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Old 11/25/08, 10:20 AM   #31
jere
Piston Honda
 
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Human Paladin
 
Llane
Originally Posted by Gavinisbest View Post
Could I get the exact source of this?

I know that RF is the central point of Prot Pally tanking, but I have never heard of it reducing threat by 30% to other members and acting as a blessing of salv. So does it now act like an aura and effect the entire party/raid and/or does the effect of RF only affect those mobs hitting me?
Just do what I did and run a threat macro while trying out various abilities. You will see the numbers it produces and they come straight from the game client.

If you want to see the numbers I posted:
Protection and you!

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Old 11/25/08, 10:32 AM   #32
 Oggie
Disharmonious
 
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Dwarf Paladin
 
Lightbringer
Originally Posted by pdpi View Post
What I've always read, and my own personal anecdotal evidence supports, is that only the first tick may be resisted
Cons resists are not currently appropriately appearing in the log, but trivial tests with no hit show that +3 only take a much smaller amount of cons ticks than the amount shown. Likely a combatlog bug, you can demonstrate it pretty easily by avoiding hit gear, taking a healer and doing anything that's 'boss' level. This was mentioned in passing in the other prot thread but bears repeating- it feels to me, personally, like it's being resisted and for some reason not counting for us.
Originally Posted by jere View Post
Well I know from the patch notes that Judgements are considered "ranged". I am not as familiar with ranged mechanics though. I assume that is what is behind the no dodges/parries?
Yes, precisely.
Originally Posted by Prinsesa View Post
Upon further reflection, should we emphasize that expertise is a REALLY weak stat for Prot? The only attacks which can be dodged/parried are auto-attacks, by extension Seal procs and Hammer of Righteousness.

Auto-attacks do not enjoy the Righteous Fury threat bonus, so their loss is negligible.

Seal procs USED to be valuable back when we used Seal of Righteousness, but with the advent of Seal of Vengeance, whose procs are mainly just for the DOT refresh, dodges and parries only matter if it stops us from proccing SOV once every 15 seconds, the chances of which are quite small given the number of chances we get.

That just leaves Hammer of the Righteous, whose threat is proportionally small enough compared to the rest of our undodgeable/unparryable threat sources for it to be a non-issue.
I entirely agree with de-emphisising expertise- as a primary TPS stat, it's horrible. That said, autoattacks -do- enjoy (as said above) a fairly significant bump on TPS, and seal refreshes on boss-level mobs are no joke even with the current mechanics. In addition, cons is a very relatively low TPS- and more importantly, burst TPS- spell when you deal with the massive new toys available to everyone, and it is our primary tool. HotR simply cannot be overlooked as a primary multimob threat worker for quick pickup, and the 'bounce' seems to be dodge/parryable from the back on mobs which means expertise is a no-joke stat for quick aoe threat pickup on smaller (3-6) group pickups. Of course it's well behind hit (till 9%) but still no joke.

Then again the SoV glyph, and assuming they actually bother to itemize a single epic tanking mace, I personally will be escewing it all on my gear in preference to hit, str, stam and maybe some crit. Expertise is not a primary tanking stat and should be excluded heavily, I fully agree. Using simply the basic tools, we already lose 4% off parry/dodge (10 + 6, at .25% each to each), which sets up a pretty bad valuation in terms of relative TPS/mitigation stats.

You might also be slightly underestimating our melee damage, or in fact damage overall, both in terms of threat and in terms of..well...damage. On sunday I pulled just a hair under 2k on our patchwerk, which while not impressive (I just barely beat the feral OT) is in no way a joke dps amount and significantly helps with DPS timers for any encounters. Clocking 2.3k, with straight up melee damage being perhaps 3rd (don't have the breakdown handy, sorry!) on sister of grief is geniunely no joke. While we might not need the TPS just now, we might seriously need the DPS shortly- and tanks are no longer given a free pass when it comes to damage checks. As hard as ShoR hits (and good lord it hits high, anyone broken 11k yet? 10.3k is my highest selfbuffed on random world mobs, I'm sure someone can beat that), the fact is strong autoattacks are pretty hefty.

Of course, I autoattack for 420, HotR for huge numbers, ShoR for MONSTER numbers, some dots are ticking, a HS proc, I'm feeling good, and SoV ticks for -6- damage. Seriously if you're going to insult with the 'damage proc' just take the damn thing out. 6 damage is not helpful, even when it crits for 9.




By the bye, and it's not been talked about much, but is anyone else finding themselves effectively throwing out anything that doesn't have SBV/SBR over those that favor parry/dodge (and are equivilant ilvl, of course). Please don't armory me just now as I logged off in some comical gear, but on Sappherion last night I had absolutely tons of issues right up until I stopped trying to use dodge/parry/AC and just went straight SBV, blocking fairly hefty amounts pretty much every time. I'm sure my overall damage was higher, but my healer was happily crowing over a simply level incoming damage curve (since we really block nearly everything all the time), my TPS was through the roof (not that that's an accomplishment just now) and my DPS really took off (and I was missing high dps abilities because I was so paranoid about helping others). With the DRs on dodge/parry I'm very seriously considering just building up incredible SBV and tons of stamina/AC and avoiding sheer avoidance. It was a 'reasonable' strategy till BT/SWP in TBC, and while not the best I think it might be a good jumping off point as we head into the 25s. With our threat, mitigation, and damage all tied to SBV/Str I think it might actually come up to join stam as a primary stat- which will make gearing interesting, socketing str into things because I don't mitigate quite enough.

Any other people stepping into instances who have thoughts on how to set up gear? I realize we're not far in and quite a few are simply attempting to throw together gear in a frantic attempt to get uncrittable (on that- non heroic HoL has the upgraded hydross trinket, heroic and non heroic have different loot tables, chain run it if you need to get uncrit), but eventually we have to set up our gear in the various ways that make us do our job best, and I've got my eye turned to that.

Originally Posted by bartolimu View Post
It makes me want to hit Marge Thatcher on the nose with a rolled up newspaper.

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Old 11/25/08, 11:40 AM   #33
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I have no doubt that our auto-attack damage is pretty damn hefty, having experienced it myself, but 1 point of a Prot Paladin's auto-attack damage with a 1.43 RF modifier vs. non-Salv'd DPS is proportionally the same as pre-3.0's 1 point of auto-attack damage with no RF modifier vs. Salv'd DPS.

That being said, I acknowledge that I may be a bit too hasty with my conclusion, since our auto-attacks may be genuinely powerful enough to matter even with the lack of the 1.9 modifier, but that's a comparison I'll leave for the more math-savvy to tackle.

However, touching back on Expertise, what does this mean for our Glyph choices? I'm currently running with the Judgement and Spiritual Attunement Glyphs. No one on my server has discovered the SOV Glyph yet, but I'm already doubting its use.

As a casual raider, I'm not to keen on using the Avenger's Shield Glyph, as I'm sure the ability to hit three targets will come into play several times during 5-man runs. Likewise, the Consecration Glyph is out as it does not 'fit' into our rotations.

That really only leaves the Glyph of Righteous Defense. What do you guys think?

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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Old 11/25/08, 11:49 AM   #34
Left
Don Flamenco
 
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Draenei Paladin
 
Darkspear
I think the difference between pre-Wrath and post-Wrath autoattack threat shouldn't be looked at as the baked-in 1.43 modifier but rather the fact that we have changed from a spelldamage weapon without AP to a tanking weapon with added AP, which is a huge boost in autoattack threat even if threat-per-damage is proportionally the same.

On a related note, does anyone know if there is a current spreadsheet (or one in development) for DPS/Threat output using a 6/9/6/9/6 rotation? If not, would there be interest in one if I were to create one? That should help us start answering the questions about relative values of different stats for threat as well as the proportional amount of threat generated by autoattack vs. other things.

Most likely, I would only be able to make a simple spreadsheet, but perhaps someone could take it from there.

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Old 11/25/08, 12:19 PM   #35
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Prinsesa View Post
However, touching back on Expertise, what does this mean for our Glyph choices? I'm currently running with the Judgement and Spiritual Attunement Glyphs. No one on my server has discovered the SOV Glyph yet, but I'm already doubting its use.

As a casual raider, I'm not to keen on using the Avenger's Shield Glyph, as I'm sure the ability to hit three targets will come into play several times during 5-man runs. Likewise, the Consecration Glyph is out as it does not 'fit' into our rotations.

That really only leaves the Glyph of Righteous Defense. What do you guys think?
I'm running RD, SoV, and Judgement as my glyphs. That actually puts me over the 6.5% -dodge "cap". I tend to favor Expertise as a tanking stat because of parry-hasting, but I guess that is pending the resolution of if raid bosses can even be parry-hasted anymore. Even with that aside, I still tend to be a stickler about my threat moves landing as often as possible. And there is the point that our white threat has increased in relative value because of the increasing weapon DPS, which would make expertise non-trivial even if it is less valuable than hit.

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Old 11/25/08, 4:17 PM   #36
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
How would you rank the glyphs?

I find 10 expertise from glyph of seal of vengeance by far better than anything else, but I'm not sure about others. Spiritual attunement, improved judgement and improved righteous defense are all rather nice but on the other hand not amazing, since our TPS is more than enough, mana shouldn't be a problem on mobs that are actually hard, and on fights where taunt is actually critical the mobs/bosses seem to have reduced chance to resist it anyway. So which 2 of these 3 would you suggest? Or are there others I've missed? Seems since TPS is the smallest issue, glyph of judgement will probably be the one I won't use.

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Old 11/25/08, 4:33 PM   #37
Qalor
Von Kaiser
 
Pandaren Monk
 
Whisperwind
None of our glyphs are that great. I decided to not use the SA one, since its effect is so miniscule myself. I figured more dps is at least useful.

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Old 11/25/08, 4:59 PM   #38
Strom
Von Kaiser
 
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Human Paladin
 
Emerald Dream
I am going with SoV, AS, and RD glyphs. Mostly because I do just about all the tanking for my guild and I think those will serve me the best in that role.

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Old 11/25/08, 5:32 PM   #39
Saltycracker
Don Flamenco
 
Draenei Monk
 
Whisperwind
Originally Posted by Strom View Post
I am going with SoV, AS, and RD glyphs. Mostly because I do just about all the tanking for my guild and I think those will serve me the best in that role.
It seems like you are neutering your AS with a glyph, as it lets you pick up adds more effectively rather than a major source of threat.

You should be able to AS, Judge, SoR with the badge libram to quickly pick up a lot of single target threat without needing more damage from your shield toss.

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Old 11/25/08, 6:33 PM   #40
Tilted
Piston Honda
 
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Dwarf Paladin
 
Malygos
Originally Posted by thedopefishlives View Post
I'm running RD, SoV, and Judgement as my glyphs. That actually puts me over the 6.5% -dodge "cap". I tend to favor Expertise as a tanking stat because of parry-hasting, but I guess that is pending the resolution of if raid bosses can even be parry-hasted anymore. Even with that aside, I still tend to be a stickler about my threat moves landing as often as possible. And there is the point that our white threat has increased in relative value because of the increasing weapon DPS, which would make expertise non-trivial even if it is less valuable than hit.
To expand upon this, it's worth noting that:

a) Our average TPS is already so high that sustained threat generation isn't a concern, so it's in our best interest to minimize the chance of losing a mob early due to a miss/dodge/parry and the expertise helps here, and...

b) Uh yeah, our glyphs kinda suck, so what were you going to choose anyway?

From what I've seen it looks to be smartest to glyph SoV and RD, then choose your 3rd (and minors, for that matter) based on personal preference.

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Old 11/25/08, 7:03 PM   #41
Ornos
Glass Joe
 
Blood Elf Paladin
 
<WBC>
Nera'thor (EU)
I think the Cons Glyph is remarkable. Since Holy Shield is an 8 sec cooldown now a 10sec Cons cooldown helps to make the rotation much easier.

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Old 11/25/08, 7:41 PM   #42
Smithist
there's the phone
 
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Troll Monk
 
Llane
Originally Posted by Ornos View Post
I think the Cons Glyph is remarkable. Since Holy Shield is an 8 sec cooldown now a 10sec Cons cooldown helps to make the rotation much easier.
Taking the consecration glyph is actually a very bad idea because it doesn't fit nicely into the 969 rotation.

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Old 11/25/08, 7:57 PM   #43
Tharia
Piston Honda
 
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Tauren Paladin
 
Mal'Ganis (EU)
I tried playing with 10 sec Judgement instead of 8 sec and it totally sucked, overlapping cooldowns all the time. I'm sure it won't be any different with Consecration. It's more of a Retribution Glyph.
I don't think it's much of a difference threat wise but it definitely is more fun and easier with a neat rotation.

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Old 11/25/08, 10:52 PM   #44
Cathela
Still Bald Bull
 
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Human Paladin
 
Earthen Ring
Originally Posted by Prinsesa View Post
Upon further reflection, should we emphasize that expertise is a REALLY weak stat for Prot? The only attacks which can be dodged/parried are auto-attacks, by extension Seal procs and Hammer of Righteousness.

Auto-attacks do not enjoy the Righteous Fury threat bonus, so their loss is negligible.

Seal procs USED to be valuable back when we used Seal of Righteousness, but with the advent of Seal of Vengeance, whose procs are mainly just for the DOT refresh, dodges and parries only matter if it stops us from proccing SOV once every 15 seconds, the chances of which are quite small given the number of chances we get.

That just leaves Hammer of the Righteous, whose threat is proportionally small enough compared to the rest of our undodgeable/unparryable threat sources for it to be a non-issue.
I'm leaning pretty heavily in that direction myself.

My thinking right now is that keeping up sustained threat on something you're tanking is a fairly trivial exercise. From a threat standpoint, I think the biggest thing to worry about is your ability to pick up aggro on a fresh mob, or to retake it on a mob you've just lost. From that perspective, the best thing you can do is reach the melee hit cap, because that guarantees hits from ShR, AS, and RF, which between them cover 95% of your snap-threat needs (melee single-target, ranged multi-target, and taunting).

Originally Posted by Gavinisbest View Post
Could I get the exact source of this?

I know that RF is the central point of Prot Pally tanking, but I have never heard of it reducing threat by 30% to other members and acting as a blessing of salv. So does it now act like an aura and effect the entire party/raid and/or does the effect of RF only affect those mobs hitting me?
Aside from what Prinsea said above, I actually ran a little macro in the beta that displayed raw threat numbers, and found that activating RF increased white-damage threat by 43% and Holy-damage threat by 273% (or whatever the number is). So that's empirical verification, at least as of one particular beta build. I haven't tried it since then, but certainly from my experiences trying to tank without RF, it feels a lot more like RF triples threat rather than doubles threat.

Other tanking classes have the same hidden 43% bonus built in to defensive stance, bear form, and frost presence (assuming I'm remembering DK stuff correctly). So you can think of it as either every tank getting a 43% threat buff while in their tanking mode, OR you can think of it as everyone having a 30% threat reduction except tanks in their tanking modes. The end effect is the same.

Originally Posted by Left View Post
Has this been revisited (from a threat perspective) since the 3.0 changes, or is this part a carryover from 2.x? I'm curious, because from the formulas on Wowhead it seems like SoB/SotM comes out a lot closer than it used to.
It's based on my half-assed observation of SoB vs SoV damage at some point when I was dps'ing or something. In other words, I'm not really confident of it at all. One thing worth noting is that SoB's dps is going to vary quite a bit with weapon speed, since that affects judgement damage. I didn't look closely at the SoB numbers from HotR strikes, so I don't know if they were based on weapon damage or the HotR damage.

A lot of what I'm throwing up in this guide is based on my casual observation from less than two weeks of WotLK. So, nothing here should be taken as certified truth, and please point out anything where you think I might be wrong, including on matters of opinion. (I'm envisioning quoting multiple people with different opinions in the guide.)

My comrades are my weapons, and I am their shield.

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Old 11/26/08, 12:06 AM   #45
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
This is more of a layout issue for me, but I think we can do away with the exact conversion rates for defense and hit rating, or at least move them to some kind of glossary at the bottom of the guide.

Looking at it from the viewpoint of someone completely new to tanking, I don't really need to know how much rating is equal to 1%. Rather, I'm much more interested in the amount of rating I need to cap out that specific stat. Anything below isn't enough, and anything above is (maybe) too much.

Elaborating on that, I think we also need a summary for gearing and threat generation. That is, one short paragraph on what a fresh 80 wanting to break into the tanking scene should look for in gear, along with another short description on what our threat rotation will look like and (more importantly) why our rotation is structured the way it is (the importance telling people WHY they need to do something as opposed to just telling them what has to be done is something I learned while playing a DK).

I'll try to cook something up after work if Cathela or someone doesn't beat me to it.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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