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Old 08/09/08, 6:10 AM   #1801
Zaroua
Piston Honda
 
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Dwarf Paladin
 
Sen'jin
Originally Posted by Avitus View Post
Anyway, this is not a negative bias, this is a logical breakdown. I'd love to see a reply with something more supported than "Many people really dig Retribution as it is right now in beta, our personal DPS has been incredibly increased and great buffs were overall provided to the tree by Blizzard".
The problem is your comments are based on one simple fact: how things are *right now*. Your argument has absolutely no value because you're looking at how things are in today's Sunwell raids; plus nothing is finalized in the Beta anyways. But assuming things stay pretty much like they are right now, we can surmise the following for a raid intent on min-maxing:

1) You will bring 3 Paladins for 3 Blessings and 3 Improved Auras (Kings/Might/Wisdom and Retribution/Devotion/Concentraton)
2) There are a very finite number of spec combinations that include my first statement
3) With the introduction of Death Knights and Blizzard's push towards making more specs truly desirable to a raid, we can also surmise that it will be very rare to see more than 3 of any one class - the exceptions being the 4 healing classes
4a) Considering the three above statements, that leaves us with 1 Retribution Paladin for Swift Retribution/Sanctified Retribution/Improved Retribution Aura/Improved Blessing of Might/Heart of the Crusader and Judgements of the Wise; along with two other Paladins
4b) You then want Improved Blessing of Wisdom, Improved Concentration Aura, Blessing of Kings and Improved Devotion Aura, split between your remaining two Paladins: your two options are either Sheath + BoL or Sheath/BoL + Prot
5a) Does your raid want to bring a forth Paladin, after your first three Paladins already have all their raid buffs/debuffs/synergies covered over another class? If you answer yes and willingly pick a Retribution or Protection Paladin, then Blizzard deems that the specs are overpowered and nerfs them - they've mentioned that they want to try to limit bringing more than one of each spec when possible although it obviously excludes healers
5b) Assuming 5a is true, that means we're left with bringing another Holy Paladin (exact spec irrelevant) versus bringing another Resto Shaman (second Earth Shield/Mana Tide/Ancestral Healing/Smart AoE healing/Bloodlust), another healing Priest (a Discipline Priest with their new tank healing toys or a good old fashion Holy Priest) or another Resto Druid (Innervate/Battle Rez/AoE healing/healing versatility)



With all that being said, I can't see bringing a forth Paladin over another class. So where does that leave us and more importantly, where does that leave a more or less full time Retribution Paladin?

Are the buffs your three Paladins bring to your sufficient to justify bringing them over a fifth or sixth Shaman? So far it certainly seems like it. What about Retribution in particular? The spec brings mana regeneration through Judgements of the Wise and its insane JoW scaling (I'm ignoring what I think is the very stupid Sheath/TbtL spec which would require bringing a gimp tank). The spec brings a large amount of raid DPS. The spec brings a large amount of extra tank threat.
That leaves only one thing: does the Retribution spec bring enough personal DPS to justify its raid spot, even with all the buffs and synergies it brings? We can easily surmise that, again, the DPS will be sufficient - Blizzard has said that their intention was to make the Retribution spec to be wanted and viable. And while not very significant, the results being reported from Beta players look very promising.



And nothing says that Glyphs are finalized: nobody except Blizzard knows where the Inscription system is going. How powerful the finalized glyphs will be and how many of them players will have access to are pure speculations at this point.

Dogma also claims that God has a sense of humor and at times presents Him as a joker of sorts, thus again lowering Him to human level. While I am certain God has a "sense of humor" since He gave it to us, I find it most difficult to believe He finds humor in sin since He will cast the unforgiven sinner into the lake of fire for eternity. Not very funny at all.
 
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Old 08/09/08, 7:05 AM   #1802
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Correct me if I'm wrong but:

Regarding Righteous Defense: All we know for sure at this point is that hit rating affects RD's chance to hit.

* We do not know whether spell hit STILL affects RD
* We do not know what the base miss/resist rate for RD is

The big problem with testing RD (and other Taunt) resist rates is that it's incredibly difficult to do so. Only a handful of raid/skull bosses are tauntable, and those that are would require several people to handle. You're looking at recruiting a second tank and one or more healers to bounce aggro and look for single resists among hundreds of casts using an ability that has a 15 second cooldown.

"We do want Sanctuary to be the tanking seal"

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Old 08/09/08, 7:16 AM   #1803
Khaelarys
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Blood Elf Paladin
 
Lightninghoof
That leaves only one thing: does the Retribution spec bring enough personal DPS to justify its raid spot, even with all the buffs and synergies it brings? We can easily surmise that, again, the DPS will be sufficient - Blizzard has said that their intention was to make the Retribution spec to be wanted and viable. And while not very significant, the results being reported from Beta players look very promising.
Sometimes it's important to restate fundamental points - they're easy to lose track of when you get distracted doing other things.

Blizzard has said things like this before - now, the other side of that is I've never seen reasoning and responses like we're getting from blue right now. That has done a lot for my confidence (which, to be honest was well past shaky.). But the truth is, confidence or not, the track record from doesn't really encourage me to assume that "We can easily surmise that, again, the DPS will be sufficient". I agree, we need to wait and see. I definitely agree that it's too early to make conclusions. But DPS in any form has been something that's been hard fought for, since the Original Nerf (TM).

But I don't agree that it's too early to discuss potential points of failure - you yourself said that the argument has absolutely no value because he's looking at how things are currently in beta and live - and then you turn around and say that assuming things stay the way they are now, you think we'll be fine - all he's doing is the reverse. He doesn't think we'll be fine, and he just wants someone to consider it as a potential issue and make sure someone puts an eye on it.

I agree with your assessment (especially with the Might Glyph making the third blessing so much more appealing), but I don't with your conclusion. Three paladins could very well mean Sheath, BoL, and Prot. If sheathe can do a full time pure healing build's worth of healing on the MT, and Ret can't do a full time pure dps build's worth of damage - then which one would you take?
 
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Old 08/09/08, 7:36 AM   #1804
 Avitus
From the Tales of Yore
 
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Human Paladin
 
Doomhammer (EU)
I seem to be misunderstood, I'm not trying to make a doomsday prophecy.

Let me put it this way:

Any comparisons being done of any WotLK DPS are futile (and so are any posts stating "omg our DPS in beta is great, what's your problem"). We don't know how any of it will look like at level 80 endgame in comparison.

All we can compare at the moment are buffs/utility/synergy, the things that are already mapped out.

Now what I'm doing here is interpreting what we have at the moment and following that thought to come to the conclusion:

1. If our "relative DPS" is comparable in WotLK to the top tier DPS classes, we're good.

2. If our "relative DPS" remains where it is today (~75% of top tier DPS), but we get further utility to validate our spot (more than what we have at the moment), we're good.

3. If our "relative DPS" remains where it is today (~75% of top tier DPS), along with what we know about buffs/utility/synergy now, we're in trouble.


Now if you follow those 3 statements, you'll notice there are two variables: "Relative DPS" (=relative personal DPS) and the lump sum of "buffs/utility/synergy" (=group utility). One unknown and one available.

Make sure you notice the if clause, in no way am I making any statements regarding our "relative DPS", this is all just a breakdown based on possible cases.

I hope I'm getting through here:

If you try to argue against what I'm saying with anything related to "relative personal DPS", your argument is void. (Read: We don't know how it will be at level 80 endgame).

If you try to argue against what I'm saying with anything related to "group utility", then I'd love to hear more about it.

My personal "opinion" is that given what we know about our easily mirrored group utility, it will be too little to validate usefulness if our relative DPS remains the same. You'd be much better off with a 100% DPS + a sheathbot taking care of judgements (comfortably while benefiting from doing it) + one of the many other classes working as your mana battery.

What's your opinion?



Edit: Thanks Khaelarys, that's exactly what I'm trying to bring across.
 
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Old 08/09/08, 7:44 AM   #1805
Palados
Don Flamenco
 
Human Paladin
 
Shadowsong (EU)
Holy Guidance (Tier 8 ) increases spell power by 7/14/21/28/35% of your intellect. (Previously increased spell damage and healing)
Isn't it a buff vs current version? Spellpower has bigger return than spell damage.
 
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Old 08/09/08, 7:57 AM   #1806
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Originally Posted by Palados View Post
Isn't it a buff vs current version? Spellpower has bigger return than spell damage.
No. This was simply a change to the tooltip to reflect the new wording and to acknowledge the removal of specific healing power.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler
 
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Old 08/09/08, 8:07 AM   #1807
Palados
Don Flamenco
 
Human Paladin
 
Shadowsong (EU)
I mean that if int is for example 800, then 280 +healing (current version) << 280 spellpower (wotlk version) in the value added to heal. Value of the talent almost doubled.
 
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Old 08/09/08, 8:22 AM   #1808
KnThrak
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Gnome Warlock
 
Emerald Dream (EU)
Originally Posted by Palados View Post
Isn't it a buff vs current version? Spellpower has bigger return than spell damage.
It is.
1 spellpower is roughly what ~2 healing are right now? So return is roughly twice as much? Not sure I got that right, anyone know the specific scaling of heals with spellpower compared to TBC? 200%? 150%?

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Old 08/09/08, 8:23 AM   #1809
Zaroua
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Dwarf Paladin
 
Sen'jin
Originally Posted by Khaelarys View Post
Sometimes it's important to restate fundamental points - they're easy to lose track of when you get distracted doing other things.

Blizzard has said things like this before - now, the other side of that is I've never seen reasoning and responses like we're getting from blue right now. That has done a lot for my confidence (which, to be honest was well past shaky.). But the truth is, confidence or not, the track record from doesn't really encourage me to assume that "We can easily surmise that, again, the DPS will be sufficient". I agree, we need to wait and see. I definitely agree that it's too early to make conclusions. But DPS in any form has been something that's been hard fought for, since the Original Nerf (TM).

But I don't agree that it's too early to discuss potential points of failure - you yourself said that the argument has absolutely no value because he's looking at how things are currently in beta and live - and then you turn around and say that assuming things stay the way they are now, you think we'll be fine - all he's doing is the reverse. He doesn't think we'll be fine, and he just wants someone to consider it as a potential issue and make sure someone puts an eye on it.

I agree with your assessment (especially with the Might Glyph making the third blessing so much more appealing), but I don't with your conclusion. Three paladins could very well mean Sheath, BoL, and Prot. If sheathe can do a full time pure healing build's worth of healing on the MT, and Ret can't do a full time pure dps build's worth of damage - then which one would you take?
Let's be honest here: if a Sheath spec can output comparable, if not nearly equal healing compared to someone who's doing full time healing all the while returning a massive amount of mana to the raid through JotW and beefed up JoW, then the spec falls under overpowered.

If anything, my opinion is that the reason a Holy Paladin would include Sheath into his spec should be because the rest of the raid is more than able to fulfill any AoE healing requirement, this enabling the Sheath Paladin to focus on more powerful single target healing *AND* have the potential the put up a better JoW/JoL compared to a BoL Paladin. Important to note that what I mean by potential is entirely dependent on raid make up, 10 man raids and encounter specific requirements such as keeping Heart of the Crusader/JoW on two targets while the Ret and Prot Paladin are busy somewhere else or pushing daisies.

What I feel would be overpowered for a Holy Sheath spec would be to use a spec like this http://talent.mmo-champion.com/?pala...00000000000000 and still be able to output good healing numbers/mana regeneration numbers. I also feel that the mana regeneration aspect of JotW/JoW should be too weak for a Paladin focusing on healing (Sheath bot) to be noticeable/acceptable, but should more than good enough to warrant a lower-than-pure-DPS-class Retribution Paladin to have a permanent spot in a 25 man raid. Like I said, I feel this would limit bringing a Holy/Sheath healing hybrid for the Retribution aura along with a full time Holy Paladin with BoL/Imp Concentration Aura; it would encourage bringing a Retribution Paladin instead.



On the topic of Retribution's desirability: huge *if*, but IF Retribution Paladins are intended by Blizzard to be mana regeneration bots for raids (kind of like Shadow Priests are shaping up to be in the expansion and not like they are on live right now), then that intention alone would go a very long ways towards making Retribution wanted. Even though I said that stuff like this has no value until things get finalized, I'll still point out the following: if Blizzard truly intends for Retribution Paladins to be mana batteries/buff bots along with Shadow Priest and Survival Hunters, then Retribution Paladins should have very little to fear in the long run. All three of these specs are seemingly being tailored towards being so good that every raid would want at least one or two, probably three considering the other buffs these three specs bring.
Going back to how things are *on live right now*, we all know that Shadow Priests are an integral part of high end raids. And while Blizzard wasn't happy with just how much mana a Shadow Priest could give back to the raid, they still liked the idea enough to allow Shadow Priest to be brought into high end raids even with their very poor DPS and pathetic scaling. They were brought in because of the synergies they gave.

Again, very little value, but if that's the role Blizzard intends for Retribution Paladins to fill, does it matter if they only do 50 or 75% of a top DPS class? E-peen aside and with another big if thrown down: if the utility numbers are tweaked properly, does it really matter that much if Retribution Paladin DPS is sub-par to classes who don't bring as much utility?



And for argument's sake: if Blizzard doesn't intend any of the above and just wants Retribution Paladins to be brought in for their personal DPS and the small amount of utility they bring it will most likely mean the end of JotW and scaling JoW/JoL.




Want to fix the problem? Nerf the SP scaling on JoW/JoL and balance out the numbers so that the JoW/JoL scaling follows this order in terms of best to worst numbers: Retribution Paladin > Protection Paladin > Holy Sheath Bot > TbtL/Sheath gimp tank spec > BoL spec.





Edit: In reply to the Holy Guidance change. You are right, it is a buff: on live it's 35% Int into spell dmg and healing. If you get 200 healing/spell dmg on live, it increases your Holy Light healing by 142. On beta with 200 SP, it'll give a greater coefficient to your Holy Light, returning more than 142 health.

Dogma also claims that God has a sense of humor and at times presents Him as a joker of sorts, thus again lowering Him to human level. While I am certain God has a "sense of humor" since He gave it to us, I find it most difficult to believe He finds humor in sin since He will cast the unforgiven sinner into the lake of fire for eternity. Not very funny at all.
 
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Old 08/09/08, 10:57 AM   #1810
DarKNecross
Don Flamenco
 
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Human Paladin
 
Greymane
Originally Posted by Zaroua View Post
Want to fix the problem? Nerf the SP scaling on JoW/JoL and balance out the numbers so that the JoW/JoL scaling follows this order in terms of best to worst numbers: Retribution Paladin > Protection Paladin > Holy Sheath Bot > TbtL/Sheath gimp tank spec > BoL spec.
I think you're underestimating the current curve JoW is going to scale. 9%SPH and 9%AP favors a Ret Paladin way more than a Holy one. If a Holy Paladin manages to have 3000SPH, JoW would only proc for about 350 (since you still have to include the negligible benefit from base AP). If you look at the Retribution Paladin with 5,000AP and Sheath, you get about 585 each proc. Assuming people get the mana gain every 4 seconds, that averages out to about 294mp5 more.

In order to even match the Ret Paladin, the Holy Paladin would need about 5700 Spellpower - an unreasonable amount.

The current scaling already favors Retribution Paladins judging over other spec's.
Judgment of Wisdom itself looks ridiculous. Let's just go by current gear levels with WotLK talents. Assume the Paladin has ~3700AP, which would give him 1110 Spellpower. That alone makes JoW 433 mana each proc. So in Sunwell your DPS mana users will be getting back a hefty 541mp5 just from Judgment of Wisdom. That's insane.


As Holy, you'll probably get ~600 mana from the Ret Paladin's JoW each time you judge the boss in Wrath. That should be more than enough incentive.

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Old 08/09/08, 10:58 AM   #1811
ZulazeeluIcecrown
Piston Honda
 
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Blood Elf Paladin
 
Icecrown
Originally Posted by KnThrak View Post
It is.
1 spellpower is roughly what ~2 healing are right now? So return is roughly twice as much? Not sure I got that right, anyone know the specific scaling of heals with spellpower compared to TBC? 200%? 150%?
This is a fundamental misunderstanding of the new mechanics that I have seen repeated several times in this thread, often in reference to the Shaman Mental Quickness talent. Spellpower == Spell damage/healing, they are two terms for exactly the same thing. Spellpower does not provide twice the healing of spell damage/healing, they are the same thing. It is the coefficients on healing spells that have changed, not any mechanic related to the naming of spell damage. Healing spells no longer follow the (casting time)/3.5 * spell damage rule in any way, shape, or form.
 
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Old 08/09/08, 11:12 AM   #1812
Foxconfessor
Von Kaiser
 
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Blood Elf Paladin
 
Al'Akir (EU)
Maybe I've misunderstood its potential but won't a scaling JoW alone be enough to justify our position? We can't hold up light from another paladin with these changes but that's a small loss when compared to the improvements to JoW, and the fact that it is now 'our' buff; we don't need to rely on a holy to use it.

Even considering the increases in spell mana costs and the small internal cooldown for JoW procs, JoW should still be massively more impressive in relative terms than it is now (unless I am completely mistaken). The ease of use will be a factor as well. Currently it is limited to bosses but any add rushes/target switching/phase change situations will not prevent or hinder its use. A few seconds of JoW may be lost due to judgement being on cd when switching targets, but with that exception JoW coverage should be constant throughout a raid.

At the moment as a ret I generally prefer the simpler fights (Brutallus etc) over much more inventive fights (Kael 25 man is an old one but probably the best example) simply because I dread the colossal ballache of cajoling holy paladins into rejudging targets with wisdom when they have other important things to be doing. Hopefully I'll be able to enjoy the better fights for what they are now because my contribution is wrapped up in one judgement and I won't have to rely on others as much.

The change to crusader strike is, I suspect, nothing really to do with retribution, it's to do with holy and encouraging them to judge even when a ret is present. I guess the idea is wait until you get an instant holy light and everything feels safe, judge for utility and haste, and even with the lost gcd you're still 0.5s ahead of a holy light with a cast time. A bit clunky maybe, but sounds plausible in the endgame.

One thing I'm still unhappy about is the scrapping of the old Art of War and its replacement with pvp-fodder. The spike damage was silly, but space in the tree had been allocated to something that is useful in both pve and pvp; the new talent should follow that pattern.

As a quick note, I think people are being a bit disrespectful towards Avitus. Others may not share his fears, but his comments are reasoned and cannot simply be swatted away as simple negativity. As a person learning to raid as ret since around Christmas his posts were among those that I read with the most interest.

[E]DarkNecross' post suggests I'm probably not wrong about JoW.

Last edited by Foxconfessor : 08/09/08 at 11:21 AM.
 
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Old 08/09/08, 11:23 AM   #1813
Rustik
Von Kaiser
 
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Orc Warrior
 
Elune
People keep bringing up crusader strike, noting how without the utility, it's gimped. I mentioned that myself, before the patch notes reflected that crusader strike is intended to proc all seals.

How hard does your Seal of Blood hit for? My crappy geared paladin procs SoB for about 300-450 depending on buffs and vengeance. So your Crusader strike will be 110% WD (physical) + 35%WD(Holy).

Crusader strike hits like a truck.

Unless they have reversed their change to our instants?
 
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Old 08/09/08, 11:27 AM   #1814
 Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Avitus View Post
But that's exactly it, you just said it. In WotLK, a retadin won't even be able to offer the convenience you mentioned, CS doesn't work that way anymore. Neither is speccing up the ret tree for a holy a disadvantage anymore (only gains to be had).

So it's not even a question of convenience vs inconvenience.

...

Edit: And lets please not dilute a discussion with such neglible things as "heals from Divine Storm". If you spend 5 minutes of napkin math, you'll see that it's really worth pretty much nothing on a raid boss.
First of all, healing from Divine Storm is worth the same "nothing" as CS is currently. It's a convenience factor that saves the melee-healers a bit of mana.

Second, regardless of what a Holy paladin may or may not be able to do with JotW, it's a benefit that stacks for multiple paladins, so having a Ret paladin do it is just as useful regardless of who else is doing it.

Second, in WotLK a deep-Ret paladin is bringing a fully stackable 3% raidwide haste. That's effectively a 3% dps gain for casters, a somewhat smaller gain for melee/hunters, and a 3% throughput gain for non-instant direct heals. Do you not see the significance of that? It's a direct, and very significant, raid performance buff that can only be offered by a deep-Ret paladin.

You're gaining that in WotLK, and all you're losing is a judgement-refresh utility that was easy to live without anyway. How in the world can you look at that and see Ret being less wanted in raids?

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Old 08/09/08, 11:39 AM   #1815
Rustik
Von Kaiser
 
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Orc Warrior
 
Elune
Originally Posted by Cathela View Post
First of all, healing from Divine Storm is worth the same "nothing" as CS is currently. It's a convenience factor that saves the melee-healers a bit of mana.

Second, regardless of what a Holy paladin may or may not be able to do with JotW, it's a benefit that stacks for multiple paladins, so having a Ret paladin do it is just as useful regardless of who else is doing it.

Second, in WotLK a deep-Ret paladin is bringing a fully stackable 3% raidwide haste. That's effectively a 3% dps gain for casters, a somewhat smaller gain for melee/hunters, and a 3% throughput gain for non-instant direct heals. Do you not see the significance of that? It's a direct, and very significant, raid performance buff that can only be offered by a deep-Ret paladin.

You're gaining that in WotLK, and all you're losing is a judgement-refresh utility that was easy to live without anyway. How in the world can you look at that and see Ret being less wanted in raids?
Cath brings up an excellent point. Warriors are currently in an uproar because arms has blood frenzy, but fury brings nothing for raid buffs. BF is a 4% boost to just physical dps, and there are talks that it is a talent that cannot be passed up in a raid environment. Yet, you all want to shrug off a 3% bonus to ALL damage AND healing?
 
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Old 08/09/08, 12:38 PM   #1816
Redcape
Don Flamenco
 
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Dwarf Paladin
 
Vek'nilash
Originally Posted by Arthaal View Post
However, this leaves CS as an instant attack causing 110% weapon damage... that is all. I know it technically scales better than the comparable (though earlier in the tree) warrior talent, MS (100% + 380... parity reached at 3800AP), but it looks wholly inferior to Frost Strike (100% + 505 damage... parity reached at 5050AP). While 5k AP will probably be reachable at 80, Frost Strike is dealt as frost damage (meaning no mitigation from armor). In light of the loss of extra functionality, it seems to me it's time to switch CS to holy damage dealt. After all, sanctity aura is no longer present to cause scaling issues with this kind of mechanic.
I think everyone is forgetting about a hugely important change to CS. It procs Seals! Let's take a Ret paladin with roughly my gear level (T5/badge/ZA) and see what kind of damage it does. Fully raid buffed I would have 4k attack power and a 125 dps weapon. That means that CS is hitting for

125 * 3.6 + 4000 / 14 * 3.4 = 1421
1421 * 1.15 * 1.06 * 1.1 = 1905

MS

125 * 3.6 + 4000 /14 * 3.4 + 380 = 1801
The warrior has a better multiplier on crits, so let's give him a random 10% damage boost to account for that.
1905 * 1.1 = 1981

Note: I ignored other global buffs that would increase damage since they would be shared by both abilities.

After armor, we are looking at (assuming .25 armor mitigation)
CS = 1429
MS = 1486

After a 30% crit rate
CS = 1858
MS = 1931

So this would suggest that MS is a better ability, particularly considering the extra debuff. But wait, the seal! I will have 1200 SP from Sheath and 350 more from DS/glyphed Might/totem/Demo lock for 1550 SP.

Seal of Righteousness
4000 * .05 * 3.6 + .1 * 1550 * 3.6 = 1278
1278 * 1.15 * 1.15 * 1.06 = 1791

CS = 3649
MS = 1931 + healing debuff

CS isn't a poor man's MS. It is a vastly superior DPS tool that doesn't apply a healing debuff. In PVE there is no question of the vast, crushing superiority of CS. In PVP obviously MS is still really great, but once the debuff is up CS delivers a immensely greater beating.

I really don't know how much runic power DKs will have to spend and thus calculating Frost Strike damage seems difficult. Because the DK gets 12%, 15%, 10%. 10% more damage in their tree, 45% more crit damage, 100% crit chance after a melee crit, and 60% more damage below 20% enemy health their Frost Strike should be doing an absolutely ludicrous amount of damage. DKs are still so in flux that I think doing calculations for them (particularly when I don't really know how often they can cast their runic abilities) is really premature though. If they could use their frost strike ability every 6 seconds though they would probably do over 8500 with it on average once all raidbuffs are accounted for. That would seem a little over the top, so I assume they won't be using it nearly that often.
 
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Old 08/09/08, 12:39 PM   #1817
Danath
Von Kaiser
 
Human Paladin
 
Ravenholdt (EU)
Originally Posted by Rustik View Post
Cath brings up an excellent point. Warriors are currently in an uproar because arms has blood frenzy, but fury brings nothing for raid buffs. BF is a 4% boost to just physical dps, and there are talks that it is a talent that cannot be passed up in a raid environment. Yet, you all want to shrug off a 3% bonus to ALL damage AND healing?
That's exactly what I was trying to say to Avitus. At the moment Paladins are good in beta, end of the story. Also, there are only three judgements now: Light, Wisdom and Justice. Justice is non-existant in PvE, and Light is barely any useful since it only procs off melee attacks....Wisdom is by far the most important and thanks to the scaling factor it will be MUCH better with a geared/buffed/flasked Retribution paladin. That plus Judgement of the Wise, Sanctified and Swiftness Retribution make the Retribution Paladin a must-have in raids. The Sheathbot or Holydin's additional Judgement of Light would be the icy on the cake.
 
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Old 08/09/08, 12:40 PM   #1818
mclem
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Dwarf Paladin
 
Aggramar (EU)
Originally Posted by Prinsesa View Post
The big problem with testing RD (and other Taunt) resist rates is that it's incredibly difficult to do so. Only a handful of raid/skull bosses are tauntable, and those that are would require several people to handle. You're looking at recruiting a second tank and one or more healers to bounce aggro and look for single resists among hundreds of casts using an ability that has a 15 second cooldown.
Would it not be sufficient, while people on the beta are still levelling, to find a standard mob 3 levels above you?
 
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Old 08/09/08, 1:31 PM   #1819
 Avitus
From the Tales of Yore
 
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Human Paladin
 
Doomhammer (EU)
Originally Posted by Zaroua View Post
Again, very little value, but if that's the role Blizzard intends for Retribution Paladins to fill, does it matter if they only do 50 or 75% of a top DPS class? E-peen aside and with another big if thrown down: if the utility numbers are tweaked properly, does it really matter that much if Retribution Paladin DPS is sub-par to classes who don't bring as much utility?
Which is exactly what I'm saying. Either up the utility we have at the moment or make it at least unique for the spec (shift talents around) "or" keep it as it is, but increase personal DPS significantly (on par with top DPSers).


Originally Posted by Foxconfessor View Post
As a quick note, I think people are being a bit disrespectful towards Avitus. Others may not share his fears, but his comments are reasoned and cannot simply be swatted away as simple negativity. As a person learning to raid as ret since around Christmas his posts were among those that I read with the most interest.
Thanks I guess people really dislike hearing anything negative and go on the defensive.

Make no mistake, I'm really the last person who'd want to disregard ret (it's what I do mainly now, so why would I?), however I'd rather play devil's advocate than write pages of rehashed praise.

There are a lot of great things coming for ret, not the least of which is the complete mechanics change with everything now working off AP and SP (you can say they "replaced our engine") and Sheath of Light.

If I'd base my opinion on my impressions after doing beta instances for a few weeks, it's easy to say everything is great.

However this doesn't change the fact that when you delve deeper and logically compare what we're given and how it will work out in a 25 man endgame raid environment, at least I reach the conclusion that there is cause for concern (unless either A. or B. of the points I outlined previously are met). I don't say this lightly.



Originally Posted by Cathela View Post
First of all, healing from Divine Storm is worth the same "nothing" as CS is currently. It's a convenience factor that saves the melee-healers a bit of mana.

Second, regardless of what a Holy paladin may or may not be able to do with JotW, it's a benefit that stacks for multiple paladins, so having a Ret paladin do it is just as useful regardless of who else is doing it.

Second, in WotLK a deep-Ret paladin is bringing a fully stackable 3% raidwide haste. That's effectively a 3% dps gain for casters, a somewhat smaller gain for melee/hunters, and a 3% throughput gain for non-instant direct heals. Do you not see the significance of that? It's a direct, and very significant, raid performance buff that can only be offered by a deep-Ret paladin.

You're gaining that in WotLK, and all you're losing is a judgement-refresh utility that was easy to live without anyway. How in the world can you look at that and see Ret being less wanted in raids?

Have you bothered punching in any numbers?

Divine Storm is a convenience factor? For the sake of the argument, lets assume a random 2000 average hit on a single target boss from Divine Storm. That would be 2000 * 0.2 * 0.33 = ~133 health healed every 10 seconds on 3 random targets.

Are you being serious? It's a completely negligible factor, not worth bringing up in a discussion unless your only goal is to waste time. In a raid environment 400 health healed over 3 targets every 10 seconds is NOT a convenience. It's simply "nothing".

You're comparing the current CS, which saves a holy paladin from standing at 10 yard range, interrupting their heals every 20 seconds. For the sake of this discussion, lets just move on here.


Regarding JotW, it's a shared ability. What I'm basically saying is, if you can get a hunter who does 100% "top raid dps" as well as provide mana, vs a retadin who does 75% "top raid dps" and provide mana, I'd rather take 2 hunters.

Keep in mind all of this is a big "if", that's exactly what I'm getting at: They need to make sure we're either at 100% or our utility is increased (for example JotW being much more powerful than what higher DPS hunters are giving).


And your last point. The 3% haste only works for "attack speeds" as far as I understand, so it will not work for heals. Additionally 3% haste is in no way 3% raid damage for most classes.
 
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Old 08/09/08, 1:50 PM   #1820
Tharia
Piston Honda
 
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Blood Elf Paladin
 
Mal'Ganis (EU)
Originally Posted by Avitus View Post
And your last point. The 3% haste only works for "attack speeds" as far as I understand, so it will not work for heals. Additionally 3% haste is in no way 3% raid damage for most classes.
I'd guess it's more like casting speed, ranged attack speed and melee attack speed. I don't think there is a thing called casting attack speed and I have no idea how they would implement it. Strange wording on the tooltip, I admit.

And I don't think Hunters with Hunting Party will do 100% top dps at least if current Survival situation is any clue. They don't really get any great dps buffs as I see it.

Last edited by Tharia : 08/09/08 at 2:04 PM.
 
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Old 08/09/08, 2:24 PM   #1821
ZulazeeluIcecrown
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Blood Elf Paladin
 
Icecrown
Originally Posted by Avitus View Post
Which is exactly what I'm saying. Either up the utility we have at the moment or make it at least unique for the spec (shift talents around) "or" keep it as it is, but increase personal DPS significantly (on par with top DPSers).




Thanks I guess people really dislike hearing anything negative and go on the defensive.

Make no mistake, I'm really the last person who'd want to disregard ret (it's what I do mainly now, so why would I?), however I'd rather play devil's advocate than write pages of rehashed praise.

There are a lot of great things coming for ret, not the least of which is the complete mechanics change with everything now working off AP and SP (you can say they "replaced our engine") and Sheath of Light.

If I'd base my opinion on my impressions after doing beta instances for a few weeks, it's easy to say everything is great.

However this doesn't change the fact that when you delve deeper and logically compare what we're given and how it will work out in a 25 man endgame raid environment, at least I reach the conclusion that there is cause for concern (unless either A. or B. of the points I outlined previously are met). I don't say this lightly.






Have you bothered punching in any numbers?

Divine Storm is a convenience factor? For the sake of the argument, lets assume a random 2000 average hit on a single target boss from Divine Storm. That would be 2000 * 0.2 * 0.33 = ~133 health healed every 10 seconds on 3 random targets.

Are you being serious? It's a completely negligible factor, not worth bringing up in a discussion unless your only goal is to waste time. In a raid environment 400 health healed over 3 targets every 10 seconds is NOT a convenience. It's simply "nothing".

You're comparing the current CS, which saves a holy paladin from standing at 10 yard range, interrupting their heals every 20 seconds. For the sake of this discussion, lets just move on here.


Regarding JotW, it's a shared ability. What I'm basically saying is, if you can get a hunter who does 100% "top raid dps" as well as provide mana, vs a retadin who does 75% "top raid dps" and provide mana, I'd rather take 2 hunters.

Keep in mind all of this is a big "if", that's exactly what I'm getting at: They need to make sure we're either at 100% or our utility is increased (for example JotW being much more powerful than what higher DPS hunters are giving).


And your last point. The 3% haste only works for "attack speeds" as far as I understand, so it will not work for heals. Additionally 3% haste is in no way 3% raid damage for most classes.
OK, first let me clear up some misunderstandings you have. Firstly, the only Hunter spec that will return mana to other players is Survival, so you're looking at 75% of "top raid DPS" from any Hunter who's returning mana to others. Secondly, the amount they return is dramatically smaller than a Ret Pally's JoW. Have you looked at the scaling on JoW? I know you've been asked this already in this thread, but you have apparently completely and totally ignored it. JoW from a Ret Pally will be hundreds of mp5, even after the four second cooldown was added, and it will be significantly higher than the mana return from JoW from a Holy or Prot Pally, even a Holy Pally with Sheathe since it scales better with AP than with spelldamage.

So most of your concerns have already been addressed, but for some reason you insist on ignoring that and continuing to be negative.
 
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Old 08/09/08, 2:56 PM   #1822
Danath
Von Kaiser
 
Human Paladin
 
Ravenholdt (EU)
Originally Posted by ZulazeeluIcecrown View Post
OK, first let me clear up some misunderstandings you have. Firstly, the only Hunter spec that will return mana to other players is Survival, so you're looking at 75% of "top raid DPS" from any Hunter who's returning mana to others. Secondly, the amount they return is dramatically smaller than a Ret Pally's JoW. Have you looked at the scaling on JoW? I know you've been asked this already in this thread, but you have apparently completely and totally ignored it. JoW from a Ret Pally will be hundreds of mp5, even after the four second cooldown was added, and it will be significantly higher than the mana return from JoW from a Holy or Prot Pally, even a Holy Pally with Sheathe since it scales better with AP than with spelldamage.

So most of your concerns have already been addressed, but for some reason you insist on ignoring that and continuing to be negative.
Exactly.

I'm going to be the bearer of bad news, though. Just an hour ago or so, Ghostcrawler made this post on the beta forums.

WoW Forums -> New Rotation Initial Impressions

Our preliminary tests show that DK dps is way, way too high (up there with Retadin) so I suggest trying to distinguish between "this is fun" because it feels right and "this is fun" because you see titanic numbers flying off of mobs.
I guess, nerf is incoming. Prepare yourselves...
 
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Old 08/09/08, 3:19 PM   #1823
Khaelarys
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Blood Elf Paladin
 
Lightninghoof
Originally Posted by Cathela View Post
First of all, healing from Divine Storm is worth the same "nothing" as CS is currently. It's a convenience factor that saves the melee-healers a bit of mana.

Second, regardless of what a Holy paladin may or may not be able to do with JotW, it's a benefit that stacks for multiple paladins, so having a Ret paladin do it is just as useful regardless of who else is doing it.

Second, in WotLK a deep-Ret paladin is bringing a fully stackable 3% raidwide haste. That's effectively a 3% dps gain for casters, a somewhat smaller gain for melee/hunters, and a 3% throughput gain for non-instant direct heals. Do you not see the significance of that? It's a direct, and very significant, raid performance buff that can only be offered by a deep-Ret paladin.

You're gaining that in WotLK, and all you're losing is a judgement-refresh utility that was easy to live without anyway. How in the world can you look at that and see Ret being less wanted in raids?
I agree that's a nice buff. I didn't forget about it. 100% agreed. Absolutely no argument here.

Is it your assertion then that Swift Retribution (and to a lesser extent the JotW scaling) is exactly the deep, very necessary talent that we need to push us into an obvious choice for a raid slot? It's your opinion that we'll be raid viable even if our damage ends up scaling like it is now, which is to roughly 75-80% of what is considered a high end dps class?

Zarou I hear what you're saying too man - I definitely don't think mana returned through JotW would even be very close to a Retribution paladin - and JoW will definitely scale better as it's looking right nwo for me than it would for a Sheath Healer. But I do wonder how close it would be on the JoW.

I think a lot of good things are happening for Ret - don't get me wrong. I'm very eager to sink my teeth into the changes. And I'm not arguing that our utility is less. But at the same time, I was doing stupid damage to what I was expecting in early outland - and by the time I hit Mechanaar that damage was enough to regulate me to a healing slot. Which I'm fine with - I like to think I play a class, not really a spec - but I remember. I remember people with the Hand of Rag and Judgement telling everyone that they're going to love the damage you're seeing now. I remember the nerf cries that were heard. And If my damage scaled like it did then, I will be concerned, no matter what buff I give to whom - and no one can assuage my fears until we start seeing what it's like in Northrend gear, near 80... not t6/s3 at 74.

It's clear at this point that this discussion isn't terribly desired, which is fine because I feel like I've said my piece. I'm happy to move on from it.
 
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Old 08/09/08, 3:44 PM   #1824
Selenia
Von Kaiser
 
Blood Elf Paladin
 
Mazrigos (EU)
Originally Posted by Danath View Post
Exactly.

I'm going to be the bearer of bad news, though. Just an hour ago or so, Ghostcrawler made this post on the beta forums.

WoW Forums -> New Rotation Initial Impressions



I guess, nerf is incoming. Prepare yourselves...
They fixed a lot of the issue when they fixed the double-damage-on-JoJ thing, so let's hope it won't be too harsh a nerf.
 
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Old 08/09/08, 4:29 PM   #1825
Vangalius
Glass Joe
 
Blood Elf Paladin
 
Shadowmoon
Our preliminary tests show that DK dps is way, way too high (up there with Retadin) so I suggest trying to distinguish between "this is fun" because it feels right and "this is fun" because you see titanic numbers flying off of mobs.
The way I read that is a Death Knight's dps is not intended to be as high as a Retribution Paladin's. It's not necessarily a comment on Paladin dps at all.
 
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