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Old 07/18/08, 8:20 PM   #201
Kaincael
Von Kaiser
 
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Draenei Mage
 
Cenarion Circle
I'm still not sold as to Beacon of Light as it is currently. Seriously, 2330 mana?

You know the standard conventional knowledge of "If you spam max-rank Holy Light, you're going to go OOM waaaay before the fight is over"?

Holy Light 13 is 1880 mana.

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Old 07/18/08, 8:26 PM   #202
Bulgarth
Von Kaiser
 
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Gnome Mage
 
Proudmoore
Originally Posted by Kaincael View Post
I'm still not sold as to Beacon of Light as it is currently. Seriously, 2330 mana?

You know the standard conventional knowledge of "If you spam max-rank Holy Light, you're going to go OOM waaaay before the fight is over"?

Holy Light 13 is 1880 mana.
That's when you save Divine Illumination for when you need to use a lot of Beacons.

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Old 07/18/08, 8:36 PM   #203
Jessie
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-- Retired --
Draenei Shaman
 
No WoW Account
The ultra-high mana costs lead me to believe that there's a rather large overhaul on paladin mana regeneration/efficiency mechanics in the works.

Just give me all of the bacon and eggs you have. Wait, wait, I worry what you just heard was, “Give me a lot of bacon and eggs.” What I said was, “Give me ALL the bacon and eggs you have.” Do you understand?

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Old 07/18/08, 8:38 PM   #204
flyingtoastr
Bald Bull
 
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Human Paladin
 
Draka
Originally Posted by Kaincael View Post
The activated AoE is awesome. Looks pricy mana-wise, but awesome. Haste is also a definite draw. Utility? Judging from 30 yards, I can see, but what other types of utility are you talking about?
Well, comparing a Traditional 51/20/0 spec to a Sheathbot 47/0/24 spec you would see the following differences.

First and foremost the traditional spec had 6% more spell haste and an AoE HoT that the Sheathbot does not. As we don't know the exact power of BoL yet it's hard to say, though if it gets the same sort of coefficients as other HoT spells (100% over duration) it will be very powerful in many situations.

By going down prot for the Traditional build you gain Blessing of Kings (honestly, why isn't this baseline yet?), reduced incoming damage from Improved Righteous Fury, improvements for 2 very powerful Hand spells, 3% more raid healing and extra tank mitigation from Improved Devotion Aura and a 5 minute cooldown raid Pain Supression in Divine Guardian.

For the sheathbot spec you gain cheaper seals and judgements (good synergy with Enlightened Judgement), Improved Blessing of Might which is always nice to have, 3% raid crit from Heart of the Crusader, 2% raid damage from Sanctified Retribution, 5% additional healing crit from Conviction and an on-crit HoT.

Both have their strengths and weaknesses. Sheathbots bring nothing additional to a raid if there is a ret pally there who will be picking up most of the additional utility talents. For this reason I could see Sheathbot being a small group healing spec especially useful for 10 mans, bringing extra DPS utility. I'm willing to bet the traditional spec will still reign supreme in large raids as I'm pretty sure almost everyone is going to run with a ret pally though.

It's really interesting though, this reminds me so much of the CoH/IDS split for priests. One build brings less healing utility but increased raid utility (IDS) while the other brings more raw throughput (CoH).

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Old 07/18/08, 8:39 PM   #205
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
I was a big fan of sheath a few pages back, but the more i think of beacon, and it's power once spellpower etc is applied compared to CoH or Flourish which only effect 5 people. In SWP, beacon + divine guardian would just be immense

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Old 07/18/08, 8:51 PM   #206
DdarkDdemon
Von Kaiser
 
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Human Death Knight
 
Dragonblight (EU)
Let's say a 10 minute fight with a weapon with a 3.6 weapon speed, assume hit and expertise capped assume always in melee range always hitting, assume no cooldowns are messing up with eachother (which they actually will) assuming wisdom = 50% procchance.

Level 70 raid with WotLK talents
10 min = 600 seconds

167 white swings
100 CS
75 judgement
60 divine storm
70 Seal of command procs
236*74 = 17464 mana from JoW + X(judgement of the wise) =17464 +X total mana gained

100*(0.08*base mana pool) = 23360
75 *(0.05*base*0.85+280*0.85) = 27157.5
60 *(0.12*base) = 21024
total mana consumption of 71541.5

17464 + X = 71541.5
X = 54077.5
54077.5 = 0.2*overal Judgement damage
Damage done by 75 judgements = 270387.5
Damage done by 1 judgement = 3605,1667(every 8 seconds)
or 3605,1667 / 8 = 450.65 dps

Point is, when not hit/expertise capped the mana gained from JoW is decreased, when vindication is factored in it's mana will increase, when cooldowns start overlapping (6 sec CS and 10 sec DSt will overlap) mana comsumption will decrease.

Of course there is then the fact that we're unsure if judgement of the wise will always restore your own mana.

Edit: redone all calculation with real base mana and 20% of JotW instead of 60%
Can conclude that that will be a problem, however in high end kit judgement dps can go quite high with all it's modefiers.
Still I calculated how much mana JotW must return to end the fight with a full mana pool, which means there can still 4k be substracted depending on gear, buffs and mana regen from other sources(shadow priest, mana tide totem etc)

Last edited by DdarkDdemon : 07/18/08 at 9:46 PM.

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Old 07/18/08, 8:58 PM   #207
Kaincael
Von Kaiser
 
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Draenei Mage
 
Cenarion Circle
Originally Posted by flyingtoastr View Post
Well, comparing a Traditional 51/20/0 spec to a Sheathbot 47/0/24 spec you would see the following differences.

First and foremost the traditional spec had 6% more spell haste and an AoE HoT that the Sheathbot does not. As we don't know the exact power of BoL yet it's hard to say, though if it gets the same sort of coefficients as other HoT spells (100% over duration) it will be very powerful in many situations.

By going down prot for the Traditional build you gain Blessing of Kings (honestly, why isn't this baseline yet?), reduced incoming damage from Improved Righteous Fury, improvements for 2 very powerful Hand spells, 3% more raid healing and extra tank mitigation from Improved Devotion Aura and a 5 minute cooldown raid Pain Supression in Divine Guardian.

For the sheathbot spec you gain cheaper seals and judgements (good synergy with Enlightened Judgement), Improved Blessing of Might which is always nice to have, 3% raid crit from Heart of the Crusader, 2% raid damage from Sanctified Retribution, 5% additional healing crit from Conviction and an on-crit HoT.

Both have their strengths and weaknesses. Sheathbots bring nothing additional to a raid if there is a ret pally there who will be picking up most of the additional utility talents. For this reason I could see Sheathbot being a small group healing spec especially useful for 10 mans, bringing extra DPS utility. I'm willing to bet the traditional spec will still reign supreme in large raids as I'm pretty sure almost everyone is going to run with a ret pally though.

It's really interesting though, this reminds me so much of the CoH/IDS split for priests. One build brings less healing utility but increased raid utility (IDS) while the other brings more raw throughput (CoH).
I hear you on Kings. I haven't commented yet on Improved Devotion Aura because, frankly, I'm not sure whether that's something Prot builds would be looking to pick up. I was mostly running under the assumption that, for the most part in a raid, you're running Imp Conc. Even if there's not a silence effect, the boomkin and shadow priests have more pushback resist.

I can't believe that Divine Guardian will remain the way it is until launch, though. That's neither here nor there, and it only in the most tangential way affects the Beacon build, but I can bet you anything that it'll be, at least, nerfed to like 10% or something.

On a separate note, if downranking mechanics don't get changed too drastically (which I'm not expecting at all), then Beacon of Light 3 might be more affordable and believable. (1040 mana for 1280 healing per person). If it's 2000 spellpower (and even then, they said they were changing coefficients, most likely boosting it), then it *might* be something like 1040 mana for 3280 healing per person, which is pretty mana efficient.

However, knowing that they're changing coefficients (because there's less spellpower than +healing on items) and there was mention about nerfing downranking again, I would take that with a very large grain of salt.

Even then, it should give you a basic hint as to what's possible.

P.S.: I felt the same way, about CoH/IDS vs. Beacon/Sheath

(Beacon/Sheath... why am I suddenly hungry?)

Edit: Sheathe is the verb, Sheath is the noun. Must remember... must remember...

Last edited by Kaincael : 07/19/08 at 2:52 AM.

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Old 07/18/08, 8:59 PM   #208
Denogran
Don Flamenco
 
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Dwarf Paladin
 
Gilneas
Originally Posted by DdarkDdemon View Post
Edit: I did not enlarge any of my lines however when posted some are. Is this an intended mechanic of the forums or?
Don't start lines with =.

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Old 07/18/08, 9:00 PM   #209
DdarkDdemon
Von Kaiser
 
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Human Death Knight
 
Dragonblight (EU)
Originally Posted by Denogran View Post
Don't start lines with =.
Ah right, thank you.

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Old 07/18/08, 9:01 PM   #210
mkultra55
Von Kaiser
 
Goblin Shaman
 
Emerald Dream
Beacon if Light is a little vague right now...

Does the target get the HoT also (I assume yes but who knows)?
Do you lose the HoT if you go out of Range of the Beacon after it has been cast?
If a second Beacon is cast on another player does the new HoT overwrite the old (starting a new timer)?

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Old 07/18/08, 9:12 PM   #211
Kaincael
Von Kaiser
 
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Draenei Mage
 
Cenarion Circle
Originally Posted by mkultra55 View Post
Beacon if Light is a little vague right now...

Does the target get the HoT also (I assume yes but who knows)?
Do you lose the HoT if you go out of Range of the Beacon after it has been cast?
If a second Beacon is cast on another player does the new HoT overwrite the old (starting a new timer)?
Most likely this is what happens.

Holy Paladin casts Beacon of Light.
Warrior gains Beacon of Light (buff). Only the melee group is within 10 yards of him.
Melee group gains 400 health
3 seconds pass
Melee group gains 400 health
3 seconds pass
Melee group gains 400 health
The rogue in the melee group 'tards out and chills with the casters.
3 seconds pass
Melee group (minus rogue) gains 400 health
Rogue joins back in
3 seconds pass
Melee group (with rogue) gains 400 health
Warrior loses Beacon of Light (buff).

As to the third question, since the tooltip says "*a* Beacon of Light", and doesn't specifically mention only having a specific number at a time like other tooltips, I'd say you can have it on multiple people, but probably not twice on the same person.

I'd say it's something like Seed of Corruption, only it doesn't explode, it heals.

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Old 07/18/08, 9:20 PM   #212
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
Originally Posted by DdarkDdemon View Post
I've just run the numbers. Mana problems should be pretty moot on a couple of conditions:
- Every Judgement of the wise returns mana to yourself
- Judgement does an avarage damage of 1021,9 (or 127,74 dps with 2/2 improved)

let's say a 10 minute fight with a weapon with a 3.6 weapon speed, assume hit and expertise capped assume always in melee range always hitting, assume no cooldowns are messing up with eachother (which they actually will) assuming wisdom = 50% procchance.

Level 70 raid with WotLK talents
10 min = 600 seconds

167 white swings
100 CS
75 judgement
60 divine storm
70 Seal of command procs
236*74 = 17464 mana from JoW + X(judgement of the wise) =17464 +X total mana gained

100*(0.08*base mana pool) = 19840
75 *(0.05*base*0.85+280*0.85) = 25755
60 *(0.12*base) = 17856
total mana consumption of 63451

17464 + X = 63451
X = 45987
45987 = 0.6*overal Judgement damage
Damage done by 75 judgements = 76645
Damage done by 1 judgement = 1021,933 (every 8 seconds)
or 1021,933 / 8 = 127,74 dps

Point is, when not hit/expertise capped the mana gained from JoW is decreased, when vindication is factored in it's mana will increase, when cooldowns start overlapping (6 sec CS and 10 sec DSt will overlap) mana comsumption will decrease.

Of course there is then the fact that we're unsure if judgement of the wise will always restore your own mana.
What value for base mana have you used. It seems like you have used about 2400. I thought it was about 3900 at level 70, and guessing it will be more at level 80

Also, i believe that judgement of the wise will be 60% mana split over all people not 60% per person

If you re-factor these two in I think mana might become an issue

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Old 07/18/08, 9:31 PM   #213
DdarkDdemon
Von Kaiser
 
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Human Death Knight
 
Dragonblight (EU)
Drat, I thought I didn't have benediction, but I do.

Judgement is 5% of base mana and costs 124 mana for my dwarven protection paladin with benediction.
124 / 0.85 = 146
146 / 0.05 = 2920

My base mana is 2920

I did not read 'totalling'' in judgement of the wises tooltip...

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Old 07/18/08, 9:45 PM   #214
Kaincael
Von Kaiser
 
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Draenei Mage
 
Cenarion Circle
Originally Posted by DdarkDdemon View Post
Drat, I thought I didn't have benediction, but I do.

Judgement is 5% of base mana and costs 124 mana for my dwarven protection paladin with benediction.
124 / 0.85 = 146
146 / 0.05 = 2920

My base mana is 2920

I did not read 'totalling'' in judgement of the wises tooltip...
But it is. It's there.

Judgements of the Wise - Spell - World of Warcraft

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Old 07/18/08, 9:48 PM   #215
DdarkDdemon
Von Kaiser
 
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Human Death Knight
 
Dragonblight (EU)
I have fixed it now, you'll need judgement to do 451 dps to end the battle with the same mana you started with the assumptions made.

Thing is, I did not factor in a lot of things, like mana usage by Avenging wrath/divine shield, hands.
Nor did I factor in mana potion usage and mana gained from other sources.

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Old 07/18/08, 9:51 PM   #216
Nodrak
Piston Honda
 
Human Paladin
 
Khaz Modan
Anyone else interested in our new Shield Wall like ability for another person?

Hand of Sacrifice + Divine Guardian

60% damage reduction for 12 seconds? Think they will stack?

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Old 07/18/08, 9:53 PM   #217
Longhorn
Glass Joe
 
Tauren Druid
 
Daggerspine
Has anyone figured out if there is a duration on the Instant Cast Holy Light buff from Crit Holy Shocks yet?

If it doesn't have a duration and is simply next Holy Light cast, instead of weaving Holy Lights in with Flash of Light rotation Pally's may keep the Instant Cast Holy Light buff active and just sit on it until its needed, so essentially we have a Nature's Swiftness on a shorter cooldown.

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Old 07/18/08, 9:56 PM   #218
Kaincael
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Originally Posted by Longhorn View Post
Has anyone figured out if there is a duration on the Instant Cast Holy Light buff from Crit Holy Shocks yet?

If it doesn't have a duration and is simply next Holy Light cast, instead of weaving Holy Lights in with Flash of Light rotation Pally's may keep the Instant Cast Holy Light buff active and just sit on it until its needed, so essentially we have a Nature's Swiftness on a shorter cooldown.
Infusion of Light - Spell - World of Warcraft

Duration: 15 seconds.

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Old 07/18/08, 10:08 PM   #219
Bulgarth
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Gnome Mage
 
Proudmoore
I can see it now..

-Use Avenging Wrath for the large amount of extra healing
-Use Divine Illumination
-Divine Shield to gain the 30% damage reduction
-Pop Beacons on 5 people (assuming more then one can be ticking on anyone at a time)

And win!

AoE healing fights. Finally, we are useful for them.

Also on top of the fact that you can have a nice instant cast Holy Light ready for the tank at any time during this AoE healing, since the crit buff from critting a Holy Shock doesn't have a buff duration. Seems like it'll stay up on you till used.

I'm excited.

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Old 07/18/08, 10:34 PM   #220
Kigale
Piston Honda
 
Orc Hunter
 
Fenris
Does anybody know if there is a crit component to Beacon of Light? It would be pretty un-Paladiny if it couldn't crit in some way.

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Old 07/18/08, 10:42 PM   #221
Kaincael
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Originally Posted by Kigale View Post
Does anybody know if there is a crit component to Beacon of Light? It would be pretty un-Paladiny if it couldn't crit in some way.
It's a hot. Hot's can't crit.

Originally Posted by Bulgarth View Post
Also on top of the fact that you can have a nice instant cast Holy Light ready for the tank at any time during this AoE healing, since the crit buff from critting a Holy Shock doesn't have a buff duration. Seems like it'll stay up on you till used.
Uhh, you sure about that?

Originally Posted by Kaincael View Post

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Old 07/19/08, 12:09 AM   #222
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
Beacon can be a pulsing effect instead of a traditional HoT. It could go either way.

So, about that whole Divine Guardian thing, and about that other whole Sanctified Wrath thing. There is currently precedent for player abilities that can bypass defensive absorb effects and immunities. Behold Chaos Bolt, the warlock 51-point destro talent, which seems to have lost that effect from its tooltip but still retains the effect. Based on this, I would expect the following: Sanctified Wrath allows half your damage to go through absorb and immune effects and resistances, as well as possibly %-based defenses like spell warding and defensive stance. Its behavoir with armor is unknown, as chaos bolt is a spell, and while I expect it to work with effects like Soul Link, Spirit Link, and Cheat Death which register as Absorb in the combat log, this is untested. Also, Divine Guardian redirects the damage to you, and applies that damage as normal to your bubble. So if the damage is normally capable of piercing bubbles, like Chaos Bolt or Sanctified Wrath, you eat it, otherwise you are immune as normal.


As a side note: I find it amusing that holy paladins have gone from the least mobile healer in the game to the de-facto on-the-move direct-heals healer.


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Old 07/19/08, 12:33 AM   #223
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Sheathbot sounds great for leveling and beginning of 80, since you can heal any 5-man fine with it and then still do decent solo damage. Holy Shock will have a 6 second cooldown, so that helps with solo dps, along with the new Judgement of Wisdom (when you judge Righteousness, you get the normal JoR damage, and puts up the Wisdom judgement).


Once your raid gets the Ret Pally, then the utility is gone, but before then it sounds promising.

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Old 07/19/08, 12:35 AM   #224
Kaincael
Von Kaiser
 
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Draenei Mage
 
Cenarion Circle
Originally Posted by PSGarak View Post
Beacon can be a pulsing effect instead of a traditional HoT. It could go either way.
In retrospect, I'm thinking it'll probably work more like this as well. At first, I was thinking that it would function something like Flourish, but upon reviewing it, and realizing that it has a cap, I figured that it would be a lot, lot easier to code if it was something of a pulsing effect.

So, I have a feeling it can either be something like a healing Consecrate (although the "makes a target a beacon of light" implies a buff being applied to a singular target, and movable with the target, and not basically an area of effect on the ground) which implies no crit chance, or it can be something akin to a Holy Nova being spewed forth from the buffed target every probable 3 seconds or so, which could crit.

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Old 07/19/08, 12:40 AM   #225
Kigale
Piston Honda
 
Orc Hunter
 
Fenris
Originally Posted by Kaincael View Post
It's a hot. Hot's can't crit.


Is it? Can't they? Don't use Burning Crusade rules for a Lich King spell. I imagine it could be like Mana Tide totem with each pulse having a chance to crit.

The Sheath spec is a bit more powerful than has been mentioned so far. Without Blessing of Light or Salvation, Paladins will take Wisdom, Kings, and Might (with 3 paladins in the raid) this gives an additional 300 * 1.2 = 360 Attack Power for a Holy Paladin, or 360 * .3 = 108 spell power. Not too shabby.

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