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03/31/09, 8:32 AM
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#1996
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Glass Joe
Blood Elf Paladin
Illidan
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Well the thing with HoS a tank without having a bubble up is simply you can prebeacon the tank and put HoS on the tank, I don't know of any encounter thats going to hit me for 20-24k when full raid buffed.
Not to mention now with the 20 points in prot it becomes a semi good idea to grab some extra stam to make use of a raid wall since now its a based percentage of your health.
And so is HoS now.
It comes to, why bring a Paladin when you can bring a Disc priest who can pretty much do the same thing?
The awnser right now is "Hey look I have this awesome raid wide 30% damage reduction I'm good for using on a 3D sarth run, I'm good for utilizing a survival situation in Immortal run, or even I'm good for using when starting Phase 2 of a 6 minute maly to help remain in a spark for as long as possible.
Hello I'm a paladin enjoy your kings.
Need a salv? I got your back.
Lets stack Mana spring and Blessing of Wisdom!
Sacred Shield was an awesome skill that we got and they gave us the chance to make it even better, if prot had a talent to increase the ability of Beacon in some positive way would you not get it? It's almost the same idea in the end.
We have diffrent tools in 3.1 than some other classes really it comes down to utilizing them, makeing the best of them and getting your raid leader to go "Hey get so-and-so they're a great asset." Yea it brings back bring the class not the player to an extent but that never really left the game.
And when it comes down to raid healing, we have the advantage. Think what your melee is doing, they're all bunched up in one area, chances are you have more than 5 melee. But the beacon on a tank, heal the lowest melee person with HL while glyphed for HL as well, boom you've just now healed 7 people at maximum. Or you can go the other way and spam quick FoL while using HS every cooldown hoping for the crit heal, or simply just to get a nice bigger heal off than FL can provide. FoL worked in vanilla and BC, and it still can work.
But ultimatly what I'm trying to get at here is this is a good build to help you utilize t8, and secure yourself a raidspot because you can bring a lot of tools to a raid, hard mode is going to be hard friends, you'll need all the mechanics you can get.
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03/31/09, 9:27 AM
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#1997
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Von Kaiser
Draenei Paladin
The Venture Co
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When talking about the holy shock glyph remember there will be a HUGE difference between the HPS of your HoT from 2 pc t8 if you get your followup holy shock casted in <6 seconds because of how much extra healing you 'roll' into the next one. If I holy shock crit for 10000 we deal with a 1500 HoT over 9 seconds or in other words a 500 tick three times. If 1000 of that ticks and then I do another 10k crit we're talking about 2000 over 3 ticks or 666 per tick. The next one would be 714 per tick. Now if we take the same scenario and presume instead that we roll two ticks of our holy shock instead of one, the numbers become dramatically different if you successfully roll them long enough. It starts with 500 a tick again, moves to 833 a tick and then 1055 a tick. Eventually both scenarios will reach a cap, the difference is the first one has the hot capping at 750 regardless of how long you roll your holy shock crits and the second one caps at 1500, effectively doubling the potential for your crits.
Obviously, I understand that given the nature of crit we wont be able to reliably reach our 'maximum' HoT for our ticks, but we still should factor it into our discussion regardless.
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03/31/09, 9:54 AM
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#1998
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Piston Honda
Human Paladin
Nagrand (EU)
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Originally Posted by Apollion
When talking about the holy shock glyph remember there will be a HUGE difference between the HPS of your HoT from 2 pc t8 if you get your followup holy shock casted in <6 seconds because of how much extra healing you 'roll' into the next one. If I holy shock crit for 10000 we deal with a 1500 HoT over 9 seconds or in other words a 500 tick three times. If 1000 of that ticks and then I do another 10k crit we're talking about 2000 over 3 ticks or 666 per tick. The next one would be 714 per tick. Now if we take the same scenario and presume instead that we roll two ticks of our holy shock instead of one, the numbers become dramatically different if you successfully roll them long enough. It starts with 500 a tick again, moves to 833 a tick and then 1055 a tick. Eventually both scenarios will reach a cap, the difference is the first one has the hot capping at 750 regardless of how long you roll your holy shock crits and the second one caps at 1500, effectively doubling the potential for your crits.
Obviously, I understand that given the nature of crit we wont be able to reliably reach our 'maximum' HoT for our ticks, but we still should factor it into our discussion regardless.
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I don't think holy shock is the tool to use on every CD to heal the MT whatever the bonus is. HS is mainly a raid saver. It is meant to be used while you are forced to move, when you want to save a DPS some time for reactive healers who need cast time, meant to be your way to catch up with your healing cycle if u fall behind for some reason. The HoT is a bonus but not a static bonus like the current T7 2piece bonus (instead it's RNG with your crit chance). It will most probably make PvP healadins happy for 2v2 rather than it makes raiding paladins happy.
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03/31/09, 10:08 AM
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#1999
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Piston Honda
Blood Elf Paladin
Zuluhed
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Originally Posted by Kroy
Well the thing with HoS a tank without having a bubble up is simply you can prebeacon the tank and put HoS on the tank, I don't know of any encounter thats going to hit me for 20-24k when full raid buffed.
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To be fair, I don't think people are talking about Ulduar throwing enough damage at our tanks that 40% of it would oneshot you. I believe the general concern is that there is huge amounts of raid damage, and 40% of the tank's damage + raid damage WILL kill you. That's a pretty valid concern, especially on Kologarn.
I do agree with your comments about working to prove we're worthy to take to a raid. BT and Sunwell reduced us to, at best, 1 holy paladin per raid, and I honestly don't see any reason to bring more paladins than you have MTs. Unfortunately, holy paladins are fruit of the month right now, so you've got to really go for it to prove to your raid leader that you're the one he should take instead of the 15 others in your guild.
However...
Originally Posted by Kroy
And when it comes down to raid healing, we have the advantage. Think what your melee is doing, they're all bunched up in one area, chances are you have more than 5 melee. But the beacon on a tank, heal the lowest melee person with HL while glyphed for HL as well, boom you've just now healed 7 people at maximum. Or you can go the other way and spam quick FoL while using HS every cooldown hoping for the crit heal, or simply just to get a nice bigger heal off than FL can provide. FoL worked in vanilla and BC, and it still can work.
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...is sadly off the mark. We have anything but an advantage when it comes to raid healing. Every other aoe heal in the game has a 15 yard range (ours is 8 yard) and smart targets the lowest health member (ours does not). FoL is too far behind in HPS to be worth using now, and it's only going to get worse as raiding progresses. Consider that a Holy Priest can instantly heal the same amount of damage on 5 targets, with a wider range and automatic target prioritization, as it would take us 5.5 seconds to heal. There's really no way around this. You need aoe heals to heal aoe damage. Spending 1.1 seconds per target healing an aoe that hit 15 targets at once does not work. It's like a druid healing the MT using nothing but rejuvenation and lifebloom with no direct heals.
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03/31/09, 10:09 AM
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#2000
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Von Kaiser
Dwarf Paladin
Grim Batol (EU)
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Originally Posted by Apollion
When talking about the holy shock glyph remember there will be a HUGE difference between the HPS of your HoT from 2 pc t8 if you get your followup holy shock casted in <6 seconds because of how much extra healing you 'roll' into the next one. If I holy shock crit for 10000 we deal with a 1500 HoT over 9 seconds or in other words a 500 tick three times. If 1000 of that ticks and then I do another 10k crit we're talking about 2000 over 3 ticks or 666 per tick. The next one would be 714 per tick. Now if we take the same scenario and presume instead that we roll two ticks of our holy shock instead of one, the numbers become dramatically different if you successfully roll them long enough. It starts with 500 a tick again, moves to 833 a tick and then 1055 a tick. Eventually both scenarios will reach a cap, the difference is the first one has the hot capping at 750 regardless of how long you roll your holy shock crits and the second one caps at 1500, effectively doubling the potential for your crits.
Obviously, I understand that given the nature of crit we wont be able to reliably reach our 'maximum' HoT for our ticks, but we still should factor it into our discussion regardless.
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I don't know where you get the rolling hot from.
Has anyone been able to test the 2-piece set bonus?
I mean, won't it just be so that if you crit 10k with HS then you get a 1.5k HoT over the next 9 seconds.
If you crit again for 10k you either get another HoT for 1.5k over the next 9 seconds or in worst case it will overwrite the old HoT, making the rest of the old hot wasted.
From where do you get that it will stack up?
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03/31/09, 10:25 AM
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#2001
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Von Kaiser
Draenei Paladin
The Venture Co
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I get it based on the fact that ignites (mages) work the exact same way and have been since vanilla. Warriors do the same thing with their deep wounds but even more aggressively from what I understand with my talks to DPS warriors I know. I haven't done any physical testing with it but based on precedent I'm confident enough to say that this is how it is intended to work.
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03/31/09, 10:35 AM
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#2002
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King Hippo
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It is such a small amount healed relatively, and how easy it is for it to fall off (one non crit) that even if rolled that way it wouldn't be that useful or practical.
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03/31/09, 10:43 AM
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#2003
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Von Kaiser
Draenei Paladin
The Venture Co
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Not useful or practical to the point where we can suddenly stop HLing or something of the sort, but when we already have a relatively free glyph slot it's worth looking at.
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03/31/09, 10:43 AM
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#2004
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Piston Honda
Blood Elf Paladin
Kult der Verdammten (EU)
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Originally Posted by Apollion
I get it based on the fact that ignites (mages) work the exact same way and have been since vanilla.
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No. rolling ignites have been fixed. Apart from latency / debuff lag issues, ignite ticks for exactly how much it is supposed to. "Rolling wounds" however works that way. So there is no clear evidence of how the HS hot is going to work.
Even if it was rolling: With lucky crits (with 70% crit it would be about a 25% chance to stack it 4 times) the maximum difference is only about 250 hps. I doubt it is feasible to spend 20% of your time using a spell with inferior hps to have the chance to get 250 more hps.
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03/31/09, 11:56 AM
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#2005
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Apollion
we already have a relatively free glyph slot it's worth looking at.
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I don't know, with fights lasting from 5 minutes or longer, Divinity may become a requirement for its mana gain (2x mana gain with glyph).
Anyway, a HoT rolling build for a Paladin is a poor idea.
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03/31/09, 2:49 PM
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#2006
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King Hippo
Human Paladin
Bronze Dragonflight (EU)
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Originally Posted by Arthaal
Malleus basically demonstrated that:
at worst --> crit provides mana return in the case of overheals while divinity does not
at best --> if they don't overheal, the difference in extra throughput at equal point investment in Sanctity only results in 50% lower increase in throughput. Losing 1.5% in throughput to gain a guaranteed 1.8% more mana return is something I doubt anyone wouldn't consider a fair trade.
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Don't forget that mana return allows more healing. Because of this, your best case throughput from splitting the talents is higher than the bonus from 5/5 Divinity. To provide numbers: 3% crit only costs 3 points to Divinity's 5, so you can take 3% crit and 2% bonus healing. This is worth (102% * 101.5% * 101.8%) = an average 105.4% bonus healing by the time you go OOM.
The only certain benefit Divinity provides is consistency. This may still be enough, but you cannot write off Sanctity.
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03/31/09, 3:34 PM
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#2007
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Piston Honda
Blood Elf Paladin
Bonechewer
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Originally Posted by Malleus
Don't forget that mana return allows more healing. Because of this, your best case throughput from splitting the talents is higher than the bonus from 5/5 Divinity. To provide numbers: 3% crit only costs 3 points to Divinity's 5, so you can take 3% crit and 2% bonus healing. This is worth (102% * 101.5% * 101.8%) = an average 105.4% bonus healing by the time you go OOM.
The only certain benefit Divinity provides is consistency. This may still be enough, but you cannot write off Sanctity.
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1.8% is the mana return, you can't just turn around and say that is a straight 1:1 bonus to healing.
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03/31/09, 6:57 PM
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#2008
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Glass Joe
Human Paladin
Sylvanas (EU)
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Originally Posted by sno
Crit doesn't help anything for mana regen in the Genreal Vezax fight since you don't get mana back from Illumination.
Int doesnt help anything for regen in that fight either so havning divinity, stacking spellpower and using more FoL is probably better there.
As for an earlier discussion about best in slot trinkets, Spark of Hope seems like a really nice trinket for that fight.
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General Vezax is realy easy in terms of mana management. When we did his hard mode we just had 6 Healers on the Tank. Raid doesnt need any healing until the Void spawns. Two of those six were Paladins me and another. We split our roles, one just reactive shock on first hit on tank and proactive fol or reactive with instant on next hit the other did SS and reactive on second/third etc. Pretty simple.
For healing it i used the PvP Libram and 47/5/19
http://talent.mmo-champion.com/?pala...0&version=9742
A holy doesnt judge, beacon is not needed and you only cast around 6 HLs @ voidspawn. Blessed life for voidspawn, aura mastery for more shadow dmg absorb on void, blessed hands because of HoS.
Much Int helps alot. Even with 3% overhealing you can be unlucky and get mana issues at around 20% of the fight (but doesnt matter you can zerg him at that time). Had 33k mana buffed when we fought him.
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03/31/09, 9:49 PM
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#2009
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Von Kaiser
Human Paladin
Nordrassil (EU)
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Originally Posted by pred-gb
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Why did you choose to put 2 points in IoL instead of JotP? It's a pretty useless talent now, especially if you're not using HL. Having a front-loaded FoL doesn't gain you any HPS.
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03/31/09, 10:48 PM
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#2010
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Don Flamenco
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I've been using glyph of Holy Shock on the PTR. It's extremely useful on trash, plus I use Holy Shock on cooldown for Kologarn and Hodir. Since Ulduar makes Flash of Light obsolete (except on General Vsomething as I understand), there's no reason to use Flash of Light/Seal of Light glyphs. To me at least, it comes down to having a bit more mana every 11 minutes (less if you don't spec Imp LoH) or having HS on a 5s cooldown; so it's really no choice at all.
And IoL is still useful for saving mana on Holy Lights and healing on the move, 2 things that are very useful in Ulduar. Although it's probably the first 2 talent points you want to drop. It isn't terrible, it just isn't amazing anymore.
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Theorycrafting procedures per role:
DPS = Theory -> Spreadsheet -> Practice
Healing = Theory -> Practice -> Logs
Tanking = Theory -> Theory -> Theory
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