You will get a higher number of overall DPS done with SOC because you have 2 additional targets to hit.
However your overall dps on the part that matters will be lower.
It depends on what your raid leader wants, but typically you're expected to dps a specific single target. Any circumstantial aoe/cleave damage happening is "bonus". Padding your dps numbers by getting extra damage done on side targets at the cost of lower damage where it matters is a bad thing.
At least on Kolo, all the three targets need to die. Usually when I do U25 Kolo I use SoC, and end up killing the right arm and left arm within 20 seconds to finish the boss off. Some SoC dps is overkill, but most of it gets used. Also on Mimiron phase four SoC is may be useful since all three targets need to die.
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.'
I am a somewhat new Protection Paladin, and I have been running heroics like mad to get certain pieces of gear and Emblems of Conquest for gear so that I can prepare myself for raiding (at least most of the way). I am defense capped, and have just barely under 30k health completely unbuffed. I just recently picked up the Helm of the Crestfallen Challenger from heroic Trial of the Champion, and now I am wondering what might my Emblems of Conquest be best spent toward?
I already have the tier chest piece and the libram and Royal Gauntlets, but I do not know if saving up in order to buy the tier helmet is utterly worth it or if I should just buy the necklace (the last piece I would need from Emblems of Conquest) and burn the rest on orbs. Any advice in this area? Thanks very much for any input.
My guild has just reached the Twins on ToGC25 and was wondering which seal would be best: SoV or SoC. I currently have the "200 Str SoV" Libram and enough Honor Points to purchase the iLvl 213 PvP CS Libram, but I do not do PvP/Arena, so getting the upper lvl ones would be an uphill battle. I do plan on purchasing the 213 PvP Libram if it is better to use SoC for Twin Valkyr fight.
Secondly, I can't remember which thread it was in, but if I go with SoC, what would the new rotation priority be? CS > HoW > J > DS > Cons > Exo > Holy Wrath?
I've tested this out a few times on the fight last night, but I don't think my numbers are entirely accurate.
Here are my reasons for taking SoC:
1) Burst potential for the Healing bubble. SoV has a long wind-up time and by the time I reach 5 stacks, we should've already burst the bubble.
2) Splash damage. Since they share a health pool, I figure every little bit of damage counts, right? Using SoC, in my mind, gives me that extra damage to beat the enrage timer.
TL;DR
1) SoC or SoV during Twins HM?
2) What is the rotation priority if using SoC?
If I've answered my own question, could someone confirm this. Much appreciated.
TL;DR
1) SoC or SoV during Twins HM?
2) What is the rotation priority if using SoC?
If I've answered my own question, could someone confirm this. Much appreciated.
For our HM kills, we use the door strat, which involves tanking the mobs basically on top of each other. About 15 seconds before a "special ability," all ret paladins switch to the Dark Twin, even though we all have the Dark essence. If the special ability is Dark Shield, then we'll use Heroism/internal CDs. If it's anything else, we just switch back to the Light Twin (our normal target). You're correct that SoV would be problematic for ret DPS on a new target, but this can easily be counteracted by just switching to the other twin before a special ability cast. Doing so allows you to build up the necessary SoV stacks. Our ret paladins all use SoV and easily do over 10k dps on this fight (including me, in my off-spec, using an Ulduar weapon).
Forgive me if I have missed it, but I can not seem to locate a Holy Paladin 3.2 guide. I seem to remember there being a holy guide here, but I have not looked for it, or read it, in some time.
I have been out of Wow for about two months, and in that time, there apparently were a number of changes to pally healing. Compounding this, is the fact that healing was always a third spec for me, as I primarily tanked or dps'ed. My guild has asked me to respec to dps/heals and I need to get my healing set/spec back in order and was looking for pointers, basic specs, stat priorities, etc. Any help would be greatly appreciated.
Forgive me if I have missed it, but I can not seem to locate a Holy Paladin 3.2 guide. I seem to remember there being a holy guide here, but I have not looked for it, or read it, in some time.
If I had to write a guide, I would only say use all Int gems (except for the meta requirements), use the item level 200 HL libram, and spam Holy Light while keeping Beacon of Light and Sacred Shield on the Main Tank.
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.'
Hi, Ive setup one of my holy spec's to use Divine Sacrifice (taking 40% damage for 10 secs raid wide). We got back to Ulduar last night (guild hasn't been raiding it much lately, focusing on ToC). So I used it in the Thorim fight (healing in the arena). I have it tied to a macro, that starts it, then puts divine sheild on me, and also casts Aura Mastery (I run with concentration aura up). This is the first time I've used it in a couple of months.
When I used the macro it seemed as though I didn't pick up as much damage as I expected to. So when the C/D was up (DS being the longest), I used the spells manually. As soon as I cast Divine Sheild all damage stopped (as expected), but it seemed as though no damage was being passed to me either? Unfortunately I got to try this a few times last night (wiped a couple of times). Each time seemed to be the same. I've checked the logs.
When I used the macro it seemed as though I didn't pick up as much damage as I expected to. So when the C/D was up (DS being the longest), I used the spells manually. As soon as I cast Divine Sheild all damage stopped (as expected), but it seemed as though no damage was being passed to me either? Unfortunately I got to try this a few times last night (wiped a couple of times). Each time seemed to be the same. I've checked the logs.
Has anyone seen this before?
You actually see (-0), (-0) floating above your head, because of divine shield absorbing all damage.
For me, the actual question is, does sacrifice lasts for whole 10s duration and shields the entire raid for -40% damage because of shield we got, or it still stops somewhere...
You actually see (-0), (-0) floating above your head, because of divine shield absorbing all damage.
For me, the actual question is, does sacrifice lasts for whole 10s duration and shields the entire raid for -40% damage because of shield we got, or it still stops somewhere...
It's for the full 10 seconds, for now, if you use divine shield, but as far as I know, it will be changed in 3.3, so that it breaks whether you use shield or not, making DiSac far less valuable
Im just wondering what you guys do. Im our guild main retridin and we're on anub on heroic 25 man atm. Normally im in the top 5 damage on fights. but Northrend beasts just suck balls for retri. So much target switching and burrowing and shit that just lowers my dps. I normally lie on a steady 7k dps but on beasts im pushing 5k max. I have tried switching vengeance with soc but thats not really doing anything. What are your experience with this fight? and do you have any suggestions to maximizing my dps
Im just wondering what you guys do. Im our guild main retridin and we're on anub on heroic 25 man atm. Normally im in the top 5 damage on fights. but Northrend beasts just suck balls for retri. So much target switching and burrowing and shit that just lowers my dps. I normally lie on a steady 7k dps but on beasts im pushing 5k max. I have tried switching vengeance with soc but thats not really doing anything. What are your experience with this fight? and do you have any suggestions to maximizing my dps
I'm usually hitting 6k dps+, sometimes even more when have luck on this encounter. It can come from my gear too, but basicly the positioning what keeps the dps higher.
1)Gormok is pretty simple. Adds comes into melee, no swap just cleave.
2)Worms. I guess all start with Acidmaw, so positioning between Icescale and Acidmaw is the best imo. You will get
pushed towards Dreadscale at sweep times, instead away. Quite handy if got poisoned.
At burrow phase run with the worm and hit instantly as it emerges (Just white, there won't really more
then a minor aggro and a taunt in it.) It will refresh the stack and you won't lose it.
Just don't forget to wait for tank aggro. Refreshed Stack, but dead Bubble Boy still ZERO dps.
3)Icehowl is a big nasty RNG. If it runs towards a closer position then it's possible to refresh, but if your guild mates
staying everywhere then it isn't goin out that way most of the times. Only thing is I found here is to start
running to the middle just about ~3-4secounds before the Massive Crash. He goes middle at 3sec, so
you have 3 secound more then to refresh stack after he knockes himself out.
Basicly these are the things I am aware of in that encounter. Hope it helped.
EDIT. Change your Fury of the Five Flightes here. There's no way you can keep the stacks up. Mirror serves MUCH better on this encounter at least.
3)Icehowl is a big nasty RNG. If it runs towards a closer position then it's possible to refresh, but if your guild mates
staying everywhere then it isn't goin out that way most of the times. Only thing is I found here is to start
running to the middle just about ~3-4secounds before the Massive Crash. He goes middle at 3sec, so
you have 3 secound more then to refresh stack after he knockes himself out.
Of course make sure you're between Icehowl and a wall so the normal knockback never moves you from melee range.
After you've used AW when he hits the wall for increased damage, you can bubble on the next crash. Just bubble right before the AOE and then remove your bubble immediately after everyone flies (so no reduced damage). You can get a few free hits as he's in the middle of the room, then move just beside where he's going to hit while he's jumping backwards.
As Soher implied, it's really about not letting your SoV stack drop on worms or Icehowl.
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
1)Gormok is pretty simple. Adds comes into melee, no swap just cleave.
1. The adds on Gormok are immune to AoE like Divine Storm (even if you target an add, DS will not hit) and Cons. However, a Warrior can Cleave off an add, I assume you could Command Cleave off an add, but it likely isn't worth it.
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.'
1. The adds on Gormok are immune to AoE like Divine Storm (even if you target an add, DS will not hit) and Cons. However, a Warrior can Cleave off an add, I assume you could Command Cleave off an add, but it likely isn't worth it.
Additionally, moving a ranged into close proximity with Gormokk means not only do they have a Snobold beating on their back, but they're also taking stomp damage. That's unnecessary healing and additional cast interrupts.
We move our Snobold victims to the middle of the raid but outside stomp range, where ranged DPS can quickly and easily focus them down.
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
Originally Posted by Soher
1)Gormok is pretty simple. Adds comes into melee, no swap just cleave.
1. The adds on Gormok are immune to AoE like Divine Storm (even if you target an add, DS will not hit) and Cons. However, a Warrior can Cleave off an add, I assume you could Command Cleave off an add, but it likely isn't worth it.
Command cleave isn't worth it in with my experience as they aren't up for a very long time.
On Gormok my experience is stay with vengeance and just nuke the boss. you can alternately swap to the snobold when consecrating and DS to maximize your dps and still keep vengeance stacked on Gormok
1. The adds on Gormok are immune to AoE like Divine Storm (even if you target an add, DS will not hit) and Cons. However, a Warrior can Cleave off an add, I assume you could Command Cleave off an add, but it likely isn't worth it.
Hmm. Interesting. I do remember that my divine storm and consecration hits more target then 1 in those occasions. My Mik's Scrolling Combat text shows more hits at least, not sure about the caused damage tho.
EDIT.
Yeah checked. Never understand why dont have better dps while cleaving adds. The spells do hit them, just make ZERO damage.
Im trying to upgrade my pally gems for tanking but i can't figure out whats better? Agility>Dodge or Dodge>Agility or go for pure Sta or Sta with a dash of Str. and does parry omce into play at all?
Last edited by deathcrow666 : 11/24/09 at 10:09 PM.
Agility is better than either dodge or parry. Unless you have threat issues, you could just gem straight stamina and be fine.
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.'
Agility (assuming Kings) gives 97% of the damage prevention dodge gives (includes armor) and it gives some crit for a little threat.
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.'
I would gem agi + stamina in your gear since you are a bit low on stamina, lacking another stamina trinket. I personally gem dodge+stamina in red sockets, full out stamina in blue, hit+stamina in yellow socket.
EDIT: Also i would advise you to if you have a stamina trinket more use it instead and enchant defense on your shield, cloak and chest. That would give you a big increase in hp as its very important when tanking totc as there are a lot of hardhitting bosses.
Hello guys. I'm relatively new to WoW compared to most of you and didn't start reading EJ until the Ret 3.2 (what my toon is) thread was already 20-sum pages long...
I'm getting most of it, but what I don't understand is what you mean when you say our attacks are not "normalized" to weapon speed. And that warriors and DK attacks are normalized.
Can you give me an example to show what that means?
p.s.
I'd like to thank the creator of this site and the people that work and contribute to it. You guys are a great help!
Either way, the way I understand it normalization means is that a weapon's speed doesn't factor into AP. Prior to the introduction of normalization it did, which meant that slow weapons with high swing times were the most sought-after.
what you mean when you say our attacks are not "normalized" to weapon speed.
Most attacks for other classes take the averaged dps of a weapon and use that for their multiplier - effectively normalizing the damage done by the attack to be based solely on the average DPS of the weapon. Ret Dps attacks can be based off the raw weapon damage as opposed to average dps. As such they are referred to as non-normalized. What that means to you is that you have the option of going for slower weapons with a higher raw dmg range at the same iLVL of weapons to get bigger hits. I hope that explained the concept in as non-technical a fashion as possible. After more coffee I will see if anyone else posted a more complete and technical answer.