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Old 03/24/09, 12:03 AM   #2701
Elrid
Glass Joe
 
Human Paladin
 
Baelgun
Originally Posted by Prinsesa View Post
THIS POST:

We looked at a lot of Ret parses and picked a Judgements of the Wise number that would make up for the loss of Spiritual Attunement mana.
I have a hard time believing they are buffing it enough to make up for a 30% regen loss, but we'll see I guess.

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Old 03/24/09, 12:14 AM   #2702
kharen
Don Flamenco
 
Blood Elf Paladin
 
The Venture Co (EU)
With ~7800 mana raidbuffed, this gives 20 minutes til OOM, which will generally be far more than enough. The big problem is that even the slightest change in raid buffs changes Time Til OOM drastically (under 5 minutes if we lose JoW or BoW - or even down to <15 minutes if BoW is not Improved BoW).
So probably running on fumes regularly in 10-mans if you can't rustle up a shaman (or two extra paladins). Great.

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Old 03/24/09, 12:29 AM   #2703
Aeonin
Von Kaiser
 
Blood Elf Paladin
 
Burning Blade
Originally Posted by kharen View Post
So probably running on fumes regularly in 10-mans if you can't rustle up a shaman (or two extra paladins). Great.
I dunno if anyone else does this, but I carry around a stack of int viii scrolls for situations where a mage or lock (with fel int) is not available...otherwise I don't run oom using all of my damaging abilities.

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Old 03/24/09, 12:43 AM   #2704
HamSlammer
Don Flamenco
 
HamSlammer's Avatar
 
Tauren Paladin
 
Emerald Dream
After playing around on the PTR, a couple things I've noted (for build 9722)

- Sacred Shield doesn't correctly scale (522 Shields w/ 1304 SP unless it's only supposed to have a 1.7%~ coefficient for Sheath of Light)
- AoW still doesn't reset the swing timer
- Righteous Vengeance seems to be fixed to 30% correctly, instead of the 24% it was at.
- CS and DS are multiplying slightly oddly.

DS is listed at 132% Weapon Damage w/ 2pieceT8 and AoW instead of the 133.1% (Which should probably get listed as 133 to 134% like CS does w/ the Glove bonus). CS is listed as 136% to 137% instead of the 139% to 140% is should be (It all multiplies out to 13915%).

The CS multiplier is easy to explain, as it's 1.1 + (1.1*1.15-1) instead of 1.1*1.1*1.15.

On Live, CS multiplies slightly odd to when the PvP Gloves are thrown in, as it's (1.1+.05)*1.1 instead of 1.1*1.1*1.05.

Edit: Oh, so any Damage Modifier from gear (2pieceT7 and PvP Gloves) is applied to the base effect of the spell. CS becomes 115% x Multipliers and DS becomes 120% x Multipliers. Now, I wonder if this applies to all spells or just % based ones. With that, I wonder how 2pieceT8 interacts w/ Exorcism and Hammer of Wrath.

All in all, CS is multiplying out incorrectly in the 3.1 PTR, build 9722.

Edit2: While bugged, the [Venture Co. Libram of Retribution] is producing hilarious results. It currently increases DS damage by 80% instead of a flat +80 Damage.


Last edited by HamSlammer : 03/24/09 at 3:30 AM.

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Old 03/24/09, 1:12 AM   #2705
beta4Life
Piston Honda
 
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Human Paladin
 
Greymane
CS is working as it was previously, as I had mentioned a few times ~10 pages back, it works in a very odd way, but has been working that way all PTR. DS appears to apply % modifiers in the same way. I can only guess that it is implemented this way so that adding additional %multipliers down the road don't start adding crazy amounts of damage (since a 10% additional multiplier will always only add 11% more damage).

Was out testing RV also (when I ran into Arrent), and it does appear that it is fixed to 30%, however it is still behaving oddly with the the race specific half of crusade. We are gaining the 3% modifier on RV, even though we should no longer get any % modifiers.


Interesting little note, self-buffed only, judging Light, using glyph of Seal of Blood produces an infinite mana situation for me (results will change with gear). I was using glyph of SoB, judgment, and exorcism, with might (kings would make it even better with the additional mana from replenishment), using 4-piece,on a target that I alone was attacking. Using the basic FCFS priority rotation using everything (CS, DS, JoL, Exo, Cons), and was unable to get under 80% mana, then a DP would return me to full every minute.

In a fully raid buffed environment I would imagine using this Glyph would result in such an enormous amount of mana regen that we could actually throw around our AoW flash heals (now that they don't reset our swing timer) pretty much everytime we can spare a GCD with no threat of running oom. As well as being able to use JoL on healing intense fights without any personal loss (obviously casters and hunters may struggle with mana as a result, but if you need the healing to keep everyone alive it will be an option).

Last edited by beta4Life : 03/24/09 at 1:41 AM.

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Old 03/24/09, 1:29 AM   #2706
Aeonin
Von Kaiser
 
Blood Elf Paladin
 
Burning Blade
Originally Posted by Redcape View Post
I pulled up my spreadsheet and checked the mana return from SoB. This new glyph is worth nearly triple what the CS or HoW glyph provides in terms of mana regen, that is roughly 275 mp5 at my gear level (half and half 213 and 200 epics). It also scales, so if we use a glyph for mana, this will be the one.

I also plugged in all of the mana changes (25% JotW, loss/merge of Mana Spring, loss of SA) and removed every glyph that reduces mana costs and it shows a positive mana situation while spamming Judgement, Exorcism, Consecrate, DS and CS.

We go slightly mana negative when we start casting HoW under 20%, but only slightly. Granted this rotation is not maintainable without the -1 seconds on Judgement, but just looking at the glyph/spell/talent changes we should be fine on mana. The mana return on JotW we are gaining is actually pretty much the same amount we are losing from Blood SA and the totem.

We ARE losing out on the massive mana gains from random AOE mana returns, but we also don't have to be annoyed when we get self heals from JoL or get shielded since that no longer affects our mana pool. In short, I think we should be mostly ok spamming all our abilities on the GCD even without any mana glyphs, but if we use the SoB glyph we are absolutely fine to go full bore all the time, mana will never be a concern.
I confirmed this on test pretty well on my own. I did not start to dip til the target dummy went below 20% to use HoW, but even then it should last you til the end of the fight. This was without blessing of wisdom, and just self buffed kings. Using Exorcism/Consecration/Judgement glyphs. I'll edit this when I try without 4 peice T7.

Edit: It's fine without 4 peice bonus as well so I wouldn't worry about it too much unless you were say fighting...General Vezax. Then you might want to take a look at adding the glyph, or better yet if you have an issue with mana somewhere down the line go 10/5/56 and skip seal of command to pickup Divine Intellect--although I don't know how ret fares with the original fight since it was not implemented during a build where ret was not mana gimped. Of course Divine Intellect will not add alot for us solo, but it surely helps through replenishment and BE Arcane Torrent.

Last edited by Aeonin : 03/24/09 at 1:48 AM.

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Old 03/24/09, 1:46 AM   #2707
cannadrys
Von Kaiser
 
Blood Elf Paladin
 
Mug'thol
Base mana as a blood elf @ 80 = 4394



A note on how I calculated Blood Damage: I took numbers from premonitions DPS runs, so the players should be solid in terms of performance + gear, around 5000DPS on the PTR.
Patchwerk (PTR DPS Test) : Fadaar

Based on my calculations you can run a full rotation and have about 45% base mana to spare per minute with:
► Glyph of Judgement, Blood, Exorcism.

You can also run a full rotation and have about 8% base mana to spare with
► Glyph of Judgement, Consecration, Exorcism.

Of course sometimes cooldowns will clash, but I didn't include using Avenging wrath, etc. So with quick napkin math I'd estimate that as a wash, and even if they aren't it's used so infrequently it shouldn't matter. Since the consecration glyph does not provide increased damage per tick, I think this would be the way to go. Modeled using cooldown as they come up with no "lag" induced on the abilities. I also assumed 8S judgements with the loss of 4PT7.

Last edited by cannadrys : 03/24/09 at 8:14 AM.

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Old 03/24/09, 2:39 AM   #2708
greatrichie
Von Kaiser
 
Human Paladin
 
Terokkar
Just to back up what Bulwyth is saying, with the SoB glyph we should be seriously mana heavy raid buffed and able to throw FoL's at will to everyone and their grandma. I played around with and without the SoB glyph tonight, and either way it took me quite a while to go oom, using a full rotation without the glyph.(I did however use JoL with the SoB glyph because the mana from JoW is just wasted with that glyph, and used JoW without the SoB glyph.).

So, with the Sob glyph, we have pretty much infinite mana in any situation, raid buffed or not... and without the glyph we still have very decent regen even not raid buffed. I'm pretty impressed so far.

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Old 03/24/09, 2:55 AM   #2709
HamSlammer
Don Flamenco
 
HamSlammer's Avatar
 
Tauren Paladin
 
Emerald Dream
Originally Posted by cannadrys View Post
Base mana as a blood elf @ 80 = 4388
Nitpick: Paladin Base Mana is 4394, and Base Mana isn't influenced by race.

/EndNitpick

As for your numbers, you're off on the cost of Exorcism and Consecration. Presumably, you're taking the expensive, lower rank version of the spells into account instead of the cheaper, max rank ones. Exorcism is only 8% and Consecrate is only 22%, both are reduced to 7.2% and 19.2%, respectively, with Benediction.

Additionally, adding a half second to each abilities' cooldown more accurately results in an abilities real cooldown due to lag and clashes. And with that, you end up leaning more closer towards being mana positive the more imperfect your rotation becomes.

Edit: I figured that's what you were doing in Scourgeholme Bulwyth

Last edited by HamSlammer : 03/24/09 at 3:14 AM.

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Old 03/24/09, 3:07 AM   #2710
Arthaal
Don Flamenco
 
Arthaal's Avatar
 
Blood Elf Paladin
 
Deathwing
Originally Posted by cannadrys View Post
Calcs...
Your calcs should use 25% for JotW (not 20%) and 110mp5 for BoW (assuming the improved version to be present in a raid setting isn't a stretch) as well.

Percent modifiers R'US

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Old 03/24/09, 3:31 AM   #2711
flexbutt
Sergeant Grumbles
 
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Arthaal View Post
Your calcs should use 25% for JotW (not 20%) and 110mp5 for BoW (assuming the improved version to be present in a raid setting isn't a stretch) as well.
He mentioned he included the net loss of Judgement in his calculations, which might be the missing 5% from JotW.

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Old 03/24/09, 3:37 AM   #2712
HamSlammer
Don Flamenco
 
HamSlammer's Avatar
 
Tauren Paladin
 
Emerald Dream
Originally Posted by flexbutt View Post
He mentioned he included the net loss of Judgement in his calculations, which might be the missing 5% from JotW.
A 25% JotW is a net gain of 20.5% Base Mana, assuming 5/5 Benediction.

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Old 03/24/09, 3:54 AM   #2713
Highborne
Glass Joe
 
Blood Elf Paladin
 
Illidan
Alright maybe my math is off as well..

Assuming Benediction, Glyph of Consecration, 8 second Judgements, ability cooldowns are what tooltip says no GCD clash.
Also assuming 15 PPM JoW, can do a 20 PPM as well if need be.
Assumed fight lasts 10 minutes.

MPS = Mana per second

Base Mana 4394
Raid buffed 7800


Crusader Strike - 316 mana, 52.728 MPS
Divine Storm - 475 mana, 47.4552 MPS
Judgment - 198 mana, 24.7163 MPS
Consecration - 844 mana, 84.3648 MPS
Exorcism - 316 mana, 21.0912 MPS
Hammer of Wrath - 554 mana, 17.53206 MPS (assuming can be used for 19% of the fight)
Avenging Wrath - 316 mana, 1.7576 MPS

Total Mana expenditure = 247.8875 MPS

Mana generated:

Judgements of the Wise, 137.3125 MPS
Judgment of Wisdom - 21.97 MPS
Blessing of Wisdom (IMP) - 21.84 MPS
Replenishment - 19.5 MPS
Divine Plea - 32.5 MPS
Lay on Hands (minor glyphed) - 2.925 MPS
Runic Mana Potion - 5.375 MPS

Total mana generated = 241.4225 MPS

Time until OOM = 679.6586 seconds
11minutes, 20 seconds.



If changed Judgement to 7 second cooldown.

Expenditure = 251.4184029
Generated = 261.0385714
Time until OOM = Never



Anything wrong with my math?

Edit: Sorry see my Replenishment I based off of base mana....changing now.



EDIT2:

If using Lay on Hands (and minor glyph for 20% more mana) AND a Runic Mana Potion assuming 4300 average yield.
You have 8 second Judgement and run Glyph of Consecration for approximately infinity (like 50 minutes).

You can run 10 minutes easily without going OOM if you pop both of these cooldowns, though you have to forgo haste pots...

However, most fights I am sure are 20 minute of trash or close to, so in theory can blow this each fight...assuming no wipes thus wasting LoH, but wouldn't use LoH until low mana anyways, which should be 4-5 minutes into the fight to begin with.

Last edited by Highborne : 03/24/09 at 4:51 AM.

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Old 03/24/09, 4:07 AM   #2714
Arikah
pokazhet lik sveta istina
 
Arikah's Avatar
 
Blood Elf Paladin
 
Mal'Ganis
Had some time to do some testing of my own re: mana - results are interesting. Conditions: 320ms, self-buffed with might, no other debuffs on boss training dummy. My scribbles note what seal and judgement I used for each test, and if I did or didn't use DP on cooldown... also noted times until complete oom (no usable skills) vs oom signs (for example cons would blur out until I judged). This was using full fcfs, including AW, but did not use HoW unless specified and did not use belf racial ever. Here's what my notepad gibberish looks like:

sor - jow - NO dp - 2:33 til unsustainable - 2:20 til oom signs - no glyphs

sor - jow - YES dp - 11:00 til unsustainable - 10:34 til oom signs - no glyphs

sob - jol - NO dp - 2:17 til unsustainable - 1:48 til oom signs - SOB glyph

sob - jol - YES dp - 5:40 til unsustainable - 5:11 til oom signs - SOB glyph

sor - jow - YES dp - 12:45 til unsustainable - 12:20 til oom signs - cons glyph - USED HOW
Obviously I used SoR when I was not judging light, because this was a time til oom test, not a time til death test. On test #5, which basically reflects our mana situation when solo/5/10manning, I was actually unable to run oom. In fact I noticed that about every 70 seconds, my mana bar would for a split second return to 100%, before dropping down to ~80% due to consecrate. After 11 minutes on test 5 I started to use HoW, half because I wanted to see what it did to our mana pool and half because I was getting tired of pushing buttons... using everything except Holy Wrath it took an additional 105 seconds to go from ~80% mana to 0, and that I am aware of there are no bosses that sit under 20% for more than 100 seconds. Remember also that this was done solo, and raid buffs will increase our time til oom a fair bit. Suffice it to say that when glyphed with EITHER SoB or consecrate, we should be just fine on mana in pve, and probably in pvp as well.

As for glyph choices? Consecrate and SoB glyphs seems to be pretty damn close - in terms of pure mana return, SoB is about even with cons while unbuffed, making SoB clearly superior when raid buffed. What the consecrate glyph fights back with is decent clash resolution... maybe it's just because we've become used to a 10s consecrate, but it sure feels a lot easier to keep fcfs rolling with it. For maximum possible dps it looks like judge/exo/cons will become a standard (farm mode) loadout, while going with judge/exo/sob for pvp or progression/intense pve situations (like having to use AoW heals frequently / being forced to use jol instead of jow).

And yes, also confirming SS still not scaling (what's with the 522 number?), AoW no longer resets swing timer, and CS/DS tooltips are showing up a little strange (DS reads as 132% while still wearing 4pc T7..?).

edit: math above looks good highborne. I'm actually going to change my thoughts on the glyphs slightly since once again I forgot about the impact of losing the T7 bonus - it seems like you will be using the sob glyph the moment you lose 4pc T7. Several fights in ulduar last for 5 minutes or more, so you run the risk of being oom on them unless you use potions or loh, if you don't glyph sob.

Last edited by Arikah : 03/24/09 at 4:17 AM.

RETIRED / ACCOUNT INACTIVE, reachable on steam

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Old 03/24/09, 4:23 AM   #2715
Highborne
Glass Joe
 
Blood Elf Paladin
 
Illidan
Originally Posted by Arikah View Post
Had some time to do some testing of my own re: mana - results are interesting. Conditions: 320ms, self-buffed with might, no other debuffs on boss training dummy. My scribbles note what seal and judgement I used for each test, and if I did or didn't use DP on cooldown... also noted times until complete oom (no usable skills) vs oom signs (for example cons would blur out until I judged). This was using full fcfs, including AW, but did not use HoW unless specified and did not use belf racial ever. Here's what my notepad gibberish looks like:



Obviously I used SoR when I was not judging light, because this was a time til oom test, not a time til death test. On test #5, which basically reflects our mana situation when solo/5/10manning, I was actually unable to run oom. In fact I noticed that about every 70 seconds, my mana bar would for a split second return to 100%, before dropping down to ~80% due to consecrate. After 11 minutes on test 5 I started to use HoW, half because I wanted to see what it did to our mana pool and half because I was getting tired of pushing buttons... using everything except Holy Wrath it took an additional 105 seconds to go from ~80% mana to 0, and that I am aware of there are no bosses that sit under 20% for more than 100 seconds. Remember also that this was done solo, and raid buffs will increase our time til oom a fair bit. Suffice it to say that when glyphed with EITHER SoB or consecrate, we should be just fine on mana in pve, and probably in pvp as well.

As for glyph choices? Consecrate and SoB glyphs seems to be pretty damn close - in terms of pure mana return, SoB is about even with cons while unbuffed, making SoB clearly superior when raid buffed. What the consecrate glyph fights back with is decent clash resolution... maybe it's just because we've become used to a 10s consecrate, but it sure feels a lot easier to keep fcfs rolling with it. For maximum possible dps it looks like judge/exo/cons will become a standard (farm mode) loadout, while going with judge/exo/sob for pvp or progression/intense pve situations (like having to use AoW heals frequently / being forced to use jol instead of jow).

And yes, also confirming SS still not scaling (what's with the 522 number?), AoW no longer resets swing timer, and CS/DS tooltips are showing up a little strange (DS reads as 132% while still wearing 4pc T7..?).

edit: math above looks good highborne. I'm actually going to change my thoughts on the glyphs slightly since once again I forgot about the impact of losing the T7 bonus - it seems like you will be using the sob glyph the moment you lose 4pc T7. Several fights in ulduar last for 5 minutes or more, so you run the risk of being oom on them unless you use potions or loh, if you don't glyph sob.



I think one of the major things people forget is that with say 8 second J and no Glyph, you can probably never afford to truly use Flash of Light, Hands, even Divine Shield eats mana up.

If you broke even, say with 7 second Judgements, you could afford to toss a spot heal or a Hand spell or some other utility while DPSing because you wouldn't gimp your DPS massively.

This isn't an issue usually unless doing hard-modes and progression, but those are really what most guilds work on for the vast majority of content until new content since most do not complete and farm hard-modes/etc for extended periods of time.

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Old 03/24/09, 5:06 AM   #2716
Maylander
Piston Honda
 
Human Paladin
 
Kor'gall (EU)
Keep in mind that there is a lot of running and what not in Uldaur - time where we don't use any mana, but the cooldown on Divine Plea is still ticking. Having 40-50 seconds of dps time per 60 seconds is probably a more realistic calculation than non-stop dps. With 25% JotW, I really don't think we're going to need the Blood glyph, and can stick with the obvious choices: Concecration, Judgement, Excorsism.

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Old 03/24/09, 5:12 AM   #2717
Highborne
Glass Joe
 
Blood Elf Paladin
 
Illidan
Originally Posted by Maylander View Post
Keep in mind that there is a lot of running and what not in Uldaur - time where we don't use any mana, but the cooldown on Divine Plea is still ticking. Having 40-50 seconds of dps time per 60 seconds is probably a more realistic calculation than non-stop dps. With 25% JotW, I really don't think we're going to need the Blood glyph, and can stick with the obvious choices: Concecration, Judgement, Excorsism.
Yea, but hard to model running time, non-attacking time, passive out of 5 second rule time...etc.

I would take SoB glyph for the insurance of infinite mana and the ability to even toss a few spot heals if sh*te hits fan.

Exorcism isn't a huge chunk of damage and really, unless they give some major sustained DPS buffs, that extra bit of DPS is not worth the essentially infinite mana in my eyes.

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Old 03/24/09, 5:35 AM   #2718
Thelgar
Glass Joe
 
Human Paladin
 
Aman'Thul
But seeing how our dps is rock-bottom as it is, passing up on anything that increases our dps, however slightly, is not a good thing...

Movement during fights, latency and human errors etc that decreases our mana usage but allows the continuous ticking of DP and replenishment should make us mana-sufficient (hopefully, with fingers crossed).

Nontheless this is a temporary solution. When we finally swap off out T7.5 gear for better drops, we'll become mana-starved again, and will be forced to take the SoB glyph. I'll probably drop the consecrate glyph and try to work around the GCD clashes...

Just a little bit of QQ.. when will they finally do a major overhaul of the class mechanics like they did for 3.0.2 and finally do something about our mana and recoil? Probably next expansion or so...

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Old 03/24/09, 5:39 AM   #2719
Maylander
Piston Honda
 
Human Paladin
 
Kor'gall (EU)
That is a good point Highborne, but 20% increase to an ability (even one cast every 15 seconds) is still quite a nice chunk of damage, especially considering how it relates to the 15% we get from talents. Right now, it looks like this:
Exco damage * 1,15 * 1,20

Also, I suspect we might have to use SoC more often than we'd like (due to recoil on SoB/SotM), which would certainly render the glyph useless.

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Old 03/24/09, 8:08 AM   #2720
Earl_Grey
Von Kaiser
 
Earl_Grey's Avatar
 
Blood Elf Paladin
 
Wrathbringer (EU)
I'm glad to see they are finally talking business with the CS changes, messing around on the PTR with possible ways to go is a good start. Would have surprised me if this change had gone live, but I'm eager to see what they are planning.

On the new Regen mechanics: With a major part of our mana regen still directly linked to judgement and it's recoil - wouldn't this make hit climb up on the priority ladder? Being almost mana positive with the current state could turn into a mana nightmare with some unlucky judgement-RNG.

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Old 03/24/09, 8:12 AM   #2721
cannadrys
Von Kaiser
 
Blood Elf Paladin
 
Mug'thol
Originally Posted by HamSlammer View Post
Nitpick: Paladin Base Mana is 4394, and Base Mana isn't influenced by race.

/EndNitpick

As for your numbers, you're off on the cost of Exorcism and Consecration. Presumably, you're taking the expensive, lower rank version of the spells into account instead of the cheaper, max rank ones. Exorcism is only 8% and Consecrate is only 22%, both are reduced to 7.2% and 19.2%, respectively, with Benediction.

Additionally, adding a half second to each abilities' cooldown more accurately results in an abilities real cooldown due to lag and clashes. And with that, you end up leaning more closer towards being mana positive the more imperfect your rotation becomes.

Edit: I figured that's what you were doing in Scourgeholme Bulwyth
Note, you are correct there I fixed those two items (exorcism and consecrateion costs) and updated a few other things as well. It actually makes both glyph setups (one including blood, one not) doable. I'm still modeling using abilites as they come off of CD with no additional cooldown modification. My goal was to model someone having the "perfect" rotation. Obviously, the more imperfect we become the more it tips mana regen in our favor. GCD clashes happen, movement happens, lag happens but there is not way to reliably model it - it's safe to assume your mana regen will be better than someone who was hypothetically able to do a perfect cycle adn that YMMV. Keep in mind I also didn't include things like Avenging Wrath, Tossing out a Hand of Salv (which I do need to do on 6 min maly), etc. All in all, my goal was to give a close ballpark estimate as to what our mana regen looks like with the changes.

Last edited by cannadrys : 03/24/09 at 8:46 AM.

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Old 03/24/09, 8:28 AM   #2722
Maylander
Piston Honda
 
Human Paladin
 
Kor'gall (EU)
Originally Posted by Earl_Grey View Post
I'm glad to see they are finally talking business with the CS changes, messing around on the PTR with possible ways to go is a good start. Would have surprised me if this change had gone live, but I'm eager to see what they are planning.

On the new Regen mechanics: With a major part of our mana regen still directly linked to judgement and it's recoil - wouldn't this make hit climb up on the priority ladder? Being almost mana positive with the current state could turn into a mana nightmare with some unlucky judgement-RNG.
I think so. I've already prepared some items/gems to reach the hit cap if needed, as it would be horrible for us to miss Judgements twice in a row now that almost all of our mana comes from it. Even if we only miss a Judgement every now and then, it would still be enough to make us go OOM over time (since 25% barely keeps us floating at this point).

Then again, Ulduar gear seems to have loads of hit, so it's not something I would worry too much about (no shame in popping a few hit gems untill the first sidegrade/upgrade with hit is available).

Unfortunately, I won't have time to actually test this, but it would be nice if someone could do a quick dummy test with various hit values to see how it affects our mana (i.e 4%, 6% and 8%).

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Old 03/24/09, 8:47 AM   #2723
Valdamos
Von Kaiser
 
Blood Elf Paladin
 
Thrall
While you would lose quite a bit of mana by missing a judgment, if you have the SoB glyph I don't think it would be as painful. I say this because that glyph makes you mana positive by quite a bit. Without the SoB glyph it would be much more painful. But I also agree that getting hit capped will be a joke once the Ulduar gear starts flooding in. I foresee it being a juggling match to not be over hit capped.

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Old 03/24/09, 9:42 AM   #2724
kapele
Von Kaiser
 
kapele's Avatar
 
Human Paladin
 
Earthen Ring
One thing I have never liked about glyph of consecrate is that in fights where I am not mana challenged and the boss is mobile, I have 2 extra seconds to wait before I can redrop conscrate under the boss. Based upon above posts it seems probable this scenereo is going to come into play now more often since we will be more mana neutral.

I guess the question becomes, do I want to risk FCFS clashes for increased mobility with consecrate? Is two seconds shorter cd on consecrate enough added mobility to really increase dps in fights that have more mobility? Clearly on fights like patchwork this would not be the case. However, fights like Noth where he is blinking around etc. could possibly benefit from the quicker reaplication of consecration in a new location.

My instinct is that I could gain more dps from using SoB glyph and dropping Conscrate from my list of majors now that mana will be less of an issue. I am trying to think of a solid way to test this though and I am not sure how this could really be demonstrated.

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Old 03/24/09, 9:55 AM   #2725
Valerys
Don Flamenco
 
Valerys's Avatar
 
Blood Elf Paladin
 
Argent Dawn (EU)
A good compromise to Blood recoil could be making it unable to kill you, i.e. it would drop you to 1 health at most. You would still have to be careful but at least you won't be killing yourself on gimmick fights like Gluth (or Prince Malchezaar in TBC). Lifetap already works on that principle, I don't see why Blood couldn't.

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