Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Paladins

Reply
 
LinkBack Thread Tools
Old 04/30/10, 7:42 AM   #1861
Capstone
Piston Honda
 
Human Paladin
 
Lightbringer
Originally Posted by Wrathblood View Post
We learned from painful experience that while it was possible for me to kite the oozes on Rotface, virtually any other tank made life easier (we didn't have a warrior tank then).
I'm somewhat surprised by that statement. Does a druid spamming faerie fire really generate that much threat? I have to put some work into kiting oozes, but it never seemed that difficult unless you have multiples of them running around.

Offline
Reply With Quote
Old 04/30/10, 12:13 PM   #1862
matthewseidl
Von Kaiser
 
Blood Elf Paladin
 
Emerald Dream
Originally Posted by Capstone View Post
I'm somewhat surprised by that statement. Does a druid spamming faerie fire really generate that much threat? I have to put some work into kiting oozes, but it never seemed that difficult unless you have multiples of them running around.
I agree. Taunt, drop consecrate to kite them over. Maybe inch into range and judge. Avenger's shield to help get initial aggro and even exorcism if you have a lead. Hand of Freedom works great for getting across slime. A DK can generate more ranged threat (icy touch spam), but I've never had trouble kiting the slimes as a pally once I got initial aggro.

Offline
Reply With Quote
Old 04/30/10, 12:47 PM   #1863
mofidik
Piston Honda
 
mofidik's Avatar
 
Human Paladin
 
Doomhammer (EU)
Somewhat depends on your latency, I suppose. If you're confident about your delay you can easily judge while you kite (Judgement of Righteousness hits considerably harder than Vengeance sans stacks), which eliminates any threat issues you might have. As long as your holy paladins took off Righteous Fury, anyway.

Offline
Reply With Quote
Old 04/30/10, 11:35 PM   #1864
Capstone
Piston Honda
 
Human Paladin
 
Lightbringer
Actually you have to be careful about judging, since their melee range seems to be further than judgement range. I usually just judge once right after I taunt when they spawn and they're still thinking about who they are and what they should be doing. After that it's AS and Exo on CD (PoJ and HoF give you plenty of room to stand and cast whenever you need to) and cast consecrate whenever it's convenient.

Offline
Reply With Quote
Old 05/01/10, 9:18 AM   #1865
mofidik
Piston Honda
 
mofidik's Avatar
 
Human Paladin
 
Doomhammer (EU)
Based on kiting experience ever since Rotface hit live realms, no, their melee range is not further than your judgement range, unless you have high latency. It's pretty overkill considering it's just healing threat you need to outdo, but it does have the added benefit of keeping divine plea up. The catch is that if you stay close enough to judge, odds are you'll find yourself in melee range when you get vile gas'd on heroic. Cancelaura'd bubble works great for that occasion, though.

On a more general note, paladins have an easy enough time (just like any other tank, really) picking up oozes but we have the unique ability to not only get through slime pools on our own on heroic, but also the ability to control the cleansing. In practise it's probably best to put your tank with the most situational awareness on kiting duty, whatever his class is.

Offline
Reply With Quote
Old 05/01/10, 8:51 PM   #1866
Wrathblood
Don Flamenco
 
Wrathblood's Avatar
 
Blood Elf Paladin
 
Drenden
Druids don't really put out a lot of ranged threat with FFF, but its enough and its got a short cool down which is nice. Also, with shifting into travel-form they have a real advantage in mobility. Also, perhaps its latency, but the first week at least, the big oozes' melee range was shorter than Judgment range but only just barely, and there was little room for error. It required a good bit of practice to consistently judge and get away safely.

Offline
Reply With Quote
Old 05/01/10, 8:59 PM   #1867
gcbirzan
Bald Bull
 
gcbirzan's Avatar
 
Human Paladin
 
Darksorrow (EU)
Originally Posted by Wrathblood View Post
Druids don't really put out a lot of ranged threat with FFF, but its enough and its got a short cool down which is nice. Also, with shifting into travel-form they have a real advantage in mobility. Also, perhaps its latency, but the first week at least, the big oozes' melee range was shorter than Judgment range but only just barely, and there was little room for error. It required a good bit of practice to consistently judge and get away safely.
You cannot go travel form indoors. They do, however, get 130% movement speed in cat form.

Romania Online
Reply With Quote
Old 05/07/10, 10:51 AM   #1868
Theck
Don Flamenco
 
Theck's Avatar
 
Human Paladin
 
Tichondrius
Originally Posted by mofidik View Post
Based on kiting experience ever since Rotface hit live realms, no, their melee range is not further than your judgement range, unless you have high latency. It's pretty overkill considering it's just healing threat you need to outdo, but it does have the added benefit of keeping divine plea up. The catch is that if you stay close enough to judge, odds are you'll find yourself in melee range when you get vile gas'd on heroic. Cancelaura'd bubble works great for that occasion, though.

On a more general note, paladins have an easy enough time (just like any other tank, really) picking up oozes but we have the unique ability to not only get through slime pools on our own on heroic, but also the ability to control the cleansing. In practise it's probably best to put your tank with the most situational awareness on kiting duty, whatever his class is.
Pretty much this. We're one of the best classes for slimes just due to our arsenal of abilities:
-PoJ for faster movement
-Judgement and AS for ranged threat (make sure to use SoRighteousness for the double seal proc!)
-Consecration for extra threat as you kite
-BoF to get through ooze slicks
-A taunt that does actual damage, for those "accidental" Big Oozes
-Bubble and Bubblewall in case you get Vile Gassed into Big Ooze melee range
-AD to save you if it happens again
-Cleanse to control ooze rates

Threat on the oozes is pretty trivial as well. They don't attack for a few seconds after they spawn, so you can do the following:
-HoR on spawn
-ShoR, start running
-Judge as you're running out to range
-AS at range (by this point the ooze should be active)
-Drop Consecration in the path

That gives you enough of a threat lead to last the full duration of the ooze, in my experience. I still slip back into Judgement range on occasion to refresh Divine Plea, but even that's not usually necessary. If it is, try and time it for right after a Vile Gas cast, so that you're in no danger of being stuck next to the ooze. Also note that you can keep moving in between ticks of the vile gas.

Offline
Reply With Quote
Old 05/10/10, 5:33 AM   #1869
Drobnar
Glass Joe
 
Drobnar's Avatar
 
Tauren Druid
 
Defias Brotherhood (EU)
Originally Posted by Wrathblood View Post
Druids don't really put out a lot of ranged threat with FFF, but its enough and its got a short cool down which is nice. Also, with shifting into travel-form they have a real advantage in mobility. Also, perhaps its latency, but the first week at least, the big oozes' melee range was shorter than Judgment range but only just barely, and there was little room for error. It required a good bit of practice to consistently judge and get away safely.
A FFF actually causes more threat then the initial hit from a Lacerate.
(Although the 5-stack obviously generates more tps over time.)
Thats why druid tanks keep it in their rotation even on targets they already have agro on.

Offline
Reply With Quote
Old 05/15/10, 5:55 PM   #1870
Seltin
Glass Joe
 
Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Mex View Post
Movement Speed's value is actually increased as a tank, because the consequences of you reaching your target in time (or not) are in several situations much more binary than with DPS. If a DPS gets to a target slowly, they do less DPS. If a tank does it, he risks having the target gib someone. Fights like Thorim P1, Sarth3D whelp duty, and Valithria all place a very heavy emphasis on rapid movement and add pickup. Even if people aren't being gibbed, having the tank get to the add faster allows for a higher level of burst damage from players. So while it may not have a large impact on your own personal DPS, it can be a substantial increase in raid DPS.

The same is true for bosses that need to be moved. The faster you can drag the boss out of a shadow trap, vortex, choking gas vial, etc, the better for DPS.

PoJ is a mandatory tanking talent, unless you plan to change your tanking spec on a per boss basis. There's no real way to get around that.
Except the boot enchant? Those points are much better spent on things like Conviction and Vindication. The difference between 2/2 in PoJ and Tuskarr's Vitality is 6%-- not a huge difference when you can have points in more viable skills as a tank.

Offline
Reply With Quote
Old 05/15/10, 7:52 PM   #1871
mofidik
Piston Honda
 
mofidik's Avatar
 
Human Paladin
 
Doomhammer (EU)
No-one ever took points from vindication and 2% crit pales completely to moving 6% faster.

Offline
Reply With Quote
Old 05/31/10, 5:36 PM   #1872
Dekkar
Piston Honda
 
Dekkar's Avatar
 
Human Paladin
 
Alleria
Originally Posted by Cardano View Post
Thecks TPS analysis is not his only words of wisdom for talent choices. He makes a strong case Vindication. 46 AP may seem like nothing, but it turns out to be a significant decrease in incoming damage.
To clarify and give correct information, it's not 46 AP. It's 574 AP at rank 2 and level 80. Either way, the point stands that it's really not a negotiable talent unless you ALWAYS have someone putting up an equal AP reduction for you.

Offline
Reply With Quote
Old 07/24/10, 9:19 PM   #1873
matornot
Von Kaiser
 
matornot's Avatar
 
Gnome Warlock
 
Hydraxis
The information about the Engineering boot enchant is incorrect. When they backfire, there is a 100% chance to get launched into the air if and ONLY if flying mounts are allowed where you are. If this does occur, there is a small chance that you will never receive the parachute buff, but this doesn't matter unless you're tanking for a group quest outdoors. If the boots malfunction when you are NOT in an area where flying mounts are allowed, then the "malfunction" will do absolutely nothing, besides wasting your 3 min CD.

Offline
Reply With Quote
Old 07/25/10, 6:33 AM   #1874
Nakari
Piston Honda
 
Nakari's Avatar
 
Orc Hunter
 
Destromath (EU)
I have used the Nitro Boost enchant for about half a year and never had a single malfunction inside an instance (neither of the 'nothing happens' nor the 'launch to the sky' variety). The malfunction occurs relativley often outside of instances, but I've yet to experience the enchant not working inside an instance.

Offline
Reply With Quote
Reply

Go Back   Elitist Jerks » Class Mechanics » Paladins

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
The Holy Paladin Guide for WotLK Endoscient Paladins 2260 04/22/09 4:59 PM
Paladin Protection Itemization Feedback Youngblood Public Discussion 140 04/21/07 2:35 PM