(as I think the DP change should take care of mana - a clip on youtube showed sustained 969 in an OT setting being sustainable with this new change)
As someone who would REALLY like to run Kings on myself 100% of the time, I'd like to find out if 100% Divine Plea by itself is enough to take care of our mana needs, even with the loss of the 30% mana cost reduction, but I'm not sure how to math out the problem. Perhaps someone could try their hand?
It's not. Going full rotation, the DP change isn't enough to keep us in anyway full. Dropping Consecration would go a long way to providing that the DP change works well. I tested this out about an hour or two ago on the PTR. Did dailies with kings on, pulled 5-6 mobs, did normal rotation, went oom pretty quick.
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[2] [Ardente]: I get to put on a donkey show in dalaran every day now!
Ah, that might have been it, the video in question had the player in question managing to hover around 25-50% mana maintaining a rotation, but consecrate might very well have been dropped. It was difficult to watch which buttons were getting hit and the ground wasn't shown, so. As for the numbers, it shouldn't be too hard to figure out what a full rotation costs (51% base mana as far as I can figure, with DP giving back 15% max mana over that time...)
I can make a quick video of it and post it, for comparison sake. Atleast the quality of mine should be pretty much "in-game".
edit: dp-ptr.wmv Download File on FileFront Here's the video of me pulling the first pack of trash in Shattered Halls. Using Kings, Righteous Fury, Seal of Vengeance, Devo Aura. DP is on cooldown and the talent keeps it ticking. There's no sound, it's about 1:30 long, pretty good quality. You can make out the text, buttons, etc.
edit2: That isn't my normal combat text. Apparently MSBT isn't working for the patch.
Last edited by promdates : 02/26/09 at 5:24 AM.
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[2] [Ardente]: I get to put on a donkey show in dalaran every day now!
They're nerfing a lot of the unique utility from BoSanct, and I think that's mostly a good idea. (Unique buffs that come from only one spec of one class are a Bad Thing.) But what's left over after they've done that really doesn't qualify as important enough to be worth being a separate buff. So if they're going to go down this road, I think it would be better if they just did away with BoSanct. Move the mana regen to some other talent, and then replace the BoSanct talent with a talent that just attaches a 3% damage reduction to any of your blessings.
Totally agree with that, personally I'd favor it being merged into our improved aura Talent.
But the protection tree seems to be unfinished when looking at current patch information so there's still hope we get something that will help us with maintanking difficult content next to them removing the Blessing minigame.
It's not. Going full rotation, the DP change isn't enough to keep us in anyway full. Dropping Consecration would go a long way to providing that the DP change works well. I tested this out about an hour or two ago on the PTR. Did dailies with kings on, pulled 5-6 mobs, did normal rotation, went oom pretty quick.
Well you were missing out on several mana regen raid buffs:
Buffs I'd always have:
-Imp. Blessing of Wisdom
-Replenishment
Buffs that are possible to have depending on raid setup:
-Mana Spring Totem
-Revitalize (Resto-druid rejuv/WG)
Keep in mind that you were also missing +int raid buffs that would further the mana return from DP as it acts on total mana pool. I find that my raid-buffed mana pool is roughly 30% larger than unbuffed.
Missing int buffs:
-Arcane Int * 1.1 (kings)
-Imp. Gift of the Wild * 1.1 (kings)
This is true, but this was a case of doing solo work. In a raid setting it probably will go a long way to helping if you can't buff yourself with sanc. Sanc still shows the rage/runic power text on PTR, should test it later tonight if it was changed and just not the tooltip.
At worst, all you can really think is replenishment if your in a 10 man without a Mage, Druid, or a second Paladin. Chances of that happening are slim, but still a chance.
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[2] [Ardente]: I get to put on a donkey show in dalaran every day now!
At worst, all you can really think is replenishment if your in a 10 man without a Mage, Druid, or a second Paladin. Chances of that happening are slim, but still a chance.
That requires a Frost Mage (lowest dps spec by 200-400 dps) and the Druid (I thought the Resto buff was different, which is why it got a new name) is giving something else.
In addition a Destro Lock (lowest dps spec by 200 or so), SPriest, or Surv Hunter can bring it, so still loads of options, but two have downsides.
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.'
Sacred Duty (Tier 6) increases stamina by 4% now. (Previously was 3%)
This is from the MMO-Champ patch notes, and so I was expecting a slight boost to my health when I copied over to the PTR. However, it is exactly the same. Is this a bug, or did this change not make it to the current PTR build?
Sacred Duty (Tier 6) increases stamina by 4% now. (Previously was 3%)
This is from the MMO-Champ patch notes, and so I was expecting a slight boost to my health when I copied over to the PTR. However, it is exactly the same. Is this a bug, or did this change not make it to the current PTR build?
This change is actually just to the first rank of the talent, making it a more logical 4/8% instead of the current 3/8%.
That requires a Frost Mage (lowest dps spec by 200-400 dps) and the Druid (I thought the Resto buff was different, which is why it got a new name) is giving something else.
In addition a Destro Lock (lowest dps spec by 200 or so), SPriest, or Surv Hunter can bring it, so still loads of options, but two have downsides.
No no, what I said was you can't expect to have MotW, AB, Wisdom, Kings, and replenish unless you bring a 2nd paladin, a druid, and a mage. If for some reason you're the only paladin in the raid, and you have no mage/druid/2nd paladin, then replenish is probably the ONLY ability that you can conclude to have (spriest, lock, hunter all have it). Granted, this would only happen in a 10 man, never in a 25. If so, you better start recruiting!
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[2] [Ardente]: I get to put on a donkey show in dalaran every day now!
So first of all, I was loading my gear into Rawr, and looking at my trinkets it recomended the Figurine - Monarch Crab over Repelling Charge. My other trinket is the Gossamer one, and if I'd switch, I'd get like 9 points below def cap. Is there any way to make Rawr aware of this?
Also, I've been speccing for block real hard, but now my parry and dodge suffers a bit. Is it better to have a nice spread (i.e. 21, 19, 21) or having lots of block (21, 18, 24). My block value is 14-1500 depending on my shield.
Finally, I've seen some specs going into retri for crit, getting reckoning and skipping out on Argent Defender and some other things I feel near mandatory. Their reasoning has been that their survivability is still good enough and that the 'sick dps' in the guilds require it. Is this bull? I've seen some very good guilds with this spec but can't understand how 5% crit and reckoning would give that much threat.
They don't, really - but if you're not needing things like Argent Defender (their logic not mine) then Reckoning and crit will produce a dps increase (and thus a tps increase) however minor.
I made this point on my guild forums the other day - when you are practically unkillable in current content and your threat is fine, what else is there to focus on but personal DPS? Patchwerk seems to be the benchmark and there are protection paladins stacking STR and BV pulling 3500-4000+ DPS on Patchwerk.
So first of all, I was loading my gear into Rawr, and looking at my trinkets it recomended the Figurine - Monarch Crab over Repelling Charge. My other trinket is the Gossamer one, and if I'd switch, I'd get like 9 points below def cap. Is there any way to make Rawr aware of this?
I've seen some very good guilds with this spec but can't understand how 5% crit and reckoning would give that much threat.
Until Rawr changes I would not recommend it for gear changes.
If you never get close to dying (you have great healers), why not do more dps?
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.'
Totally agree with that, personally I'd favor it being merged into our improved aura Talent.
Considering Blizzard's reasoning behind not including the stam echant on weapon, I doubt they'd do this as well. A raid wide 3% damage reduction would simply mean that they'd have to boost all bosses with 3% damage. By keeping it as a blessing, it's way more situational and not something you can always count on. Even though Kings is baseline now, it doesn't mean we'll never have to choose between sanct and kings.
Also, further on the block issue. When going over the block cap (102.4 avoidance), will the total avoidance get spread out? For instance, if I have 112.4 avoidance, will my 20% dodge actually be 20/1.1 dodge? And if so, wouldn't getting more block actually reduce your parry and dodge even more? The only way to benefit from block rating with such high avoidance would be if the block was so ridiculously high that it mitigated more than a boss ever could hit, right?
The combat hit table doesn't work that way. I forget the exact order, but Dodge, Parry and Miss all take precedence over Block i.e. when Dodge + Parry + Miss + Block are 102.4%, additional Parry, Dodge or Miss will push the extra unnecessary Block off the table.
E: Rereading that it's not very clear what I mean, so an example:
Say you currently sit exactly at 102.4% mitigation and have 25% Dodge 25% Parry 25% Miss 27.4% Block. If you add 5% Dodge (ignoring DR), your effective mitigation becomes 30% Dodge 25% Parry 25% Miss 22.4% Block.
Originally Posted by Heenk
"IRONBRANCH, THE FLOWER BED IS IN DANGER! ASSIST ME!"
Considering Blizzard's reasoning behind not including the stam echant on weapon, I doubt they'd do this as well. A raid wide 3% damage reduction would simply mean that they'd have to boost all bosses with 3% damage. By keeping it as a blessing, it's way more situational and not something you can always count on. Even though Kings is baseline now, it doesn't mean we'll never have to choose between sanct and kings.
Why would you ever use Sanct over Kings on anyone but yourself? Kings is three times as good as Sanct when it comes to keeping people alive through raid damage. Even on yourself, if you're tanking challenging content, Kings is still better than Sanct.
Remember how it was before 3.0, when Sanct was the blessing you only used once everyone had all the "real" blessings they needed?
My comrades are my weapons, and I am their shield.
Considering Blizzard's reasoning behind not including the stam echant on weapon, I doubt they'd do this as well. A raid wide 3% damage reduction would simply mean that they'd have to boost all bosses with 3% damage.
I'd say this is what they're doing, since they've stripped the 3% reduction on grace from priests and added:
Renewed Hope now also give you a 100% chance to reduce all damage taken by 3% for 20 sec to all friendly party and raid targets when you Power Word: Sheild a friendly target.
For insurance reasons. Yes. That, and for freedom.
New patch notes are out, but only a few Paladin changes I saw:
Note the first is a mistake (that is for Warriors), but the second is not.
Glyph of Last Stand: Now reduces the cooldown of Last Stand by 90 sec.
Glyph of Shield of Righteousness: Reduces the mana cost of Shield of Righteousness by 80%.
Protection:
Divine Protection: Cooldown reduced to 3 min. I am not sure if that is useful when Forbearance is still 3 minutes.
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.'
Say you currently sit exactly at 102.4% mitigation and have 25% Dodge 25% Parry 25% Miss 27.4% Block. If you add 5% Dodge (ignoring DR), your effective mitigation becomes 30% Dodge 25% Parry 25% Miss 22.4% Block.
So just to clarify, when getting to this avoidance cap, stacking block rating is useless?
Also, is there some super magic formula which shows how much higher your dodge can be than your parry before the DR makes stacking parry more beneficial?
So just to clarify, when getting to this avoidance cap, stacking block rating is useless?
Also, is there some super magic formula which shows how much higher your dodge can be than your parry before the DR makes stacking parry more beneficial?
New patch notes are out, but only a few Paladin changes I saw:
Note the first is a mistake (that is for Warriors), but the second is not.
Glyph of Last Stand: Now reduces the cooldown of Last Stand by 90 sec.
Glyph of Shield of Righteousness: Reduces the mana cost of Shield of Righteousness by 80%.
Protection:
Divine Protection: Cooldown reduced to 3 min. I am not sure if that is useful when Forbearance is still 3 minutes.
Well clearly, they're going to have to change Forbearance, or remove Divine Protection from the list of things that cause it, since it was originally designed as something to prevent paladins from going immune twice in a row (even if the second time was only to physical attacks). It seems like Forbearance on DP is a relic left over from the days when DP used to be the inferior Divine Shield.
At least the ShoR glyph makes more sense now. I'm not sure how useful it is though since it's not a mana hog like Consecration or Avenger's Shield are.
Do we actually know for sure that the ShoR glyph is major? If it is, it's worthless, but if it's minor it'd be worth taking over what we have available to us now. I don't even think it's that overpowered in the context of Paladin's mana issues (or lack thereof).
I don't know if Glyphs are in the build (I checked the AH and only existing glyphs were there), but I have failed twice to learn any new Minors.
I still have about 20 existing Majors to learn before I can't learn anymore, and I tried to learn a new glyph on the PTR but just learned an existing one.
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.'