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@ gouldukat: Can you make the announcement under the cast sequence or is it a violation to macro syntax? I'm not well with writing macros, but the cast sequence should fail at HoS after first time when you're spamming it, since it'll be on CD, right? Does it do the announcement twice as it is when you hit the macro 2 times to HoS, and then to DS?
You can't in cast sequence you can't add nothing more then a spell, no changing target no nothing.
No when you press it the first time the castsequence fire HoS, the second time after GC fire DS.
Yes it do 2 time or n time if you spam the button, there is no more a working aftercast mod after the macro change blizzard done, because now you cant run much logic in a macro or cast in a script in combat, so you cant check for a cast success to fire the message only one time when the spell got casted correctly.
You can add this test on the macro if you got space :
IsActionInRange(s)==1 and GetActionCooldown(s)==0 and UnitInRaid("target")
/script a=SendChatMessage;t="target";x="Sacrifice";if IsActionInRange(s)==1 and GetActionCooldown(s)==0 and UnitInRaid(t) then a(x,"WHISPER",nil,UnitName(t));a(x.." %t","RAID");end
/castsequence Hand of Sacrifice, Divine Shield
to know the number to put in place of the 's' run this, and discover the number where you put the macro button on:
/run local l=0;for l=1,120 do local t=GetActionText(l);local x=GetActionTexture(l);if x then local m="Slot "..l..":["..x.."]";if t then m=m.." \""..t.."\"";end DEFAULT_CHAT_FRAME:AddMessage(m);end end
Still after all of this you can avoid only to get a spam of chat message but still get 2 time the message for the 2 different spell cast.
On the topic of Hand of Sacrifice...has anyone checked to see if the 30% damage reduction continues for the duration if the paladin dies? I personally have sacrificed myself to save the tank on an enraged Maexxna while I couldn't bubble, died, and I was wondering if the buff stayed up (I thought it was still up but i couldn't tell...icons were too small).
Does anyone know if Pure of Heart and Improved Concentration Aura will stack and both reduce the duration of a Shaman's Hex, resulting in 80% duration reduction? Hex is a curse, and it silences. I know Imp Conc says it doesn't stack with other such effects, but that implies it doesn't stack with other silence-reducing effects, not effects that reduce the duration of curses.
I doubt that Hex is specifically considered a "Silence" effect. By the same logic, Freezing trap is a "movement impairing effect", and we all know HoF does not do anything for that.
Hi there, here's my question. From patch notes for patch 3.0.8:
"Hand of Reckoning(NEW): Available on trainers at level 16. It's a 30 yard range taunt that causes Holy damage."
Why do people say this is a taunt? Per what I understand, this skill causes very low damage. It looks like another pull skill, but not like a taunt to me. Does anyone have more info?
If the patch notes say it's a taunt, then it's probably a taunt. Taunting abilities set your aggro to just a tad above the current aggro target, as well as forcing the target to attack you for the duration of the taunt (which effectively lets you keep aggro on the target if the melee/ranged dpser didn't go back above 110/130 of your threat, which is now equal to what his threat was when you taunted plus whatever threat he generated).
Hi there, here's my question. From patch notes for patch 3.0.8:
"Hand of Reckoning(NEW): Available on trainers at level 16. It's a 30 yard range taunt that causes Holy damage."
Why do people say this is a taunt? Per what I understand, this skill causes very low damage. It looks like another pull skill, but not like a taunt to me. Does anyone have more info?
We say it is a taunt because the ability says: "30 yard range taunt".
Hi there, here's my question. From patch notes for patch 3.0.8:
"Hand of Reckoning(NEW): Available on trainers at level 16. It's a 30 yard range taunt that causes Holy damage."
Why do people say this is a taunt? Per what I understand, this skill causes very low damage. It looks like another pull skill, but not like a taunt to me. Does anyone have more info?
The holy damage is there to "tag" the mob in addition to the taunt. Basically it will let you break CC from afar without wasting your 30 second CD that you would rather save for the next trash pull.
In addition to breaking CCs, the Taunt also serves as a ranged pull for non-Prot Paladins.
For some quests I had to mount up, dismount in mid-air and Judge to pull some flying mobs. You can Judge when you run underneath them, but sometimes that is tough to do when there are environmental objects.
Paladins are currently the only base class without a ranged attack (on non-undead mobs) and only tank without a normal Taunt, so they are killing two issues with the new spell.
What addons do you guys use for monitoring cooldowns? I know there are a lot of them out there, I ask since I want to know which are tried and recommended. Preferably something light that will show time remaining in a moveable resizeable window, and doesn't do other things I don't need that cannot be canceled.
Chukkii - it is situational. Fury will be better on a boss where you can keep your stack up. Mirror is better if there will be significant movement and/or your stack will drop.
Naxx alone has many fights where you could have significant time off target, including ones you might not initially consider, like Gothik when he's on the other side of the room. Conversely fights like Patchwerk or Gluth with constant DPS should see the full power of the Fury.
10 seconds really isn't that long and it's easy to drop the stack - just running from Grobbulus to have the disease removed is probably long enough.
While it may drop off often on some fights, it's also fast to stack back up, and 320 AP is quite a lot. Check a spreadsheet for a definite answer after you figure out your average uptime of both trinkets.
Long time reader first time poster.
It seems well known that the 4 piece is becoming a favorite due to the 1 second off of judge. My question is if we follow a strict FCFS rotation it seems CS will be pushed to a 7 second CD for most of the fight due to judgment popping off CD .5 seconds before CS. I'm now assuming Judge>cons>CS>DS, assuming I have plenty of mana.
EX) some time in your encounter you should end up with this:
J: at 0 sec.
CS: at 1.5 sec.
J: at 7 sec.
CS: at 8.5 (delayed 1 sec.)
J: at 14 sec.
CS: at 15.5 (delayed 1 sec. again)
etc...
I've seen this mentioned but without a clear "rule of thumb" for this specific part of our rotation.
Thanks for all the work everyone has put in. much appreciated.
Question for you prot palys: is it practical to use sacred shield at all while main tanking or off-tanking in raids?
It's easy to do so and is a bit less damage taken. It should be noted that if a Holy Paladin is already keeping up Sacred Shield on you, that you shouldn't cast it yourself. While a target can have Sacred Shield up from multiple Paladins, only one of the Sacred Shields will take effect, and the one from the Holy Paladin is going to be stronger than your own.
I usually keep up Sacred Shield on myself in 10-mans, but don't do so in 25-mans as I'll typically already have it from a Holy Paladin in a 25-man. Threat is not currently a real concern, so it's more useful than simply generating more threat.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
Is it possible to squeeze in 10 spells in the duration of one avenging wrath, assuming you have good lag and enough haste to lower the gcd of exorcism, consecration and holy wrath? I am of course assuming (asking?) that exorcism, Consecration, and Holy Wrath can have their GCD shortened by haste/heroism/bloodlust. I'm pretty sure that the GCD for Judgement, CS and DS can't be shortened.
Using this sequence: {Consecration, AW, CS, Judgement, DS, Exorcism, CS, Consecration, Holy Wrath, Judgement, CS, *DS*} Assuming 0 lag, and a 1.5 sec GCD, the final DS would go just as wings fell. One would need some amount of Heroism+Haste to make up for the lag, and shorten the time. Or do the underlying mechanics make it impossible to get more than 9 GCD's in and normally limit it to 8?
I guess the second CS is cooldown limited, so speeding up the exorcism doesn't help, however there's some gap on the holy wrath and consecration to make up for lag. And the final CS is cooldown limited, so the only place to speed that up would be to shorten the wings GCD.
Is it possible to squeeze in 10 spells in the duration of one avenging wrath, assuming you have good lag and enough haste to lower the gcd of exorcism, consecration and holy wrath?
That doesn't seem accurate, considering that Holy Wrath, Exorcism, and Consecrate are spells ... (Though I'm not sure how you would accurately measure the GCD of such abilities...)
Where's the source for that claim (that you linked)?
I'm almost positive I see lower GCD even on Judgement (which is technically a spell as far as GCD/silence/lockout are concerned) when under effect of Bloodlust.
To verify; put any spell that has a GCD in action button 1 on your bars and write /script print((select(2, GetActionCooldown(1)))) just after you cast a spell and it should say what the cooldown for that ability is (which should be the GCD).
From Restoration WotLK Talent Preview / Discussion in druid forums.
Now i'm unable to log ingame to try myself, but i think this should work for testing provided you use a spell without a cooldown (Blessing, Sacred shield...).
With 3.0.8 fixing the Precision bug - how does this affect hit rate?
it was hot fixed and is live right now, not coming in 3.0.8. 8% seems the consensus, although in the last few posts of The Retribution Paladin Thread (Wrath/3.0) it has been well discussed that cap is not magic and not quite as important as it was pre-wrath.