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12/03/08, 4:46 PM
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#101
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Piston Honda
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In regards to Sacred Shield, I've just recently started using it on a regular basis, and the difference is quite noticeable. Yes, it will be more effective if used by a holy pally, but if one isn't available it provides 30 seconds of extra damage reduction that adds up quick. On top of that, it only costs 1 GCD to use, and as stated earlier, if you're in a situation where you care about the added damage reduction, the mana cost is a non-issue anyway. At my gear level it absorbs right around 1000 damage per proc, which is pretty substantial when you consider how block value scales much faster now as well.
In regards to gemming, there's the obvious need to get to 540 defense, but I'm actually considering the +def gems as my main source of damage avoidance/reduction once my stamina gets to where it needs to be. There are a couple of reasons for this. First of all, it takes 39 dodge rating for 1% avoidance (pre-DR) compared to 41 defense rating, so the two are very close to begin with. Add in the fact that block values are relatively higher now than the beginning of BC raiding, and the gap closes pretty substantially -- maybe enough that defense is better as-is until you reach "unhittable" 102.4% combined miss+dodge+parry+block. Most notably though, the diminishing returns on defense rating is split between 3 types of avoidance, so the decay is much slower. I'm still in process of tossing numbers around, but it really seems like added defense is the way to go for avoidance and reducing average damage taken per attack.
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12/03/08, 8:25 PM
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#102
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Von Kaiser
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Originally Posted by Tilted
In regards to Sacred Shield, I've just recently started using it on a regular basis, and the difference is quite noticeable. Yes, it will be more effective if used by a holy pally, but if one isn't available it provides 30 seconds of extra damage reduction that adds up quick. On top of that, it only costs 1 GCD to use, and as stated earlier, if you're in a situation where you care about the added damage reduction, the mana cost is a non-issue anyway. At my gear level it absorbs right around 1000 damage per proc, which is pretty substantial when you consider how block value scales much faster now as well.
In regards to gemming, there's the obvious need to get to 540 defense, but I'm actually considering the +def gems as my main source of damage avoidance/reduction once my stamina gets to where it needs to be. There are a couple of reasons for this. First of all, it takes 39 dodge rating for 1% avoidance (pre-DR) compared to 41 defense rating, so the two are very close to begin with. Add in the fact that block values are relatively higher now than the beginning of BC raiding, and the gap closes pretty substantially -- maybe enough that defense is better as-is until you reach "unhittable" 102.4% combined miss+dodge+parry+block. Most notably though, the diminishing returns on defense rating is split between 3 types of avoidance, so the decay is much slower. I'm still in process of tossing numbers around, but it really seems like added defense is the way to go for avoidance and reducing average damage taken per attack.
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I'm also still trying to figure out the numbers, but I've yet to see anyone figure out the formula for diminishing returns on miss. That said, I think that diminishing returns will likely mean that defense will be better even after reaching "unhittable." Even in BC defense was the preferred choice until 102.4% when compared with dodge rating.
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12/04/08, 4:09 AM
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#103
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Von Kaiser
Human Paladin
Outland (EU)
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Playing around with Sacred Shield is kinda fun, it does absorb an ok amount of damage.
I am a bit unsure still how good the uptime of the FoL crit buff is tough, so I am gonna have to play around with that some more.
Did anyone work with a Holy Paladin in a 25man to get some more information on this?
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12/04/08, 4:38 AM
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#104
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Glass Joe
Blood Elf Paladin
Taerar (EU)
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Originally Posted by Left
Speaking of threat-assisting weapon enchants, it strikes me that Titanium Weapon Chain and/or Enchant Weapon - Accuracy should both offer superior threat generation than Enchant Weapon - Superior Potency, since hit rating is going to make threat land more consistently as well as up SotR threat (where AP doesn't). The added benefit of reducing taunt misses is great as well.
Given that the agility from Enchant Weapon - Exceptional Agility will only increase dodge by around 0.5-0.6% (depending on buffs) and armor very slightly, I would think the taunt resist gain from hit rating would be preferable.
Of course, this assumes that you aren't hit capped already...
Thoughts?
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Don't forget Enchant Weapon - Potency.
20 Str * 1.15 (DS) * 1.10 (BoK) = 25.3 Str
25.3 Str -> ~16.5 BV (Redoubt) + 50.6 AP
Last edited by Silyth : 12/04/08 at 8:18 AM.
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12/04/08, 7:27 AM
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#105
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Bald Bull
Blood Elf Paladin
Echo Isles
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Ivriniel: if a player with the Sacred Shield buff gets hit for the first time, he takes the whole hit, and a Real Sacred Shield (RSS) with a 6 second duration gets cast on the player.
The RSS is the one that actually has the absorb effect. It will only proc once every 6 seconds, and will absorb (500 + 75% spell power) damage.
As long as the RSS is on the player with the Sacred Shield, then the caster of the Sacred Shield also gets the 50% FOL crit buff.
What this means is that it may be possible to never benefit from the FOL crit at all if your Sacred Shield target is taking heavy damage. Imagine a situation where a murloc hits the Shielded player, proccing the RSS, but then Brutallus hits the player for more than the absorb amount half a second later, in the middle of your Holy Light cast.
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12/04/08, 8:37 AM
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#106
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Von Kaiser
Blood Elf Paladin
Mal'Ganis
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I've been primarily using SS in fights where taking as little damage as possible feels like it's the primary "goal" for the tank; So far, that's been mainly Loatheb, due to only being able to be healed for 3 seconds out of every 20, and Patchwerk, to try and smooth out the insane health spikes that can result in DPS death. Then again, this has also been primarily on the 10 man runs, where I don't have the luxury of a holy paladin or disc priest.
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12/04/08, 9:38 AM
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#107
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Don Flamenco
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Originally Posted by Silyth
Don't forget Enchant Weapon - Potency.
20 Str * 1.15 (DS) * 1.10 (BoK) = 25.3 Str
25.3 Str -> ~16.5 BV (Redoubt) + 50.6 AP
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The only problem I have with that enchant is that it's a TBC world-drop recipe. On my server, there's only a very few people that have it, I don't know who they are, and they aren't making scrolls to sell in the AH anymore. While realistically speaking, Potency is a quite decent enchant in its own right, I prefer to go with a Titanium Weapon Chain due to its greater availability, as well as the useful side effect of reducing Disarm duration by 50%. It's much more annoying to get disarmed now than it was in TBC.
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12/04/08, 10:13 AM
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#108
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Bald Bull
Blood Elf Paladin
Echo Isles
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Do keep in mind that the Weapon Chain doesn't stack with Pursuit of Justice's disarm duration reduction.
While it's not a mandatory tanking talent by any means, I personally consider the 15% movement speed increase to be extremely important in any situation that requires you to run around (Skadi's gauntlet, Anub'arak and Loken being examples off-hand).
I agree with Silyth that Potency is probably one of the best tank enchants available, but I also agree that it's going to be really rare and really inconvenient to get mats for.
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12/04/08, 11:07 AM
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#109
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Glass Joe
Blood Elf Paladin
Gul'dan (EU)
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Regarding Enchants: Potency vs Accuracy
Correct me, if i'm wrong but:
20 Strength equals ~50 AP and 16 BV increasing damage (threat) by this values:
<Attack> | <dmg inc> | <threat *> | threat inc | TPS
White | 3,57 | 1,43 | 5,11 | 3,192
HotR | 14,29 | 2,72 | 38,81 | 6,469
SealoV | 7,5 | 2,72 | 20,38 | 6,793
Judgement | 10,5 | 2,72 | 28,53 | 3,170
Holy Shield | 2,8 | 2,72 | 7,61 | 3,804
AS | 3,5 | 2,72 | 9,51 | 0,317
ShieldoR | 21,29 | 2,72 | 57,86 | 9,64
Sum: 33,39 TPS
So assuming you are not hit-capped
(taken from my last WWS)
65% of all Attacks uses "melee hit"
35% of all Attacks uses "spell hit"
--> 25 Hit Rating = 0.76% melee hit | 0.95% spell hit
TPS increase on
melee -> 0.495%
spell -> 0.333%
add the Crit Rating = 0.54% Crit and with ~75% of all Attacks can crit
TPS inc -> 0.41%
Sum would be ~1.24% TPS increase...
breakeven with 20 Str @ 2692 sustained TPS
If everything is correct you benefit more from Accuracy then from Potency when you produce more then ~2700 TPS and you are not hit capped. (And 2700 TPS is a piece of cake)
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12/04/08, 11:57 AM
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#110
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Piston Honda
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Don't forget that +hit has other side effects as well. For instance, every time my Judgement pops up a MISS message, not only does it fail to do damage, but it fails to put up the regen debuff, it fails to give the +3% crit debuff, and it fails to activate my block value libram. When HotR misses, it fails to activate your current seal, and it appears as if a miss on the first target will also cause it to miss the other two (still need to do more testing on this last point). And my personal favorite, if the first ShoR of the fight misses, it's not uncommon for a DPS to pull aggro right off the bat.
Personally, if +strength and +hit enchant options are even remotely close for threat generation, I'm going to pick hit every time until it's capped.
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12/04/08, 12:34 PM
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#111
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Glass Joe
Blood Elf Paladin
Gul'dan (EU)
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Originally Posted by Tilted
...but it fails to put up the regen debuff, it fails to give the +3% crit debuff, and it fails to activate my block value libram...
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Normally a full prot specc is without Heart of the Crusader and Judgement of the Wise.
But sure the BV libram is even more a reason for accuracy
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12/04/08, 12:36 PM
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#112
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Glass Joe
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From what I've noticed so far, threat is really not that big of an issue, especially with the fun we have been having with ShoR. So, when it comes to enchant, like everything else, of course it's up to you as well as on your current gear situation. Of course hit plays a big role in our threat, but as soon as you get those first two ShoR off, our threat is out of the park.
Personally, the added block from Potency really helps with some damage mitigation which, for me, is very much needed until I get some more pieces of gear.
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12/04/08, 1:01 PM
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#113
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Piston Honda
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As far as I can see, the biggest disadvantage to the Consecration glyph is not even that it messes up your rotation. It's that while repositioning mobs, you have to wait additional time to lay down a new Consecrate. Personally, I don't like it and fail to see how it's a good use of a glyph slot for any tanking paladin. Even if all I did with my paladin was AoE tank normal 5-mans, I wouldn't want it due to the aformentioned positioning issue.
And in regards to the double ShoR, my paladin won't be using it while tanking, because I don't feel that it's going to last very long and don't want to become reliant on it.
I also currently have Potency on my leveling weapon, and I think it's prudent to keep 1 weapon with Accuracy on it, and a second weapon with Potency on it because when tanking 5-mans and trash, you will benefit more from the added strength due to a much lower hitcap of the lower level mobs.
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12/04/08, 1:14 PM
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#114
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Piston Honda
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Originally Posted by Morax
Normally a full prot specc is without Heart of the Crusader and Judgement of the Wise.
But sure the BV libram is even more a reason for accuracy
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I wasn't referring to JotW, I was referring to the health or mana regen from JoL/JoW. And yes, I have 3 points in Heart of the Crusader because we typically do not run with a ret paladin, and even if we did I would probably keep it because there's no guarantee we're attacking the same target. Those two things plus the libram effect are very noticeable when Judgement misses.
As for the block value gained from potency, we're talking about ~16 extra blocked after talents and BoK. It's technically added mitigation, but the value is tiny.
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12/04/08, 4:27 PM
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#115
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Von Kaiser
Dwarf Paladin
Aggramar (EU)
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Originally Posted by Morax
Normally a full prot specc is without Heart of the Crusader and Judgement of the Wise.
But sure the BV libram is even more a reason for accuracy
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Doesn't Judgements of the Just operate under similar mechanics? I'd say it's arguably our most important survival skill after Holy Shield.
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12/04/08, 7:42 PM
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#116
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Glass Joe
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As far as I can see, the biggest disadvantage to the Consecration glyph is not even that it messes up your rotation. It's that while repositioning mobs, you have to wait additional time to lay down a new Consecrate. Personally, I don't like it and fail to see how it's a good use of a glyph slot for any tanking paladin.
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With regards to the validity of the Consecration Glyph, I believe it's very worthwhile. If you have to reposition a mob, either right after or in the middle of a Consec. cooldown, then your threat loss (if you're moving the mob all the way outside the consecrate), is fairly negligable in the long run. At any given time, we as tanks have very little repositioning to do of boss mobs, and usually just as little with trash. There are a few exceptions, such as Sartharion with drakes up, Malygos, Heigan, and perhaps a few others - but all in all the extra couple seconds of Consecration does add up, and helps with any rotation you may currently be using.
I don't understand why a fully protection spec'd paladin wouldn't have Heart of the Crusader - although I do agree that you will never likely have JotW. The +3% critical strike chance is nice to have in all cases when a Ret. Paladin isn't available, although it can be a waste of talent points in a 25 man.
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12/04/08, 11:37 PM
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#117
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by Ashbringer
I don't understand why a fully protection spec'd paladin wouldn't have Heart of the Crusader - although I do agree that you will never likely have JotW. The +3% critical strike chance is nice to have in all cases when a Ret. Paladin isn't available, although it can be a waste of talent points in a 25 man.
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Agreed. A build like >THIS< would have all the Prot mitigation talents, plus Blessing of Kings, plus Heart of the Crusader for maximum raid contribution (plus Pursuit of Justice, but again, that's just my personal preference).
I used to think that Benediction would be really important, but ever since I've started tanking with Seal of Wisdom, mana is a total non-issue, so I just might respec HOTC later.
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12/05/08, 9:17 AM
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#118
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Si Tibi Narraremus Te Interficere Debemus
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Originally Posted by Tilted
As for the block value gained from potency, we're talking about ~16 extra blocked after talents and BoK. It's technically added mitigation, but the value is tiny.
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For that matter, so is just about every other gear augmentation we use. There's a reason people paid for the gem upgrades to epic level gems in TBC, even though in most cases it was only an extra what, 2 rating or stat points? It's not the individual augmentation that makes the difference, it's the overall effect that all the gems, enchants, armors, etc add in.
I like Potency over Accuracy solely because of the fact that it does things for offense and defense both. It is that extra bit of blocked incoming damage for one, there is the fact that it does increase SoR hits, and there's the added attack power generated by the Str stat. Accuracy is good for offense, to be sure, but I remain unconvinced that it outweighs all the benefits you gain from Potency. It's the same reason I went back to Tough Shield as my primary shield enchant...the added SBV helps in survivability and threat now.
I do think, though, that it's close enough to be a YMMV enchant.
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12/05/08, 10:28 AM
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#119
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Don Flamenco
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Originally Posted by Prinsesa
I used to think that Benediction would be really important, but ever since I've started tanking with Seal of Wisdom, mana is a total non-issue, so I just might respec HOTC later.
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Honestly, even tanking with Vengeance, the only time I really start suffering for mana is if it's a group of caster mobs. The one pull close to the end of Drak'tharon Keep comes to mind. Even then, I just stop popping Holy Shield and throw in Divine Plea when I hit ~50% mana or so, and I'm usually fine.
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12/05/08, 3:33 PM
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#120
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Von Kaiser
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Originally Posted by thedopefishlives
Honestly, even tanking with Vengeance, the only time I really start suffering for mana is if it's a group of caster mobs. The one pull close to the end of Drak'tharon Keep comes to mind. Even then, I just stop popping Holy Shield and throw in Divine Plea when I hit ~50% mana or so, and I'm usually fine.
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Unless I'm tanking 2 hard-hitting mobs or 3 mobs (or a boss), I have crazy mana issues when dropping Consecration on each cycle and using Holy Wrath to stun/hold mobs. In most dungeons I'd say that Divine Plea is on cooldown about 60% of the time, and about 40% in Naxx. Of course, I'm competing with a pair of well-geared warriors who also love Shockwave there, so incoming damage is a bit less than it might be otherwise. I'm specced for Kings and Imp. Devotion Aura, so I don't have space for more than 4/5 Benediction, or Heart of the Crusader and 1 point somewhere.
You can replace the run speed of Pursuit of Justice with the Tuskarr's Vitality boot enchant.
Has anyone else noticed how stupidly good Ardent Defender is when MTing Patchwerk-25? I'm running Tankadin2, and I definitely see a couple "Death Avoided" messages each attempt. I've been using Sacred Shield on that encounter when possible just because we don't always have enough healing pallies for each tank to get a sacred shield; it seems like about 5-10k mitigation per cast, which is not a terrible payoff.
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12/05/08, 3:41 PM
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#121
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Don Flamenco
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Originally Posted by Andris
Unless I'm tanking 2 hard-hitting mobs or 3 mobs (or a boss), I have crazy mana issues when dropping Consecration on each cycle and using Holy Wrath to stun/hold mobs. In most dungeons I'd say that Divine Plea is on cooldown about 60% of the time, and about 40% in Naxx.
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Thing is, I don't use Consecration unless it's at least 4 mobs (or a hard-hitting boss), at which point the damage intake is usually such that SA will keep me reasonably full on mana anyway, quite apart from BoSanc. I do notice a bit of a mana drain when single-tanking things that summon adds partway through; for example, tanking the Keepers and Guardians in Violet Hold tends to be mana-negative, at which point Divine Plea is pretty much on cooldown until another squad or boss.
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12/05/08, 3:44 PM
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#122
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Glass Joe
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First time poster, just have some questions on some of the more complex math stuff.
So correct me if I"m wrong, but from the info I've been able to gather, 10-12% avoidance over our base avoidance is when diminishing returns starts to kick in, correct?
So ideally we should strive for about 20% (total) in each avoidance to go for max benefit from our avoidance. Or am I misunderstanding how DR works?
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12/05/08, 5:02 PM
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#123
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Needs to think of a better user title.
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Tilted
When HotR misses, it fails to activate your current seal, and it appears as if a miss on the first target will also cause it to miss the other two (still need to do more testing on this last point).
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From my experience, it appears as though after missing the first target, the hammer will fly off into the distance, then 1-2 seconds later, boomerang back to hit the other 2 targets.
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Originally Posted by DeeNogger
Every time I bite into an oatmeal raisin cookie mistaken for a chocolate-chip an angle loses its wings. Fucking trani's of the cookie world!
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Originally Posted by castille
Squirrel sex. Get your nut and go home.
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12/05/08, 5:14 PM
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#124
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Glass Joe
Blood Elf Paladin
Bloodscalp (EU)
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I am also a first time poster and after having read every post in this thread I have found very little information on the subject: hitpoints, stamina & protection paladins.
Is infact avoidance superior to a high hp pool that one should always enchant and socket primarily for avoidance and see stamina only as a bonus. (Like the gems that give 8 dodge/parry/defense+12stamina).
A lot of tanks out there have combinations of jewelcrafting, blacksmithing, mining and enchanting for the sole purpose of gaining extra stamina/hp. (I tend to find myself 1500-2000hp under a similiar geared tank with only the choice of professions and their unique benifits differing).
Are these professions more or less mandatory for a tank nowadays or is there no other way to maintain defense cap, keep avoidance and achieve a high hp-pool?
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12/05/08, 5:25 PM
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#125
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Piston Honda
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Originally Posted by Fenrirberserker
First time poster, just have some questions on some of the more complex math stuff.
So correct me if I"m wrong, but from the info I've been able to gather, 10-12% avoidance over our base avoidance is when diminishing returns starts to kick in, correct?
So ideally we should strive for about 20% (total) in each avoidance to go for max benefit from our avoidance. Or am I misunderstanding how DR works?
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The DR for parry kicks in around 2.07%, and for dodge it's around 3.88%. When you consider that gearing for uncrittable puts you at 5.6% dodge and parry (before DR), you will always be fighting diminishing returns.
And just because avoidance stats now suffer from diminishing returns doesn't mean they stop being useful after a certain point. The returns are just closer to linear now than they were before, so they shouldn't scale to absurd amounts like we saw in BT and Sunwell.
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