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02/09/09, 4:06 PM
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#651
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Von Kaiser
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Originally Posted by Tzeni
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The pacify effect is not an aggro drop. That is the melee attack prevention effect of the Hand of Protection. Caster mobs will still cast at you as normal.
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02/09/09, 5:00 PM
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#652
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Piston Honda
Blood Elf Paladin
Bonechewer
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Originally Posted by Villeraz
The pacify effect is not an aggro drop. That is the melee attack prevention effect of the Hand of Protection. Caster mobs will still cast at you as normal.
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When I tested it with a friend, it definitely dropped aggro against a caster mob.
However, it may vary from mob to mob, since I only tested it on one particular mob (a murloc caster, iirc).
Edit: Note that Deterrence - Spell - World of Warcraft has the same aura effect, and deterrence also works on spells. So unless deterrence'd hunters can tank caster mobs while being immune, I don't get what could be going on.
Last edited by Tzeni : 02/09/09 at 5:07 PM.
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02/09/09, 5:17 PM
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#653
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King Hippo
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Originally Posted by usaf-seraph19832012
I have a question about professions... I want to go holy paladin for 2v2 and 3v3 arena and I could go Ret at a later time, but I like healing more. My twin brother is telling me not to go BS and JC since too expensive for the little upgrade. He is telling me that it's more efficient to be able to make gold and go herb skinning. Herb isn't a bad heal but I"m curious if it stacks with +healing. Also, he said go skinning and I was wondering if that impacted both ret and holy or just ret. Please let me know what you think about this as I'm stuck on this decision.
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I believe skinning affects both melee crit and spell crit, so it's decent for both. I don't think the heal from herbalism increases with spellpower.
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02/09/09, 5:23 PM
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#654
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King Hippo
Blood Elf Paladin
Staghelm
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Originally Posted by Tzeni
So unless deterrence'd hunters can tank caster mobs while being immune, I don't get what could be going on.
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The "pacify" effect prevents you from attacking while you're using Deterrence or protected by a Hand of Protection.
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02/09/09, 5:29 PM
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#655
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Piston Honda
Blood Elf Paladin
Bonechewer
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Originally Posted by Jebraltar
The "pacify" effect prevents you from attacking while you're using Deterrence or protected by a Hand of Protection.
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Ah, that makes a lot of sense. I still have to see if it drops aggro against caster mobs like it does against physical dps. I did test this a while ago and thought it did, though now I'm getting conflicting information.
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02/09/09, 5:32 PM
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#656
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Glass Joe
Blood Elf Paladin
Stormreaver
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Originally Posted by usaf-seraph19832012
I have a question about professions... I want to go holy paladin for 2v2 and 3v3 arena and I could go Ret at a later time, but I like healing more. My twin brother is telling me not to go BS and JC since too expensive for the little upgrade. He is telling me that it's more efficient to be able to make gold and go herb skinning. Herb isn't a bad heal but I"m curious if it stacks with +healing. Also, he said go skinning and I was wondering if that impacted both ret and holy or just ret. Please let me know what you think about this as I'm stuck on this decision.
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The crit from skinning is generic crit rating so it works for both spells and melee. The heal from herbing is not affected by spellpower at all, it's just a flat heal, but it's a free heal in arena. No mana cost, no cast bar, need a heal while spell locked there ya go. Mining is also a decent choice for a gathering profession from a pvp stand point, as you get a free 50 stam.
BS and JC are only the best professions to take via a min/max raid standpoint. If you aren't interested in / required to min/max (and in the current raid enviornment I can't see any guild forcing that atm) they really aren't worth it if you don't have another char with max mining / alot of gold to supply the professions.
Basically what I'm saying here is no profession is required anymore. Pick what you like or what you want to do and have it it.
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02/09/09, 5:48 PM
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#657
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Villeraz
The pacify effect is not an aggro drop. That is the melee attack prevention effect of the Hand of Protection. Caster mobs will still cast at you as normal.
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Mobs casting spells will continue the spell cast even if taunted or the target is not a valid target (since they check for valid targets happened at spell cast).
So if a caster mob already targets the Mage, only after the spell fires and the check for valid target happens again will the Mage be safe with BoP.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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02/09/09, 6:18 PM
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#658
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Glass Joe
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Thanks all who replied. Smafdi based on what you said I just want it for pure PVP no raid stuff, so your saying it's more worth gathering professions? Also, whats better the 2000 life heal or the 50 stamina? I think skinning should be a must am I right on that logic if I am to stick with professions that gather?
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02/09/09, 6:30 PM
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#659
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by usaf-seraph19832012
Also, whats better the 2000 life heal or the 50 stamina? I think skinning should be a must am I right on that logic if I am to stick with professions that gather?
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Herbalism is 3000 healing over time, but requires you to click the button, while mining is 50 stamina at all times. Skinning is 32 crit rating at all times.
If I had use two gathering, I would use mine/skin, since those bonuses are passive.
What some people do is level up double gathering, then drop one or both once they have the gold to buy the mats for the better production professions.
What you could do is save the mats from mining, then once you have a lot of ore level Blacksmith or Jewelcrafting, dropping either skinning or mining (I would drop skinning).
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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02/09/09, 9:45 PM
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#660
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Great Tiger
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Originally Posted by Merovengian
That is nice empirical evidence to support the long held theories of what triggers SA. The general rule being: Any heal cast by the player onto himself, or as a result of a buff triggered heal (IE, Blood Aura, JoL, Imp LotP) do not cause mana returns. Conversely, any direct non-character cast healing ability, active or passive- that does not overheal should trigger mana return. To include Earthshield, Prayer of Mending, et al.
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I'm pretty sure iLotP has always triggered SA (first noticed it in Kara). Anyways, it triggers SA on Live right now.
I don't know any Blood DKs, so it'd be nice if someone else could double check if Blood Aura triggers SA or not.
Sorry, I know this is an old topic, but haven't had a chance to upload the image until now. It's always good to know how the mechanics of the class work. = )
Last edited by Fiola : 02/09/09 at 9:51 PM.
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02/10/09, 2:41 AM
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#661
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Glass Joe
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In terms of potions to use for Retribution DPS;
Would the best potion to use be Potion of Speed? Or possibly Wild Magic?
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02/10/09, 6:26 AM
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#662
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Banned
Human Paladin
Silvermoon (EU)
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Originally Posted by Shavi
In terms of potions to use for Retribution DPS;
Would the best potion to use be Potion of Speed? Or possibly Wild Magic?
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Insane Strength > Speed > Wild Magic
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02/10/09, 9:15 AM
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#663
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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I'm trying to plan a gear set on chardev.org - a World of Warcraft Character Planner - x for my tankadin alt and I'm try to make it unhittable.
However the website doesn't compute avoidance correctly (don't think it counts DR).
Does anyone know a formula or script that takes as input dodge rating,defense rating, parry rating and block rating and returns total avoidance + block chance ?
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02/10/09, 11:15 AM
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#664
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Piston Honda
Goblin Priest
Argent Dawn (EU)
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I have a question about healing on phase 2 malygos.
Basically we always keep losing people to the barrages, even when everyone is properly bubbled.
Sometimes people will get targeted by ~3 at once, and get gibbed before i can react (or before my current HL finishes casting, for that matter)
There is also a bug where sometimes barrages hit for full damage, even if you are clearly under bubble. That's 18k on a single hit. Taking one of these just before the deep breath is another instant death.
Is there any way to tell who is getting barraged?
Also does anyone has a general paladin tactic for phase 2, which gave good results?
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02/10/09, 11:40 AM
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#665
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Glass Joe
Blood Elf Paladin
Stormreaver
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Originally Posted by usaf-seraph19832012
Thanks all who replied. Smafdi based on what you said I just want it for pure PVP no raid stuff, so your saying it's more worth gathering professions? Also, whats better the 2000 life heal or the 50 stamina? I think skinning should be a must am I right on that logic if I am to stick with professions that gather?
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If you want to go 2x gathering professions then I would go skinning and mining. There are other things to consider for pure pvp professions, if it's not just arena play you're going for pvp wise then eng is a good choice too, you get rocket boots for that quick burst of speed, don't forget grenades too. Correct me if I'm wrong but I don't think you can use the eng grenades in arena, or at least I personally haven't come across an engineer in my 2's games. Leatherworking is an ok choice for the fur linings you can get, 90stam to bracers is nothing to snicker at.
I'm not really going to tell you to pick X professions, they are now more than ever a personal choice. Each profession brings something unique to your char so take a look at what they offer and what you'd like to take.
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02/10/09, 1:36 PM
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#666
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by maxi
There is also a bug where sometimes barrages hit for full damage, even if you are clearly under bubble. That's 18k on a single hit. Taking one of these just before the deep breath is another instant death.
Is there any way to tell who is getting barraged?
Also does anyone has a general paladin tactic for phase 2, which gave good results?
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That isn't a bug, it is an issue with lag between the server being slow to know you are inside the bubble, which reduces the hits by 50%.
You could target the guys in the air to know who is targeted. Your best bet it is use Shock often on P2, especially when running between bubbles.
About the question about unhittable asked before, the site maintankadin.com has an advanced forums, there you can find a /script that will tell you if you are unhittable (remember to use Holy Shield first).
/script dr=function(x)return 1/(1/16+0.9560/x)end;DEFAULT_CHAT_FRAME:AddMessage("Need 102.4 combat table coverage. Currently at: "..string.format("%.2f", GetDodgeChance()+GetBlockChance()+GetParryChance()+5+dr(GetCombatRating(CR_DEFENSE_SK ILL)/122.962)))
Last edited by frmorrison : 02/11/09 at 12:03 AM.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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02/10/09, 9:48 PM
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#667
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Glass Joe
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If one were to remove Consecration from the DPS rotation (thinking PvP post Exorcism change), what would be worth more DPS, point-for-point, Two-Hand Weapon Specialization or Sanctified Seals?
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02/11/09, 12:02 AM
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#668
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Eligos
If one were to remove Consecration from the DPS rotation (thinking PvP post Exorcism change), what would be worth more DPS, point-for-point, Two-Hand Weapon Specialization or Sanctified Seals?
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Two-Hand spec is more damage over time, however Seals is 1% melee and spell crit (Exorcism is spell crit based). I would personally pick 2H spec.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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02/11/09, 7:29 PM
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#669
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Glass Joe
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I was looking at the Holy Paladin guide, as I'm currently working on a little project of my own--but I couldn't figure out specifically why it scaled the way it did with itself. I can understand the 'how', as each critical gives back mana which can be used for another heal, giving another chance for a critical heal to proc Illumination; so I can see the possible snowball effect that occurs. I just can't see the 'why', the actual mathematical formula that causes crit to scale in this fashion, rather than it simply being worth a set amount of MP/5 per 1% crit with the variables being haste and spells used.
Hope that I was able to correctly communicate my question, re-reading it made it seem a little peculiar. =/
(Also, I mean no offense to Endoscient/Ermad by the creation of my guide.)
EDIT: Fixed a really bizarrely worded sentence there at the end.
Last edited by Koraq : 02/11/09 at 9:51 PM.
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02/11/09, 11:10 PM
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#670
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Cinder Block
Rebenton
Tauren Paladin
No WoW Account
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Originally Posted by Koraq
I just can't see the 'why', the actual mathematical formula that causes crit to scale in this fashion, rather than it simply being worth a set amount of MP/5 per 1% crit with the variables being haste and spells used.
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I think you need to expand on your question, but I'll try and give my understanding by dropping a few examples...
Example 1:
Starting mana pool of 10000. Assuming no mana regeneration (only getting returns from Illumination), a Holy Light that costs 500 mana, and a 10% holy spell crit rate.
10000 / 500 = 20 casts of Holy light which should mean 2 of the casts would have crited meaning (2 * 500) * .6 = 600 mana pool remaining. The paladin only has enough mana to cast one additional Holy Light which is unlikely to crit, and even if it did would only be a return of 300 mana. Including the 100 mana left over this would be insufficient to cast Holy Light again. Total possible mana returned via Illumination: 600 (assuming 2 total crits)
Example 2:
Same starting mana and Holy Light costs. Though this time we up the crit rate on holy spells to 20%.
Like before 10000 / 500 = 20 casts of Holy Light. But this time there are 4 that have crited. (4 * 500) * .6 = 1200 mana pool remaining. The remaining mana pool allows for two additional Holy Lights. Again, it's unlikely that both would crit @ 20%, but assuming one did there would be a 300 mana return to the pool and with the 200 left over the total would be 500 giving enough for another Holy Light. Total possible mana returned via Illumination: 1500 (assuming 5 total crits)
Example 3:
Same rules as before, but 40% crit rate.
10000 / 50 = 20 casts which should mean 8 crits. (8 * 500) * .6 = 2400.
2400 mana means 4 more holy lights. At 40% it's likely 2 of them will crit resulting in an additional 600 mana returning to the remain 400 mana pool to total back to a 1000 mana; another two Holy Lights one of which would likely crit. Total possible mana returned via Illumination: 3300 (assuming 11 total crits)
The Point
You will notice that every time I double the crit rate the mana returned by Illumination more than doubles. This is the geometric effect described in the Holy Paladin guide and the extension of the mana pool they are talking about. Additionally this is why Holy Paladins prize Int so much. Pushing up your Int scales up two factors in the above equation. Your starting mana AND your crit chance. Not only improving your chances of a return with Illumination but also giving more opportunities to cast to get a return from Illumination. You now understand the glory that is Paladin healing efficiency.
I hope I was fairly clear but if not feel free to keep asking questions. Also, I welcome corrections to my logic if there are any problems.
Last edited by emptyrepublic : 02/11/09 at 11:49 PM.
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02/11/09, 11:12 PM
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#671
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Cinder Block
Rebenton
Tauren Paladin
No WoW Account
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Please delete, accidental multipost from MySQL error.
Last edited by emptyrepublic : 02/11/09 at 11:14 PM.
Reason: Double Post
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02/11/09, 11:13 PM
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#672
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Cinder Block
Rebenton
Tauren Paladin
No WoW Account
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Please delete, accidental multipost from MySQL error.
Last edited by emptyrepublic : 02/11/09 at 11:14 PM.
Reason: Double Post
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02/12/09, 12:15 AM
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#673
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Glass Joe
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Originally Posted by emptyrepublic
I think you need to expand on your question, but I'll try and give my understanding by dropping a few examples...
<Snipped>
I hope I was fairly clear but if not feel free to keep asking questions. Also, I also welcome corrections to my logic if there are any problems.
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Ah, now that makes better sense. I could somewhat understand the 'snowball effect' that it caused, but didn't completely grasp it. Thank you good sir.
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02/12/09, 2:39 AM
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#674
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Great Tiger
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A shorter way to do that same math is to treat Illumination as a % reduction in mana cost equal to 60% of your spell crit.
ie:
| crit | cost reduction | %boost | #casts | effective mana | | 0% | 0% | 100% | 20 | 10k | | 10% | 6% | 106.3% | 21.2 | 10.6k | | 20% | 12% | 113.6% | 22.7 | 11.4K | | 40% | 24% | 131.6% | 29 | 13.2k | | 100% | 60% | 250% | 50 | 25k |
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02/12/09, 10:01 AM
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#675
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Von Kaiser
Blood Elf Paladin
Sporeggar (EU)
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Originally Posted by Koraq
I just can't see the 'why', the actual mathematical formula that causes crit to scale in this fashion, rather than it simply being worth a set amount of MP/5 per 1% crit with the variables being haste and spells used.
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If you purely spam a single spell, there is a fixed crit:MP5 ratio, at least averaged over a large enough sample. Crit scales with mana spend though, so the ratio will move if you vary heal frequency or spell selection, with crit being relatively stronger in scenarios that are more mana draining.
I suspect you're looking at effective mana and relating it incorrectly to time-to-oom (something I've been doing for a while).
Effective mana is "how much mana do I have to spend over 5 minutes", higher effective mana means you can afford to be more HL-happy, low effective mana means you have to rely on flash/other healers. Crit's effective mana scaling is better than linear, which mp5's isn't, since as you increase your regen you increase the mana you spend and hence the return from crit, but you've fixed time, so you've fixed return from mp5.
Time-to-oom is "how long can I heal like this before I run out of mana". This is where crit and mp5 have a fixed ratio, since you've chosen to fix mana spend, and hence the expected mana return per 1% crit (0.6% of mana spend).
Personally, I prefer to use time-to-oom as a measure, even if the scaling is kinda whacky. The rationale being, damage comes at a certain rate, therefore healing should come at roughly the same rate, anything over that rate isn't achieving anything. There's a perfectly solid argument for Effective mana though - a successful takedown is never going to last longer than some duration, I want to be able to do as much effective healing as possible in that time.
Last edited by ElginRoko : 02/12/09 at 10:52 AM.
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For insurance reasons. Yes. That, and for freedom.
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