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Old 12/02/08, 1:54 PM   #26
madmardigan83
Von Kaiser
 
Human Paladin
 
Garona
Originally Posted by Dragonspear View Post
While true, as the OP stated at the start of the thread, Ret ends up with about 5 extra talent points lying around. Even more than that if you tailor your build specifically to your raid comp (i.e. not taking swift retribution if you have a Chicken in raid). So to that end I am attempting to figure out which will yield the highest dps theoretically. I'd test it in game but my computer does not like recount =(
I wouldn't discount the effectiveness of certain talents in the PvE scene that some people tend to pass over or perhaps label as PvP.

Divine Purpose: The removal of a stun for your MT (or even yourself) can be quite benificial for fights that have any kind of stun involved.

Imp Might: Of course depends on the group comp you have... but generally speaking I enjoy having this as an option when needed. Most of the time a holy pally will have this on their way to the 5% crit, however.


Improved Ret Aura: I used to laugh at this talent, but now that the aura does a considerably larger amount of dmg, it is something I enjoy having. Since I'm running this aura all the time and I generally have the extra points, I pick this up. I admit that the threat gain for your MT would be small for a single target, but it's nice to have when your tank is AOE tanking things.

SoC: I guess the crux of the debate would be if we should be using this or JoR/JoV with SotP talent. But the ability to swap to it in a quick PvP encounter without having to worry about a respec is nice.


In my opinion, the addition of all of these abilities and utility outweighs the (perhaps slim) amount of dps gain for using SoR/SoV with the 4-5 talent points in SotP.


Then again, if you want to do this kind of math, I guess this forum would be the place to do it, right?

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Old 12/02/08, 2:08 PM   #27
 frmorrison
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Ashstorm
Human Paladin
 
No WoW Account
In my PvE Ret build, the extra 5 points go to:

SoC, Divine Purpose (4% less spells landed is useful) is great on some of the Naxx trash and Utguard Penn, and Imp Might is great for soloing and 5 mans.

I didn't like imp Ret Aura because the soloing damage from Ret Aura is nearly worthless and tanks do not need threat help.


Those 5 points spent above is worth a lot more to me than an extra 100ish dps from SoR when I cannot use SoB.

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Old 12/02/08, 3:17 PM   #28
EvilNuff
Glass Joe
 
Orc Death Knight
 
Detheroc
Divine Purpose is really a required talent IMO for the stun removal. In 5 mans it goes without saying how useful this is but even in raids it has its uses. Instant web removal in the Naxx spider wing for example is very nice when the healer gets targetted.

Imp Might you can skip if you are 100% of the time with another pally who has it but really its silly to skip this.

SoC is well worth the 5th point if nothing else just for situations where you can't get a healer and have to be self sufficient.

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Old 12/02/08, 3:57 PM   #29
 zeidrich
Square Tires; Frozen to the Ground.
 
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Goblin Warrior
 
Mal'Ganis
Originally Posted by Arikah View Post
Stats (In order of importance)
Strength
Our best DPS stat, as we have various talents that multiply it's effect. 1 STR gives you 2 AP baseline, multiplied by 1.15 from Divine Strength (Tier 1 Prot) giving us 2.3 AP per STR when specced. This number is further affected by buffs such as BoK. You should be stacking as much STR as possible after you are hit capped.

Hit
At level 80, we require 295 hit rating, or 9%, to be hit capped on both white swings and specials. Note that Exorcism and Consecration are considered spells and use the spell hit table, thus we can still miss with these abilities. You want to be hit capped to maximize your DPS, but any hit after 295 rating is wasted itemization points, so gear accordingly.

Expertise
Introduced in late BC, this stat allows us to remove dodges from the attack table when attacking from behind, as melee often does! You need 26 Expertise (212? rating, 6.5%) to cap this stat; much like hit, any expertise after the cap is wasted. You should aim to cap this stat.
Strength is better than hit or expertise in general. (It shifts in favor of hit at really really high AP levels, like nearly 9000 AP and expertise at 14000 AP). You do not have to wait until capping hit and expertise before stacking strength, in fact it's detrimental to do so.

Hit smooths out your attacks, and being uncapped will mean you miss some JotW effects, but in general, strength is a higher priority that hit or expertise.

The bigger issue is, when you're comparing the value of 2 items, you do not count hit that takes you over the cap.

IE: If you're not hit-capped and you have 2 items to choose from:

+60 str
+15 hit

And
+20 str
+55 hit

The former item is still stronger, despite the fact you're not hit capped.

However, if you have two other items:

+30 str
+55 hit

and

+40 str
+5 hit

The latter is stronger if you're hit capped, and the former is stronger if you're not.

Hit is just a dps + mana regen stat. It gets stronger with higher AP (like crit). It's not a magic number that you need to reach before doing anything else.

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Old 12/02/08, 3:58 PM   #30
Bloodvalor
Von Kaiser
 
Bloodvalor's Avatar
 
Blood Elf Paladin
 
Skywall
Originally Posted by Arikah View Post
Judgement of Wisdom
JoW is your primary nuke. It simultaneously does a large amount of unmitigated damage, puts Judgement of Wisdom on your target, and returns mana to you and your raid via JotW and Replenishment. This currently returns 1% of an attackers' TOTAL mana, but in an upcoming patch this will be changed to BASE mana.

Judgement of Light
Same thing as JoW, but applies Judgement of Light to your target. It is not a wise choice to use JoL as retribution in PvE (aside from the fact that protection/holy paladins use this as their primary), because all heals triggered by it give it's applier threat, and JoL heals trigger a LOT, so you actually risk pulling aggro. This spell scales off both AP and SP.
While this is true about threat from JoL, if your pulling aggro due to JoL in 25 mans then your tanks need to not suck AND OR your hunters and rogues need to learn to use their distraction abilities.

JoL should be our primary nuke assuming there is another paladin in the raid who is judging wisdom.

I've had WWS reports show me only 50,000 healing done below the "last place healer" with the same amount of overhealing as that last placed healer and I never pulled aggro.

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Old 12/02/08, 6:41 PM   #31
Arikah
pokazhet lik sveta istina
 
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by zeidrich View Post
Strength is better than hit or expertise in general. (It shifts in favor of hit at really really high AP levels, like nearly 9000 AP and expertise at 14000 AP). You do not have to wait until capping hit and expertise before stacking strength, in fact it's detrimental to do so.

Hit smooths out your attacks, and being uncapped will mean you miss some JotW effects, but in general, strength is a higher priority that hit or expertise.

The bigger issue is, when you're comparing the value of 2 items, you do not count hit that takes you over the cap.

IE: If you're not hit-capped and you have 2 items to choose from:

+60 str
+15 hit

And
+20 str
+55 hit

The former item is still stronger, despite the fact you're not hit capped.

However, if you have two other items:

+30 str
+55 hit

and

+40 str
+5 hit

The latter is stronger if you're hit capped, and the former is stronger if you're not.

Hit is just a dps + mana regen stat. It gets stronger with higher AP (like crit). It's not a magic number that you need to reach before doing anything else.
Which is why STR is at the top of the list :> I feel it is important to not miss any attacks (or judgements for that matter) before gemming for full STR - missing an attack and it's respective seal with a 2H weapon is a pretty big blow to DPS.

Will update and change a few things... but I'll leave JoW vs JoL open to debate a bit longer. From my own experiences my threat can climb dangerously close to our tanks in 25's when using JoL, even with salv. Maybe I need better tanks!

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Old 12/02/08, 9:47 PM   #32
watersrog
Von Kaiser
 
Blood Elf Paladin
 
Auchindoun (EU)
I think that JoL would be more useful than JoW and it's really hard to get aggro these days.

However, because of the Judgement bug, I actually use both JoL and JoW alternatively. Made a simple castsequence macro and works great, didn't notice any disappearing Judgements when doing this. Otherwise, the bug is severe, about one in three of four Judgements is wasted (I am talking about 25 man raids, the number seem lower in 10 or 5 man and it happens very rarely when soloing).

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Old 12/02/08, 10:23 PM   #33
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Originally Posted by watersrog View Post
I think that JoL would be more useful than JoW and it's really hard to get aggro these days.
If there's only one Paladin in the raid, he should use JoW.

If it's a Holy Paladin and a Ret or Prot Paladin, the Holy Paladin should be using JOL, while the melee Paladin should be using JOW. Not only will the melee Paladin ensure 100% JOW uptime, but we can expect that the Holy Paladin will have much less threat to deal with.

If it's a Ret Paladin and a Prot Paladin, then the decision is a wash. A Ret Paladin's JOL will be bigger*, while a Prot Paladin can leverage on the JOL threat more, and both of them will provide 100% JOW uptime.

*Can we get confirmation on this? My last test, pre-3.0.1, indicated that JOL (among other things) was not scaling with spell power gained from Sheath of Light.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

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Old 12/03/08, 12:55 AM   #34
Selenia
Von Kaiser
 
Draenei Paladin
 
Argent Dawn (EU)
On glyphs..

I have had a fair degree of success using Glyph of Divinity as my third major glyph alongside Consecration and Judgement. Being able to combo it with Glyph of Lay on Hands to refill my manapool in a pinch is golden. My main reason for preferring it over the CS glyph though, is simply that it gives me the mana when I need it. Honestly there are far too many fights where I don't run in any danger of going OOM and in those I just can't help but feel that the Crusader Strike glyph is a complete waste of a glyphslot.

That I can also throw my LoH at someone else and STILL regain close to half my total manapool is just icing on the cake.

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Old 12/03/08, 1:24 AM   #35
Dugarax
Von Kaiser
 
Blood Elf Paladin
 
Archimonde
I just got back from a heroic Naxxramas raid and after looking at my damage meter (recount) I noticed I didn't miss any hit/judgement/CS/DS of the night. It is quite strange since I was not hit capped and wasn't using any kind of hit buff. While I could have been lucky, having nothing miss for over 10 000 hits isn't very probable.

I had 242 hit rating (7.38%).

I am now back in Orgrimmar hitting the level 83 boss dummy with 222 hit rating (6.77%) and after over 1000 hits, I still havent missed the dummy. I will extend this test for probably the whole duration of the night.

This makes me question the real hit rating cap, even though most people state it is 9% (295).


Also, you stated that Art of War instant FoL doesn't reset our swing timer. I have found this to be false. After getting AoW to proc, I looked at my swing timer (using Quartz) and casted FoL in the middle of my swing. the swing time still continued, but my swing was still delayed as if it reset. For the delay between my swing timer's anticipated swing and the actual swing of my character, my swing timer bar just disappeared and reappeared for the next swing. It was also not a "lagging" swing, so I did not get two hits off on the next swing.

Would appreciate if anyone could comment/test/discuss on these two "issues".

Last edited by Dugarax : 12/03/08 at 2:23 AM.

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Old 12/03/08, 1:34 AM   #36
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by zeidrich View Post
Hit is just a dps + mana regen stat. It gets stronger with higher AP (like crit). It's not a magic number that you need to reach before doing anything else.
Regarding hit cap, I have regained my ghost hit (when I was Holy I had the 4% hit talent, but I had lost my ghost hit). Now I have between a 6-7% miss rate on bosses, so have about 3% ghost hit from Precision, but only when I spec Ret.

So at least for me, I have a lower hit cap than others have, so I don't need as much hit. It isn't fair that not every Pally has it, but that is how it is.

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Old 12/03/08, 2:05 AM   #37
Dugarax
Von Kaiser
 
Blood Elf Paladin
 
Archimonde
Originally Posted by frmorrison View Post
Regarding hit cap, I have regained my ghost hit (when I was Holy I had the 4% hit talent, but I had lost my ghost hit). Now I have between a 6-7% miss rate on bosses, so have about 3% ghost hit from Precision, but only when I spec Ret.

So at least for me, I have a lower hit cap than others have, so I don't need as much hit. It isn't fair that not every Pally has it, but that is how it is.
Yup, this is what I'm having too. Except that it seems more. With only 2% hit, I am getting a 2.5% miss chance, so that would be a 4.5% extra "ghost" hit that I am getting :\. The 2% hit test was only done on a 200 swings period though. I am now testing with 4.85% hit and will let my character swing for a very long time this time.

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Old 12/03/08, 2:37 AM   #38
Zyko
Glass Joe
 
Blood Elf Paladin
 
Detheroc
I would like to add that Seal of Command is still useful in some PvE situations where doing damage to yourself is not viable. Malygos is the first example that comes to mind, one good crit almost killed me in that fight... when we stack 2 sparks I switch to Command.

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Old 12/03/08, 4:24 AM   #39
Rukiia
Von Kaiser
 
Rukiia's Avatar
 
Orc Warrior
 
Nordrassil (EU)
Originally Posted by Zyko View Post
I would like to add that Seal of Command is still useful in some PvE situations where doing damage to yourself is not viable. Malygos is the first example that comes to mind, one good crit almost killed me in that fight... when we stack 2 sparks I switch to Command.
The only fight i do not use Blood is Loatheb, every other encounter "should" be safe. Yes, i include Thaddius in that statement. Even with 21k judgments crits you should still not instagib yourself. Heigen is a little random but you should still be safe using Blood.

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Old 12/03/08, 4:52 AM   #40
ariesz
Von Kaiser
 
Blood Elf Paladin
 
Mal'Ganis
We had our ret paladin judge one of the razuvious adds after razuv died for over 156k, needless to say he died instantly.

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Old 12/03/08, 7:53 AM   #41
Usernaem
Glass Joe
 
Human Paladin
 
Bleeding Hollow
Originally Posted by ariesz View Post
We had our ret paladin judge one of the razuvious adds after razuv died for over 156k, needless to say he died instantly.
Did they hotfix the boss to include something that increases your damage that much or are you being sarcastic?

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Old 12/03/08, 8:12 AM   #42
Mountie
Von Kaiser
 
Blood Elf Paladin
 
Hyjal
Originally Posted by Arikah View Post
Will update and change a few things... but I'll leave JoW vs JoL open to debate a bit longer. From my own experiences my threat can climb dangerously close to our tanks in 25's when using JoL, even with salv. Maybe I need better tanks!
I find having an offtank vigilance me helps a great deal.

As an example, on patchwerk tonight I was at 70% of MT threat ~45s into the fight without vigilance. During the Lust/AvWrath(2nd use) sequence around the 3:30 mark I was hanging out at 66% MT threat, spiking high on crit strings before settling down to ~45% when the Lust ended.

That's from a moderate 4k dps player as well. The geared people pushing 4.5 must be riding the threat line extremely tight. The healing is just all-world though, Grobbulus is good times.

Rukkia:
Oh, for what it's worth, Blood is fine on Loatheb, just have a priest shielding you, it's more than enough to get you to the next phase of healing. It's not like they have anything else to do during that phase anyway(yay wands?)

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Old 12/03/08, 8:53 AM   #43
Bunyipee
Glass Joe
 
Murloc Rogue
 
Dentarg (EU)
I disagree regarding the FCFS (First Come First Serve) rotation.

Some abilities are always better than others, going to the redcap thread and the old ret 3.0 thread someone went deep into gcds regarding which should take preference. I dont want to quote it here as I am likely to make a mistake.

On a further note due to problems regarding mana regeneration certain rotations can be used in fights with high raid dmg therefor where you basically have inf mana and fights where you have low raid dmg.

because of this we basically have 4 proper rotations

normal high raid dmg boss fight
normal low raid dmg boss fight
undead/demon high raid dmg boss fight
undead/demon low raid dmg boss fight

It needs a bit of work to figure this out though.

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Old 12/03/08, 8:58 AM   #44
• Chicken
 
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Originally Posted by Usernaem View Post
Did they hotfix the boss to include something that increases your damage that much or are you being sarcastic?
If one Razuvious's Understudies is alive and not Mind Controlled when Razuvious dies they gain a debuff which increases the damage they take dramatically.

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Old 12/03/08, 10:32 AM   #45
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by Mountie View Post
Oh, for what it's worth, Blood is fine on Loatheb, just have a priest shielding you, it's more than enough to get you to the next phase of healing. It's not like they have anything else to do during that phase anyway(yay wands?)
Smite spam >> Wands, and mana isn't an issue there for healers .
I just use Command there so healers don't need to worry about healing non-tanks.


Another time Blood can kill you is on Gluth when he knocks everyone's health down. Easily countered by running away a little before the Decimate so a SoB hit doesn't kill you.

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Old 12/03/08, 11:00 AM   #46
Rasputin
King Hippo
 
Jayhanez
Blood Elf Paladin
 
No WoW Account
Originally Posted by frmorrison View Post
Smite spam >> Wands, and mana isn't an issue there for healers .
I just use Command there so healers don't need to worry about healing non-tanks.


Another time Blood can kill you is on Gluth when he knocks everyone's health down. Easily countered by running away a little before the Decimate so a SoB hit doesn't kill you.
An SoB hit should never kill you on Gluth with raid buffs. I sit close to 27k HP raid buffed, and SoB also only hits you for 10% of its damage, not 33% like JoB. For a SoB to kill me it would need to hit me for 2700, which means the hit itself would need to be 27,000, which clearly does not happen.

However, it is a good idea to hold off on JoBs around the time of Decimate, since those can and do easily kill you, needing to hit me in this example for 2700, which translates into a mere 8100, easily attainable.

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Old 12/03/08, 11:25 AM   #47
Dragonspear
Von Kaiser
 
Dragonspear's Avatar
 
Human Paladin
 
Gorgonnash
Originally Posted by Dugarax View Post
Also, you stated that Art of War instant FoL doesn't reset our swing timer. I have found this to be false. After getting AoW to proc, I looked at my swing timer (using Quartz) and casted FoL in the middle of my swing. the swing time still continued, but my swing was still delayed as if it reset. For the delay between my swing timer's anticipated swing and the actual swing of my character, my swing timer bar just disappeared and reappeared for the next swing. It was also not a "lagging" swing, so I did not get two hits off on the next swing.

Would appreciate if anyone could comment/test/discuss on these two "issues".
I tested this with quartz as well spending some time on a dummy. Anytime I hit myself with AoW (I was using Martyr so I forced myself to heal) it would complete the swing timer on quartz but my character would not actually swing.

Now one question I have for you Dugarax is, do you have auto self cast? Just asking because I do as well and I wanna see if someone who doesn't have auto self cast activated in the blizzard options has the same problem.

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Old 12/03/08, 11:48 AM   #48
sio
Glass Joe
 
Human Paladin
 
Garona
I recently read somewhere on these forums that people were seeing ghosted judgements. In other words when they went to judge a mob/boss the mana would be taken (but not returned), the boss would take no dmg from the judgement, and its effect would not be refreshed. Included in the thread was a blue post saying this was being looked into, but it was pre-Wrath, shortly after 3.0 so I assumed this had been fixed as it is/was an enormous bug for ret DPS.

However, since reading that thread, I am noticing this QUITE often, and I have to wonder how much DPS I'm losing to it. I've even checked my combat log on occasion to the same ends. Not only is it a DPS reduction, but the hit we take to mana regen if/when this happens is staggering. Has anyone else seen this? Does anyone have any new info on it? I've checked the remnants of the pally forums, but there is no mention of it.


sio

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Old 12/03/08, 11:49 AM   #49
Dugarax
Von Kaiser
 
Blood Elf Paladin
 
Archimonde
Originally Posted by Dragonspear View Post
I tested this with quartz as well spending some time on a dummy. Anytime I hit myself with AoW (I was using Martyr so I forced myself to heal) it would complete the swing timer on quartz but my character would not actually swing.

Now one question I have for you Dugarax is, do you have auto self cast? Just asking because I do as well and I wanna see if someone who doesn't have auto self cast activated in the blizzard options has the same problem.
Yes I have auto self cast activated. I would test it without it, but I don't have the time right now

But I guess it would reset your swing as well because you would have to target yourself, which makes you stop attacking the mob, unless you use self cast key (alt).

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Old 12/03/08, 11:50 AM   #50
Saltycracker
Piston Honda
 
Blood Elf Paladin
 
Sen'jin
I haven't specced Ret since I hit 80 but in terms of dual specs I'm planning on making it my offspec. How is the PVE mana situation at 80 say in heroics or Naxx? If you spam all your abilities including Conc, Exor etc are we still going oom by the end of the fight?

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