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03/06/09, 12:31 PM
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#1921
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Glass Joe
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Originally Posted by Mex
One thing you could try, especially while the guild is still getting used to the fight, is speccing for divine guardian. 30% less raid damage while your healers are grappling with TT is quite significant, and of course it makes you completely immune (at the cost of 50% of your damage though). If the problem is that Shadron is staying alive for too long after Vesperon dies, and that your healers are simply becoming exhausted, running out of CDs, and spending too much of the fight at peak HPS output, then it's probably not a good idea. However if your healers are simply struggling to keep up with the damage, even at their peak output, then it could be a huge help. With 2-3 paladins (ret or holy) in the raid, you can even chain it.
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Make sure that when you bubble that you use blessing of sacrifice on someone. I am usually too far away from the MT so I make a macro for the add tank, focus target him, and try to time a bubble sac for when both of us are on the ropes. I don't spec divine guardian but it can definitely help. I don't usually change seals for the fight, but definitely if we are short on healing it can be a good idea when twilight torment is up. You'll probably still do a lot of damage on the fight overall because of your AoE on the adds. I just try to be very proactive about using art of war, and will also try to watch others in my group, you can make mouseover cast for it. Also I'll try to keep DPS on the drakes and if the adds are a little bit away from them I'll run out and drop a consecrate on them and DS, try to AoW before and after. Last tip our enhanc shaman does a lot of chain healing on melee. It helps if you try to think a little less about your personal dps and a little more about what you can do to help the whole raid win and get that mount. Also, if you had to pop bubble early for some reason, don't forget about divine protection during twilight torment.
I really like this fight because you have so many tools as a paladin to make a difference. If you can use them all, you can prove you know your class.
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03/06/09, 12:39 PM
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#1922
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Glass Joe
Human Paladin
Zenedar (EU)
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heya, I am not sure if this was mentioned about before or not...
I just bought [Deadly Gladiator's Libram of Fortitude] and I am not sure if it's the best or not libram that could be obtained, could someone tell me if it's the best or not ? if not, what is it the best libram ?
thank you
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03/06/09, 12:51 PM
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#1923
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Piston Honda
Blood Elf Paladin
Azshara (EU)
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Yes, this is the best libram that can currently be obtained.
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03/06/09, 12:54 PM
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#1924
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Von Kaiser
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Probably the best part is the additional healing Divine Storm can put out when AoEing the whelp / fire elemental packs. Provided you've put Hand of Salvation on yourself it can be a useful utility tool in 3d Sarth.
On the topic of getting points out of ret and into other trees, they still have the wayward 11 point Protection talent to toy with. Since it was turned into a 5 point talent and then made baseline, Blessing of Kings has had no metaphorical successor to its seat in the Protection Tree. Perhaps Blizzard should look into implementing one. An expertise talent would provide a token bonus at best, since expertise isn't huge. It would be nice to see it consolidated into one talent with a stamina and strength bonus like Veteran of the Third War or the Arms variation of the talent.
Last edited by Musclebound : 03/06/09 at 1:22 PM.
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03/06/09, 1:02 PM
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#1925
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Glass Joe
Draenei Paladin
Kel'Thuzad
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Blizzard has repeated many many times that they don't want talents to be a huge increase in DPS and want to weigh everything equally. If that's true, I should be able to go 20/20/31 and still maintain 5k DPS. Blizzard needs to start thinking about what they say for real, talents are at the bottom of a tree so people can't access them easily with other builds. The further down the talent is, the better it should be. Why is repentance a terrible version of sheep/fear that has to be talented? I'd rather have a 1.5 second cast on repent than have it on a 1 minute cooldown with a 6 second PvP duration. Why is Divine Storm a 51 point talent if it does the same damage as whirlwind? Why does it only hit 4 targets, why is it only 8-10% of our DPS? Why did Howling Blast get moved to a 51 pt talent and get nerfed but Gargoyle gets moved to a 51 pt talent and get buffed again, making it a game breaker for arenas?
Blizzard really doesn't think about what they do.
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03/06/09, 1:47 PM
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#1926
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Glass Joe
Human Paladin
Zenedar (EU)
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can't be [Libram of Resurgence] better than [Deadly Gladiator's Libram of Fortitude] at some situations ?
for example, while aoeing the whelps, our most dmg ability will be Consecration there.
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03/06/09, 2:23 PM
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#1927
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Von Kaiser
Blood Elf Paladin
Steamwheedle Cartel (EU)
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Libram of Resurgence provides 141 Spellpower to Consecration. The Deadly Glad's Libram generates 120 AP per Crusader Strike hit.
120AP is also 36 Spell Power via Sheath of Light.
Consecration scales equally with both AP and SP, a 35% coeff for each. Thus Resurgence adds 49.35 damage to Cons, Deadly Glad adds 54.6 damage.
Hence, so long as you use Crusader Strike every cooldown, the Deadly Glad's Libram generates better threat than Resurgence and increases the DPS of AoE abilities other than Consecration (Ret Aura, Divine Storm). The calculation is different for Protection, but this isn't the Protection thread.
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03/06/09, 2:33 PM
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#1928
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by goneberserk
can't be [Libram of Resurgence] better than [Deadly Gladiator's Libram of Fortitude] at some situations ?
for example, while aoeing the whelps, our most dmg ability will be Consecration there.
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It never is, the only use for Resurgence is an achievement or a shard.
Prot rather have block value (mitigation and damage) and little bit of AP will always be better than a lot of SP due to Sheath of Light.
Originally Posted by Musclebound
Blessing of Kings has had no metaphorical successor to its seat in the Protection Tree.
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It has a successor at least (not up yet), of 5% more healing received and given to others. That is a decent talent for Ret, since the 5% received may affect JoL (makes healers job easier) and the 5% bigger heals may affect Divine Storm's heal.
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03/06/09, 2:53 PM
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#1929
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Von Kaiser
Blood Elf Paladin
Moonglade (EU)
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that 5% extra healing talent doesn't do as much as you think. DS heals are 25% atm, so that talent would make it roughly 26.25% - very minor effect. JoL might see a little higher from it though, an extra 80 or 90 health healed per proc. In realism, its peanuts compared to the benefits for Holy. Then again, "every little helps", as they say.
And concerning the Expertise talent idea; Yeah, maybe it will be a somewhat limited talent... but when you consider that 2/3 trees of DK have at least the potential to gain 3 Expertise at the end of the tree, they should face a similar issue as us. TBH, i dont see it being an issue having that kind of talent as long as it has a secondary effect attached with it as well; For example, a talent attached to RV like:
"Your RV and Consecrate damage is increased by 2/4/6%, and you gain 1/2/3 expertise". Hardly an explosive burst effect, but reasonable.
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03/06/09, 2:58 PM
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#1930
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Von Kaiser
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New PTR 3.1 Build 9658 info from MMO-Champ:
* All paladins auras had their range extended from 30 yards to 40 yards.
Holy
* Sacred Shield now cannot be on more than one target at any one time.
* Infusion of Light no longer has a chance to reduce the casting time of Holy Light, but increases the the critical chance of your next Holy Light by 10/20% instead.
Protection
* Hand of Sacrifice now lasts 12 sec or until the caster has transfered 100% of their maximum health.
* Targets affected by Divine Shield, Hand of Protection or Divine Protection can no longer be affected by any of these spell for 2 minutes. (Down from 3 minutes)
* Divine Sacrifice *New Talent* (Tier 3) - 30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin's health). Instant, 2 min cooldown.
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03/06/09, 3:04 PM
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#1931
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Glass Joe
Human Paladin
Kilrogg (EU)
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Originally Posted by Havok
New PTR 3.1 Build 9658 info from MMO-Champ:
* All paladins auras had their range extended from 30 yards to 40 yards.
Holy
* Sacred Shield now cannot be on more than one target at any one time.
* Infusion of Light no longer has a chance to reduce the casting time of Holy Light, but increases the the critical chance of your next Holy Light by 10/20% instead.
Protection
* Hand of Sacrifice now lasts 12 sec or until the caster has transfered 100% of their maximum health.
* Targets affected by Divine Shield, Hand of Protection or Divine Protection can no longer be affected by any of these spell for 2 minutes. (Down from 3 minutes)
* Divine Sacrifice *New Talent* (Tier 3) - 30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin's health). Instant, 2 min cooldown.
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First thing I notice is they upped auras to 40, which (I presume) removes the talent for that, possibly making room for the mysterious "other tree" we'll move into.
The second thing is that Divine Sacrifice (new talent) is = to Divine Guardian (check the mmo talent calculator). Maybe that's where we're going.
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03/06/09, 3:10 PM
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#1932
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Von Kaiser
Tauren Druid
Shadow Council
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Originally Posted by Cerakona
that 5% extra healing talent doesn't do as much as you think. DS heals are 25% atm, so that talent would make it roughly 26.25% - very minor effect. JoL might see a little higher from it though, an extra 80 or 90 health healed per proc. In realism, its peanuts compared to the benefits for Holy. Then again, "every little helps", as they say.
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Actually, it's a wasted 5 points for holy paladins. Holy paladins already have huge amounts of overheal, so 5% more overheal is what that talent equates to. This is obviously not hard fact truth, but the principle applies. If they were at less than 15-20% overheal it might be worth taking.
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03/06/09, 3:11 PM
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#1933
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Von Kaiser
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Originally Posted by frmorrison
It has a successor at least (not up yet), of 5% more healing received and given to others. That is a decent talent for Ret, since the 5% received may affect JoL (makes healers job easier) and the 5% bigger heals may affect Divine Storm's heal.
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I meant the original 11 point talent Blessing of Kings pre-3.0. Since then protection has been without an 11 point talent.
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03/06/09, 3:20 PM
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#1934
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Sergeant Grumbles
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Havok
New PTR 3.1 Build 9658 info from MMO-Champ:
* All paladins auras had their range extended from 30 yards to 40 yards.
Holy
* Sacred Shield now cannot be on more than one target at any one time.
* Infusion of Light no longer has a chance to reduce the casting time of Holy Light, but increases the the critical chance of your next Holy Light by 10/20% instead.
Protection
* Hand of Sacrifice now lasts 12 sec or until the caster has transfered 100% of their maximum health.
* Targets affected by Divine Shield, Hand of Protection or Divine Protection can no longer be affected by any of these spell for 2 minutes. (Down from 3 minutes)
* Divine Sacrifice *New Talent* (Tier 3) - 30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin's health). Instant, 2 min cooldown.
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So the new 11 point talent is a clone of Divine Guardian that doesn't require you to bubble. However, if you actually plan on using it as Ret, you'll have to bubble. I'm not quite seeing the point or the Ret allure. Maybe if it stacks with DG.
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03/06/09, 3:45 PM
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#1935
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Von Kaiser
Blood Elf Paladin
Stormscale (EU)
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Stack it with Divine Guardian and throw out a hand of sacrifice, that would make it like a slow applying (gcds) shieldwall.
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