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02/26/09, 9:11 AM
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#1486
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Piston Honda
Blood Elf Paladin
Zuluhed
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Originally Posted by Wraithguard
tbh - I don't see the point in wasting points on PoJ - all other classes seem to be able to deal with it fine and with the changes to holy shock and instant FoLs and even SSs there is not much wasted time while running. Splicing those two points onto crit seems ALOT more favorable - healing wise and mana wise.
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If a hunter has to stop DPSing for 10 seconds to reposition himself, the tank is not going to die.
A tank doesn't have to stop tanking a mob in order to move because all tanking abilities are instant.
If a healing class with hots has to stop healing for 10 seconds to reposition himself, the tank is not going to die.
If a healing class with no hots has to stop healing for 10 seconds to reposition himelf, the tank could die very easily.
Of those four, see if you can pick out which one holy paladins are.
If you need convincing on PoJ, you don't have to look any further than Heigan. Sure, other classes can get by without the speed bonus, and so could you. The difference is PoJ-less paladins don't have the time to stop and toss out a flash on every splash in addition to the holy shock once every two splashes.
As it stands, PoJ is by no means mandatory, but it's solidly above most other choices we have.
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02/26/09, 9:41 AM
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#1487
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Bald Bull
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Just out of curiosity... how do PoJ and the speed/boots enchants interconnected?
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02/26/09, 9:53 AM
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#1488
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Glass Joe
Blood Elf Paladin
Shattered Hand (EU)
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Originally Posted by Saladin
If a hunter has to stop DPSing for 10 seconds to reposition himself, the tank is not going to die.
A tank doesn't have to stop tanking a mob in order to move because all tanking abilities are instant.
If a healing class with hots has to stop healing for 10 seconds to reposition himself, the tank is not going to die.
If a healing class with no hots has to stop healing for 10 seconds to reposition himelf, the tank could die very easily.
Of those four, see if you can pick out which one holy paladins are.
If you need convincing on PoJ, you don't have to look any further than Heigan. Sure, other classes can get by without the speed bonus, and so could you. The difference is PoJ-less paladins don't have the time to stop and toss out a flash on every splash in addition to the holy shock once every two splashes.
As it stands, PoJ is by no means mandatory, but it's solidly above most other choices we have.
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This post makes me a little sad, but first of all I need to correct myself. When I referred to other classes I meant other healing classes. That out of the way we can agree that 10 secs would leave most tanks dead if it was a paladin healer.
Now... the sad part. As the game is now there is no - and I mean no! boss which requires you to be away for the tank for 10 secs (perhaps save Sarth and the firewalls - but PoJ wont solve that). Next, your argument about Heigan seems a bit dodgy. Nobody is supposed to take damage, and therefor no healing is required. If one fails, however, I'd still take the chance of my Holy Shock critting over faster run speed. HS critting = instant FoL - which can crit again. Also more healing should help reduce the need for HL or FoL.
On top of all this - you always have the bubble as a last support to bring you home safe. I'm not convinced PoJ is more than some convenience thing. In my experience, there is no fight in WotLK where you can't position yourself or react early enough to do very well without running faster. Agreed, this might change with future patches, but that is too speculative for me.
To sum my rantings up: Raw healing/crit > running faster.
edit: @tiberion02: PoJ does not stack with any enchants, gems or other speed increasing effects - unless they are higher, which then nulls the PoJ effect.
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02/26/09, 10:33 AM
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#1489
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Glass Joe
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Just because you don't need the extra speed to avoid something like a lava wave doesn't mean it isn't immensely useful for allowing you to reposition faster so that you may resume casting sooner.
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02/26/09, 11:04 AM
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#1490
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Glass Joe
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Originally Posted by Wraithguard
In my experience, there is no fight in WotLK where you can't position yourself or react early enough to do very well without running faster. Agreed, this might change with future patches, but that is too speculative for me.
To sum my rantings up: Raw healing/crit > running faster.
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If you are only referring to current content (as referenced above), then raw healing/crit = even more overhealing. I find PoJ useful in fights with a large area, i.e. Sapphiron raid healing. If a healer goes down on the far side of the group, I can get in position faster to take over. I fail to see an advantage to not taking PoJ in this content. While not mandatory, PoJ does provide a benefit where overhealing does not. It may be fair to say it is a convenience, but to use your summary:
PoJ convenience > Raw overhealing/ crit overhealing in current content.
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02/26/09, 11:19 AM
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#1491
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Glass Joe
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Originally Posted by Caylynn
Well, not necessarily (I mean, Holy Light "spammers" aren't necessarily topping the charts). In our last Naxx25 clear (granted, we brought way more healers than we needed to) one of our other holy pallies, who uses a lot more Flash of Light than I do, topped the overall healing charts:
Naxx 25 clear.
The paladin topping the overall healing charts had the following breakdown in spells used:
FoL; 42%, HL: 26%, GoHL:12%, Beacon:10%, Holy Shock: 9%
I use a lot more holy lights (although I don't spam them) and I was number 3 on the overall healing chart:
HL: 47%, GoHL: 21%, FoL: 19%, Beacon: 7%, Holy Shock: 6%
The fights where I did top the healing charts were Gluth and Gothic (I was on undead side) and I was #2 on Sapphiron, after our ret pally, since Judgement of Light heals for a lot on that fight. And I topped the heals on trash mobs, but I'm not sure what that says!
I did miss one entire fight though, since one of our DKs went the wrong way on the first charge on Thaddius, and managed to kill me.
Curiously, I had more overheal on my FoLs than on my HLs!
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Spamming either fol or HL exclusively is a bad idea, but my view is that the role of the holy paladin is to provide sustained high hps on the tank(s) to avoid wipes from tank deaths. I'm sure many people will disagree but I think fol spam won't accomplish that goal when you no longer outgear the content. As the difficulty of encounters increase I think people will start to see that fol won't cut it except for topping people off.
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02/26/09, 1:28 PM
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#1492
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Von Kaiser
Blood Elf Paladin
Sporeggar (EU)
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As a guideline to PoJ's value in most fights, It'll take someone with Tuskarr's Vitality 1.64s to cover the distance a PoJ-specced paladin covers in 1.54s (calculated around "how long do you have to run for to get 0.1s benefit"). 1.54s gets you quite a long way, more than enough for a void zone type issue, enough to cover most out of range moments. It's also long enough to be the difference between the heal landing before or after the would-be fatal damage hit the tank is about to take.
There scenario where PoJ comes out most favourably is when you've got uncontrollable slow kitable adds. What immediately springs to mind is the 2nd boss in ye olde mechanar. Those fire elemental adds moved at 80% normal speed, a PoJ equipped paladin would need 20% less time to get far enough to safely cast than one with Tuskarr's Vitality. Throw something like that into Uldar, and there's no argument about those 2 points for that encounter.
Ultimately though, for current content, you can absolutely argue it either way. It's definitely not wrong to say PoJ isn't worth speccing, that heal landing 0.1s earlier after a move might save someone, but you can say the same about 2% crit or 2% more healing. If you ask me, it's down to preference and neither can be called the "wrong" option.
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For insurance reasons. Yes. That, and for freedom.
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02/26/09, 4:35 PM
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#1493
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Glass Joe
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Originally Posted by tiberion02
Just out of curiosity... how do PoJ and the speed/boots enchants interconnected?
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The boot enchants are 8% (the same as 1/2 points in PoJ) and do not stack.
Last edited by InternetFett : 02/26/09 at 4:35 PM.
Reason: typo
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02/26/09, 5:10 PM
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#1494
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Von Kaiser
Human Paladin
Tichondrius
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Scenarios where I find Pursuit of Justice beneficial (more-so than losing PoJ to get 2% in overall healing in3.1):
(also note that naxx is extremely easy, but assume it was the same type of fight mechanic but Ulduar difficulty)
- Anub-Rekhan: during locust swarm tank is kiting around the room, and i'm trying to stay ahead of the tank. PoJ lets me cast a heal, run to my a new position ahead of the tank, then start that heal earlier
- Maexxna: people who get webbed way far away take longer for dps to get them out. Sometimes it's a 2+ sec run before i can pop a holy shock on them if they are going low.
- Heigan: faster movement between 'safe spot' usually lets me get a FoL off during each pause. Holy Shocks go off while running
- 4H: we use a strategy of 2 paldins in the back with beacon on each other. Every 2-3 marks we need to switch with about a 2-3 second run. You're taking large damage spikes while running and only get 1 holy shock. The faster you get back in place, the faster you can get a heal off.
- Grobbulus: the debuff means you are running 10-15 yards from the raid. while you are running away, the tank is slowly moving in the other direction. the faster you can get away, cleanse, and get back the better. PoJ would cut a lot of time off here.
- Thaddius: Each polarity shift you will get to the other zone faster, and start healing sooner. Less of a chance to hurt someone else (even though it shouldn't be an issue, think if you were just progressing on the fight).
- Sapphiron: you're running for several seconds usually to get behind a block, all while people are taking blizzard and aoe damage. faster run speed means you can finish off one more holy light before you start running. getting there faster means you can start casting sooner as well.
- Malygos: P2 faster run speed means less "danger zone" time outside of bubbles when they are far apart. you can start casting sooner.
- Sarth 3D: i'm a paladin who uses Righteous Fury to pull fire guys to me and also to our tank. The tank's running around picking up random blazes and I'm assigned to heal and follow him. So it's a much more mobile fight than just running from waves and voids. And depending on where I'm standing when a wave spawns, the faster run speed often times lets me finish a cast before running to the safe spot. There's also some hug spike damage when multiple blazes and 6 whelps are on the tank, where being on the run can end up in a dead tank
Again, the content doesn't require it now, but think if these fights were tuned to be Ulduar difficulty. Using 3.1 talents, 2% increased healing is not going to do much for you. If I'm standing in place I can put out an amazing amount of healing, much more than's even needed. Adding 2% to that isn't what's going to make or break a fight and I'd say it wouldn't even be noticeable.
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02/26/09, 5:14 PM
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#1495
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Piston Honda
Blood Elf Paladin
Zuluhed
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Originally Posted by Wraithguard
This post makes me a little sad, but first of all I need to correct myself. When I referred to other classes I meant other healing classes. That out of the way we can agree that 10 secs would leave most tanks dead if it was a paladin healer.
Now... the sad part. As the game is now there is no - and I mean no! boss which requires you to be away for the tank for 10 secs (perhaps save Sarth and the firewalls - but PoJ wont solve that). Next, your argument about Heigan seems a bit dodgy. Nobody is supposed to take damage, and therefor no healing is required. If one fails, however, I'd still take the chance of my Holy Shock critting over faster run speed. HS critting = instant FoL - which can crit again. Also more healing should help reduce the need for HL or FoL.
On top of all this - you always have the bubble as a last support to bring you home safe. I'm not convinced PoJ is more than some convenience thing. In my experience, there is no fight in WotLK where you can't position yourself or react early enough to do very well without running faster. Agreed, this might change with future patches, but that is too speculative for me.
To sum my rantings up: Raw healing/crit > running faster.
edit: @tiberion02: PoJ does not stack with any enchants, gems or other speed increasing effects - unless they are higher, which then nulls the PoJ effect.
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I wouldn't sacrifice crit for PoJ, and I haven't. Crit is a simultaneous throughput/efficiency stat, which is why it's so highly valued.
However, there is no need to sacrifice any crit for PoJ now or after the patch. Here are the following non-crit alternatives you can put on the chopping block for PoJ:
-Divinity: AKA, a glyph.
-Improved Concentration Aura: This talent continues to be of meager, almost unnotieable benefit in most PVE scenarios.
-Blessed Hands: An intriguing one and top contender for me, but still too situational to make it a must-have. Largely dependent on the boss encounter though. If you're fighting any boss fight that requires you to move more than once every ~1.5 minutes, PoJ should give better returns. If the movement spurts take longer than ~1.5 minutes, you'll see more benefit from Blessed Hands' extra sacs and salves.
^Those are the sorts of talents that are prime to sacrifice for Pursuit of Justice, since PoJ is a constant payoff as compared to the situationality of the other talents.
Crit talents are similar in that the more crit you have, the better--yes, there may be diminishing returns on crit, but you'll reach those a lot later than you will on stats such as raw +healing.
As it stands, a paladin can expect to cast 3 instant heals (2 Shocks, 1 FoL from a 50% critrate on Shock) every 12 seconds, or 3 every 10 seconds if Shock is talented. Even the second-most hot starved healing class, restoration shamans, have earth shield, riptide, and RNG earthlivings they can rely on on the run. The paladin is still the least mobile healing class in the game. That's why anything that grants additional mobility to a paladin will be more valuable than it will be to other healing classes.
Furthermore, Icewalker is one of the few decent enchant options we have for closing the annoying hit cap on our judgements. Alternatively, you could pick up Tuskar's Vitality and thus have to make up the hit in other slots where more healer-oriented enchants could be placed. If you did decide to go that rought, though, Accuracy on your weapon would most likely be the best place to cover the loss of Icewalker.
One thing I am curious about since the current PTRs don't have divinity available--will the 5% healing to and from you stack? I.e., +10% healing when you heal yourself. Logically, they should stack, but I doubt that will fly in the long run since it's very likely to ruffle some PVP feathers.
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02/26/09, 9:39 PM
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#1496
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Saladin
One thing I am curious about since the current PTRs don't have divinity available--will the 5% healing to and from you stack? I.e., +10% healing when you heal yourself. Logically, they should stack, but I doubt that will fly in the long run since it's very likely to ruffle some PVP feathers.
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When I read the talent description, it seems the 5% healing to you only counts when it comes from others (like SA). However, the talent is still not on PTR so I cannot test.
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02/26/09, 10:06 PM
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#1497
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Don Flamenco
Blood Elf Paladin
Deathwing
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Or they might be trying to implement this "selfless buffer" attitude to our healing. Since it's currently better for a paladin to delay self-healing in case they might benefit from SA, maybe this stacking 10% to healing is supposed to favour self healing by alleviating it's cost?
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Percent modifiers R'US
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02/26/09, 11:23 PM
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#1498
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Piston Honda
Blood Elf Paladin
Zuluhed
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Originally Posted by Arthaal
Or they might be trying to implement this "selfless buffer" attitude to our healing. Since it's currently better for a paladin to delay self-healing in case they might benefit from SA, maybe this stacking 10% to healing is supposed to favour self healing by alleviating it's cost?
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I definitely like that perspective. On the other hand, if they somehow implement a magical mechanic that removes any benefit holy paladins would get from SA anyway, wouldn't that in and of itself be incentive to heal ourselves? Instinctual healing priority is usually Tank > Healer > DPS (modified by assignments, of course), but SA is the only reason we tend to flip that around.
Although even then, I'm not to sure about exactly how much we shake up the priority system. What strikes me as curious is that the SA planned change was first announced as a way to make it a "prot only" skill--then they assured ret paladins that they wouldn't be affected by it, and it was mostly targeted as a holy nerf. But honestly, holy has the hardest time out of all the three specs getting benefit from SA in the first place.
Protection (through bosses) and Retribution (through SoB) deal with roughly steady incoming streams of damage that are expected to be healed through. In order to gain anything from SA, we Holy Paladins have to actively try to take some environmental damage and rely on other healers healing us. Usually they won't, since healers tend to assume that other healers can take care of themselves. Even if you do inform your raid of the benefit from getting SA heals instead of healing yourself, you have to constantly try to measure how much damage is too much damage to take.
An obvious example would be asking yourself "I have 66% health left--should I stand in the fire and risk dropping to 33% or play it safe?" But it goes beyond just asking yourself how much damage you can survive through as holy. You also have to ask yourself how much damage your fellow healers can heal without being burdened with your mana regen. After all, if the purpose of SA returns as holy is to fuel your mana to put out more healing, you have to constantly weigh the extra healing from your SA-granted mana against the extra healing of your healing mates funneling the healing they're using on you into the DPS or tanks.
These are all really complicated on-the-fly decisions that holy paladins have to use when playing with SA. It's honestly a lot of work for a variable amount of benefit. I'm not sure where Blizzard gets the impression that holy paladins are fountains of endless mana because we all stand in the fire.
In any case, I tend to shy away from the technique myself since I'm always wary of Murphy's Law. As long as they nerf our endless mana syndrome through SA and not DP/Illumination, I'll be happy.
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02/27/09, 12:24 AM
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#1499
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King Hippo
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Originally Posted by Saladin
An obvious example would be asking yourself "I have 66% health left--should I stand in the fire and risk dropping to 33% or play it safe?".
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The answer to that question is always no, risking dying and soaking up other healer mana is never worth the amount you gain. SA is free mana on encounters where you can't avoid taking damage, but you should always make every effort possible to take as little damage as possible.
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02/27/09, 2:03 AM
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#1500
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Glass Joe
Blood Elf Paladin
Dragonblight
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Originally Posted by Endoscient
The answer to that question is always no, risking dying and soaking up other healer mana is never worth the amount you gain. SA is free mana on encounters where you can't avoid taking damage, but you should always make every effort possible to take as little damage as possible.
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Going to have to disagree here. Currently, there is no fight that makes you take enough damage that can put you to that point. In saph, I'll beacon myself and eat blizzards, for instance. It's not bad enough, and healers normally get to it. We have a shaman raid healing, it may cost her a little mana, but no difference since she'd be throwing chainheals either way. We always rotate assignments on our druid, so if I get hit with heals, better for me.
The only place I could not see purposely taking damage is S3D. Everything else is simple enough to take a hit for your mana pool.
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