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02/26/09, 1:53 PM
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#1651
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Don Flamenco
Blood Elf Paladin
Argent Dawn (EU)
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With all the aura effect consolidations, they should finally get rid of Crusader aura and just bake the speed increase into every aura.
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02/26/09, 1:53 PM
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#1652
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Glass Joe
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Originally Posted by adyta
Problem with that is we get another set of duplicate talents, would be exactly the same as 2h spec.
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Correct me if I'm wrong but that is not the case at all. 2H spec only affects damage done by 2 handers i.e. not judgments, not consecration.
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02/26/09, 1:59 PM
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#1653
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Glass Joe
Human Paladin
Sylvanas (EU)
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Originally Posted by Lindsfarne
Correct me if I'm wrong but that is not the case at all. 2H spec only affects damage done by 2 handers i.e. not judgments, not consecration.
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I stand corrected, always wondered why those "morons" took crusade over 2h spec for arena :p
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02/26/09, 2:09 PM
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#1654
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by EvilNuff
As I recall on ptr currently Divine Guardian is changed to cap at 150% of the Paladin's max health. This renders it, IMO, quite junky. Just my 2c.
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I saw it capping at 300% of the Pally's health. Assume 25k, that is 75,000 that healers don't have to heal, which is a quite a lot (more than Saph's aura).
If it is just 37,500 that sucks  .
Originally Posted by Lindsfarne
Correct me if I'm wrong but that is not the case at all. 2H spec only affects damage done by 2 handers i.e. not judgments, not consecration.
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Incorrect, 2H spec adds an aura to your character that affects all damage sources. The reason why a PvPer takes Crusade over 2H spec is the talent still works when you are disarmed.
Last edited by frmorrison : 02/26/09 at 2:23 PM.
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02/26/09, 2:21 PM
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#1655
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Glass Joe
Draenei Paladin
Undermine
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2 points in the talent brings it to 300%.
From the undocumented changes:
"Divine Guardian (Tier 4) now has been changed to redirect damage "(up to a maximum of 150/300% of the Paladin's health)." (Previously had no limit)"
Last edited by ThisGCDsForYou : 02/26/09 at 2:27 PM.
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02/26/09, 2:52 PM
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#1656
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Don Flamenco
Tauren Paladin
Emerald Dream
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Originally Posted by frmorrison
Incorrect, 2H spec adds an aura to your character that affects all damage sources. The reason why a PvPer takes Crusade over 2H spec is the talent still works when you are disarmed.
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I was always under the impression it did in fact only add damage to abilities either directly or indirectly influenced by your damage range. The obvious ones such as CS, DS, Seal procs, etc are directly influenced. Judgement, on the other hand, is effected because there's a weapon coefficient in Blood/Command's damage calculation. Things like Consecrate and Exorcism do not benefit in any way from this talent as their damage is completely independent of your physical damage range.
I'mma hop on the PTR and test this using my dual spec talents (assuming Dual Spec and the PTR are both working lol)
Edit: Just got done testing it on the PTR. 2H spec did not effect my Consecrate nor my Exorcism damage range. But it did increase my physical damage range and JoB/C damage range. (I made sure to get NO other damage increase talent nor did I have any buffs on myself)
0/3 2H Spec
Exorcism: 1489-1607
Consecrate: 1876
2H Range: 1344-1649
JoB: 970-1080
JoC: 809-882
3/3 2H Spec
Exorcism: 1489-1607 (same)
Consecrate: 1876 (same)
2H Range: 1424-1747
JoB: 999-1015
JoC: 828-906
JoB/C only increased by by 2.9%~ b/c they only have a coefficient of weapon damage.
Last edited by HamSlammer : 02/26/09 at 3:06 PM.
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02/26/09, 3:20 PM
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#1657
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Don Flamenco
Blood Elf Paladin
Deathwing
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Originally Posted by EvilNuff
As I recall on ptr currently Divine Guardian is changed to cap at 150% of the Paladin's max health. This renders it, IMO, quite junky. Just my 2c.
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It's 300% at 2/2... which, in Ulduar gear, is likely to be something like 75k over the raid, or 3k per raid member absorbed (10k dealt out). That's still very decent and only likely to be met in very high AoE (which presumably they want to maintain the liberty to use in encounter design without having a raid negate it via paladin stacking).
EDIT: oops, already addressed, apologies.
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Percent modifiers R'US
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02/26/09, 3:25 PM
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#1658
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Piston Honda
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Tossing Crusader Aura into all auras would make life a whole lot easier (I hate forgetting to switch auras when mounting / after mounting) but it's a pretty minor inconvenience. One thing I would like to see them do is move Imp. BoM further down the tree (to where Sanctified Seals is) to keep it a little bit more exclusive to Ret paladins. Get rid of Sanctified Seals completely and put an Armor to AP conversion where Imp. BoM is right now. If I'm not mistaken, the ~200-230 AP we would gain from the 3 AP per 180 armor would be a DPS increase over 3% crit (they keep giving us too much crit anyway, and now they are nerfing crit across the board in anticipation of more crit in the coming patches -- see Imp Scorch/WC nerf for mages and RV/Fanaticism nerfs).
Second, I am also a little worried about possible mana issues. As it stands, fights with lots of predictable AOE damage are the most effective for ret paladins because it is easy to heal through and gives us mana. Fights with no outside damage are putting us right on the verge of mana issues. It seems pretty unclear to me whether or not Blizzard intended on us using Consecration for single target dps or not; I've seen people claiming they specifically balanced us around using Judgement, CS, DS, and Cons, and others saying Cons was only intended for AOE or mana dump. In any case, Cons is in all reality the main problem with Ret mana, and we mostly don't even using AoW procs due to the swing timer reset. I have heard mention that this was fixed on the PTR, and if so it would be something I would be interested in making use of assuming my mana would let me. Something I think that could be interested would be a secondary effect on Swift Retribution that increase our [Strength, AP, Crit, Damage, ArPen, etc] while standing in consecrate, and allowed [CS, judgement, DS] to re-apply Consecration beneath us. Unfortunately, DKs basically already have this ability (Desecration), but I still like the idea and it would be a great help to mana consumption.
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02/26/09, 3:30 PM
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#1659
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Purveyor of Cursed Seals
Blood Elf Warlock
Mal'Ganis
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Originally Posted by HamSlammer
I was always under the impression it did in fact only add damage to abilities either directly or indirectly influenced by your damage range.
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As best as I can tell, Two-Hand Weapon Specialization just affects your physical damage as it applies:
Apply Aura: Mod Dmg % (Physical)
as opposed to:
Apply Aura: Mod Dmg % (All)
like Avenging Wrath does.
This of course would modify things that derive their damage from your physical damage range.
Last edited by Daeluin : 02/26/09 at 3:31 PM.
Reason: Added in quoter
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02/26/09, 4:57 PM
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#1660
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Glass Joe
Blood Elf Paladin
Detheroc
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1) regarding recoil, its totally possible they'll include something SoB/V specific in T8 set bonus, as lowering recoil across the board will make it less dangerous to use in pvp, which blizzard probably doesn't want.
2) at first i was a little disappointed with how ret was looking PvP wise in 3.1, but we are getting more defensive stuff at a cost of extra 10 seconds for HoJ. a fair trade IMO.
3) i propose kilt for ret and prot, pants for holy, since ret and prot wont have matching boots. holy can eat it!
4) just came to me. tri pally 3v3. with the new prot talent and the prot pally having imp dev aura, thats 18% extra heals from all sources for each pally. plus silences, extra holy shocks, shitloads of stuns. hell, getting the 15% more healing glyph for DS would be something to consider
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02/26/09, 5:09 PM
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#1661
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Vova
3) i propose kilt for ret and prot, pants for holy, since ret and prot wont have matching boots. holy can eat it!
4) just came to me. tri pally 3v3. with the new prot talent and the prot pally having imp dev aura, thats 18% extra heals from all sources for each pally. plus silences, extra holy shocks, shitloads of stuns. hell, getting the 15% more healing glyph for DS would be something to consider
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3. That is not nice!
4. The healing bonus from imp Devo do not stack. For PvP, 15% more healing from DS looks interesting to help with SoB recoil. Anyway, tri-pally doesn't work on the high end, but it sounds like a fun team for getting some points.
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02/26/09, 5:14 PM
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#1662
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Don Flamenco
Blood Elf Paladin
Deathwing
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I know we keep mentioning recoil as a PvP inhibitor for SoB/M, but, realistically speaking, the class hasn't been given the necessary tools effectively deal with healers without SoB's burst. Because of this, I really think they'd be well served to go back to the drawing board and find another way to make it the less attractive seal in PvP while allowing us to keep it as an option in some scenarios (e.g. healer vs ret 1v1 after partners eat it).
Personally, I'd think tacking on a casting speed reduction to it or something equivalent would fit the bill. It would impact ret most in 2s and 3s, where the class is generally expected to play its utility/defensive card, but not so much in 5s, where it could go full out DPS with the best of them. The change wouldn't impact PvE except in a positive way (mana regen aside, but this is supposedly being addressed in 3.1 anyways) and the increased cast time would mean if you still chose to run SoB in PvP, the decision to go defensive and heal would require an extra GCD and the expense of Seal swapping. It wouldn't help our perceived burstiness, but, honestly, we aren't the only class with burst and most others have ways to beat healers beyond incredible burst.
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Percent modifiers R'US
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02/26/09, 5:56 PM
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#1663
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Glass Joe
Blood Elf Paladin
Detheroc
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Originally Posted by frmorrison
4. The healing bonus from imp Devo do not stack. For PvP, 15% more healing from DS looks interesting to help with SoB recoil. Anyway, tri-pally doesn't work on the high end, but it sounds like a fun team for getting some points.
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I miscalculated, which led you to believe i was talking about devo. Assuing the teer1 prot talent is 5% healing received and dealt, and all three pallies get that talent, giving 10%, 5 from dealing 5 from receiving, and another 6% from devo aura, making it 16%.
tri pally wont work but it will be fun. getting a name change for similar sounding names. but i guess if my #3 goes through they will know that the one not wearing a skirt is the healer, ironically.
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02/26/09, 6:21 PM
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#1664
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Glass Joe
Human Paladin
Sylvanas (EU)
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Originally Posted by Vova
2) at first i was a little disappointed with how ret was looking PvP wise in 3.1, but we are getting more defensive stuff at a cost of extra 10 seconds for HoJ. a fair trade IMO.
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Disappointed? We're gaining exorcism and righteous vengeance, that could easily be over a 10% damage increase plus all of the defensive stuff. This patch is looking very good for Ret in Arena atm, a little too good even...
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02/26/09, 6:52 PM
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#1665
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Glass Joe
Blood Elf Paladin
Destromath
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Isn't Righteous Vengeance being nerfed?
Retribution
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* Righteous Vengeance reduced to 3 ranks for 10/20/30%.
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