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Old 08/14/08, 12:29 PM   #2151
 frmorrison
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Originally Posted by Avitus View Post
On a PvE note, it's still to be determined (and correct me if I'm wrong) whether Judgements are still going to go off "spell hit" or "melee hit", so maybe this is to fill the gap once melee capped.
Some judgements use spell hit, others use melee hit. It doesn't matter anymore, since hit rating affects both melee and spells and the innate 1% resist of spells is removed (also both have the same hit cap).


I think those notes are a typo, mmo-champion has 30% less dispels in its calculator. I don't think 60% less dispel is too much, since Hand spells have a cooldowns and short durations.

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 08/14/08, 12:31 PM   #2152
 Vinsent
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Human Paladin
 
Silver Hand
Originally Posted by Khaelarys View Post
Can any beta folks confirm that this patch note is correct?

Patch Notes

Stoicism (Protection) moved to tier 2, now reduces duration of Stun effects by 10/20/30% and reduces chance your spells will be resisted by 10/20/30%.

This used to be "... spells will be dispelled...". The MMO calculator has it at tier 2, but still uses the "dispelled" verbage.
That is a typo, it showed up a few builds ago, but was confirmed as just a typo.

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Old 08/14/08, 12:33 PM   #2153
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
Anybody else thinking that Consecration - Spell - World of Warcraft get too big Co-ef numbers?
Ret paladin with 5000ap it will deal [5000 * (.32 + 0.3 * 0.32) + 904] * 1.15(vengeance) * 1.03(crusade) * 1.02(sanct) * 1.05(misery) = 2984 * 1.269 = 3785damage or 473dps.
Ability dealing [41.6% of AP] damage + 904 over 8s sounds bit too much for rotation filler.

Slow, slower, shaman weapon.

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Old 08/14/08, 12:34 PM   #2154
levk
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But this is obviously a huge boost to cleanse. I think it's a buff overall since freedom and protection are long cooldowns anyway. I don't know if I like this way of doing it though. Contagion is retarded (and ever lock will have it) but so is spending points somewhere else to battle it. Probably relegates holy/sheath to an 'offspec' arena build right there.

EDIT: nevermind people are saying it's a typo.

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Old 08/14/08, 12:38 PM   #2155
Nutron
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by ZulazeeluIcecrown View Post
The real reason is this: If they just removed the previous ranks from your spellbook, you wouldn't bother to train the new ranks! As long as you didn't train the new rank, you'd benefit from "downranking." The only way around that would be to take training skills completely out of the game and automatically "force" the new rank on you when you dinged.

So instead of doing that, they're just removing any benefit from downranking.
No you wouldnt. Costs are based on the same base mana value across the board so as you level every rank including rank 1 increases its mana cost relating to the new base mana at that level. Furthermore the later ranks actualy cost less than the first ranks as well as healing for more.

So, not training the new ranks would be about the dumbest thing you could do :P

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Old 08/14/08, 12:43 PM   #2156
ZulazeeluIcecrown
Don Flamenco
 
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Blood Elf Paladin
 
Icecrown
Originally Posted by frmorrison View Post
Some judgements use spell hit, others use melee hit. It doesn't matter anymore, since hit rating affects both melee and spells and the innate 1% resist of spells is removed (also both have the same hit cap).


I think those notes are a typo, mmo-champion has 30% less dispels in its calculator. I don't think 60% less dispel is too much, since Hand spells have a cooldowns and short durations.
As already stated in this thread and elsewhere, spells have a 17% hit cap in Wrath. The rumor that it had been changed to 9% was shown to be false. It is true that the 1% chance to be resisted no matter what can now be removed, though, thus 17% instead of 16%.

EDIT:
Originally Posted by Nutron
No you wouldnt. Costs are based on the same base mana value across the board so as you level every rank including rank 1 increases its mana cost relating to the new base mana at that level. Furthermore the later ranks actualy cost less than the first ranks as well as healing for more.

So, not training the new ranks would be about the dumbest thing you could do :P
That's absolutely correct, and is exactly what I was saying. I was responding to someone who said "Why don't they just remove the old ranks from your spellbook instead of increasing the cost of old ranks?" (emphasis added)

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Old 08/14/08, 12:46 PM   #2157
Cathela
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Earthen Ring
Originally Posted by Khaelarys View Post
I'm okay with the change - mostly because I'm hoping there will more to differentiate skill level in the expansion than downranking. I do use down ranks for healing - but really I could do without it. Moonfire is where th break even point is for me. And at least it'll free up some buttons that I'll sorely need.

The thing that gets me is for Tanking. I'm trying to keep all of the new changes in mind (crushing, for instance), but I downrank a LOT when I tank. Consecration and especially Holy Shield - the highest rank is expensive when you don't need the threat bit. Sounds like we have plenty of toys in the expansion, and without crushing blows I might not even notice it. But just because I've tanked the same way for so long, I'm a little nervous.
It'll be interesting, for sure.

Another wrinkle I'm noticing is the new SoW, which is massively stronger than the old one. For heavy-AoE situations I think we may end up running SoW exclusively and just using it as a mana source for Consecration spam.

Originally Posted by Avitus View Post
On a PvE note, it's still to be determined (and correct me if I'm wrong) whether Judgements are still going to go off "spell hit" or "melee hit", so maybe this is to fill the gap once melee capped.
Somewhere in one of the patch notes they said that judgements were treated as ranged attacks. I believe that means they can miss and crit, but they can't be dodged/blocked/parried. So basically, you just need to physically hit-cap.

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

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Old 08/14/08, 12:48 PM   #2158
Khaelarys
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Blood Elf Paladin
 
Lightninghoof
Originally Posted by Vinsent View Post
That is a typo, it showed up a few builds ago, but was confirmed as just a typo.
My fault. Thanks for the clarification.

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Old 08/14/08, 12:54 PM   #2159
Nutron
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Mal'Ganis
Originally Posted by ZulazeeluIcecrown View Post
That's absolutely correct, and is exactly what I was saying. I was responding to someone who said "Why don't they just remove the old ranks from your spellbook instead of increasing the cost of old ranks?" (emphasis added)
Yes but you implied that if they removed old ranks, we would benefit from downranking, which is what I was adressing as being about the dumbest thing you could do

Basicaly if you didn't train for the next rank, your current spell would cost the same mana as the new one would if you trained it, EXCEPT it would heal for less. So why would you ever not learn the new rank? I actually think blizzard is gonna figure this out and remove old ranks that act the same as the new ones accross the board. Like holy light and flash of light.

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Old 08/14/08, 12:54 PM   #2160
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
Originally Posted by frmorrison View Post
Some judgements use spell hit, others use melee hit.
Have you done testing on the beta to confirm this?

Originally Posted by frmorrison View Post
It doesn't matter anymore, since hit rating affects both melee and spells and the innate 1% resist of spells is removed (also both have the same hit cap).
Spell hit cap is 9% now? Link.



Edit: Nevermind, has been answered while I was posting (instancing and alt tab post = slow posting).

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Old 08/14/08, 12:57 PM   #2161
levk
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Originally Posted by Cathela View Post
Somewhere in one of the patch notes they said that judgements were treated as ranged attacks. I believe that means they can miss and crit, but they can't be dodged/blocked/parried. So basically, you just need to physically hit-cap.
I looked at patchnotes back to 1.12 and didn't see anything like that. I'm saying this is because judgment procced crusader. Now crusader might be just weird because if you put crusader on a mining pick it would proc when you mined. But I was thinking for a pvp enchant with 30 yard judgments the new frost-whats-its-name enchant would be an interesting choice.

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Old 08/14/08, 1:05 PM   #2162
Cathela
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Human Paladin
 
Earthen Ring
Originally Posted by levk View Post
I looked at patchnotes back to 1.12 and didn't see anything like that. I'm saying this is because judgment procced crusader. Now crusader might be just weird because if you put crusader on a mining pick it would proc when you mined. But I was thinking for a pvp enchant with 30 yard judgments the new frost-whats-its-name enchant would be an interesting choice.
Sorry, I should have specified beta patch notes.

Judgement has been replaced with 3 new spells; Judgement of Light, Judgement of Wisdom, and Judgement of Justice. All Judgement spells are considered ranged attacks for purposes of how they hit and how they critically hit. All cause damage based on attack power and spell power.

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

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Old 08/14/08, 1:44 PM   #2163
ZulazeeluIcecrown
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Icecrown
Originally Posted by Nutron View Post
Yes but you implied that if they removed old ranks, we would benefit from downranking, which is what I was adressing as being about the dumbest thing you could do

Basicaly if you didn't train for the next rank, your current spell would cost the same mana as the new one would if you trained it, EXCEPT it would heal for less. So why would you ever not learn the new rank? I actually think blizzard is gonna figure this out and remove old ranks that act the same as the new ones accross the board. Like holy light and flash of light.
I understand that. I implied nothing of the sort. I already know everything you are trying to say, and said as much earlier. Not to seem antagonistic, but could you try actually reading my posts? I was responding to someone else who had said, essentially, "Why doesn't Blizzard just remove the previous ranks and leave things the way they are on live, where lower ranks have cheaper costs instead of changing it to the way it is on beta now?"

I then said: "The reason they don't do that is because then you could simply refuse to train the new, more expensive ranks. So instead they are making it so that all spells of all ranks increase in cost as you go up levels."

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Old 08/14/08, 1:52 PM   #2164
 frmorrison
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Originally Posted by ZulazeeluIcecrown View Post
As already stated in this thread and elsewhere, spells have a 17% hit cap in Wrath. The rumor that it had been changed to 9% was shown to be false. It is true that the 1% chance to be resisted no matter what can now be removed, though, thus 17% instead of 16%.
That test you are referring to was using TBC spells, only Wrath spells had the new spell hit mechanics added to it at that time.

Perhaps with the latest build all spells have Wrath mechanics added to it.

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 08/14/08, 1:52 PM   #2165
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
Originally Posted by ZulazeeluIcecrown View Post
I then said: "The reason they don't do that is because then you could simply refuse to train the new, more expensive ranks. So instead they are making it so that all spells of all ranks increase in cost as you go up levels."
Actually that wouldn't be the case. As you level, your "base mana" would increase and since spell costs are going off this base mana value you'd be using a lower rank spell with the same cost of the higher rank spell if you don't train, so that's really not an answer.

The only reason they haven't removed the old spells (for classes like us that don't have shorter casts for lower ranks) is because they couldn't be bothered (yet).

Last edited by Avitus : 08/14/08 at 1:57 PM.

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Old 08/14/08, 2:02 PM   #2166
Nutron
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Mal'Ganis
"Why doesn't Blizzard just remove the previous ranks and leave things the way they are on live, where lower ranks have cheaper costs instead of changing it to the way it is on beta now?"
Ok that makes sense if its ONLY removing lower ranks without actualy changing the mana cost. I thought the issue discussed here was not training new ranks WITH these new mana values on lower ranks. Which was clear to me from you quoting and responding to avitus' post.

I guess I went a step further assuming the issue discussed was downranking WITH these new mana values which realy didnt make sense (even if you trained higher ranks or not) which led me to believe blizzard would just remove all lower ranks as a next step for spells which keep the same mechanics.

Anyway, I'm pretty sure we agree on the whole issue. There's no use in flooding this forum with more cross-examining of one another's posts :P

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Old 08/14/08, 3:45 PM   #2167
Sheltim
Von Kaiser
 
Orc Death Knight
 
Baelgun
Someone reported (and I don't have a citation, sorry) that there is a check box that will hide all but the highest rank of each spell in your spell book.

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Old 08/14/08, 4:03 PM   #2168
Kaincael
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Cenarion Circle
Originally Posted by Sheltim View Post
Someone reported (and I don't have a citation, sorry) that there is a check box that will hide all but the highest rank of each spell in your spell book.
Maybe, oh, one page ago?

http://elitistjerks.com/853485-post2129.html

Edit so I don't doublepost:

So, with this "NO DOWNRANKING" business Blizzard's suddenly throwing at us, and the way they've been keeping mana costs relatively high (or at least last I checked they still were), how are they expecting paladins to still be the most mana efficient?

I'm not sure if I'm understanding the logic here. Maybe I should go take a look at druid/priest/shaman spellbooks and such, but it just seems like priests and druids will have regen out the butt, negating any kind of 'efficiency' paladins have. As far as I was aware, downranking was the only thing Paladins had.

Sacred Shield is cool, and ridiculously, ridiculously cheap, but... 500 damage is like a drop in a bucket. Also, it's a GCD for a drop in a bucket.
Edit: Hopefully it'll scale with spellpower.

Looking over the spells currently, I see... Holy Light looks better than Regrowth and Healing Touch in terms of base efficiency, slightly better than Greater Heal (but it'll scale better), Healing wave is cheaper and...

You know what, at this stage this is more of just pointless whining. I need to do quite a bit of math (and factor in talents) before I'll complain more, but it's just... at this juncture, I'm not seeing where the light at the end of the tunnel is.

Who knows, maybe 29% of base mana isn't bad whatsoever.

Would anyone be so kind as to point out to me where I can find the value for level 80 base mana for Paladins, so I can crunch some numbers?

Last edited by Kaincael : 08/14/08 at 4:23 PM.

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Old 08/14/08, 4:27 PM   #2169
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by Pitbuller View Post
Anybody else thinking that Consecration - Spell - World of Warcraft get too big Co-ef numbers?
Ret paladin with 5000ap it will deal [5000 * (.32 + 0.3 * 0.32) + 904] * 1.15(vengeance) * 1.03(crusade) * 1.02(sanct) * 1.05(misery) = 2984 * 1.269 = 3785damage or 473dps.
Ability dealing [41.6% of AP] damage + 904 over 8s sounds bit too much for rotation filler.
It also costs 1500~ mana and gets around 3 DPM on single targets. If the pattern on live holds, ALL other abilities should have higher DPM in the same gear, making them better for sustained DPS.

For more perspective, on an 8k mana pool like I have now, I'd get 5 casts (40 seconds) before running OOM. In WotLK, I'd expect my mana pool to become smaller (less int on gear), and while I'd have better regen, I'm not counting the other damage abilities I'd be using (Judgements/CS/DS)



In short, it'll be an option, but probably not the best one to use.

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Old 08/14/08, 4:39 PM   #2170
Cathela
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Earthen Ring
Originally Posted by Kaincael View Post
So, with this "NO DOWNRANKING" business Blizzard's suddenly throwing at us, and the way they've been keeping mana costs relatively high (or at least last I checked they still were), how are they expecting paladins to still be the most mana efficient?
I don't think they are. Looking at the new spell costs and talents, it looks to me like paladins are supposed to be the new king of instant heals. Efficiency will come from being able to minimize overheal (much easier to do with instants) and regen with SoW/JoW in between the instant heals.

At least, that's the way it looks to me. I'm not sure what else to conclude from the fact that HL and FoL are taking a nosedive in efficiency, whereas priest heals aren't.

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

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Old 08/14/08, 4:46 PM   #2171
Avitus
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Originally Posted by Kaincael View Post
the way they've been keeping mana costs relatively high
Just a note, HL12 went from 1585 mana to ~1000ish mana (at level 75) in the latest build, so that's pretty significant.

I'm sure it'll be balanced somehow in the end. FoL is still possibly the most efficient heal in the game, more so now that the effect of BoL has been rolled into it (since you frequently don't have BoL on everyone in raid atm).



I think this "no downranking business" is definitely going in the right direction (for once blizzards "approach" is the right one) and it should have been done long ago.

I hope it brings skill and timing back into healing since you value your mana more now rather than infinite spam of low rank heals.

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Old 08/14/08, 4:46 PM   #2172
DarKNecross
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Greymane
Considering that healing paladins in TBC had no effective means of regaining mana (Mana Fiend, Innervate, Water Shield/Mana Tide), our heals needed to be super efficient. Think of Divine Plea as a 50% increase in your total mana and if we end up spending 50% more mana in an encounter, we should break even (excluding potion chugging).

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Old 08/14/08, 5:13 PM   #2173
 frmorrison
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Originally Posted by Kaincael View Post
Who knows, maybe 29% of base mana isn't bad whatsoever.

Would anyone be so kind as to point out to me where I can find the value for level 80 base mana for Paladins, so I can crunch some numbers?
Base Mana depends on race and class.

Someone said in this thread a 72 Paladin had 3250 base mana. A 70 Paladin has around 3000 base mana. Using a 250 mana per 2 levels, 4000 base mana at 80 is guessed.


Anyway, with 100% JoW and an ability to judge from a distance, added with a better BoW (almost 100 mp5) and Divine Plea, mana is not looking too bad.

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 08/14/08, 5:13 PM   #2174
Khaelarys
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Blood Elf Paladin
 
Lightninghoof
Originally Posted by Cathela View Post
I don't think they are. Looking at the new spell costs and talents, it looks to me like paladins are supposed to be the new king of instant heals. Efficiency will come from being able to minimize overheal (much easier to do with instants) and regen with SoW/JoW in between the instant heals.

At least, that's the way it looks to me. I'm not sure what else to conclude from the fact that HL and FoL are taking a nosedive in efficiency, whereas priest heals aren't.
As things stands now, I'm trying to figure out where FoL fits into our "kit". Its base line healing is incredibly low (I imagine because they're so scared of ret-pvp, else we'd have a flash that's consistent with everyone else), so it is really a Holy tool, right? So, maybe for cheap raid healing?

If for some reason heals end up NOT resetting the swing timer, then it's a whole new ball game - at that point it is a ret tool. Fat chance.

Edit: Probably has a lot to do with us trying to analyze a very immature state of the game.

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Old 08/14/08, 5:15 PM   #2175
 frmorrison
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The way I see heals is Holy Shock (most efficient heal now) with infusion Holy Lights for tank healing (LoH for oh shit moments) and Flash for raid healing.

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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