thing. Sure, passive regen talents would be nice, but I'd prefer to test my skill and inventiveness by twisting heals with downtime (much like how good holy priests abuse Clearcasting) than smash FoL for another 2 years.
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08/05/08, 4:42 PM
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#1515
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Jedi Knight
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The issue in that post from the beta boards is interesting. With 25 slots and 10 classes, I don't think it is fair to "mandate" three of any one class into a raid. You should have 5 flex spots that can be filled by a variety of people. So that brings up the point - does every healing spec deserve a mandated raid spot? We've lived through 4 years of WoW where non-healing hybrid specs were often not required (especially until TBC). At present, Ret, Elemental, and Balance are nowhere close to required in any Sunwell raid. Is it really so bad if your default two paladins in every raid were Prot and Ret, with Holy sometimes being one of the "flex" spots when another healer couldn't' be online, or a fight required situational burst healing?
I've been a holy paladin 95% of the time, but I still don't necessarily see a problem with this. As long as a raid has two paladins of any spec, does it really matter what specs they are (assuming all 3 specs are viable at least some of the time)?
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08/05/08, 4:47 PM
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#1516
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Von Kaiser
No WoW main
Gnome Warrior
<retired for now>
Mal'Ganis
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Divine Plea should be changed to tick for 10% every second. And probably add one instant tick at the start to return 60% mana in total.
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08/05/08, 4:53 PM
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#1517
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Appliance of the Skies
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Originally Posted by BFG
Divine Plea should be changed to tick for 10% every second. And probably add one instant tick at the start to return 60% mana in total.
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Now that I think of it, with the new "dynamic" mana regeneration instead of the old ticing method is Divine Plea a smooth upwards swing in your mana pool or is it still tics?
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08/05/08, 5:08 PM
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#1518
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King Hippo
Gnome Warrior
Lightninghoof
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What the beta poster complains about is with removal of salv/light there's little reason to stack paladins past two which is something I brought up already. Ofcourse his opinion on it is his spot is being threatened, I don't see it quite so bleak. I think the flexibility of having 2 or 3 paladins is great. Comparing divine plea to the muru trinket is a shallow argument with muru trinket returning 2k mana and divine plea returning 8k at the level of gear where you find the muru trinket, it's all out of proportion. Divine plea shines a new light on stuff like the morass trinket the massive haste gladiator weapons from the s4 PTR that never made it live. They should fiddle with it as far as the manner of regen goes - I think it should be smooth gain over duration, it's a very long cooldown after all.
EDIT:
Amera - I don't think there should be ret and prot required with holy being the flex spot. I think there should be two paladins required of whatever differing roles and I think that's the spirit behind the trees the way they are now. And obviously you may bring a third.
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08/05/08, 5:18 PM
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#1519
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Future Tauren
Blood Elf Paladin
Mal'Ganis
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Originally Posted by flyingtoastr
Now that I think of it, with the new "dynamic" mana regeneration instead of the old ticing method is Divine Plea a smooth upwards swing in your mana pool or is it still tics?
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Currently, it ticks twice for 25% of your mana.
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08/05/08, 5:31 PM
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#1520
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Still Bald Bull
Human Paladin
Earthen Ring
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Originally Posted by flyingtoastr
Sheath doesn't bring a required raid buff (IDS). Actually Sheath drops a required raid buff (Kings). The difference between Sheath and BoL is that you give up any semblance of AoE healing and the prot utilities for a marginal gain in tank healing and the ret utilities. It is also worth noting that there is a grand total of 3 talent points difference between IDS and CoH (23/38/0 versus 20/41/0) compared to our massive 30+ difference between BoL and Sheath (51/20/0 versus 43/0/28 or whatever).
Regardless, Discipline is being changed enough that it might end up standing on it's own in Wrath so comparisons between IDS and Sheath are somewhat null.
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You're taking the comparison way too literally; I'm just pointing out that often if you have two members of a class filling the same role; it's better for them to take divergent specs. If you have two healing priests, you probably want one CoH and one DS. If you have two dps warriors, one BF and one full Fury. Two hunters, one Survival and one BM. Et cetera.
Nobody's going to deny that BoK is an essential raid buff, but the value of BoK for a second paladin is zero. Same for Imp. Dev Aura. And unless the new BoL has some provision that makes it illegal or impractical for a single paladin to have multiple beacons up at a time, there's no reason to have a second BoL paladin in the raid. At the very least, Holy/sheath is going to be a good choice for a second paladin healer in a raid. I'd argue that it's a better choice even as the only holy paladin in the raid if you have a prot paladin but no ret paladin.
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Point remains that everyone makes mistakes.
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Sure, and I'm willing to believe it might be a mistake. It looks to me like a case of designed synergy at a price, but it could be just a brain fart. It wouldn't be the weirdest thing I've seen from the developers.
I guess what I don't understand is why you're so certain that it is a mistake.
Originally Posted by Xequecal
Why would you need to drop Redoubt + Shield Spec to pick up Sheath of Light? I have it in my build that includes sheath.
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Then you're dropping some other threat talent, or skimping on important mitigation talents. Post your build if you like and we can take a look at it, but I don't see any way to chop 11 points out of Prot without taking a substantial hit somewhere. (But then, I'm not the smartest person to ever play this game.)
Last edited by Cathela : 08/05/08 at 5:59 PM.
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My comrades are my weapons, and I am their shield.
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08/05/08, 5:59 PM
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#1521
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King Hippo
Gnome Warrior
Lightninghoof
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I'm looking at prot/sheath build and it seems to me you're giving up all this stuff at top prot for more consecration threat and for what? tanking more than 3 targets? By same merit you could look into a holy shock/prot build. You'll gain a high threat skill on 6 second cooldown with a guaranteed crit every two minutes. Offtanking as 41/20 threat wasn't a problem at all for me, mitigation was. It doesn't make sense though since you get that and more at full prot.
Gevlin, this is the second time I'm hearing this rumor and previously it's been undermined. Either completing a spellcast resets the swing timer or it does not. Could you make a video showing that casting doesn't reset the timer? Pull a mob, begin autoattack, begin chaincasting FoL on yourself, if you get swings in between your casts then yeah it doesn't reset the timer.
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08/05/08, 6:10 PM
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#1522
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Piston Honda
Gnome Warlock
Burning Legion
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Originally Posted by Cathela
Then you're dropping some other threat talent, or skimping on important mitigation talents. Post your build if you like and we can take a look at it, but I don't see any way to chop 11 points out of Prot without taking a substantial hit somewhere.
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I just ran some numbers on three builds, with all the highest-level tanking gear I could find on wowhead. Essentially, all the Tempered Saronite stuff, + whatever offset pieces I could find.
I found, in total, that on tanking gear, there's roughly 1 point of str for every 2 points of stam. In the gear set I played with, I ended with the following numbers:
Strength: 479
Stamina: 902
[Note:] I couldn't find a well-itemized tanking weapon, and had to stick with Lydia's Sharpened Swordbreaker as a weapon.
I think compared the following three specs (these are probably pretty bad, but they're what made sense to me at the time):
TbtL + SoL: 0/47/24
SoL w/o TbtL: 0/47/24
TbtL: 4/56/11
[Note:] I attempted to prioritize mitigation across all three talent specs, including Redoubt, Shield Spec, AD, and both the stam talents in all three specs.
I generated the following table of values:
SoL + TbtL SoL: TbtL
Stam: 1156.91 1156.91 1156.91
Strength: 605.94 605.94 605.94
AP: 1211.87 1211.87 1211.87
SP: 710.63 363.56 347.07
BV: 621.36 621.36 621.36
All Damage: 1.02 1.05 1.05
I then pushed all these numbers through the various skills used in tanking, and came up with the next table, of damage values:
Ability: SoL + TbtL SoL: TbtL
Cons 193.70 184.92 184.13
SealoR 228.29 173.15 190.53
JoR 1086.41 852.82 940.45
ShieldoR 1267.57 1305.60 1500.58
MWD 187.29 192.91 192.80
AS 935.93 938.48 1077.24
HotR -- -- 192.80
Ret Aura 238.35 203.99 --
Finally, I pushed these through with their multipliers to get, assuming every ability is used on cooldown, their TPS
TPS: SoL + TbtL SoL: TbtL
Cons 368.03 351.36 349.84
SealoR 255.15 193.52 212.94
JoR 229.35 180.04 198.54
ShieldoR 401.40 413.44 475.18
MWD 110.17 113.48 113.41
AS 59.28 59.44 68.23
HotR -- -- 61.05
Ret Aura 226.43 193.79 --
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Totals: 1649.81 1505.07 1479.19
[Note:] Ret Aura assumes a 2.0 attack speed boss. Obviously it scales only with SP, so it will tip the balance in favor of any SoH build. Also, since the HotR threat modifier is unknown, I did not include it (obviously a huge oversight)
TPS values w/o Ret Aura:
Totals: 1423.37 1311.27 1479.19
So, my conclusion is that they are pretty close in terms of scaling. You gain 15% on ShieldoR and AS and an additional threat ability, but lose on double-dipping of scaling on AP->SP conversions.
To see how the scaling goes further down the road, I ran the numbers with 800 Strength and 2k Stam (before multipliers) and got the following TPS values (with and without Ret Aura)
Total w/o Ret: 2141.16 1862.15 2193.73
Total w/ Ret: 2430.25 2078.86 2193.73
All this is assuming the itemization stays the same on gear (in terms of ratios), and that pally tank sets don't get any extra SP on them. All this, of course, is subject to change. Might provide a little insight, though.
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08/05/08, 6:10 PM
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#1523
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Von Kaiser
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Originally Posted by Amera
The issue in that post from the beta boards is interesting. With 25 slots and 10 classes, I don't think it is fair to "mandate" three of any one class into a raid. You should have 5 flex spots that can be filled by a variety of people. So that brings up the point - does every healing spec deserve a mandated raid spot? We've lived through 4 years of WoW where non-healing hybrid specs were often not required (especially until TBC). At present, Ret, Elemental, and Balance are nowhere close to required in any Sunwell raid. Is it really so bad if your default two paladins in every raid were Prot and Ret, with Holy sometimes being one of the "flex" spots when another healer couldn't' be online, or a fight required situational burst healing?
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Some people latch onto a particular spec (particularly among the hybrids) and these people expect to be invited to the raid every night. On one hand, you have pure ret paladins who are likely utterly demoralized after years of rejection from everything between 40-man raids to 5-man instances. On the other you have Holy Paladins who are going to have an entitlement complex because they've been absolutely necessary for raiding from the very beginning of Alliance raiding all the way to Sunwell. So now the Holy Paladins are demoralized because the only thing keeping them in Sunwell groups is the necessity of three blessings, and now with no salv they could become the Moonkin of healing specs.
Blizzard's right in making no class require three slots, but the viability of the hybrids needs to be such that any combination of two of the three specs needs to be viable in some raid setups. In addition to BoL being rolled into heals, the changes to Holy Shock, and a useful version of Beacon of Light, I could see them throwing healing specs some of that redundant raid utility. For instance, make Judgements of the Pure add a 1% spell damage vulnerability per talent point, non-stacking with Misery. That still leaves Shadow Weaving unmatched, but it at least makes Shadow Priests somewhat replaceable by Holy Paladins.
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08/05/08, 6:36 PM
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#1524
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Von Kaiser
Blood Elf Paladin
Illidan
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Before I get started, this thread has actually become three different threads merged into one. Its fairly difficult weaving your way through the theorycrafting for the discussions on each tree and its changes. With that said, I'd recommend splitting the hybrid posts into three separate posts for more meaningful future reference.
To the topic at hand, specifically the healing aspect of changes to come, right now as it stands there is absolutely no reason to grab the 45+ talents in the holy tree. Never have we needed the extreme amount of haste that Blizzard is advocating for us in gearing options, nor have we or will we ever really need an AoE heal. Paladins are the champions of single target healing (if only because of being pigeonholed by our selection of healing abilities). I would advocate the continuation of this trend because it is a role I would wish would be preserved in WolTK.
To that end Beacon of Light has significant changes forthcoming (blue posts tell us this), but whats missing is an overall direction for the paladin holy tree. Why are we getting additional haste? Why do we need an AoE heal? What advantages does this give us when other classes can make far better use of haste, and have far more effective AoE heals at their disposal? I will say this, having specialized into holy/ret for sheathe of light last night, I found myself wishing this talent exists in live as is (and exactly where its currently placed too). This is such an extraordinary ability for main tank healers that I feel this is a perfect sacrifice for many to make to maintain the roles BC gave us. I am in love with the +atk power scaling I have as a holy paladin.... got upwards of 1500 spell power on my own last night with holy light rank 11 landing over 10k hits on my tank.
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08/05/08, 6:48 PM
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#1525
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Don Flamenco
Human Paladin
Shadowsong (EU)
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I'll repeat it once more. We 'suck' in Sunwell only due to specific encounter design (also on KJ paladins top meters quite often). We could not judge the viability of healerdines compared to other healers in WotLK till we actually see the encounter. If Naxx fights won't be changed much, paladins will be very strong on many of the bosses. Though they may add much more aoe there to make other classes as desirable.
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