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Old 08/14/08, 5:30 PM   #2176
Havok
Von Kaiser
 
Human Paladin
 
Perenolde
Originally Posted by frmorrison View Post
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.
Ideally, I hope we can add Beacon of Light to both tank & raid healing scenarios as I'm very excited about BoL (conceptually anyway). Has there been any more word on the direction of the tweaking of BoL?

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Old 08/14/08, 6:23 PM   #2177
Eligos
Glass Joe
 
Dwarf Paladin
 
Korgath
Originally Posted by Avitus View Post
Don't think anyone disagreed/found anything to bring up against the "make SoC available at level 1" solution.

-SoC at level 1
-SoR at level 10 or 20, but restricted to 1h, for tanking
-SoB where SoC is now in the ret tree
-SoV sometime level 50 or 60 as a high level tanking seal, also restricted to 1h

No need to change co-efficients, no one loses out, no one is overpowered and each Seal has its role.
I've yet to see a compelling argument against this*, as it both solves all of the actual issues without creating any new ones. Suddenly SoR isn't the Jack of All Trades seal, SoV and SoB are clearly defined, and all specs have access, regardless of level, to competent solutions. I just hope that such an obvious answer doesn't get bogged down by players desiring some sort of ethereal sense of "variety."

* Baselining SoC, and turning both SoB and SoV into talents.

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Old 08/14/08, 6:30 PM   #2178
Avitus
Great Tiger
 
Avitus's Avatar
 
Human Paladin
 
Doomhammer (EU)
Now if only all the discussions, theorycrafting and number crunching would actually reach someone who can do something about it *hint hint*


Originally Posted by Vinsent View Post
That is a typo, it showed up a few builds ago, but was confirmed as just a typo.
Sorry to get back to a previous issue, before this is forgotten, do you have the blue source confirming it's a typo (the Stoicism change)? For reference.

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Old 08/14/08, 6:34 PM   #2179
levk
King Hippo
 
levk's Avatar
 
Byashi
Gnome Warrior
 
No WoW Account
Yeah I think at this point problems have been identified, a mountain of solutions were proposed and taken apart by pros and cons. There's nothing left but wait and see what they'll do.

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Old 08/14/08, 6:48 PM   #2180
Phayne2355
Von Kaiser
 
Blood Elf Paladin
 
Destromath
Originally Posted by Eligos View Post
I've yet to see a compelling argument against this*, as it both solves all of the actual issues without creating any new ones. Suddenly SoR isn't the Jack of All Trades seal, SoV and SoB are clearly defined, and all specs have access, regardless of level, to competent solutions. I just hope that such an obvious answer doesn't get bogged down by players desiring some sort of ethereal sense of "variety."

* Baselining SoC, and turning both SoB and SoV into talents.
Im sorry but that "sense of variety" is something that is very important to the game. I would agree that SoR outscales the other seals, but forcing the other seals into being best for a given role will remove significant player interaction.

I want to be able to chose a different seal to better fit a specific encounter. Seal of Blood should do less damage but provide the paladin more mana via spiritual attunement. Seal of Command should only do more damage when you judge it on a stunned target. Seal of Vengeance should be the best choice if you have the opportunity to stack it on multiple targets. Seal of Righteousness should always provide good unsituational damage.

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Old 08/14/08, 6:56 PM   #2181
Khaelarys
Piston Honda
 
Blood Elf Paladin
 
Lightninghoof
I'm really beginning to worry about my ability to stay on a PVP target as Ret in Wrath. More and more classes are getting teleports and intercepts and anti-cc cooldowns and snares, and already a fair few of the classes have counters to our abilties (offense and defensive dispels). The classes I have to get up on and just stay on like Warlocks, Elemental Shamans, Moonies, and Fire Mages are getting some cooldowns to handle those situations - the classes that I already have trouble getting to Frost Mage and Hunters are getting extra abilities to escape for when I actually can close.

I can't think of anything that we've gotten in Wrath to help address the issue of pvp-ret time on target. I guess its possible I'm the only one that struggles with it.

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Old 08/14/08, 7:02 PM   #2182
Khaelarys
Piston Honda
 
Blood Elf Paladin
 
Lightninghoof
Originally Posted by Phayne2355 View Post
Im sorry but that "sense of variety" is something that is very important to the game. I would agree that SoR outscales the other seals, but forcing the other seals into being best for a given role will remove significant player interaction.

I want to be able to chose a different seal to better fit a specific encounter. Seal of Blood should do less damage but provide the paladin more mana via spiritual attunement. Seal of Command should only do more damage when you judge it on a stunned target. Seal of Vengeance should be the best choice if you have the opportunity to stack it on multiple targets. Seal of Righteousness should always provide good unsituational damage.
I pretty much completely disagree with this. A Seal I have to talent, or a Seal I have to wait till level 64 to receive should be more than just very subtly different. Especially in the case of the talented version.

EDIT: I do agree that the sense of variety is important to the game. I don't think he was arguing otherwise. I think in this case he feels a simplification of the system is a better, more enjoyable, more mathematically sound, and more effective solution than an anachronistic nod to the previous system.

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Old 08/14/08, 7:09 PM   #2183
bathoz
Von Kaiser
 
Blood Elf Paladin
 
Whisperwind
Just a thought regarding the whole, largely not said in the open, war between the spec about who are going to get the two raid spots. (Aka, the reason people like flyingtoastr are so vehemently against the idea of a function holy spec that loads up on so much of the ret utility). And yes, before you all cry off: I know there are other reasons, but don't pretend for instant that you're not thinking "better those whateveradins than my spec o' choice". It's just a side-effect of the three classes in one mentality that has been with the paladin throughout the TBC cycle.

As anyone thought that hand of salvation might still be our magic ticket into three slots?

Now we don't know what raids are going to look like at 80. And, hell, maybe Blizzard will do away with threat restricted fights. And fights with harsh dps timers. And massively up the threat of the tanking classes (as they'll have new tools, believable, but then against all the dps has new tools too). But I wouldn't be surprised if elements like threat are still a major part of your average day whacking whatever loot pinata is put in front of us. (I'm rooting for a goblin raid boss - personally, just for the "where's the boss" moments).

So while they may not be as game changing as the blanket -30% threat (which still left me uncomfortably close the the tanks threat in most fights), I imagine hand of salvation is going to see some use. Possibly quite a lot of use. And the longer the fight goes, the more seriously awesome it gets.

Just think about it. If you get hit with HoS right of the bat, you're doing 90% damage, and will at the end of the ten second have 90% threat. But after 10 minutes, you're potentially cutting hundreds of thousands of points of threat off your total.

Sorry, for bringing up a totally different topic, but I hadn't noticed anyone really talking about it in any serious way. (And I've tried to keep up with this thread).

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Old 08/14/08, 7:29 PM   #2184
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Bathoz,

With regards to HoS, personally i dont see it as our ticket in.

Theres been a blue post stateing that threat will be less of an issue in wrath. (i'll try to find it)

Aside from this, for HoS to be a ticket into raids, it has to be worthwhile on the majority of fights not just have a gimmicky use. I can't see how they can balance HoS into the majority of fights without messing up balance. Will we need one paladin per dpser without a threat dump. What if you can only get 1 pala to the raid, will it mean you cant bring dpsers with threat dumps etc etc.

Personally i see HoS as a tool that can be used if one dpser happens to have a lucky streak etc, is coming very close to pulling aggro, and thus can have their threat dumped whilst they still continue to dps. Or perhaps the odd fight where a tank transition is needed at some point on a non tauntable boss and this can aid that transition (ie situations where is can be useful and beneficial but from from a necessity for success)

However i dont see it being used as a standard necessary tool which would make it a magic ticket.

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Old 08/14/08, 7:36 PM   #2185
Herzak
Glass Joe
 
Human Paladin
 
Aerie Peak
Vengeance Nerf?

Anyone notice on the same patch notes that had the Stoicism typo, it also says Vengeance stacks up to 2x, instead of 3?

Vengeance (Retribution) now stacks up to 2 times, reduced from 3.
WoW EU Forum Patch Notes

Last edited by Herzak : 08/14/08 at 7:45 PM.

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Old 08/14/08, 7:57 PM   #2186
Rudegirl
Von Kaiser
 
Blood Elf Paladin
 
Ravencrest (EU)
Originally Posted by Khaelarys View Post
I'm really beginning to worry about my ability to stay on a PVP target as Ret in Wrath. More and more classes are getting teleports and intercepts and anti-cc cooldowns and snares, and already a fair few of the classes have counters to our abilties (offense and defensive dispels). The classes I have to get up on and just stay on like Warlocks, Elemental Shamans, Moonies, and Fire Mages are getting some cooldowns to handle those situations - the classes that I already have trouble getting to Frost Mage and Hunters are getting extra abilities to escape for when I actually can close.

I can't think of anything that we've gotten in Wrath to help address the issue of pvp-ret time on target. I guess its possible I'm the only one that struggles with it.
I'm also worried about this, as of right now - retri is the only melee specc without a snare and/or quick way to get to our targets.

Enhancement: Frostshock and instant GW that removes snares/50% reduced duration on snares.
Feral: Feralcharge in catform, stackable slowing effect and they have what - 150% movementspeed in catform?
Deathknight: Ranged pull, icy touch or whatever its called - it makes the target stationary for 3 sec and after 10sec they reach 50% movementspeed just before it wears off.

Out of those, only frostshock is dispellable but shamans also have instant ghostwolf which is pretty handy. Warriors and rogues never had any trouble staying on their target, and i doubt that will change with WotLK. Paladins have JoJ and 115% movementspeed, i think that no matter how good the rest of the specc gets - we'll need some way to _really_ stay on our target, we can just about disregard HoJ and repentance for that purpose.

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Old 08/14/08, 8:49 PM   #2187
DarKNecross
Don Flamenco
 
DarKNecross's Avatar
 
Human Paladin
 
Greymane
Don't forget that Shaman now also have Hex in their arsenal.

What I'd like to see is not a new ability, but rather an ability that provides synergy with existing ones.
Instead of Crusader Strike refreshing Judgements, why not have it empower them? Something along the lines of
"An instant strike that causes 110% weapon damage and increases the effect of the current Judgements on the target by 25% for 6 seconds."

This benefits both PvE and PvP purposes. Giving 25% more mana from JoW further increases the desirability of having a Retribution Paladin in the raid. In PvP, it would work with Judgement of Justice, limiting movement speed to 75% instead of 100%. The duration is shorter than other snares and requires more effort to keep up, unlike most that last 12 seconds and easily refreshed. With PoJ, the Paladin would only be 40% faster than the target, which is still less potent than others.

Last edited by DarKNecross : 08/14/08 at 8:51 PM. Reason: Sneaky backslash needed deleting.

I heard Sigurd scored an infinity on Rock Band and ascended to heaven.
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Old 08/14/08, 9:19 PM   #2188
Foxconfessor
Von Kaiser
 
Foxconfessor's Avatar
 
Blood Elf Paladin
 
Auchindoun (EU)
Regarding the three classes in one competing for raid spots thing, I think a Blizzard poster alleviated some fears a few days ago when they commented that paladins, shaman and druids were probably the classes you would expect to see three of in raids.

Of course, just because this is Blizzard's wish doesn't automatically make it reality when it comes to raid leaders min-maxing their raids, but at the same time it is pretty clear that its is not Blizzard's intention to deliberately engineer the optimal number of paladins in a raid down to two. Hopefully they can significantly tweak the deep holy talents soon and put an end to the sheath wars.

Source

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Old 08/14/08, 11:02 PM   #2189
Amera
Jedi Knight
 
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Amera
Night Elf Priest
 
No WoW Account
Ret is still just going to be tied at the hip to a warrior or rogue, just like now. They have the snare, interrupt, and MS that we do not. I doubt this is ever going to be changed, because if you gave Ret those things warriors would be largely obsolete.

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Old 08/14/08, 11:30 PM   #2190
Obligatory
Von Kaiser
 
Night Elf Druid
 
Cenarius
Originally Posted by Amera View Post
Ret is still just going to be tied at the hip to a warrior or rogue, just like now. They have the snare, interrupt, and MS that we do not. I doubt this is ever going to be changed, because if you gave Ret those things warriors would be largely obsolete.
Of course this is true, but giving us just one of those things (especially if it wasn't MS) would be a huge boost without obsoleting warriors/rogues.

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Old 08/15/08, 12:13 AM   #2191
Foxconfessor
Von Kaiser
 
Foxconfessor's Avatar
 
Blood Elf Paladin
 
Auchindoun (EU)
Oh, and while I'm spamming links to blue posts we seem to have some clarification about Ghostcrawler's comment a few days ago that
Our preliminary tests show that DK dps is way, way too high (up there with Retadin).
As it turns out, he was referring to an earlier build and not the current build. At the same time he still sits on the fence a little regarding any future revisions
It's impossible to get a really good sense of whose dps is too high or too low until we get the egregious bugs tamped down.
No real reason to panic though.

Last edited by Foxconfessor : 08/15/08 at 12:19 AM.

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Old 08/15/08, 1:41 AM   #2192
Noules
Piston Honda
 
Human Paladin
 
Onyxia
I'm a bit confused why people are saying that our heals are suddenly becoming less efficient. I only remember seeing one comparison done on the thread, and that seemed to be just considering base values.

At least in the past efficiency was mostly driven by how much it cost to deliver your scaling stats (i.e. +healing for heals). Since most spells are tied to base cast time for their coefficient, efficiency simply becomes whatever spell costs the least for the longest cast time - precisely why FoL(6) is the most efficient heal in the game given gear.

Looking at paladin spells vs priest spells, it looks like the % mana cost is roughly driven by cast time as well (32% priest base mana for GH, 18% Flash, 29% HL, 18% Holy shock) except for FoL (7! %). This means asymptotically, if we don't consider talents, FoL is more than twice as efficient as the standard priest single target spells (I assume pally base mana ~= priest base mana) even if you take the paladin spell coefficients to be tied to cast time.

However, paladin spell coefficients are also apparently higher than they should be given their cast times (except holy shock, which is apparently ~86% or right where 1.5s spell should be). At 100% for FoL and 166% HL, their coefficients are roughly 10-12% higher than the priest spells.

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Old 08/15/08, 1:51 AM   #2193
Finkum
Don Flamenco
 
Human Priest
 
Frostmourne
Originally Posted by Noules View Post
At 100% for FoL and 166% HL, their coefficients are roughly 10-12% higher than the priest spells.
This presumably is the "baked in" (really starting to hate that phrase :P) version of Blessing of Light. What's interesting is that a coefficient increase obviously scales a lot better than Blessing of Light does when at the level cap (i.e. it's as if the bonus +heal from Blessing of Light scaled with the +heal from you gear).

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Old 08/15/08, 2:12 AM   #2194
Khaelarys
Piston Honda
 
Blood Elf Paladin
 
Lightninghoof
Originally Posted by Amera View Post
Ret is still just going to be tied at the hip to a warrior or rogue, just like now. They have the snare, interrupt, and MS that we do not. I doubt this is ever going to be changed, because if you gave Ret those things warriors would be largely obsolete.
I have a hard time agreeing that warriors would ever be obsolete.

Warriors have a snare, a couple of close abilities, an interrupt, and a talentable MS effect.

Rogues have a snare, a million interupts, a talentable close effect (assuming you don't count vanish) and an MS effect.

Enh shamans have a snare, a close abilitiy, and an interrupt. The make up for the no MS with a strong offensive dispel.

Ferals have a snare, a close ability, and an interrupt.

Deathknights have a snare, a close ability, an interrupt.

Most of these classes have superior cc.

I admit freely that these classes, and our class, is more than just a sum of these abilities - but as far as melee classes go, its the combination of these skills that make them effective - and the only one we have is balanced against being able to give it to a warrior.

I hope that being tied to the hip to a rogue or a warrior as Ret is actually something that the Builders see as a problem they want to address, and not just the status quo.


EDIT: Hmm... I forgot about Sanctified Wrath. Maybe that'll be enough of an ability to seal the deal, especially with the changes to HoW.

Last edited by Khaelarys : 08/15/08 at 3:01 AM.

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Old 08/15/08, 3:46 AM   #2195
Rudegirl
Von Kaiser
 
Blood Elf Paladin
 
Ravencrest (EU)
Originally Posted by Amera View Post
Ret is still just going to be tied at the hip to a warrior or rogue, just like now. They have the snare, interrupt, and MS that we do not. I doubt this is ever going to be changed, because if you gave Ret those things warriors would be largely obsolete.
And i presume paladins should tied at the hip as far as tanking and healing goes, i mean - whats the point in rolling a warrior or a priest if you can tank and heal as a paladin?

The days where hybrids could fall short of pure classes in every specc have come to pass, with the introduction of smaller raids and competitive arena theres no room for speccs that don't carry their own weight in a given scenario. Like was mentioned before me, enhancement/feral/DK - all have these tools with the exception of MS/WP.

I think 50% healing reduction and a rogues/warriors unique gameplay makes them interresting on their own, without justifying the lack of a spellinterrupt and/or slow effect for paladins - those aren't really the abilities that sets warriors and rogues (as "pure" classes) aside from the rest of us. However, those abilities pretty much make or break melee for arenas.

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Old 08/15/08, 4:22 AM   #2196
watersrog
Von Kaiser
 
Blood Elf Paladin
 
Auchindoun (EU)
Originally Posted by Herzak View Post
Anyone notice on the same patch notes that had the Stoicism typo, it also says Vengeance stacks up to 2x, instead of 3?

WoW EU Forum Patch Notes
So a flat 5% DPS reduction. Quite a big nerf, I would say.

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Old 08/15/08, 5:01 AM   #2197
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by Herzak View Post
Anyone notice on the same patch notes that had the Stoicism typo, it also says Vengeance stacks up to 2x, instead of 3?



WoW EU Forum Patch Notes
Whether this is something that will pop up in the next build or not, but currently on beta, vengeance is stacking three times.

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Old 08/15/08, 5:21 AM   #2198
Avitus
Great Tiger
 
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Human Paladin
 
Doomhammer (EU)
I really hope that vengeance thing is yet another "typo". If anything, I'd expect them to nerf the DK [Bloody Vengeance] the same if they do this since it's pretty much a direct rip of our talent.

Originally Posted by Phayne2355 View Post
Im sorry but that "sense of variety" is something that is very important to the game. I would agree that SoR outscales the other seals, but forcing the other seals into being best for a given role will remove significant player interaction.
What more variety do you want than having each Seal fill a role rather than a pile that's good for everything? Additionally you'd two seals for each role, SoR and SoV for different situations in tanking, SoB and SoC for different types of damage.

You also have "useful" SoL/SoW that you'd throw in when necessary (vs. "never" on live), so that might add some combat variety.

I'd argue that what we have right now in beta is the complete opposite of "variety" with every Seal being good for every role, they all feel unvaried/the same. Really now we're just talking semantics/nitpicking.

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Old 08/15/08, 6:19 AM   #2199
Amera
Jedi Knight
 
Amera's Avatar
 
Amera
Night Elf Priest
 
No WoW Account
Originally Posted by Rudegirl
And i presume paladins should tied at the hip as far as tanking and healing goes, i mean - whats the point in rolling a warrior or a priest if you can tank and heal as a paladin?

The days where hybrids could fall short of pure classes in every specc have come to pass, with the introduction of smaller raids and competitive arena theres no room for speccs that don't carry their own weight in a given scenario. Like was mentioned before me, enhancement/feral/DK - all have these tools with the exception of MS/WP.

I think 50% healing reduction and a rogues/warriors unique gameplay makes them interresting on their own, without justifying the lack of a spellinterrupt and/or slow effect for paladins - those aren't really the abilities that sets warriors and rogues (as "pure" classes) aside from the rest of us. However, those abilities pretty much make or break melee for arenas
.

I'm not disagreeing on the importance of the Big Three (snare, MS, interrupt); I just don't find it likely that Blizzard will give us any of them for fear of pushing out the pure melee classes. Just some examples:

Rogues are a unique beast, because they do more damage than anyone else, have immense survivability, and offer the best control over any target. As it stands now, rogues are already uses in any matrix where the melee needs to be mostly self-sufficient and offer control. A 4 DPS team, for example, should always use a rogue because they lock a target in place so their casters can destroy them, and they can function without dispels on their own for some time. The same basic principle applies to RPM or any rogue 2v2.

The rest of the time, you use a warrior. Warriors are better in prolonged fights because they don't rely on cooldowns, and are a constant source of pressure as long as they are getting dispelled. They are actually not particularly good at locking people down barring ridiculous luck with mace stuns since they only have one interrupt and a slow attack speed.

So the question is, what niche can we fit other melee classes into? Rogues, warriors, and death knights only have one option in PvP - doing damage. If enhancement, feral, or ret are able to take over their position as melee in traditional matrices, those pure classes become very weak (and yes they are all pure classes in PvP, because they only have one possible role). Right now you take a Ret paladin to support the other melee with freedom and cleanses, while still offering potentially huge burst. You bring an enhancement shaman for constant interrupts, pushback, purges, and windfury. You don't bring a feral druid at all for various reasons, but largely because they can't use their classes best ability (cyclone) as a cat. In competitive tournaments, you don't bring any of the above.

I would love to see Ret get MS or something (what paladin wouldn't?), but realistically I don't think we are likely to get any of the Big Three because we would be encroaching on the default territory of now three entire classes in PvP who have no other spec options. Instead we should just hope that we can play support as Ret in some viable combos with these other melee classes and be successful.

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Old 08/15/08, 7:10 AM   #2200
Valerys
Don Flamenco
 
Valerys's Avatar
 
Blood Elf Paladin
 
Argent Dawn (EU)
I would be happy with just some form of range-closing ability (rather than a combination of unreliable abilities and talents as we have currently). When a retadin is hitting someone in melee it's pretty much fine, the problem is getting there.

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