You can do that artificially by adding 492 block rating to the calculator, which is equal to 30% block chance at level 80.
This only changes my hit table shown in the calculator but not the tankpoints or EH value in the tooltips (or the stat values in the tankpoints panel).
Yesterday I ran Naxx with 2 prot paladins (me being the off-tank) and during most trash and bosses I didn't need to tank anything so I would just dps.
I was doing around 1400 dps with Prot gear + Shield and using SoV but I would run OOM really quickly just from doing judgements, both ranks of SotR and HotR.
Is there a better way to dps as prot when you don't need to tank?
- Prot gear + Shield ?
- Ret gear + Shield ?
- Ret gear + 2-Hander ?
By the way, it's on the patch notes that they're fixing the separate cooldowns on the 2 ranks of SotR.
Last edited by fredshino : 12/12/08 at 7:46 AM.
Reason: edited for clarity
Yesterday I ran Naxx with 2 prot paladins (me being the off-tank) and during most trash and bosses I didn't need to tank anything so here's my question:
What's the best way to dps as prot when you don't need to tank?
- Prot gear + Shield
- Ret gear + Shield
- Ret gear + 2-Hander
Which seal should I be using too?
By the way, it's on the patch notes that they're fixing the separate cooldowns on the 2 ranks of SotR.
Ret Gear + Shield, along with Seal of Vengeance/Corruption. Be prepared to switch to Seal of Wisdom if your mana runs low though, as you lack a good way of regenerating your mana like a Ret Paladin. I personally keep it to my highest block value/strength gear for now though, as I lack a good set of ret gear. Strength is by far our most valuable DPS stat. There's little compelling reason to use a two-hander as well since that just locks you out of your two highest DPS abilities, without getting much in return except a slight auto-attack damage increase; yes, Hammer of the Righteous is limited to being used with one-handers.
Also make sure you aren't using Righteous Fury when DPSing.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
I would prefer prot-gear, if something happens to the main tank.
But ret-gear is the better choise, if you want pure DPS.
The rotation should you cut down to "First comes- first serves" ->HotR - Judgement - SotR, using Divine Plea on CD and whit SoR - not SoV!
The SoR-Procs can trigger the Managain from Judgement of Wisdom, which should help you a lot. If the enemy is undead, you can use Exorzism too, the mana-costs are ok for the damage.
Cons, Avengers Shield and Holy Wrath are too expensive.
More of a UI question but only relevant to prot paladins:
Is there a way to make TankPoints assume you always have holy shield on? Currently, I can check and write down my values (in pawn or so) with holy shield popped, but it should be something that isnt too hard to code/edit.
Reason I ask is because I dont value block rating at all on bossfights currently, since I have close to 100% HS uptime anyway (and I am at/very close to 102.4% total with HS up)
I've been too lazy to update TankPoints, but as I recall you could right-click on the stats in the calculator list to switch between "+ rating" and "+ percent" to just add a flat percentage bonus (useful if you were trying to stat out your tanking gear while in a Holy spec, for example, so you could simulate Deflection or whatever).
Originally Posted by Chicken
You can also reliably "interrupt" their spells if you have a [Glyph of Turn Evil], though it has the obvious usual downsides a fear spell has (Though if you're focusing them down at the time it should break fast enough). Most of our other glyphs aren't majorly useful either, so it's not that big a loss.
The Exorcism glyph also adds an interrupt. For the most part it's a monumental waste of a glyph slot, but it's nice for situations like that, or for pinch interrupts on Kel'Thuzad.
Originally Posted by fredshino
Should I be using all abilities including consecration, exorcism, etc?
I edited my post right after I posted it but you were quick on the reply.
So, the thing is that just from doing Judgement, both ranks of SotR and HotR, I would quickly run OOM.
I'm concerned that if I cast all my abilities, I would need to use SoW more often than SoV.
Don't be shy about switching to SoW as needed. Prot dps isn't nearly as seal-dependent as Ret or Holy.
That said, I'm not sure if spamming Cons or other high-cost abilities is quite worth the price of switching between SoV and SoW.
My comrades are my weapons, and I am their shield.
This only changes my hit table shown in the calculator but not the tankpoints or EH value in the tooltips (or the stat values in the tankpoints panel).
You can still make some comparisons by equipping the item, then noting the difference in the calculator's displayed TankPoints, although this isn't a perfect solution by any means.
Maybe Whitetooth can add this functionality to TankPoints, if he's reading this
EDIT: Has anyone gotten a chance to play with our new Taunt on the PTR, by the way? I'm very curious as to the damage and its scaling (if it all), as well as if the damage comes before or (preferably) after the Taunt effect.
I've been too lazy to update TankPoints, but as I recall you could right-click on the stats in the calculator list to switch between "+ rating" and "+ percent" to just add a flat percentage bonus (useful if you were trying to stat out your tanking gear while in a Holy spec, for example, so you could simulate Deflection or whatever).
The Exorcism glyph also adds an interrupt. For the most part it's a monumental waste of a glyph slot, but it's nice for situations like that, or for pinch interrupts on Kel'Thuzad.
Don't be shy about switching to SoW as needed. Prot dps isn't nearly as seal-dependent as Ret or Holy.
That said, I'm not sure if spamming Cons or other high-cost abilities is quite worth the price of switching between SoV and SoW.
Seal of Vengeance (5 stack)
0.39*SP + 0.75*AP damage
Lasts 15 seconds 0.026*SP + 0.05*AP DPS
*Increased further by Seals of the Pure (up to 15%)
*Also increases your judgement damage by roughly 50% while 5 stacks are up
Unless you have just boatloads of AP, you will get more DPS out of using consecration every cooldown. So if you can manage to get enough mana back from Seal of Wisdom to keep up consecration spam, that's probably the way to go. (Whether that is actually the case, I don't know.)
I wonder if Seal of Blood might be good for situations where the raid isn't at risk and you really are running out of mana, even without consecration spam? The judgement should do enough recoil for you to recover a significant chunk of mana from being healed. I'm not really sure how the DPS compares when you are using a 1-hand weapon, but I'm sure it's more than seal of wisdom (ie, more than zero).
The judgement should do enough recoil for you to recover a significant chunk of mana from being healed. I'm not really sure how the DPS compares when you are using a 1-hand weapon, but I'm sure it's more than seal of wisdom (ie, more than zero).
There is a much more simple method of doing this that will get you more mana with out costing your healers any. Get a nice slow (i.e. 2.4-2.6) swing speed one-hander You will see a substantial increase in the procs from seal of wisdom. There is even an intro tanking weapon out of heroic Utgarde Keep off the first boss. Tanking stats and the 2.6 swing time.
wear Ret gear: admittedly you're boned if you need to suddenly tank something, so obviously be wary of not having defense gear equipped when you need it.
wear shield, slow one-hander: You don't get to use a 2handed weapon unless you're Retribution specced. Get used to this fact. Don't expect to do DPS with your tanking weapon, get something like [Reaper of Dark Souls].
seal Blood: You'll get bigger numbers with this than any other seal, and it will damage you, which means more mana.
judge Wisdom, spam Divine Plea: Obviously.
seal Wisdom when you need it: don't be shy about switching to this when necessary, and by necessary I mean "when casting Seal of Wisdom would cause you to go OOM." Eventually you'll run out of mana, and when you do, swing for Wisdom until you've regained enough mana that resealing Blood and resuming DPS will result in you going OOM again when the mob is dead. With practice this will become easy to estimate. (This is assuming that you're not going to need mana at any point for an emergency Salv, or Protection, or whatever.)
use Consecrate judiciously: don't just spam it, use it when it will count. Don't use it at all, frankly, in the situations in which you can get away with using it, it's not going to make any difference. Unless you're looking to pad the DPS meters, in which case, go nuts.
Exorcism/Holy Wrath on CD: for as long as your mana can support it. Consider saving HW for mass crowd control, it's quite powerful in that regard.
and most importantly, spam the hell out of both ranks of Shield of the Righteous. That thing hits like a truck and I see no reason not to take advantage of the glitch while it is around. Even once it is fixed, this is your bread and butter prot DPS ability. (Remember to turn off Righteous Fury...)
I'm curious to know why most Prot Pally wisdom states that Potency is the best weapon enchant? I know it's probably the best threat enchant, even though the threat is adds really isn't too impressive, especially when you look at our threat generation now. I know that strength also provides block value, but how much does this provide? 12-13 value? Also doesn't seem too impressive.
Seems to me that Enchant Weapon - Accuracy - Spell - World of Warcraft would be the best. Maybe it won't benefit threat as much as 20 str, but again, 20 str isn't that much threat anyway. And it doesn't have any defensive qualities, but again, 13 block value really isn't that impressive. Right now, really the only time someone can pull off you is during the initial pull and rotation, and only if you miss. I figure that adding the hit enchant will help that, and it only replaces a largely unimportant threat enchant.
What does the community think?
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One of the other reasons I'm using Potency as opposed to Accuracy is due to the fact that everyone and their dog wants a huge supply of Abyss Crystals for their enchants already. The demand is currently much higher than the supply of Abyss Crystals, so I'd rather use up my excess supply of TBC mats on the potency enchant, since the two are basically a wash in total effectiveness.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
I'd still stick with +26 Agility to weapon as the mitigation enchant of choice. You get .50% dodge before diminished returns as well as 52 armor. I love block value but .5% dodge for 14~ block value doesn't seem worth it.
Mining
* Toughness now increases stamina by 3/5/7/10/30/50. (Old - Increased health by 30/50/70/100/300/500)
Nice little change making it a better profession to pickup for any raider.
Titanguard is definitely the new gold standard for weapon enchants, though I'll probably put Potency on a weapon for a block set or something if I ever make one.
The Titanium Plating looks very, very nice as well. On my MTing shield I'll probably keep 20 defense but again, if I end up with a block set I'll toss that 40 BV on it for sure.
Is that 40 BV affected by Redoubt, turning it into 52 BV? I'd assume so, but for example a cloak armor enchant is not affected by toughness, so I'm not quite 100% sure on it.
Just a quick report on our taunt, Hand of Reckoning:
* It costs 3% base mana (131 at level 80)
* 30 yard range
* Instant cast and does NOT cause a GCD
* 8 second cooldown
* Damage seems scale as (1 + spell power * 8.5%) and crits as a spell for 150% damage
Two key issues which we should provide feedback on:
* It costs mana, which goes against the design decision of removing the mana cost on Righteous Defense in 3.0 (and the rage cost on Taunt/Growl in vanilla 1.x)
* Our glyph is still for Righteous Defense. Admittedly it could already be tied to HoReck and is simply missing from the tooltip, but without a reliable way to measure taunt resist rates, they really need to tell us this either way.
Challenging Shout, Mocking Blow, and Challenging Roar all cost rage, so it seems like the design principle is that each class's primary taunt should be cost-free, but not necessarily the secondary ones. I guess the weird thing here is that HoR looks more like a primary taunt than a secondary.
On a similar note, I find it kind of surprising that we're getting two true taunts on 8-second cooldowns, which is really a lot more than any other class gets. (With the usual disclaimer that I know jack about DKs.)
My comrades are my weapons, and I am their shield.
I'd like to add a comment about the weapon enchant discussion. I have read on Mmo-champion that they will add an interesting weapon enchant in the next patch: +75 stamina.
Here is the link : mmo-champion.
We don't know the cost yet but I think it will surpass any enchant available at the moment for a paladin tank even at a high cost.
The two other new enchants look very promising too : +40 stamina to wrist will be by far the best enchant in slot (You might want to add it to the list of enchants on the first post of this thread), and +40 block value on a shield is very strong once you've reach the defense cap.
I like the option, to have a new craftable shield enchant, but im disappointed, that we havnt a new stamina on shield enchant. I think, i change to Titan Plating, but im not very happy.
But the Titanguard and Major Enchants are pretty heavy. I hope so much, that isnt a enchanter-only enchant.
Because the new taunt does damage, it needs to cost mana to balance it with other damaging abilities. 131 mana isn't much anyway.
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It may be worth mentioning that [Heavy Borean Armor Kit] is a decent shoulder enchant for those who don't yet have Sons of Hodir rep and/or don't need more defense or avoidance. It's also a decent chest, hand, or boot enchant when you are just looking for something cheap to tide you over.